mirror of
https://gitea.com/SweetSea-ButImNotSweet/tromi_mobile.git
synced 2025-01-08 17:33:09 +08:00
425 lines
16 KiB
Lua
425 lines
16 KiB
Lua
if os.getenv("LOCAL_LUA_DEBUGGER_VSCODE")=="1" then
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lldebugger=require('lldebugger')
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lldebugger.start()
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REQUEST_BREAK=lldebugger.requestBreak
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else
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REQUEST_BREAK=function()end
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end
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require 'funcs'
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DEBUG_showKey=false
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PENTO_MODE = false
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SAVE_DIR = 'saves/'
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REPLAY_DIR = 'saves/replays/'
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if not love.filesystem.getInfo(REPLAY_DIR) then
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love.filesystem.createDirectory(REPLAY_DIR)
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end
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CONFIG_FILE = 'config.sav'
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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"
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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 = 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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GLOBAL_TRANSFORM = love.math.newTransform()
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love.resize(love.graphics.getWidth(), love.graphics.getHeight())
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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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-- {type='button',x= 160,y=380,key='right',icon= 'right',r=35,iconSize=60,alpha=1},
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-- {type='button',x= 100,y=440,key= 'down',icon= 'down',r=35,iconSize=60,alpha=1},
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-- {type='button',x= 40,y=380,key= 'left',icon= 'left',r=35,iconSize=60,alpha=1},
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-- {type='button',x=640-100,y=320,key= 'f16',icon='rotate_right2',r=35,iconSize=60,alpha=1},
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-- {type='button',x=640-160,y=380,key= 'f14',icon= 'rotate_left2',r=35,iconSize=60,alpha=1},
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-- {type='button',x=640-100,y=440,key= 'f15',icon= 'rotate_right',r=35,iconSize=60,alpha=1},
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-- {type='button',x=640- 40,y=380,key= 'f13',icon= 'rotate_left',r=35,iconSize=60,alpha=1},
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{type='button',x= 70,y=280,key= 'up',icon= 'up',r=45,iconSize=60,alpha=1},
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{type='button',x= 145,y=355,key='right',icon= 'right',r=45,iconSize=60,alpha=1},
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{type='button',x= 70,y=430,key= 'down',icon= 'down',r=45,iconSize=60,alpha=1},
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{type='button',x= -5,y=355,key= 'left',icon= 'left',r=45,iconSize=60,alpha=1},
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{type='button',x=640- 70,y=280,key= 'f16',icon='rotate_right2',r=45,iconSize=60,alpha=1},
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{type='button',x=640-145,y=355,key= 'f14',icon= 'rotate_left2',r=45,iconSize=60,alpha=1},
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{type='button',x=640- 70,y=430,key= 'f15',icon= 'rotate_right',r=45,iconSize=60,alpha=1},
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{type='button',x=640- -5,y=355,key= 'f13',icon= 'rotate_left',r=45,iconSize=60,alpha=1},
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}
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end
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function love.resize(w, h)
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local scale_factor = math.min(w / 640, h / 480)
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GLOBAL_TRANSFORM:setTransformation(
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(w - scale_factor * 640) / 2,
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(h - scale_factor * 480) / 2,
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0,
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scale_factor
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)
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end
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function love.draw()
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love.graphics.replaceTransform(GLOBAL_TRANSFORM)
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love.graphics.clear()
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love.graphics.push()
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SCENE:render()
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VCTRL.draw()
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-- -- Grid system
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-- love.graphics.replaceTransform(GLOBAL_TRANSFORM)
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-- love.graphics.setColor(1,1,1,0.5)
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-- love.graphics.setLineWidth(1)
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-- -- From 0 to X
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-- for ix=1,math.floor(64) do
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-- love.graphics.line(10*ix,0,10*ix,480)
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-- end
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-- -- From 0 to Y
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-- for iy=1,math.floor(48) do
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-- love.graphics.line(0,10*iy,640,10*iy)
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-- end
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love.graphics.pop()
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if DEBUG_showKey then
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drawText(
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"Pressed: "..(LastPressedKey or '[NONE]').." | Released: "..(LastReleasedKey or '[NONE]'),
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0,0,1000,"left"
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)
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end
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end
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local return_scancode, escape_scancode = love.keyboard.getScancodeFromKey('return'), love.keyboard.getScancodeFromKey('escape')
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function love.touchpressed(id,x,y)
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local x,y=GLOBAL_TRANSFORM:inverseTransformPoint(x,y)
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if not VCTRL.press(x,y,id) then
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if x >= 320 and x <= 640 then
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love.keypressed('escape', escape_scancode)
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elseif x >= 0 and x <= 320 then
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love.keypressed('return', return_scancode)
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end
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end
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end
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function love.touchreleased(id,x,y)
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if not VCTRL.release(id) then
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if x >= 320 and x <= 640 then
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love.keyreleased('escape', escape_scancode)
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elseif x >= 0 and x <= 320 then
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love.keyreleased('return', return_scancode)
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end
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end
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end
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function love.keypressed(key, scancode)
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local input_pressed=nil
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-- global hotkeys
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if scancode == "f4" then
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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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elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f1[0-2]+$") then
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return
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-- escape is reserved for menu_back
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elseif scancode == "escape" or scancode == "acback" then
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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 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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LastPressedKey = input_pressed or scancode
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end
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function love.keyreleased(key, scancode)
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local input_released = nil
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-- escape is reserved for menu_back
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if scancode == "escape" or scancode == 'acback' then
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SCENE:onInputRelease({input="menu_back", type="key", key=key, scancode=scancode})
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-- function keys are reserved
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elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f1[0-2]+$") then
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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 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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LastReleasedKey = input_released or scancode
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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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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 = 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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function love.joystickreleased(joystick, button)
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local input_released = nil
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if
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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 = 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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function love.joystickaxis(joystick, axis, value)
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local input_pressed = nil
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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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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 = SETTINGS.input.joysticks[joystick:getName()].axes[axis][value >= 1 and "positive" or "negative"]
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end
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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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else
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SCENE:onInputRelease({input=positive_released, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
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SCENE:onInputRelease({input=negative_released, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
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end
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end
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local last_hat_direction = ""
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local directions = {
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["u"] = "up",
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["d"] = "down",
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["l"] = "left",
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["r"] = "right",
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}
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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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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 = 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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if input_pressed then
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for i = 1, #direction do
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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=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=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=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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for i = 1, #direction do
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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=directions[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=directions[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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else
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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=nil, 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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end
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end
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function love.focus(f)
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return
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end
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local TARGET_FPS = 60
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function love.run()
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if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
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if love.timer then love.timer.step() end
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local dt = 0
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local last_time = love.timer.getTime()
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local time_accumulator = 0
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return function()
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if love.event then
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love.event.pump()
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for name, a,b,c,d,e,f in love.event.poll() do
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if name == "quit" then
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if not love.quit or not love.quit() then
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return a or 0
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end
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end
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love.handlers[name](a,b,c,d,e,f)
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end
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end
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if SCENE and SCENE.update and love.timer then
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SCENE:update()
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local frame_duration = 1.0 / TARGET_FPS
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if time_accumulator < frame_duration then
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if love.graphics and love.graphics.isActive() and love.draw then
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love.graphics.origin()
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love.graphics.clear(love.graphics.getBackgroundColor())
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love.draw()
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love.graphics.present()
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end
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local end_time = last_time + frame_duration
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local time = love.timer.getTime()
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while time < end_time do
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love.timer.sleep(0.001)
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time = love.timer.getTime()
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end
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time_accumulator = time_accumulator + time - last_time
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end
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time_accumulator = time_accumulator - frame_duration
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end
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last_time = love.timer.getTime()
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end
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end
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local minos = {'R_d', 'O_d', 'Y_d', 'G_d', 'C_d', 'B_d', 'M_d'}
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local main_bg_grid = {}
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for x=1, 40 do
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main_bg_grid[x] = {}
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for y=1, 30 do
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main_bg_grid[x][y] = 0
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end
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end
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local main_bg_cur_pos = {20,6}
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local main_bg_cur_color = minos[love.math.random(1,7)]
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local main_bg_cur_mino = 1
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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 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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while y > 1 do
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for x = 1, 40 do
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main_bg_grid[x][y] = main_bg_grid[x][y-1]
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end
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y = y - 1
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end
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for x=1, 40 do
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main_bg_grid[x][1] = 0
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end
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main_bg_draw_frame = 0
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main_bg_cur_pos[2] = main_bg_cur_pos[2] + 1
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end
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local directions = { {0,-1},{1,0}, {-1,0}}
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local test_dir = directions[love.math.random(1,3)]
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main_bg_cur_pos[1] = main_bg_cur_pos[1] + test_dir[1]
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main_bg_cur_pos[2] = main_bg_cur_pos[2] + test_dir[2]
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if main_bg_cur_pos[1] > 40 then main_bg_cur_pos[1] = 40 end
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if main_bg_cur_pos[1] < 1 then main_bg_cur_pos[1] = 1 end
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if main_bg_cur_pos[2] > 30 then main_bg_cur_pos[2] = 30 end
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if main_bg_cur_pos[2] < 1 then main_bg_cur_pos[2] = 1 end
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if main_bg_grid[main_bg_cur_pos[1]][main_bg_cur_pos[2]] == 0 then
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main_bg_grid[main_bg_cur_pos[1]][main_bg_cur_pos[2]] = main_bg_cur_color
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main_bg_cur_mino = main_bg_cur_mino + 1
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end
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for x=1,40 do
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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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love.graphics.setColor(1, 1, 1, 1)
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end
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end
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end
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for x=1,40 do
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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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end
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end
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end
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for x=1,40 do
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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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love.graphics.setColor(1, 1, 1, 1)
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end
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end
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end
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if main_bg_cur_mino == 5 then
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--if main_bg_cur_pos[2] < 4 then
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-- main_bg_cur_pos[2] = 4
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-- main_bg_cur_pos[1] = love.math.random(4, 36)
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--end
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main_bg_cur_pos = {love.math.random(16,24),6}
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main_bg_last_color = main_bg_cur_color
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while main_bg_cur_color == main_bg_last_color do main_bg_cur_color = minos[love.math.random(1,7)] end
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main_bg_cur_mino = 1
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end
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main_bg_placed = false
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main_bg_draw_frame = main_bg_draw_frame + 1
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end
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