mirror of
https://gitea.com/SweetSea-ButImNotSweet/tromi_mobile.git
synced 2025-01-08 17:33:09 +08:00
Renaming and moving some modules
This commit is contained in:
91
main.lua
91
main.lua
@@ -22,15 +22,12 @@ HIscoreFILE = 'hiscores.sav'
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function love.load()
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math.randomseed(os.time())
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highscores = {}
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require "load.graphics"
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require "load.fonts"
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require "load.sounds"
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require "load.save"
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require "load.bigint"
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require "load"
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require "settings"
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require "scene"
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require "game.vctrl" -- VCTRL
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SCENE = config.firstTime and InputConfigScene() or TitleScene()
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SCENE = SETTINGS.firstTime and InputConfigScene() or TitleScene()
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love.mouse.setVisible(false)
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love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
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@@ -38,9 +35,7 @@ function love.load()
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GLOBAL_TRANSFORM = love.math.newTransform()
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love.resize(love.graphics.getWidth(), love.graphics.getHeight())
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-- init config
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initConfig()
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love.window.setFullscreen(config["fullscreen"])
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love.window.setFullscreen(SETTINGS["fullscreen"])
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VCTRL.new{
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-- {type='button',x= 100,y=320,key= 'up',icon= 'up',r=35,iconSize=60,alpha=1},
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@@ -127,8 +122,8 @@ function love.keypressed(key, scancode)
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-- global hotkeys
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if scancode == "f4" then
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config["fullscreen"] = not config["fullscreen"]
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love.window.setFullscreen(config["fullscreen"])
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SETTINGS["fullscreen"] = not SETTINGS["fullscreen"]
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love.window.setFullscreen(SETTINGS["fullscreen"])
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elseif scancode == "f2" and SCENE.title ~= "Input Config" and SCENE.title ~= "Game" then
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SCENE = InputConfigScene()
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-- function keys are reserved
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@@ -139,8 +134,8 @@ function love.keypressed(key, scancode)
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SCENE:onInputPress({input="menu_back", type="key", key=key, scancode=scancode})
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-- pass any other key to the scene, with its configured mapping
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else
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if config.input and config.input.keys then
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input_pressed = config.input.keys[scancode]
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if SETTINGS.input and SETTINGS.input.keys then
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input_pressed = SETTINGS.input.keys[scancode]
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end
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SCENE:onInputPress({input=input_pressed, type="key", key=key, scancode=scancode})
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end
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@@ -159,8 +154,8 @@ function love.keyreleased(key, scancode)
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return
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-- handle all other keys; tab is reserved, but the input config scene keeps it from getting configured as a game input, so pass tab to the scene here
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else
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if config.input and config.input.keys then
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input_released = config.input.keys[scancode]
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if SETTINGS.input and SETTINGS.input.keys then
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input_released = SETTINGS.input.keys[scancode]
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end
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SCENE:onInputRelease({input=input_released, type="key", key=key, scancode=scancode})
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end
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@@ -171,12 +166,12 @@ end
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function love.joystickpressed(joystick, button)
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local input_pressed = nil
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if
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config.input and
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config.input.joysticks and
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config.input.joysticks[joystick:getName()] and
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config.input.joysticks[joystick:getName()].buttons
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SETTINGS.input and
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SETTINGS.input.joysticks and
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SETTINGS.input.joysticks[joystick:getName()] and
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SETTINGS.input.joysticks[joystick:getName()].buttons
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then
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input_pressed = config.input.joysticks[joystick:getName()].buttons[button]
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input_pressed = SETTINGS.input.joysticks[joystick:getName()].buttons[button]
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end
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SCENE:onInputPress({input=input_pressed, type="joybutton", name=joystick:getName(), button=button})
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end
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@@ -184,12 +179,12 @@ end
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function love.joystickreleased(joystick, button)
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local input_released = nil
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if
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config.input and
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config.input.joysticks and
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config.input.joysticks[joystick:getName()] and
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config.input.joysticks[joystick:getName()].buttons
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SETTINGS.input and
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SETTINGS.input.joysticks and
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SETTINGS.input.joysticks[joystick:getName()] and
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SETTINGS.input.joysticks[joystick:getName()].buttons
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then
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input_released = config.input.joysticks[joystick:getName()].buttons[button]
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input_released = SETTINGS.input.joysticks[joystick:getName()].buttons[button]
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end
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SCENE:onInputRelease({input=input_released, type="joybutton", name=joystick:getName(), button=button})
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end
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@@ -199,17 +194,17 @@ function love.joystickaxis(joystick, axis, value)
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local positive_released = nil
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local negative_released = nil
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if
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config.input and
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config.input.joysticks and
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config.input.joysticks[joystick:getName()] and
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config.input.joysticks[joystick:getName()].axes and
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config.input.joysticks[joystick:getName()].axes[axis]
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SETTINGS.input and
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SETTINGS.input.joysticks and
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SETTINGS.input.joysticks[joystick:getName()] and
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SETTINGS.input.joysticks[joystick:getName()].axes and
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SETTINGS.input.joysticks[joystick:getName()].axes[axis]
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then
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if math.abs(value) >= 1 then
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input_pressed = config.input.joysticks[joystick:getName()].axes[axis][value >= 1 and "positive" or "negative"]
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input_pressed = SETTINGS.input.joysticks[joystick:getName()].axes[axis][value >= 1 and "positive" or "negative"]
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end
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positive_released = config.input.joysticks[joystick:getName()].axes[axis].positive
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negative_released = config.input.joysticks[joystick:getName()].axes[axis].negative
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positive_released = SETTINGS.input.joysticks[joystick:getName()].axes[axis].positive
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negative_released = SETTINGS.input.joysticks[joystick:getName()].axes[axis].negative
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end
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if math.abs(value) >= 1 then
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SCENE:onInputPress({input=input_pressed, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
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@@ -231,14 +226,14 @@ function love.joystickhat(joystick, hat, direction)
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local input_pressed = nil
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local has_hat = false
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if
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config.input and
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config.input.joysticks and
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config.input.joysticks[joystick:getName()] and
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config.input.joysticks[joystick:getName()].hats and
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config.input.joysticks[joystick:getName()].hats[hat]
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SETTINGS.input and
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SETTINGS.input.joysticks and
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SETTINGS.input.joysticks[joystick:getName()] and
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SETTINGS.input.joysticks[joystick:getName()].hats and
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SETTINGS.input.joysticks[joystick:getName()].hats[hat]
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then
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if direction ~= "c" then
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input_pressed = config.input.joysticks[joystick:getName()].hats[hat][direction]
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input_pressed = SETTINGS.input.joysticks[joystick:getName()].hats[hat][direction]
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end
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has_hat = true
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end
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@@ -247,20 +242,20 @@ function love.joystickhat(joystick, hat, direction)
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local char = direction:sub(i, i)
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local _, count = last_hat_direction:gsub(char, char)
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if count == 0 then
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SCENE:onInputPress({input=config.input.joysticks[joystick:getName()].hats[hat][char], type="joyhat", name=joystick:getName(), hat=hat, direction=char})
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SCENE:onInputPress({input=SETTINGS.input.joysticks[joystick:getName()].hats[hat][char], type="joyhat", name=joystick:getName(), hat=hat, direction=char})
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end
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end
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for i = 1, #last_hat_direction do
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local char = last_hat_direction:sub(i, i)
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local _, count = direction:gsub(char, char)
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if count == 0 then
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SCENE:onInputRelease({input=config.input.joysticks[joystick:getName()].hats[hat][char], type="joyhat", name=joystick:getName(), hat=hat, direction=char})
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SCENE:onInputRelease({input=SETTINGS.input.joysticks[joystick:getName()].hats[hat][char], type="joyhat", name=joystick:getName(), hat=hat, direction=char})
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end
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end
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last_hat_direction = direction
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elseif has_hat then
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for i, direction in ipairs{"d", "l", "ld", "lu", "r", "rd", "ru", "u"} do
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SCENE:onInputRelease({input=config.input.joysticks[joystick:getName()].hats[hat][direction], type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
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SCENE:onInputRelease({input=SETTINGS.input.joysticks[joystick:getName()].hats[hat][direction], type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
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end
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last_hat_direction = ""
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elseif direction ~= "c" then
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@@ -355,9 +350,9 @@ local main_bg_draw_frame = 0
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local main_bg_last_color = nil
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function mainBackground()
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if config["music"] and not sounds["bgm_title"]:isPlaying() then
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sounds["bgm_title"]:setVolume(0.3)
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sounds["bgm_title"]:play()
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if SETTINGS["music"] and not SOUNDS["bgm_title"]:isPlaying() then
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SOUNDS["bgm_title"]:setVolume(0.3)
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SOUNDS["bgm_title"]:play()
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end
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local y = 40
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if main_bg_draw_frame >= 16 then
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@@ -389,7 +384,7 @@ function mainBackground()
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for y=1,30 do
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if main_bg_grid[x][y] ~= 0 then
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love.graphics.setColor(1, 1, 1, 0.4)
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if ((x-1)*48)-560 > 0 and ((x-1)*48)-560 < 640 then love.graphics.draw(blocks["2tie"][main_bg_grid[x][y]], ((x-1)*48)-570, (((y+2)*48)+main_bg_draw_frame*3)-480,0, 3) end
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if ((x-1)*48)-560 > 0 and ((x-1)*48)-560 < 640 then love.graphics.draw(BLOCKS["2tie"][main_bg_grid[x][y]], ((x-1)*48)-570, (((y+2)*48)+main_bg_draw_frame*3)-480,0, 3) end
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love.graphics.setColor(1, 1, 1, 1)
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end
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end
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@@ -398,7 +393,7 @@ function mainBackground()
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for y=1,30 do
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if main_bg_grid[x][y] ~= 0 then
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(blocks["2tie"][main_bg_grid[x][y]], (x-1)*16, ((y-1)*16)+main_bg_draw_frame)
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love.graphics.draw(BLOCKS["2tie"][main_bg_grid[x][y]], (x-1)*16, ((y-1)*16)+main_bg_draw_frame)
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end
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end
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end
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@@ -406,7 +401,7 @@ function mainBackground()
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for y=1,30 do
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if main_bg_grid[x][y] ~= 0 then
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love.graphics.setColor(1, 1, 1, 0.6)
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if ((x-1)*32)-320 > 0 and ((x-1)*32)-320 < 640 then love.graphics.draw(blocks["2tie"][main_bg_grid[x][y]], ((x-1)*32)-320, (((y+1)*32)+main_bg_draw_frame*2)-320,0, 2) end
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if ((x-1)*32)-320 > 0 and ((x-1)*32)-320 < 640 then love.graphics.draw(BLOCKS["2tie"][main_bg_grid[x][y]], ((x-1)*32)-320, (((y+1)*32)+main_bg_draw_frame*2)-320,0, 2) end
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love.graphics.setColor(1, 1, 1, 1)
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end
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end
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