195 lines
3.5 KiB
Lua
195 lines
3.5 KiB
Lua
local game={}
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game.__index=game
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local sounds=require"sounds"
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local gemtypes=require"gemtypes"
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local gem_type_max=#gemtypes
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function game:new(w,h)
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local obj=setmetatable({
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w=w,h=h,
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gem_tc=3,
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board={},
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falling={},
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tofall={},
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fpcache={},
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pfx={},
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dbg={},
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toenerg=0,
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batt={display=1,real=1},
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grabs={},
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},self)
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for x=1,w do
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for y=1,h do
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self:spawn_gem(x)
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end
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end
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return obj
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end
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function game:pti(x,y)
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return y+(x-1)*self.h
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end
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function game:get(x,y)
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if not self.board[x] then return end
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return self.board[x][y]
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end
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local function eqgem(a,b)
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if not a or not b then return end
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return a.t==b.t
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end
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local scandirs={
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{-1,0,1},{1,0,1},
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{0,-1,2},{0,1,2}
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}
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local function scanrows(hot,get,o)
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local rows={}
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local seen={}
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for _,pos in pairs(hot) do
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local row={hot=pos}
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local gem = get(o,x,y)
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local i=pti(x,y)
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if not seen[i] then
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seen[i]=true
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for _,dir in pairs(scandirs) do
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local axis=dirs[3]
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row[axis]=row[axis] or {}
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local off=0
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local ox,oy=x,y
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repeat
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off=off+1
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ox=ox+dir[1]*off
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oy=oy+dir[2]*off
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seen[pti(ox,oy)]=true
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until not eqgem(gem,get(o,ox,oy))
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row[axis][dir[axis]*0.5+1.5]=pos[axis]+(off-1)*dir[axis]
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end
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end
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for _,axis in ipairs(row) do
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axis[3]=axis[2]-axis[1]+1
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end
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rows[row]=true
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end
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local finrows={}
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for row,_ in pairs(rows) do
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local mar=0
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for i,axis in ipairs(row) do
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mar=math.max(mar,axis[3])
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row[i]=axis[3]>=3 and axis
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end
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row.mar=mar
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if mar<3 then
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rows[row]=nil
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end
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end
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return rows
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end
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function game:init_fpcache(x)
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if self.fpcache[x] then return end
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local falls={}
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local dead={}
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for fall,_ in pairs(self.falling) do
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if not fall.die then
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falls[#falls+1]=fall
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else
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dead[fall]=true
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end
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end
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table.sort(falls,function(a,b)
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return a.y<b.y
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end)
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self.fpcache[x]={gems={},falls=falls,dead=dead}
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local miy=self.h
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for y=1,self.h do
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if game:get(x,y) then
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miy=y-1
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break
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end
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end
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fpcache.miy=miy
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end
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function game:get_fall_predict(x,y)
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local a=game:get(x,y)
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if a then return a end
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self:init_fpcache(x)
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local miy=self.fpcache[x].miy
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for _,fall in ipairs(self.fpcache[x].falls) do
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if miy>=y and miy-#fall.gems<y then
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return fall.gems[1+miy-y]
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end
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miy=miy-#fall.gems
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end
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return self.fpcache[x].gems[y]
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end
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function game:spawn_gem(x,n)
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self:init_fpcache(x)
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local falls=self.fpcache[x].falls
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topfall=fpf[#fpf]
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if not topfall or topfall.y-#topfall.gems>0 then
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local fall={y=0,vel=0,gems={}}
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self.falling[x][fall]=true
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self.fpcache[x]=nil
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self:init_fpcache(x)
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end
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local i=#topfall.gems+1
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local gtc=math.floor(self.gem_tc)
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local infgem=math.random(1,gtc)
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local fgem=infgem
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repeat
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fgem=(fgem)%gtc+1
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topfall.gems[i]=fgem
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until fgem==infgem or not next(scanrows({{x,y}},self.get_fall_predict,o))
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end
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function game:kill(posl)
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local kc=0
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for _,pos in pairs(posl) do
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self.board[pos.x][pos.y]=nil
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self.tofall[pos.x]=math.min(self.tofall[pos.x] or self.h,pos.y)
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kc=kc+1
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end
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end
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function game:check(hot,swaps)
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local rows=scanrows(hot,get,self)
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local
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for row,_ in pairs(rows) do
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end
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end
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function game:grab(id,x,y)
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grabs[id]={
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pos={x,y},
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ipos={math.floor(x+.5),math.floor(y+.5)},
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off={0,0},
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}
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end
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function game:grabmove(id,x,y)
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local g=grabs[id]
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if not grabs[id] then return end
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local dx,dy=x-g.pos[1],y-g.pos[2]
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if math.abs(dx)>math.abs(dy) then
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dy=0 else dx=0
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end
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dx=math.min(1,math.max(-1,math.floor(dx+.5)))
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dy=math.min(1,math.max(-1,math.floor(dy+.5)))
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off[1],off[2]=dx,dy
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end
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function game:ungrab(id,x,y)
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end
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function game:update(dt)
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dt=math.min(dt,0.2)
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end
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