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nback.tl.newf
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nback.tl.newf
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-- vim: set foldmethod=indent
require "Timer"
require "button"
require "cmn"
require "common"
require "coroprocessor"
require "drawstat"
require "layout"
require "menu"
require "nbtypes"
require "signal_quad_field"
require "snippets"
require "tiledbackground"
--local hex = require "hex"
--local inspect = require "inspect"
local colorConstants = require "colorconstants"
local g = love.graphics
local generator = require "generator"
local getTime = love.timer.getTime
local gr = love.graphics
local i18n = require "i18n"
local pallete = require "pallete"
local serpent = require "serpent"
local setupmenu = require "setupmenu"
local w, h = g.getDimensions()
local yield = coroutine.yield
global type Nback = record
enum Mode
"quad"
"hex"
end
record Button
x, y, w, h: number
title, coroName: string
ontouch: function
textx, texty: number
end
mode: Mode
dim, current_sig, sig_count, level: integer
border, cell_width, pause_time, startTime, start_pause_rest, stopppedSignal, timestamp: number
durationMin, durationSec, volume, x0, y0, figure_alpha, bhupur_h, shaderTimer: number
signalsInspected, shaderTimeEnabled, is_run, can_press, show_statistic, written, pause, start_pause: boolean
field_color: {number}
font, buttonsFont, buildLayout: love.graphics.Font
layout: Layout
timer: Timer
signals: Signals
pressed: Signals.Eq
signal: SignalView
shader: love.graphics.Shader
setupmenu: SetupMenu
processor: CoroProcessor
statisticRender: StatisticRender
save_name: string
buttons: {Button}
uiState: any
map: {{number}}
new: function(): Nback
drawActiveSignal, printStartPause, setupButtonsTextPosition, drawField: function(Nback)
enter, leave, initShaders, createSetupMenu, initShadersTimer, processSignal: function(Nback)
processSignal, loverVolume, buildLayout, start, drawMapIndices, initButtons: function(Nback)
init: function(Nback, string)
resize: function(Nback, number, number)
stop: function(Nback, boolean)
check: function(Nback, signalType: Signals.EqKeys)
end
local Nback_mt: metatable<Nback> = {
__index = Nback
}
local fonts = require "fonts"
local nbackSelf: Nback = {
dim = 8, -- количество ячеек поля
cell_width = 100, -- width of game field in pixels
current_sig = 1, -- номер текущего сигнала, при начале партии равен 1
sig_count = 8, -- количество сигналов
level = 1, -- уровень, на сколько позиций назад нужно нажимать клавишу сигнала
is_run = false, -- индикатор запуска рабочего цикла
pause_time = 2.0, -- задержка между сигналами, в секундах
can_press = false, -- XXX FIXME зачем нужна эта переменная?
show_statistic = false, -- индикатор показа статистики в конце сета
field_color = shallowCopy(pallete.field), -- копия таблицы по значению
font = fonts.nback.font,
buttonsFont = fonts.nback.buttons,
centralFont = fonts.nback.central,
border = 3,
mode = "quad",
}
function Nback.new(): Nback
local self = deepcopy(nbackSelf)
--print("self.statisticRender", inspect(self.statisticRender))
return setmetatable(self, Nback_mt)
end
function makeFalseArray(len: number): {boolean}
local ret = {}
for _ = 1, len do
ret[#ret + 1] = false
end
return ret
end
function Nback:buildLayout()
local screen = makeScreenTable()
screen.left, screen.center, screen.right = splitv(screen, 0.2, 0.6, 0.2)
screen.leftTop, screen.leftMiddle, screen.leftBottom = splith(screen.left, 0.2, 0.4, 0.4)
screen.rightTop, screen.rightMiddle, screen.rightBottom = splith(screen.right, 0.2, 0.4, 0.4)
screen.leftTop, screen.leftMiddle, screen.leftBottom = shrink(screen.leftTop, self.border), shrink(screen.leftMiddle, self.border), shrink(screen.leftBottom, self.border)
screen.rightTop, screen.rightMiddle, screen.rightBottom = shrink(screen.rightTop, self.border), shrink(screen.rightMiddle, self.border), shrink(screen.rightBottom, self.border)
screen.center = shrink(screen.center, self.border)
self.layout = screen
--print("self.layout", inspect(self.layout))
end
local function genMapByDim(d: number): {{number}}
local t: {{number}} = {}
for _ = 1, d do
table.insert(t, {})
local p = t[#t]
for _ = 1, d do
table.insert(p, 0)
end
end
return t
end
function Nback:start()
print("nback:start()")
local q = pallete.field
-- запуск анимации цвета игрового поля
self.timer:tween(3, self, { field_color = {q[1], q[2], q[3], 1}}, "linear")
self.written = false
self.pause = false
self.map = genMapByDim(self.dim)
self.signals = generator.generateAll(self.sig_count, self.level, self.dim,
#self.signal.sounds, self.map)
--print("self.signals", inspect(self.signals))
self.current_sig = 1
self.timestamp = love.timer.getTime() - self.pause_time
self.show_statistic = false
-- массивы хранящие булевские значения - нажат сигнал вот время обработки или нет?
local signalsCount = #self.signals.pos
self.pressed = {
pos = makeFalseArray(signalsCount),
color = makeFalseArray(signalsCount),
form = makeFalseArray(signalsCount),
sound = makeFalseArray(signalsCount),
}
--print("self.pressed", inspect(self.pressed))
-- сигнал, на котором остановилась партия. Используется для рисовки
-- вертикальной временной черты на графике нажатий
self.stopppedSignal = 0
self.start_pause_rest = 3 -- время паузы перед раундом
self.start_pause = true
local delay = 1
self.timer:every(delay, function()
self.start_pause_rest = self.start_pause_rest - 1
end,
self.start_pause_rest, function()
self.start_pause = false
self.is_run = true
-- фиксирую время начала игры
self.startTime = love.timer.getTime()
end, "notag")
if onAndroid or not useKeyboard then
self:initButtons()
end
end
function Nback:enter()
-- установка альфа канала цвета сетки игрового поля
self.field_color[4] = 0.2
print("nback:enter()")
-- setup Gooi
restoreUI(self.uiState)
end
function Nback:leave()
print("nback:leave()")
self.show_statistic = false
self.uiState = storeUI()
end
-- time изменяется в пределах 0..1
local fragmentCode = [[
extern float time;
vec4 effect(vec4 color, Image image, vec2 uvs, vec2 screen_coords) {
vec4 pixel = Texel(image, uvs);
//float av = (pixel.r + pixel.g + pixel.b) / time;
color.a = time;
//return pixel * color;
return pixel * color;
}
]]
function Nback:initShaders()
self.shader = g.newShader(fragmentCode)
end
-- фигачу кастомную менюшку на лету
function Nback:createSetupMenu()
-- начальное значение. Можно менять исходя из
-- предыдущих игр, брать из файла настроек и т.д.
local nbackLevel = self.level
-- значение должно поддерживаться генератором,
-- больше значение - длиннее последовательность и(или)
-- меньше целевых сигналов в итоге.
local maxLevel = 5
local dim = 5
--local minDim, maxDim = 4, 10
local expositionList = { "1", "2", "3", "4", "5", "6", }
local activeExpositionItem = 2
local parameterColor = {0, 0.9, 0}
self.setupmenu = setupmenu.new(fonts.nback.setupmenu, pallete.signal)
-- пункт меню - поехали!
self.setupmenu:addItem({
oninit = function(): {string}, boolean, boolean
return {i18n("setupMenu.start")}
end,
onselect = function() -- точка входа в игру
self.level = nbackLevel
self.dim = dim
--self:resize(g.getDimensions())
self:resize(w, h)
self.pause_time = tonumber(expositionList[activeExpositionItem])
self.setupmenu.freeze = true
self:start()
self.setupmenu.freeze = false
end})
-- выбор продолжительности экспозиции
self.setupmenu:addItem({
oninit = function(): {string}, boolean, boolean
--debug.debug()
local fullStr = i18n("setupMenu.expTime_plural", {count = tonumber(expositionList[activeExpositionItem])})
print("------", tonumber(expositionList[activeExpositionItem]))
print("------", i18n("setupMenu.expTime_plural", {count = tonumber(expositionList[activeExpositionItem])}))
local part1, _, part2 = string.match(fullStr, "(.+)(%d)(.+)")
-- XXX may be harmful type conversion
return {pallete.signal, part1, parameterColor,
expositionList[activeExpositionItem], pallete.signal, part2} as {string},
activeExpositionItem == 1,
activeExpositionItem == #expositionList
end,
onleft = function(): {string}, boolean, boolean
if activeExpositionItem - 1 >= 1 then
activeExpositionItem = activeExpositionItem - 1
end
local fullStr = i18n("setupMenu.expTime_plural", {count = tonumber(expositionList[activeExpositionItem])})
local part1, _, part2 = string.match(fullStr, "(.+)(%d)(.+)")
return {pallete.signal, part1, parameterColor,
expositionList[activeExpositionItem], pallete.signal, part2} as {string},
activeExpositionItem == 1,
activeExpositionItem == #expositionList
end,
onright = function(): {string}, boolean, boolean
if activeExpositionItem + 1 <= #expositionList then
activeExpositionItem = activeExpositionItem + 1
end
local fullStr = i18n("setupMenu.expTime_plural", {count = tonumber(expositionList[activeExpositionItem])})
local part1, _, part2 = string.match(fullStr, "(.+)(%d)(.+)")
-- XXX может не работать из-за различий в типах
return {pallete.signal, part1, parameterColor,
expositionList[activeExpositionItem], pallete.signal, part2} as {string},
activeExpositionItem == 1,
activeExpositionItem == #expositionList
end})
-- выбор уровня эн-назад
self.setupmenu:addItem({
oninit = function(): {string}, boolean, boolean
return {pallete.signal, i18n("setupMenu.diffLevel"),
parameterColor, tostring(nbackLevel)} as {string},
nbackLevel == 1,
nbackLevel == maxLevel
end,
onleft = function(): {string}, boolean, boolean
if nbackLevel - 1 >= 1 then nbackLevel = nbackLevel - 1 end
return {pallete.signal, i18n("setupMenu.diffLevel"), parameterColor,
tostring(nbackLevel)} as {string},
nbackLevel == 1,
nbackLevel == maxLevel
end,
onright = function(): {string}, boolean, boolean
if nbackLevel + 1 <= maxLevel then nbackLevel = nbackLevel + 1 end
return {pallete.signal, i18n("setupMenu.diffLevel"), parameterColor,
tostring(nbackLevel)} as {string},
nbackLevel == 1,
nbackLevel == maxLevel
end})
--[[
[ -- выбор разрешения поля клеток для сигнала "позиция".
[ -- Рабочее значение : от 4 до 8-10-20?
[ self.setupmenu:addItem({
[ oninit = function() return {pallete.signal, i18n("setupMenu.dimLevel"),
[ parameterColor, tostring(dim)},
[ dim == 1,
[ dim == maxDim
[ end,
[
[ onleft = function()
[ if dim - 1 >= minDim then dim = dim - 1 end
[ return {pallete.signal, i18n("setupMenu.dimLevel"), parameterColor,
[ tostring(dim)},
[ dim == 1,
[ dim == maxLevel
[ end,
[
[ onright = function()
[ if dim + 1 <= maxDim then dim = dim + 1 end
[ return {signal.color, i18n("setupMenu.dimLevel"), parameterColor,
[ tostring(dim)},
[ dim == 1,
[ dim == maxLevel
[ end})
]]
end
--[[
function Nback:drawMapIndices()
local currentHex = self.hexField:get(1, 1)
local currentHex = self.hexField:get(2, 1)
g.setColor{1, 0, 0}
for k, v in pairs(self.hexField) do
local baseIndex = 9
local x, y = v[baseIndex], v[baseIndex + 1]
local mapx, mapy = unpack(v.mapIndex)
local delta = 20
g.print(string.format("%dx%d", mapx, mapy), x + 20, y)
end
end
--]]
function Nback:init(save_name: string)
readSettings()
self.volume = settings.volume
love.audio.setVolume(settings.volume)
self.save_name = save_name
self.timer = require "Timer".new()
if self.mode == "quad" then
self.signal = require "signal_quad_field".new(self.cell_width, "alphabet")
elseif self.mode == "hex" then
error("not implemented")
w, h = gr.getDimensions()
self.map = {
{1, 1, 1},
{1, 1, 0},
{1, 1, 1},
}
--local fieldSize = #self.map
--local rad = math.floor((math.min(w, h) / fieldSize) / 2)
--local testHex = hex.newHexPolygon(0, 0, rad)
--self.startcx = (w - (getHexPolygonWidth(testHex) * fieldSize - rad * 2)) / 2
--self.startcy = (h - (getHexPolygonHeight(testHex) * fieldSize - rad * 3)) / 2
--print("self.startcx, self.startcy", self.startcx, self.startcy)
end
self:createSetupMenu()
self:resize(w, h)
self:initShaders()
self:initShadersTimer()
self.uiState = storeUI()
end
function Nback:initShadersTimer()
self.shaderTimer = 0
self.shaderTimeEnabled = true -- непутевое название переменной
self.timer:during(2, function(dt: number, _: number, _: number)
--print("time, delay, shaderTimer", time, delay, self.shaderTimer)
local delta = 0.4 * dt
if self.shaderTimer + delta <= 1 then
self.shaderTimer = self.shaderTimer + delta
end
end,
function()
self.shaderTimeEnabled = false
end)
end
function Nback:processSignal()
local time = love.timer.getTime()
if (time - self.timestamp >= self.pause_time) then
self.timestamp = time
self.current_sig = self.current_sig + 1
self.can_press = true
-- setup timer for figure alpha channel animation
--self.figure_alpha = 1
self.figure_alpha = 0.1
local tween_time = self.pause_time / 2
print("tween_time", tween_time)
print("time delta = " .. self.pause_time - tween_time)
local after = self.pause_time - tween_time - 0.1
--local after = 0.1
print("after", after)
--self.timer:tween(tween_time, self, {figure_alpha = 0}, "out-linear")
self.timer:tween(self.pause_time / 3, self, {figure_alpha = 1}, "out-linear")
self.timer:after(after, function()
print("figure_alpha before", self.figure_alpha)
print("tween_time", tween_time)
self.timer:tween(tween_time, self, {figure_alpha = 0}, "out-linear")
print("figure_alpha after", self.figure_alpha)
end)
self.signal:play(self.signals.sound[self.current_sig])
end
end
local function drawButtonCapture(button: Nback.Button, nback: Nback)
g.setColor{0, 0, 0}
g.setFont(nback.buttonsFont)
g.printf(button.title, button.textx, button.texty, button.w, "center")
end
local drawButton = function(button: Nback.Button, nback: Nback)
--yield()
local ok, errmsg: boolean, string = pcall(function()
local ret: string
repeat
local oldwidth = g.getLineWidth()
g.setColor(pallete.buttonColor)
g.rectangle("fill", button.x, button.y, button.w, button.h, 6, 6)
g.setColor{0, 0, 0}
g.setLineWidth(2)
g.rectangle("line", button.x, button.y, button.w, button.h, 6, 6)
drawButtonCapture(button, nback)
g.setLineWidth(oldwidth)
ret = yield() as string
until ret == "exit"
end)
if not ok then
error(errmsg)
end
end
local drawButtonClicked = function(button: Nback.Button, nback: Nback)
--yield()
local ok, errmsg: boolean, string = pcall(function()
local btnColor = shallowCopy(pallete.buttonColor)
--btnColor[4] = 1
local ret: string
local time = getTime()
local alphaDelta = 0.05
repeat
local now = getTime()
local diff = now - time
if diff > 0.04 then
if btnColor[4] > 0.1 then
btnColor[4] = btnColor[4] - alphaDelta
else
break
end
end
local oldwidth = g.getLineWidth()
g.setColor(btnColor)
g.rectangle("fill", button.x, button.y, button.w, button.h, 6, 6)
g.setColor{0, 0, 0}
g.setLineWidth(2)
g.rectangle("line", button.x, button.y, button.w, button.h, 6, 6)
drawButtonCapture(button, nback)
g.setLineWidth(oldwidth)
ret = yield() as string
until ret == "exit"
if ret == "exit" then
return
end
repeat
local now = getTime()
local diff = now - time
if diff > 0.04 then
if btnColor[4] < pallete.buttonColor[4] then
--if btnColor[4] < 1 then
btnColor[4] = btnColor[4] + alphaDelta
else
nback.processor:push(button.coroName, drawButton, button, nback)
break
end
end
local oldwidth = g.getLineWidth()
g.setColor(btnColor)
g.rectangle("fill", button.x, button.y, button.w, button.h, 6, 6)
g.setColor{0, 0, 0}
g.setLineWidth(2)
g.rectangle("line", button.x, button.y, button.w, button.h, 6, 6)
drawButtonCapture(button, nback)
g.setLineWidth(oldwidth)
ret = yield() as string
until ret == "exit"
end)
if not ok then
error(errmsg)
end
end
function Nback:initButtons()
self.buttons = {}
-- клавиша выхода слева
table.insert(self.buttons, {
x = self.layout.leftTop.x,
y = self.layout.leftTop.y,
w = self.layout.leftTop.w,
h = self.layout.leftTop.h,
title = i18n("quitBtn"),
coroName = "quitBtn",
ontouch = function()
menu:goBack()
end})
-- клавиша дополнительных настроек справа
table.insert(self.buttons, {
x = self.layout.rightTop.x,
y = self.layout.rightTop.y,
w = self.layout.rightTop.w,
h = self.layout.rightTop.h,
title = i18n("settingsBtn"),
coroName = "settingsBtn",
ontouch = function()
-- какие тут могут быть настройки?
writeSettings()
love.event.quit()
end})
-- левая верхняя клавиша управления
table.insert(self.buttons, {
x = self.layout.leftMiddle.x,
y = self.layout.leftMiddle.y,
w = self.layout.leftMiddle.w,
h = self.layout.leftMiddle.h,
title = i18n("sound"),
coroName = "soundBtn",
ontouch = function()
if self.is_run then
self:check("sound")
end
end})
-- правая верхняя клавиша управления
table.insert(self.buttons, {
x = self.layout.rightMiddle.x,
y = self.layout.rightMiddle.y,
w = self.layout.rightMiddle.w,
h = self.layout.rightMiddle.h,
title = i18n("pos"),
coroName = "posBtn",
ontouch = function()
if self.is_run then
self:check("pos")
end
end})
-- левая нижняя клавиша управления
table.insert(self.buttons, {
x = self.layout.leftBottom.x,
y = self.layout.leftBottom.y,
w = self.layout.leftBottom.w,
h = self.layout.leftBottom.h,
title = i18n("form"),
coroName = "formBtn",
ontouch = function()
if self.is_run then
self:check("form")
end
end})
-- правая нижняя клавиша управления
table.insert(self.buttons, {
x = self.layout.rightBottom.x,
y = self.layout.rightBottom.y,
w = self.layout.rightBottom.w,
h = self.layout.rightBottom.h,
title = i18n("color"),
coroName = "colorBtn",
ontouch = function()
if self.is_run then
self:check("color")
end
end})
self:setupButtonsTextPosition()
for _, v in ipairs(self.buttons) do
self.processor:push(v.coroName, drawButton, v, self)
--self.processor:push(v.coroName, drawButtonClicked, v, self)
end
-- кнопки с подписями
--self.namedButtons = {}
--for k, v in pairs(self.buttons) do
--self.namedButtons[v.coroName] = v
--end
end
function Nback:setupButtonsTextPosition()
for _, v in ipairs(self.buttons) do
v.textx = v.x
v.texty = v.y + (v.h / 2 - self.font:getHeight() / 2)
end
end
function Nback:drawButtons()
-- эта строчка необходима так как initButtons() вызывается не в саммом
-- подходящем месте. Найдешь место лучше, эта строчка не будет нужна.
if not self.buttons then return end
local oldwidth = g.getLineWidth()
for _, v in ipairs(self.buttons) do
g.setColor(pallete.buttonColor)
g.rectangle("fill", v.x, v.y, v.w, v.h, 6, 6)
g.setColor{0, 0, 0}
g.setLineWidth(2)
g.rectangle("line", v.x, v.y, v.w, v.h, 6, 6)
g.setColor{0, 0, 0}
g.setFont(self.font)
g.printf(v.title, v.textx, v.texty, v.w, "center")
end
g.setLineWidth(oldwidth)
end
local function drawTouches()
local touches = love.touch.getTouches()
for _, id in ipairs(touches) do
local x, y = love.touch.getPosition(id)
g.setColor{0, 0, 0}
g.circle("fill", x, y, 20)
end
end
function Nback:draw()
love.graphics.clear(pallete.background)
--g.push("all")
--[[
[g.setShader(self.shader)
[if self.shaderTimeEnabled then
[ self.shader:send("time", self.shaderTimer)
[end
]]
if self.is_run then
if self.start_pause then
tiledback:draw(0.3)
self:drawField()
self:printStartPause()
else
tiledback:draw(0.3)
if self.mode == "quad" then
self:drawField()
elseif self.mode == "hex" then
error("not implemented")
--gr.draw(self.hexMesh)
end
if __DEBUG__ then
--self:drawMapIndices()
end
self:drawActiveSignal()
--self.processor:update()
--self:drawButtons()
end
else
if self.show_statistic then
tiledback:draw(0.3)
self.statisticRender:draw()
else
tiledback:draw(0.3)
self.setupmenu:draw()
end
end
drawTouches()
if useKeyboard then
--linesbuf:pushi("[a] - sound [f] - color [j] - form [;] - position")
end
--g.setShader()
--g.pop()
--g.setColor{0, 0, 0}
--[[drawHierachy(self.layout)]]
end
function Nback:checkTouchButtons(x: number, y: number)
if self.buttons then
for _, v in ipairs(self.buttons) do
if pointInRect(x, y, v.x, v.y, v.w, v.h) then
v.ontouch()
self.processor:sendMessage(v.coroName, "exit")
self.processor:push(v.coroName, drawButtonClicked, v, self)
end
end
end
end
function Nback:processTouches()
local touches: {any} = love.touch.getTouches()
for _, id in ipairs(touches) do
local x, y = love.touch.getPosition(id)
self:checkTouchButtons(x, y)
end
end
function Nback:update(dt: number)
--self:fillLinesbuf()
self.timer:update(dt)
self.processor:update()
if self.pause or self.start_pause then
self.timestamp = love.timer.getTime() - self.pause_time
-- подумай, нужен ли здесь код строчкой выше.
-- Могут ли возникнуть проблемы с таймером отсчета если
-- продолжительноть паузы больше self.pause_time?
return
end
if onAndroid then
self:processTouches()
end
if self.is_run then
if self.current_sig < #self.signals.pos then
self:processSignal()
else
self:stop()
end
else
if not self.show_statistic then
self.setupmenu:update(dt)
end
end
end
function Nback:save_to_history()
if self.written then
return
else
self.written = true
end
local history: {History} = {}
local ok: boolean
local data, _ = love.filesystem.read(self.save_name)
if data ~= nil then
ok, history = serpent.load(data) as boolean, {History}
-- нужно выходить?
if not ok then
return
end
end
print("nback:save_to_history()")
os.setlocale("C")
table.insert(history, { date = os.date("*t"),
signals = self.signals,
pressed = self.pressed,
level = self.level,
pause_time = self.pause_time,
-- XXX неизвестные значения
--percent = self.percent
})
love.filesystem.write(self.save_name, serpent.dump(history))
collectgarbage()
end
function Nback:stop(byescape: boolean)
print("stop")
local q = pallete.field
-- амимация альфа-канала игрового поля
self.timer:tween(2, self.field_color, { q[1], q[2], q[3], 0.1 }, "linear")
self.is_run = false
self.show_statistic = true
-- зачем нужна эта проверка? Расчет на то, что раунд был начат?
if self.signals and self.signals.pos then
self.stopppedSignal = self.current_sig
end
print("byescape", byescape)
if not byescape then
local duration = love.timer.getTime() - self.startTime
self.durationMin = math.floor(duration / 60)
self.durationSec = duration - self.durationMin * 60
print(string.format("durationMin %f, durationSec %f", self.durationMin, self.durationSec))
-- Раунд полностью закончен? - записываю историю
if self.signals and self.current_sig == #self.signals.pos then
self:save_to_history()
end
self.statisticRender = require "drawstat".new({
signals = self.signals,
pressed = self.pressed,
level = self.level,
pause_time = self.pause_time,
x0 = self.x0,
y0 = self.y0,
font = self.font,
durationMin = self.durationMin,
durationSec = self.durationSec,
buttons = true, -- флажок - показывать ли кнопку "вернуться"
})
end
end
function Nback:quit(byescape: boolean)
self.timer:destroy()
self:stop(byescape)
settings.volume = self.volume
settings.level = self.level
settings.pause_time = self.pause_time
settings.dim = self.dim
writeSettings()
menu:goBack()
end
function Nback:keyreleased(scancode: string)
--print(string.format("nback:keyreleased(%s)", scancode))
if not self.is_run and not self.show_statistic then
if scancode == "left" or scancode == "h" then
self.setupmenu:leftReleased()
elseif scancode == "right" or scancode == "l" then
self.setupmenu:rightReleased()
end
end
end
function Nback:keypressed(scancode: string)
if not useKeyboard then
return
end
if self.is_run then
if scancode == "a" then
self:check("sound")
--self.p3ocessor:push("soundBtn", drawButtonClicked, self.namedButtons["soundBtn"], self)
--self.processor:sendMessage("soundBtn", "exit")
elseif scancode == "f" then
self:check("color")
--self.processor:push("colorBtn", drawButtonClicked, self.namedButtons["colorBtn"], self)
--self.processor:sendMessage("colorBtn", "exit")
elseif scancode == "j" then
self:check("form")
--self.processor:push("formBtn", drawButtonClicked, self.namedButtons["formBtn"], self)
--self.processor:sendMessage("formBtn", "exit")
elseif scancode == ";" then
self:check("pos")
--self.processor:push("posBtn", drawButtonClicked, self.namedButtons["posBtn"], self)
--self.processor:sendMessage("posBtn", "exit")
end
else
if not self.show_statistic then
if scancode == "space" or scancode == "return" then
print("select")
self.setupmenu:select()
elseif scancode == "up" or scancode == "k" then
self.setupmenu:scrollUp()
elseif scancode == "down" or scancode == "j" then
self.setupmenu:scrollDown()
elseif scancode == "left" or scancode == "h" then
self.setupmenu:leftPressed()
elseif scancode == "right" or scancode == "l" then
self.setupmenu:rightPressed()
end
end
end
if scancode == "-" then
self:loverVolume()
elseif scancode == "=" then
self:raiseVolume()
end
if scancode == "escape" or scancode == "achome" then
if self.is_run then
print("stop by escape")
self:stop()
else
self:quit(true)
end
end
end
local soundVolumeStep = 0.05
function Nback:loverVolume()
if self.volume - soundVolumeStep >= 0 then
self.volume = self.volume - soundVolumeStep
love.audio.setVolume(self.volume)
end
end
function Nback:raiseVolume()
if self.volume + soundVolumeStep <= 1 then
self.volume = self.volume + soundVolumeStep
love.audio.setVolume(self.volume)
end
end
-- signal type may be "pos", "sound", "color", "form"
function Nback:check(signalType: Signals.EqKeys)
-- эта проверка должна выполняться в другом месте, снаружи данной функции.
if not self.is_run then
return
end
local signals: {any} = (self.signals as {any:{any}})[signalType]
local cmp = function(a: any, b: any): boolean
return a == b
end
if signalType == "pos" then
cmp = isPositionEqual
end
self.pressed[signalType][self.current_sig] = true
if self.current_sig - self.level > 1 then
if cmp(signals[self.current_sig], signals[self.current_sig - self.level]) then
--print(inspect(nback))
if self.can_press then
print(signalType .. " hit!")
self.can_press = false
end
end
end
end
function Nback:resize(neww: number, newh: number)
print(string.format("resized to %d * %d", neww, newh))
self:buildLayout()
w, h = neww, newh
self.cell_width = self.layout.center.h / self.dim
self.bhupur_h = self.cell_width * self.dim
self.x0, self.y0 = self.layout.center.x + (self.layout.center.w - self.layout.center.h) / 2, self.layout.center.y
self.processor = require "coroprocessor".new()
if self.signal then
self.signal:setCorner(self.x0, self.y0)
self.signal:resize(self.cell_width)
end