Files
tromi_mobile/main.lua
2024-04-21 18:21:52 +07:00

454 lines
17 KiB
Lua

if os.getenv("LOCAL_LUA_DEBUGGER_VSCODE")=="1" then
lldebugger=require('lldebugger')
lldebugger.start()
REQUEST_BREAK=lldebugger.requestBreak
else
REQUEST_BREAK=function()end
end
require 'funcs'
DEBUG_showKey = false
PENTO_MODE = false
SAVE_DIR = 'saves/'
REPLAY_DIR = 'saves/replays/'
if not love.filesystem.getInfo(REPLAY_DIR) then
love.filesystem.createDirectory(REPLAY_DIR)
end
CONFIG_FILE = 'config.sav'
HIscoreFILE = 'hiscores.sav'
-- Text "LOADING..."
local loaded = {}
local last_loading
local loadedCounter = 0
--- Show the loading text while we are loading resources<br>
--- **WARNING**: should only be used while loading the game!
function ShowLoadingText(thing)
if last_loading then table.insert(loaded, last_loading) end
last_loading = thing
loadedCounter = loadedCounter + 1
love.graphics.replaceTransform(GLOBAL_TRANSFORM)
love.graphics.setFont(love.graphics.newFont(20))
love.graphics.clear()
drawText(
"Loading Tromi... ["..loadedCounter.." / 3]\nPlease wait, don't touch anywhere or press any key!\n\nLoading: "..thing,
10,0,1e99,"left"
)
for i, t in pairs(loaded) do
drawText("Loaded "..t,10,80+20*i,1e99,"left")
end
love.graphics.flushBatch()
love.graphics.present()
end
function love.load()
math.randomseed(os.time())
require "settings"
-- Window stuffs
love.mouse.setVisible(false)
love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
love.window.setFullscreen(SETTINGS["fullscreen"])
-- Make a new transformer
GLOBAL_TRANSFORM = love.math.newTransform()
love.resize(love.graphics.getWidth(), love.graphics.getHeight())
-- Now it's real time to load all stuffs!
highscores = {}
require "load" -- Most game's resources are loaded in here
require "scene"
require "game.vctrl" -- VCTRL
SCENE = SETTINGS.firstTime and InputConfigScene(true) or TitleScene()
VCTRL.toggle(love.system.getOS()=='Android' or true)
VCTRL.new{
-- {type='button',x= 100,y=320,key= 'up',icon= 'up',r=35,iconSize=60,alpha=0.75},
-- {type='button',x= 160,y=380,key='right',icon= 'right',r=35,iconSize=60,alpha=0.75},
-- {type='button',x= 100,y=440,key= 'down',icon= 'down',r=35,iconSize=60,alpha=0.75},
-- {type='button',x= 40,y=380,key= 'left',icon= 'left',r=35,iconSize=60,alpha=0.75},
-- {type='button',x=640-100,y=320,key= 'f16',icon='rotate_right2',r=35,iconSize=60,alpha=0.75},
-- {type='button',x=640-160,y=380,key= 'f14',icon= 'rotate_left2',r=35,iconSize=60,alpha=0.75},
-- {type='button',x=640-100,y=440,key= 'f15',icon= 'rotate_right',r=35,iconSize=60,alpha=0.75},
-- {type='button',x=640- 40,y=380,key= 'f13',icon= 'rotate_left',r=35,iconSize=60,alpha=0.75},
{type='button',x= 70,y=280,key= 'up',icon= 'up',r=45,iconSize=60,alpha=0.75},
{type='button',x= 145,y=355,key='right',icon= 'right',r=45,iconSize=60,alpha=0.75},
{type='button',x= 70,y=430,key= 'down',icon= 'down',r=45,iconSize=60,alpha=0.75},
{type='button',x= -5,y=355,key= 'left',icon= 'left',r=45,iconSize=60,alpha=0.75},
{type='button',x=640- 70,y=280,key= 'f16',icon='rotate_right2',r=45,iconSize=60,alpha=0.75},
{type='button',x=640-145,y=355,key= 'f14',icon= 'rotate_left2',r=45,iconSize=60,alpha=0.75},
{type='button',x=640- 70,y=430,key= 'f15',icon= 'rotate_right',r=45,iconSize=60,alpha=0.75},
{type='button',x=640- -5,y=355,key= 'f13',icon= 'rotate_left',r=45,iconSize=60,alpha=0.75},
}
end
function love.resize(w, h)
local scale_factor = math.min(w / 640, h / 480)
GLOBAL_TRANSFORM:setTransformation(
(w - scale_factor * 640) / 2,
(h - scale_factor * 480) / 2,
0,
scale_factor
)
end
function love.draw()
love.graphics.replaceTransform(GLOBAL_TRANSFORM)
love.graphics.clear()
love.graphics.push()
SCENE:render()
VCTRL.draw()
-- -- Grid system
-- love.graphics.replaceTransform(GLOBAL_TRANSFORM)
-- love.graphics.setColor(1,1,1,0.5)
-- love.graphics.setLineWidth(1)
-- -- From 0 to X
-- for ix=1,math.floor(64) do
-- love.graphics.line(10*ix,0,10*ix,480)
-- end
-- -- From 0 to Y
-- for iy=1,math.floor(48) do
-- love.graphics.line(0,10*iy,640,10*iy)
-- end
if DEBUG_showKey then
drawText(
"Pressed: "..(LastPressedKey or '[NONE]').." | Released: "..(LastReleasedKey or '[NONE]'),
0,0,1000,"left"
)
end
love.graphics.pop()
end
local return_scancode, escape_scancode = love.keyboard.getScancodeFromKey('return'), love.keyboard.getScancodeFromKey('escape')
function love.touchpressed(id,x,y)
local x,y=GLOBAL_TRANSFORM:inverseTransformPoint(x,y)
if not VCTRL.press(x,y,id) then
if x >= 320 and x <= 640 then
love.keypressed('escape', escape_scancode)
elseif x >= 0 and x <= 320 then
love.keypressed('return', return_scancode)
end
end
end
function love.touchreleased(id,x,y)
if not VCTRL.release(id) then
if x >= 320 and x <= 640 then
love.keyreleased('escape', escape_scancode)
elseif x >= 0 and x <= 320 then
love.keyreleased('return', return_scancode)
end
end
end
function love.keypressed(key, scancode)
local input_pressed=nil
-- global hotkeys
if scancode == "f4" then
SETTINGS["fullscreen"] = not SETTINGS["fullscreen"]
love.window.setFullscreen(SETTINGS["fullscreen"])
elseif scancode == "f2" and SCENE.title ~= "Input Config" and SCENE.title ~= "Game" then
SCENE = InputConfigScene()
-- function keys are reserved
elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f1[0-2]+$") then
return
-- escape is reserved for menu_back
elseif scancode == "escape" or scancode == "acback" then
SCENE:onInputPress({input="menu_back", type="key", key=key, scancode=scancode})
-- pass any other key to the scene, with its configured mapping
else
if SETTINGS.input and SETTINGS.input.keys then
input_pressed = SETTINGS.input.keys[scancode]
end
SCENE:onInputPress({input=input_pressed, type="key", key=key, scancode=scancode})
end
LastPressedKey = input_pressed or scancode
end
function love.keyreleased(key, scancode)
local input_released = nil
-- escape is reserved for menu_back
if scancode == "escape" or scancode == 'acback' then
SCENE:onInputRelease({input="menu_back", type="key", key=key, scancode=scancode})
-- function keys are reserved
elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f1[0-2]+$") then
return
-- 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
else
if SETTINGS.input and SETTINGS.input.keys then
input_released = SETTINGS.input.keys[scancode]
end
SCENE:onInputRelease({input=input_released, type="key", key=key, scancode=scancode})
end
LastReleasedKey = input_released or scancode
end
function love.joystickpressed(joystick, button)
local input_pressed = nil
if
SETTINGS.input and
SETTINGS.input.joysticks and
SETTINGS.input.joysticks[joystick:getName()] and
SETTINGS.input.joysticks[joystick:getName()].buttons
then
input_pressed = SETTINGS.input.joysticks[joystick:getName()].buttons[button]
end
SCENE:onInputPress({input=input_pressed, type="joybutton", name=joystick:getName(), button=button})
end
function love.joystickreleased(joystick, button)
local input_released = nil
if
SETTINGS.input and
SETTINGS.input.joysticks and
SETTINGS.input.joysticks[joystick:getName()] and
SETTINGS.input.joysticks[joystick:getName()].buttons
then
input_released = SETTINGS.input.joysticks[joystick:getName()].buttons[button]
end
SCENE:onInputRelease({input=input_released, type="joybutton", name=joystick:getName(), button=button})
end
function love.joystickaxis(joystick, axis, value)
local input_pressed = nil
local positive_released = nil
local negative_released = nil
if
SETTINGS.input and
SETTINGS.input.joysticks and
SETTINGS.input.joysticks[joystick:getName()] and
SETTINGS.input.joysticks[joystick:getName()].axes and
SETTINGS.input.joysticks[joystick:getName()].axes[axis]
then
if math.abs(value) >= 1 then
input_pressed = SETTINGS.input.joysticks[joystick:getName()].axes[axis][value >= 1 and "positive" or "negative"]
end
positive_released = SETTINGS.input.joysticks[joystick:getName()].axes[axis].positive
negative_released = SETTINGS.input.joysticks[joystick:getName()].axes[axis].negative
end
if math.abs(value) >= 1 then
SCENE:onInputPress({input=input_pressed, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
else
SCENE:onInputRelease({input=positive_released, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
SCENE:onInputRelease({input=negative_released, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
end
end
local last_hat_direction = ""
local directions = {
["u"] = "up",
["d"] = "down",
["l"] = "left",
["r"] = "right",
}
function love.joystickhat(joystick, hat, direction)
local input_pressed = nil
local has_hat = false
if
SETTINGS.input and
SETTINGS.input.joysticks and
SETTINGS.input.joysticks[joystick:getName()] and
SETTINGS.input.joysticks[joystick:getName()].hats and
SETTINGS.input.joysticks[joystick:getName()].hats[hat]
then
if direction ~= "c" then
input_pressed = SETTINGS.input.joysticks[joystick:getName()].hats[hat][direction]
end
has_hat = true
end
if input_pressed then
for i = 1, #direction do
local char = direction:sub(i, i)
local _, count = last_hat_direction:gsub(char, char)
if count == 0 then
SCENE:onInputPress({input=SETTINGS.input.joysticks[joystick:getName()].hats[hat][char], type="joyhat", name=joystick:getName(), hat=hat, direction=char})
end
end
for i = 1, #last_hat_direction do
local char = last_hat_direction:sub(i, i)
local _, count = direction:gsub(char, char)
if count == 0 then
SCENE:onInputRelease({input=SETTINGS.input.joysticks[joystick:getName()].hats[hat][char], type="joyhat", name=joystick:getName(), hat=hat, direction=char})
end
end
last_hat_direction = direction
elseif has_hat then
for i, direction in ipairs{"d", "l", "ld", "lu", "r", "rd", "ru", "u"} do
SCENE:onInputRelease({input=SETTINGS.input.joysticks[joystick:getName()].hats[hat][direction], type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
end
last_hat_direction = ""
elseif direction ~= "c" then
for i = 1, #direction do
local char = direction:sub(i, i)
local _, count = last_hat_direction:gsub(char, char)
if count == 0 then
SCENE:onInputPress({input=directions[char], type="joyhat", name=joystick:getName(), hat=hat, direction=char})
end
end
for i = 1, #last_hat_direction do
local char = last_hat_direction:sub(i, i)
local _, count = direction:gsub(char, char)
if count == 0 then
SCENE:onInputRelease({input=directions[char], type="joyhat", name=joystick:getName(), hat=hat, direction=char})
end
end
last_hat_direction = direction
else
for i, direction in ipairs{"d", "l", "ld", "lu", "r", "rd", "ru", "u"} do
SCENE:onInputRelease({input=nil, type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
end
last_hat_direction = ""
end
end
function love.focus(f)
return
end
local TARGET_FPS = 60
function love.run()
if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
if love.timer then love.timer.step() end
local dt = 0
local last_time = love.timer.getTime()
local time_accumulator = 0
return function()
if love.event then
love.event.pump()
for name, a,b,c,d,e,f in love.event.poll() do
if name == "quit" then
if not love.quit or not love.quit() then
return a or 0
end
end
love.handlers[name](a,b,c,d,e,f)
end
end
if SCENE and SCENE.update and love.timer then
SCENE:update()
local frame_duration = 1.0 / TARGET_FPS
if time_accumulator < frame_duration then
if love.graphics and love.graphics.isActive() and love.draw then
love.graphics.origin()
love.graphics.clear(love.graphics.getBackgroundColor())
love.draw()
love.graphics.present()
end
local end_time = last_time + frame_duration
local time = love.timer.getTime()
while time < end_time do
love.timer.sleep(0.001)
time = love.timer.getTime()
end
time_accumulator = time_accumulator + time - last_time
end
time_accumulator = time_accumulator - frame_duration
end
last_time = love.timer.getTime()
end
end
local minos = {'R_d', 'O_d', 'Y_d', 'G_d', 'C_d', 'B_d', 'M_d'}
local main_bg_grid = {}
for x=1, 40 do
main_bg_grid[x] = {}
for y=1, 30 do
main_bg_grid[x][y] = 0
end
end
local main_bg_cur_pos = {20,6}
local main_bg_cur_color = minos[love.math.random(1,7)]
local main_bg_cur_mino = 1
local main_bg_draw_frame = 0
local main_bg_last_color = nil
function MainBackground()
if SETTINGS["music"] and not SOUNDS["bgm_title"]:isPlaying() then
SOUNDS["bgm_title"]:setVolume(0.3)
SOUNDS["bgm_title"]:play()
end
local y = 40
if main_bg_draw_frame >= 16 then
while y > 1 do
for x = 1, 40 do
main_bg_grid[x][y] = main_bg_grid[x][y-1]
end
y = y - 1
end
for x=1, 40 do
main_bg_grid[x][1] = 0
end
main_bg_draw_frame = 0
main_bg_cur_pos[2] = main_bg_cur_pos[2] + 1
end
local directions = { {0,-1},{1,0}, {-1,0}}
local test_dir = directions[love.math.random(1,3)]
main_bg_cur_pos[1] = main_bg_cur_pos[1] + test_dir[1]
main_bg_cur_pos[2] = main_bg_cur_pos[2] + test_dir[2]
if main_bg_cur_pos[1] > 40 then main_bg_cur_pos[1] = 40 end
if main_bg_cur_pos[1] < 1 then main_bg_cur_pos[1] = 1 end
if main_bg_cur_pos[2] > 30 then main_bg_cur_pos[2] = 30 end
if main_bg_cur_pos[2] < 1 then main_bg_cur_pos[2] = 1 end
if main_bg_grid[main_bg_cur_pos[1]][main_bg_cur_pos[2]] == 0 then
main_bg_grid[main_bg_cur_pos[1]][main_bg_cur_pos[2]] = main_bg_cur_color
main_bg_cur_mino = main_bg_cur_mino + 1
end
for x=1,40 do
for y=1,30 do
if main_bg_grid[x][y] ~= 0 then
love.graphics.setColor(1, 1, 1, 0.4)
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
love.graphics.setColor(1, 1, 1, 1)
end
end
end
for x=1,40 do
for y=1,30 do
if main_bg_grid[x][y] ~= 0 then
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(BLOCKS["2tie"][main_bg_grid[x][y]], (x-1)*16, ((y-1)*16)+main_bg_draw_frame)
end
end
end
for x=1,40 do
for y=1,30 do
if main_bg_grid[x][y] ~= 0 then
love.graphics.setColor(1, 1, 1, 0.6)
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
love.graphics.setColor(1, 1, 1, 1)
end
end
end
if main_bg_cur_mino == 5 then
--if main_bg_cur_pos[2] < 4 then
-- main_bg_cur_pos[2] = 4
-- main_bg_cur_pos[1] = love.math.random(4, 36)
--end
main_bg_cur_pos = {love.math.random(16,24),6}
main_bg_last_color = main_bg_cur_color
while main_bg_cur_color == main_bg_last_color do main_bg_cur_color = minos[love.math.random(1,7)] end
main_bg_cur_mino = 1
end
main_bg_placed = false
main_bg_draw_frame = main_bg_draw_frame + 1
end