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|
-- Breakout for Golly
-- Author: Chris Rowett (crowett@gmail.com), November 2016
-- Use F12 to save a screenshot
local build = 82
local g = golly()
-- require "gplus.strict"
local gp = require "gplus"
local split = gp.split
local op = require "oplus"
local ov = g.overlay
local ovt = g.ovtable
local rand = math.random
local maketext = op.maketext
local pastetext = op.pastetext
math.randomseed(os.time()) -- init seed for math.random
-- text alignment
local text = {
alignleft = 0,
aligncenter = 1,
alignright = 2,
aligntop = 3,
alignbottom = 4,
fontscale = 1
}
-- overlay width and height
local wd, ht = g.getview(g.getlayer())
local minwd = 400
local minht = 400
local edgegapl = 0
local edgegapr = 0
-- background settings
local bgclip = "bg"
-- shadow settings
local shadow = {
x = -wd // 100,
y = ht // 100,
alpha = 128, -- default alpha for shadows
delta = 8, -- brick fade rate when hit
txtx = -2,
txty = 2,
}
shadow.color = {"rgba", 0, 0, 0, shadow.alpha}
shadow.fadecolor = {"rgba", 0, 0, 0, shadow.alpha}
-- colors as tables
local colors = {
white = {"rgba", 255, 255, 255, 255},
black = {"rgba", 0, 0, 0, 255},
red = {"rgba", 255, 0, 0, 255},
green = {"rgba", 0, 255, 0, 255},
blue = {"rgba", 0, 0, 255, 255},
cyan = {"rgba", 0, 255, 255, 255},
magenta = {"rgba", 255, 0, 255, 255},
yellow = {"rgba", 255, 255, 0, 255}
}
-- brick settings
local brick = {
numrows = 6,
numcols = 20,
rows = {},
wd,
ht = ht // 40,
maxoffsety = 20,
offsety = 0,
startoffset = 0,
movedown = 0,
movesteps = 24,
cols = {
[1] = colors.red,
[2] = colors.yellow,
[3] = colors.magenta,
[4] = colors.green,
[5] = colors.cyan,
[6] = colors.blue
},
bricksleft = 0,
totalbricks = 0,
x = 0,
y = 0,
fading = {},
fadecols = {}
}
brick.wd = wd // brick.numcols
brick.bricksleft = brick.numrows * brick.numcols
brick.totalbricks = brick.bricksleft
-- bat settings
local bat = {
x = 0,
y = 0,
wd = wd // 10,
ht = brick.ht,
lastx = 0,
fade = 128
}
-- ball settings
local ball = {
size = wd // 80,
x = 0,
y = 0,
numsteps = 80
}
-- particle settings
local particle = {
particles = {},
brickparticles = brick.wd * brick.ht // 10,
ballparticles = 1,
ballpartchance = 0.25,
wallparticles = 20,
batparticles = 20,
highparticles = 4,
comboparticles = 4,
bonusparticles = 4,
lostparticles = 1024,
bonusparticlesg = 6,
bonusparticlesy = 3
}
-- points settings
local points = {}
-- game settings
local game = {
level = 1,
newball = true,
pause = false,
hiscore = 0,
score = 0,
combo = 1,
combomult = 1,
combofact = 1.04,
comboraw = 0,
comboextra = 0,
gamecombo = 1,
maxcombo = 2,
balls = 3,
newhigh = false,
newcombo = false,
newbonus = false,
offoverlay = false,
finished = false,
again = true
}
-- timing settings
local timing = {
times = {},
timenum = 1,
numtimes = 8,
framemult = 1,
framecap = 100,
sixtyhz = 16.7
}
-- game options
local options = {
brickscore = 1,
showtiming = 0,
showparticles = 1,
autopause = 0,
autostart = 0,
showmouse = 1,
showshadows = 1,
confirmquit = 0,
showoptions = false,
confirming = false,
comboscore = 1,
soundvol = 1,
musicvol = 1,
fullscreen = 0
}
-- settings are saved in this file
local settingsfile = g.getdir("data").."breakout.ini"
-- notifications
local notification = {
duration = 300,
trans = 20,
current = 0,
message = ""
}
-- bonus level
local bonus = {
bricks = {
805203,
699732,
830290,
698705,
698705,
805158
},
level = false,
interval = 3,
time = 60,
current = 0,
green = 10,
yellow = 20,
best = 0
}
-- key highlight color and names
local keys = "keys"
local buttons = "buttons"
local keycolor = {"rgba", 32, 32, 32, 255}
local mousecolor = {"rgba", 48, 0, 0, 255}
local keynames = {
[keys] = { "Esc", "Tab", "Enter" },
[buttons] = { "Click", "Right Click", "Mouse" }
}
local keycols = {
[keys] = keycolor,
[buttons] = mousecolor
}
-- static messages and clip names
local optcol = {"rgba", 192, 192, 192, 255}
local messages = {
["gameover"] = { text = "Game Over", size = 30, color = colors.red },
["newball"] = { text = "Click or Enter to launch ball", size = 10, color = colors.white },
["control"] = { text = "Mouse to move bat", size = 10, color = colors.white },
["askquit"] = { text = "Quit Game?", size = 15, color = colors.yellow },
["pause"] = { text = "Paused", size = 15, color = colors.yellow },
["askleft"] = { text = "Click or Enter to Confirm", size = 10, color = colors.white },
["askright"] = { text = "Right Click to Cancel", size = 10, color = colors.white },
["resume"] = { text = "Click or Enter to continue", size = 10, color = colors.white },
["focus"] = { text = "Move mouse onto overlay to continue", size = 10, color = colors.white },
["manfocus"] = { text = "Move mouse onto overlay and", size = 10, color = colors.white },
["quitgame"] = { text = "Right Click to quit game", size = 10, color = colors.white },
["option"] = { text = "Tab for Game Settings", size = 10, color = colors.white },
["restart"] = { text = "Click or Enter to start again", size = 10, color = colors.white },
["quit"] = { text = "Right Click or Esc to exit", size = 10, color = colors.white },
["continue"] = { text = "Click or Enter for next level", size = 10, color = colors.white },
["newhigh"] = { text = "New High Score!", size = 10, color = colors.green },
["newcombo"] = { text = "New Best Combo!", size = 10, color = colors.green },
["newbonus"] = { text = "New Best Bonus!", size = 10, color = colors.green },
["close"] = { text = "Click or Tab to close Game Settings", size = 10, color = colors.white },
["autopause"] = { text = "Autopause", size = 10, color = optcol },
["brickscore"] = { text = "Brick Score", size = 10, color = optcol },
["comboscore"] = { text = "Combo Score", size = 10, color = optcol },
["shadows"] = { text = "Shadows", size = 10, color = optcol },
["mouse"] = { text = "Mouse Pointer", size = 10, color = optcol },
["particles"] = { text = "Particles", size = 10, color = optcol },
["confirm"] = { text = "Confirm Quit", size = 10, color = optcol },
["autostart"] = { text = "Autostart", size = 10, color = optcol },
["timing"] = { text = "Timing", size = 10, color = optcol },
["fullscreen"] = { text = "Fullscreen", size = 10, color = optcol },
["function"] = { text = "Function", size = 10, color = colors.white },
["on"] = { text = "On", size = 10, color = colors.green },
["off"] = { text = "Off", size = 10, color = colors.red },
["state"] = { text = "State", size = 10, color = colors.white },
["key"] = { text = "Key", size = 10, color = colors.white },
["a"] = { text = "A", size = 10, color = optcol },
["b"] = { text = "B", size = 10, color = optcol },
["c"] = { text = "C", size = 10, color = optcol },
["d"] = { text = "D", size = 10, color = optcol },
["m"] = { text = "M", size = 10, color = optcol },
["p"] = { text = "P", size = 10, color = optcol },
["q"] = { text = "Q", size = 10, color = optcol },
["s"] = { text = "S", size = 10, color = optcol },
["t"] = { text = "T", size = 10, color = optcol },
["f11"] = { text = "F11", size = 10, color = optcol },
["-"] = { text = "-", size = 10, color = optcol },
["="] = { text = "+", size = 10, color = optcol },
["["] = { text = "[", size = 10, color = optcol },
["]"] = { text = "]", size = 10, color = optcol },
["sound"] = { text = "Sound Volume", size = 10, color = optcol },
["music"] = { text = "Music Volume", size = 10, color = optcol },
["fxvol"] = { text = "100%", size = 10, color = colors.green },
["musicvol"] = { text = "100%", size = 10, color = colors.green },
["level"] = { text = "Level ", size = 15, color = colors.white },
["bonus"] = { text = "Bonus Level", size = 15, color = colors.white },
["bcomplete"] = { text = "Bonus Level Complete", size = 15, color = colors.white },
["remain"] = { text = "Bricks left", size = 10, color = colors.green },
["time"] = { text = "Time", size = 15, color = colors.green },
["left"] = { text = "3 balls left", size = 15, color = colors.yellow },
["score"] = { text = "Score", size = 10, color = colors.white },
["high"] = { text = "High Score", size = 10, color = colors.white },
["balls"] = { text = "Balls", size = 10, color = colors.white },
["combo"] = { text = "Combo", size = 10, color = colors.white },
["notify"] = { text = "Notify", size = 7, color = colors.white },
["ms"] = { text = "1 ms", size = 7, color = colors.white },
["complete"] = { text = "Level Complete", size = 20, color = colors.green },
["awarded"] = { text = "No Bonus", size = 15, color = colors.red }
}
-- music
local music = {
currenttrack = "",
fade = 1,
faderate = -0.01,
gameovertime = 1000 * 64,
folder = "oplus/sounds/breakout/"
}
--------------------------------------------------------------------------------
local function showcursor()
if options.showmouse == 0 then
ov("cursor hidden")
else
ov("cursor arrow")
end
end
--------------------------------------------------------------------------------
local function setfullscreen()
g.setoption("fullscreen", options.fullscreen)
showcursor()
end
--------------------------------------------------------------------------------
local function readsettings()
local f = io.open(settingsfile, "r")
if f then
game.hiscore = tonumber(f:read("*l")) or 0
options.fullscreen = tonumber(f:read("*l")) or 0
options.showtiming = tonumber(f:read("*l")) or 0
options.showparticles = tonumber(f:read("*l")) or 1
options.autopause = tonumber(f:read("*l")) or 0
options.autostart = tonumber(f:read("*l")) or 0
options.showmouse = tonumber(f:read("*l")) or 1
options.showshadows = tonumber(f:read("*l")) or 1
game.maxcombo = tonumber(f:read("*l")) or 2
options.brickscore = tonumber(f:read("*l")) or 1
options.confirmquit = tonumber(f:read("*l")) or 1
bonus.best = tonumber(f:read("*l")) or 0
options.comboscore = tonumber(f:read("*l")) or 1
options.soundvol = tonumber(f:read("*l")) or 100
options.musicvol = tonumber(f:read("*l")) or 70
f:close()
if options.soundvol == 1 then
options.soundvol = 100
end
if options.musicvol == 1 then
options.musicvol = 100
end
end
end
--------------------------------------------------------------------------------
local function writesettings()
local f = io.open(settingsfile, "w")
if f then
f:write(tostring(game.hiscore).."\n")
f:write(tostring(options.fullscreen).."\n")
f:write(tostring(options.showtiming).."\n")
f:write(tostring(options.showparticles).."\n")
f:write(tostring(options.autopause).."\n")
f:write(tostring(options.autostart).."\n")
f:write(tostring(options.showmouse).."\n")
f:write(tostring(options.showshadows).."\n")
f:write(tostring(game.maxcombo).."\n")
f:write(tostring(options.brickscore).."\n")
f:write(tostring(options.confirmquit).."\n")
f:write(tostring(bonus.best).."\n")
f:write(tostring(options.comboscore).."\n")
f:write(tostring(options.soundvol).."\n")
f:write(tostring(options.musicvol).."\n")
f:close()
end
end
--------------------------------------------------------------------------------
local function updatemessage(name, s, color)
-- lookup the message
local message = messages[name]
if color ~= nil then
message.color = color
end
-- get the font size for this message
ov("font "..((message.size * text.fontscale) // 1 | 0))
-- create the text message clips
message.text = s
local textcol = message.color
if type(textcol) == "table" then textcol = table.concat(textcol, " ") end
local w, h = maketext(message.text, name, textcol, shadow.txtx, shadow.txty)
-- save the clip width and height
message.width = w
message.height = h
end
--------------------------------------------------------------------------------
local function createstatictext()
-- create each static text clip
for clipname, message in pairs(messages) do
updatemessage(clipname, message.text)
end
end
--------------------------------------------------------------------------------
local function soundstate(sound)
return ov("sound state "..music.folder..sound..".ogg")
end
--------------------------------------------------------------------------------
local function setvolume(sound, vol)
ov("sound volume "..music.folder..sound..".ogg "..vol)
end
--------------------------------------------------------------------------------
local function setchannelvolume(channel, vol)
if vol == 0 then
updatemessage(channel.."vol", "Off", colors.red)
else
updatemessage(channel.."vol", vol.."%", colors.green)
end
-- update the music volume immediately since it may be playing
if channel == "music" then
if music.currenttrack ~= "" then
setvolume(music.currenttrack, (options.musicvol * music.fade / 100))
end
end
end
--------------------------------------------------------------------------------
local function stopallsound()
ov("sound stop")
end
--------------------------------------------------------------------------------
local function stopmusic()
if music.currenttrack ~= "" then
ov("sound stop "..music.folder..music.currenttrack..".ogg")
end
end
--------------------------------------------------------------------------------
local function playsound(name, loop)
if options.soundvol > 0 then
loop = loop or false
if loop then
ov("sound loop "..music.folder..name..".ogg "..(options.soundvol / 100))
else
ov("sound play "..music.folder..name..".ogg "..(options.soundvol / 100))
end
end
end
--------------------------------------------------------------------------------
local function playmusic(name, loop)
loop = loop or false
stopmusic()
music.currenttrack = name
if loop then
ov("sound loop "..music.folder..name..".ogg "..(options.musicvol / 100))
else
ov("sound play "..music.folder..name..".ogg "..(options.musicvol / 100))
end
end
--------------------------------------------------------------------------------
local function updatelevel(value)
game.level = value
updatemessage("level", "Level "..game.level)
updatemessage("complete", "Level "..game.level.." complete!")
end
--------------------------------------------------------------------------------
local function updatescore(value)
game.score = value
updatemessage("score", "Score "..game.score)
end
--------------------------------------------------------------------------------
local function updatehighscore(value)
local color = colors.white
if game.newhigh then
color = colors.green
end
game.hiscore = value
updatemessage("high", "High Score "..game.hiscore, color)
end
--------------------------------------------------------------------------------
local function updateballs(value)
game.balls = value
local color = colors.white
if game.balls == 1 then
updatemessage("left", "Last ball!", colors.red)
color = colors.red
elseif game.balls == 2 then
color = colors.yellow
updatemessage("left", game.balls.." balls left", colors.yellow)
else
updatemessage("left", game.balls.." balls left", colors.green)
end
updatemessage("balls", "Balls "..game.balls, color)
end
--------------------------------------------------------------------------------
local function updatecombo(value)
local color = colors.white
game.combo = value
if game.combo == game.maxcombo then
color = colors.green
end
updatemessage("combo", "Combo x"..game.combo - 1, color)
end
--------------------------------------------------------------------------------
local function highlightkey(textstr, x, y, w, h, token, color)
local t1, t2 = textstr:find(token)
if t1 ~= nil then
local charw = w / textstr:len()
local x1 = x + (t1 - 1) * charw
local oldblend = ov("blend 0")
local oldrgba = ovt(colors.black)
ovt{"fill", x1 + shadow.txtx, y + shadow.txty, (charw * (t2 - t1 + 1) + 5), h - 4}
ovt(color)
ovt{"fill", x1, y, (charw * (t2 - t1 + 1) + 5), h - 4}
ovt(oldrgba)
ov("blend "..oldblend)
end
end
--------------------------------------------------------------------------------
local function drawtextclip(name, x, y, xalign, yalign, highlight)
xalign = xalign or text.alignleft
yalign = yalign or text.aligntop
highlight = highlight or false
-- lookup the message
local message = messages[name]
local w = message.width
local h = message.height
local xoffset = 0
local yoffset = 0
if xalign == text.aligncenter then
xoffset = (wd - w) / 2
elseif xalign == text.alignright then
xoffset = wd - w - edgegapr - edgegapl
end
if yalign == text.aligncenter then
yoffset = (ht - h) / 2
elseif yalign == text.alignbottom then
yoffset = ht - h
end
-- check for highlight text
if highlight == true then
for colkey, list in pairs(keynames) do
for _, textstr in pairs(list) do
highlightkey(message.text, x + xoffset + edgegapl, y + yoffset, w, h, textstr, keycols[colkey])
end
end
end
-- draw the text clip
pastetext(x + xoffset + edgegapl, y + yoffset, nil, name)
-- return clip dimensions
return w, h
end
--------------------------------------------------------------------------------
local function updatenotification()
-- check if there is a message to display
if notification.message ~= "" then
local y
-- check if notification finished
if notification.current >= notification.duration then
notification.message = ""
notification.current = 0
else
-- check which phase
if notification.current < notification.trans then
-- appear
y = (notification.current / notification.trans) * (8 * text.fontscale)
elseif notification.current > notification.duration - notification.trans then
-- disappear
y = (notification.duration - notification.current) / notification.trans * (8 * text.fontscale)
else
-- hold
y = (8 * text.fontscale)
end
-- draw notification
drawtextclip("notify", 4, (8 * text.fontscale) - y, text.alignleft, text.alignbottom)
notification.current = notification.current + timing.framemult
end
end
end
--------------------------------------------------------------------------------
local function notify(message, flag)
flag = flag or -1
notification.message = message
if flag == 0 then
notification.message = message.." off"
elseif flag == 1 then
notification.message = message.." on"
end
-- create the text clip
updatemessage("notify", notification.message)
if notification.current ~= 0 then
notification.current = notification.trans
end
end
--------------------------------------------------------------------------------
local function initparticles()
particle.particles = {}
end
--------------------------------------------------------------------------------
local function createparticles(x, y, areawd, areaht, howmany, color)
color = color or colors.white
-- find the first free slot
local i = 1
while i <= #particle.particles and particle.particles[i].alpha > 0 do
i = i + 1
end
for _ = 1, howmany do
local item = { alpha = 255, x = x - rand(areawd // 1), y = y + rand(areaht // 1), dx = rand() - 0.5, dy = rand() - 0.5, color = color }
particle.particles[i] = item
i = i + 1
-- find the next free slot
while i <= #particle.particles and particle.particles[i].alpha > 0 do
i = i + 1
end
end
end
--------------------------------------------------------------------------------
local function drawparticles()
ov("blend 1")
local xy = {"fill"}
local m = 2
local color = {"rgba", 0, 0, 0, -1}
for i = 1, #particle.particles do
local item = particle.particles[i]
local scale = ht / 1000
-- check if particle is still alive
local alpha = item.alpha
if alpha > 0 then
if options.showparticles ~= 0 then
local itemcol = item.color
-- check if this item has a different color than the current batch
if alpha ~= color[5] or itemcol[2] ~= color[2] or itemcol[3] ~= color[3] or itemcol[4] ~= color[4] then
-- draw the current batch
if m > 2 then
ovt(xy)
m = 2
xy = {"fill"}
end
-- start a new batch with the new color
color = {"rgba", itemcol[2], itemcol[3], itemcol[4], alpha}
ovt(color)
end
-- add the item to the batch to draw
xy[m] = item.x
xy[m + 1] = item.y
xy[m + 2] = 2
xy[m + 3] = 2
m = m + 4
end
-- fade item
alpha = alpha - 4 * timing.framemult
if alpha < 0 then
alpha = 0
end
item.alpha = alpha
item.x = item.x + item.dx * timing.framemult * scale
item.y = item.y + item.dy * timing.framemult * scale
item.dx = item.dx * 0.99
if item.dy < 0 then
item.dy = item.dy + 0.05
else
item.dy = (item.dy + 0.02) * 1.02
end
end
end
-- draw any unfinished batch
if m > 2 then
ovt(xy)
end
end
--------------------------------------------------------------------------------
local function initpoints()
points = {}
end
--------------------------------------------------------------------------------
local function createpoints(x, y, value)
-- find the first free slot
local i = 1
while i <= #points and points[i].duration > 0 do
i = i + 1
end
-- create the clip
ov("font "..((7 * text.fontscale) // 1 | 0).." mono")
local w, h = maketext(value, "point"..i, op.white, shadow.txtx, shadow.txty)
-- save the item
local item = { duration = 60, x = (x + brick.wd / 2 - w / 2), y = (y + brick.ht / 2 - h / 2) }
points[i] = item
end
--------------------------------------------------------------------------------
local function drawpoints()
ov("blend 1")
for i = 1, #points do
local item = points[i]
-- check if item is still alive
if item.duration > 0 then
if options.brickscore == 1 then
local y = item.y + brick.offsety * brick.ht
if item.duration < 8 then
-- fade out by replacing clip alpha
ov("target point"..i)
ov("replace *# *# *# *#-16")
ov("target")
end
-- draw item
ovt{"paste", item.x, y, "point"..i}
end
item.duration = item.duration - 1 * timing.framemult
if item.duration < 0 then
item.duration = 0
end
end
end
end
--------------------------------------------------------------------------------
local function createfadingbrick(x, y)
local fading = brick.fading
local i = 1
while i <= #fading and fading[i].alpha > 0 do
i = i + 1
end
fading[i] = { alpha = shadow.alpha, x = x, y = y }
end
--------------------------------------------------------------------------------
local function drawfadingbricks(pass, xoff, yoff)
ov("blend 1")
-- get the list of fading bricks
local fading = brick.fading
local fadecols = brick.fadecols
local fadecolor = shadow.fadecolor
for i = 1, #fading do
local alpha = fading[i].alpha
-- find each shadow that hasn't fully faded
if alpha > 0 then
-- increase transparency if this is the brick (not shadow)
if pass == 2 then
alpha = alpha - shadow.delta
if alpha < 0 then alpha = 0 end
fading[i].alpha = alpha
end
if alpha > 0 then
-- draw brick or shadow
local fy = fading[i].y
local y = (fy + brick.offsety) * brick.ht
local x = (fading[i].x - 1) * brick.wd + edgegapl
-- pick the color depending on drawing brick or shadow
if (pass == 1) then
fadecolor[5] = alpha
ovt(fadecolor)
else
fadecols[fy][5] = alpha * 2
ovt(fadecols[fy])
end
ovt{"fill", (x + xoff), (y + yoff), (brick.wd - 1), (brick.ht - 1)}
end
end
end
end
--------------------------------------------------------------------------------
local function createbackground()
-- create background clip
ov("create "..wd.." "..ht.." "..bgclip)
ov("target "..bgclip)
-- create background gradient
ov("blend 0")
local c
local level = 96
local cmd = {"line", 0, 0, wd - 1, 0}
for y = 0, ht - 1 do
c = (y * level) // ht
ovt{"rgba", 0, (level - c), c, 255}
cmd[3] = y
cmd[5] = y
ovt(cmd)
end
-- add borders if required
if edgegapl > 0 then
ovt(colors.black)
ovt{"fill", 0, 0, edgegapl, (ht - 1)}
end
if edgegapr > 0 then
ovt(colors.black)
ovt{"fill", (wd - edgegapr), 0 , edgegapr, (ht - 1)}
end
-- reset target
ov("target")
end
--------------------------------------------------------------------------------
local function drawbackground()
ov("blend 0")
ovt{"paste", 0, 0, bgclip}
end
--------------------------------------------------------------------------------
local function drawbricks()
local xoff = shadow.x
local yoff = shadow.y
local bwd = brick.wd
local bht = brick.ht
local bwdm1 = bwd - 1
local bhtm1 = bht - 1
local ncols = brick.numcols
local startpass = 1
-- check whether to draw shadows
if options.showshadows == 0 then
startpass = 2
xoff = 0
yoff = 0
end
for pass = startpass, 2 do
drawfadingbricks(pass, xoff, yoff)
if pass == 1 then
ov("blend 1")
ovt(shadow.color)
else
ov("blend 0")
end
for y = 1, brick.numrows do
local bricks = brick.rows[y]
if pass == 2 then
ovt(brick.cols[y])
end
local by = ((y + brick.offsety) * bht) // 1 + yoff
local bx = edgegapl + xoff
for x = 1, ncols do
if bricks[x] then
ovt{"fill", bx, by, bwdm1, bhtm1}
end
bx = bx + bwd
end
end
xoff = 0
yoff = 0
end
end
--------------------------------------------------------------------------------
local function drawball()
local oldwidth = ov("lineoption width "..(ball.size // 2))
ov("blend 1")
if options.showshadows == 1 then
ovt(shadow.color)
ov("ellipse "..(((ball.x - ball.size // 2) + shadow.x) // 1 | 0).." "..(((ball.y - ball.size // 2) + shadow.y) // 1 | 0).." "..ball.size.." "..ball.size)
end
ovt(colors.white)
ov("ellipse "..((ball.x - ball.size // 2) // 1 | 0).." "..((ball.y - ball.size // 2) // 1 | 0).." "..ball.size.." "..ball.size)
if rand() < particle.ballpartchance * timing.framemult then
createparticles(ball.x + ball.size // 2, ball.y - ball.size // 2, ball.size, ball.size, particle.ballparticles)
end
ov("lineoption width "..oldwidth)
end
--------------------------------------------------------------------------------
local function drawbat(alpha)
alpha = alpha or 256
ov("blend 1")
if options.showshadows == 1 then
shadow.fadecolor[5] = alpha // 2
ovt(shadow.fadecolor)
ovt{"fill", bat.x + shadow.x, bat.y + shadow.y, bat.wd, bat.ht}
end
-- draw the bat in red if mouse is off the overlay
if game.offoverlay then
ovt(colors.red)
else
if alpha == 256 then alpha = 255 end
ovt{"rgba", 192, 192, 192, alpha}
end
ovt{"fill", bat.x, bat.y, bat.wd, bat.ht}
end
--------------------------------------------------------------------------------
local function initbricks()
brick.rows = {}
brick.wd = wd // brick.numcols
brick.ht = ht // 40
brick.bricksleft = 0
brick.totalbricks = 0
brick.offsety = game.level + 1
if brick.offsety > brick.maxoffsety then
brick.offsety = brick.maxoffsety
end
brick.movedown = 0
-- check for bonus level
bonus.current = bonus.time
bonus.level = false
if (game.level % bonus.interval) == 0 then
bonus.level = true
end
-- distribute any gap left and right
local edgegap = wd - brick.wd * brick.numcols
edgegapl = edgegap // 2
edgegapr = edgegap - edgegapl
-- clear the fading bricks (used when brick hit)
brick.fading = {}
-- create the brick fade colors from the brick colors
for i = 1, #brick.cols do
local col = brick.cols[i]
brick.fadecols[i] = {"rgba", col[2], col[3], col[4], col[5]}
end
-- set the required bricks alive
local match
for y = 1, brick.numrows do
local bricks = {}
if bonus.level then
local bonusrow = bonus.bricks[y]
match = 1
for x = brick.numcols - 1, 0, -1 do
if (bonusrow & match) == match then
bricks[x + 1] = true
brick.bricksleft = brick.bricksleft + 1
else
bricks[x + 1] = false
end
match = match + match
end
else
for x = 1, brick.numcols do
bricks[x] = true
brick.bricksleft = brick.bricksleft + 1
end
end
brick.rows[y] = bricks
end
brick.totalbricks = brick.bricksleft
end
--------------------------------------------------------------------------------
local function initbat()
bat.wd = wd // 10
bat.x = (wd - bat.wd) // 2
bat.ht = brick.ht
bat.y = ht - bat.ht * 4
end
--------------------------------------------------------------------------------
local function initball()
ball.size = wd // 80
ball.x = (wd - ball.size) / 2
ball.y = bat.y - ball.size
end
--------------------------------------------------------------------------------
local function initshadow()
shadow.x = -wd // 100
shadow.y = ht // 100
shadow.color = {"rgba", 0, 0, 0, shadow.alpha}
end
--------------------------------------------------------------------------------
local function togglefullscreen()
options.fullscreen = 1 - options.fullscreen
writesettings()
setfullscreen()
initpoints()
end
--------------------------------------------------------------------------------
local function toggletiming()
options.showtiming = 1 - options.showtiming
writesettings()
notify("Timing", options.showtiming)
end
--------------------------------------------------------------------------------
local function toggleparticles()
options.showparticles = 1 - options.showparticles
writesettings()
notify("Particles", options.showparticles)
end
--------------------------------------------------------------------------------
local function toggleautopause()
options.autopause = 1 - options.autopause
writesettings()
notify("Autopause", options.autopause)
end
--------------------------------------------------------------------------------
local function toggleautostart()
options.autostart = 1 - options.autostart
writesettings()
notify("Autostart", options.autostart)
end
--------------------------------------------------------------------------------
local function togglemouse()
options.showmouse = 1 - options.showmouse
writesettings()
showcursor()
notify("Mouse pointer", options.showmouse)
end
--------------------------------------------------------------------------------
local function toggleshadowdisplay()
options.showshadows = 1 - options.showshadows
writesettings()
notify("Shadows", options.showshadows)
end
--------------------------------------------------------------------------------
local function togglebrickscore()
options.brickscore = 1 - options.brickscore
writesettings()
notify("Brick Score", options.brickscore)
end
--------------------------------------------------------------------------------
local function savescreenshot()
local filename = g.getdir("data").."shot"..os.date("%y%m%d%H%M%S", os.time())..".png"
ov("save 0 0 0 0 "..filename)
notify("Saved screenshot "..filename)
end
--------------------------------------------------------------------------------
local function toggleconfirmquit()
options.confirmquit = 1 - options.confirmquit
writesettings()
notify("Confirm Quit", options.confirmquit)
end
--------------------------------------------------------------------------------
local function togglecomboscore()
options.comboscore = 1 - options.comboscore
writesettings()
notify("Combo Score", options.comboscore)
end
--------------------------------------------------------------------------------
local function adjustsoundvol(delta)
options.soundvol = options.soundvol + delta
if options.soundvol > 100 then
options.soundvol = 100
end
if options.soundvol < 0 then
options.soundvol = 0
end
writesettings()
notify("Sound Volume "..options.soundvol.."%")
setchannelvolume("fx", options.soundvol)
end
--------------------------------------------------------------------------------
local function adjustmusicvol(delta)
options.musicvol = options.musicvol + delta
if options.musicvol > 100 then
options.musicvol = 100
end
if options.musicvol < 0 then
options.musicvol = 0
end
writesettings()
notify("Music Volume "..options.musicvol.."%")
setchannelvolume("music", options.musicvol)
end
--------------------------------------------------------------------------------
local function processstandardkeys(event)
if event:find("^key") then
if event == "key f11 none" then
-- toggle fullscreen
togglefullscreen()
elseif event == "key a none" then
-- toggle autopause when mouse moves off overlay
toggleautopause()
elseif event == "key b none" then
-- toggle brick score display
togglebrickscore()
elseif event == "key c none" then
-- toggle combo score display
togglecomboscore()
elseif event == "key d none" then
-- toggle shadow display
toggleshadowdisplay()
elseif event == "key = none" then
-- increase sound volume
adjustsoundvol(10)
elseif event == "key - none" then
-- decrease sound volume
adjustsoundvol(-10)
elseif event == "key m none" then
-- toggle mouse cursor display when not fullscreen
togglemouse()
elseif event == "key p none" then
-- toggle particle display
toggleparticles()
elseif event == "key q none" then
-- toggle confirm quit
toggleconfirmquit()
elseif event == "key s none" then
-- toggle autostart when mouse moves onto overlay
toggleautostart()
elseif event == "key t none" then
-- toggle timing display
toggletiming()
elseif event == "key [ none" then
-- decrease music volume
adjustmusicvol(-10)
elseif event == "key ] none" then
-- increase music volume
adjustmusicvol(10)
elseif event == "key tab none" then
-- show options
options.showoptions = not options.showoptions
elseif event == "key f12 none" then
-- save screenshot
savescreenshot()
end
end
end
--------------------------------------------------------------------------------
local function pausegame(paused)
if paused ~= game.pause then
game.pause = paused
if music.currenttrack ~= "" then
if game.pause then
music.fade = 1
music.faderate = -0.05
else
music.faderate = 0.05
ov("sound resume")
end
end
end
end
--------------------------------------------------------------------------------
local function updatemusic()
if music.currenttrack ~= "" then
if game.pause then
if music.fade > 0 then
music.fade = music.fade + music.faderate
if music.fade <= 0 then
music.fade = 0
ov("sound pause")
else
setvolume(music.currenttrack, (options.musicvol * music.fade / 100))
end
end
else
if music.fade < 1 then
music.fade = music.fade + music.faderate
if music.fade > 1 then
music.fade = 1
end
setvolume(music.currenttrack, (options.musicvol * music.fade / 100))
end
end
end
end
--------------------------------------------------------------------------------
local function processinput()
-- check for click, enter or return
local event = g.getevent()
if #event > 0 then
local button, _
button = ""
if event:find("^oclick") then
_, _, _, button, _= split(event)
end
-- right click quits game
if button == "right" then
if options.confirmquit == 0 then
updateballs(0)
options.showoptions = false
else
options.confirming = not options.confirming
end
elseif button == "left" or event == "key return none" or event == "key space none" then
-- left click, enter or space starts game, toggles pause or dismisses settings
if options.confirming then
updateballs(0)
options.showoptions = false
options.confirming = false
elseif options.showoptions then
options.showoptions = false
elseif game.newball then
if bonus.level then
playmusic("bonusloop", true)
else
playmusic("gameloop", true)
end
game.newball = false
pausegame(false)
else
-- do not unpause if off overlay
if not (game.pause and game.offoverlay and options.autopause ~= 0) then
pausegame(not game.pause)
end
end
else
processstandardkeys(event)
end
end
end
--------------------------------------------------------------------------------
local function processendinput()
local event = g.getevent()
if #event > 0 then
local button, _
button = ""
if event:find("^oclick") then
_, _, _, button, _ = split(event)
end
-- right click quits application
if button == "right" then
-- quit application
game.again = false
game.finished = true
options.showoptions = false
elseif button == "left" or event == "key return none" or event == "key space none" then
-- left click, enter or space restarts game or dismisses settings
if options.showoptions then
options.showoptions = false
else
game.finished = true
end
else
processstandardkeys(event)
end
end
end
--------------------------------------------------------------------------------
local function resizegame(newwd, newht)
-- check minimum size
if newwd < minwd then
newwd = minwd
end
if newht < minht then
newht = minht
end
local xscale = newwd / wd
local yscale = newht / ht
wd = newwd
ht = newht
text.fontscale = wd / minwd
if (ht / minht) < text.fontscale then
text.fontscale = ht / minht
end
-- scale bat, ball and bricks
brick.wd = wd // brick.numcols
brick.ht = ht // 40
particle.brickparticles = brick.wd * brick.ht // 10
bat.wd = wd // 10
bat.ht = brick.ht
ball.size = wd // 80
local edgegap = wd - brick.wd * brick.numcols
edgegapl = edgegap // 2
edgegapr = edgegap - edgegapl
-- reposition the bat and ball
bat.x = bat.x * xscale
bat.y = ht - bat.ht * 4
ball.x = ball.x * xscale
ball.y = ball.y * yscale
-- reposition particles
for i = 1, #particle.particles do
local item = particle.particles[i]
item.x = item.x * xscale
item.y = item.y * yscale
end
-- resize shadow
initshadow()
-- recreate background
createbackground()
-- recreate static text
createstatictext()
-- resize overlay
ov("resize "..wd.." "..ht)
end
--------------------------------------------------------------------------------
local function drawscoreline()
ov("blend 1")
drawtextclip("score", 4, 4, text.alignleft)
drawtextclip("balls", -4, 4, text.alignright)
drawtextclip("high", 0, 4, text.aligncenter)
if game.combo > 2 then
drawtextclip("combo", 0, 0, text.aligncenter, text.alignbottom)
end
if not game.newball and not game.pause and not options.showoptions and bonus.level and bonus.current >= 0 then
local color = colors.green
if bonus.current < 10 then
color = colors.red
elseif bonus.current < 20 then
color = colors.yellow
end
updatemessage("time", "Time "..string.format("%.1f", bonus.current), color)
drawtextclip("time", 0, ht / 2, text.aligncenter)
color = colors.green
if brick.bricksleft > bonus.yellow then
color = colors.red
elseif brick.bricksleft > bonus.green then
color = colors.yellow
end
updatemessage("remain", "Bricks left "..brick.bricksleft, color)
drawtextclip("remain", 0, ht / 2 + 25 * text.fontscale, text.aligncenter)
end
end
--------------------------------------------------------------------------------
local function drawgameover()
ov("blend 1")
if game.newhigh then
local highscorew = drawtextclip("newhigh", 0, ht / 2 + 96 * text.fontscale, text.aligncenter)
createparticles(edgegapl + (wd / 2 + highscorew / 2), (ht / 2 + 96 * text.fontscale), highscorew, 1, particle.highparticles)
end
updatecombo(game.gamecombo)
if game.newcombo then
local combow = drawtextclip("newcombo", 0, ht / 2 + 118 * text.fontscale, text.aligncenter)
createparticles(edgegapl + (wd / 2 + combow / 2), (ht / 2 + 118 * text.fontscale), combow, 1, particle.comboparticles)
end
drawtextclip("gameover", 0, ht / 2 - 30 * text.fontscale, text.aligncenter)
drawtextclip("restart", 0, ht / 2 + 30 * text.fontscale, text.aligncenter, nil, true)
drawtextclip("quit", 0, ht / 2 + 52 * text.fontscale, text.aligncenter, nil, true)
drawtextclip("option", 0, ht / 2 + 74 * text.fontscale, text.aligncenter, nil, true)
if bat.fade > 0 then
bat.fade = bat.fade - shadow.delta
if bat.fade < 0 then bat.fade = 0 end
drawbat(bat.fade)
end
end
--------------------------------------------------------------------------------
local function drawlevelcomplete()
ov("blend 1")
drawtextclip("complete", 0, ht / 2 - 30 * text.fontscale, text.aligncenter)
drawtextclip("continue", 0, ht / 2 + 30 * text.fontscale, text.aligncenter, nil, true)
drawtextclip("quitgame", 0, ht / 2 + 52 * text.fontscale, text.aligncenter, nil, true)
drawtextclip("option", 0, ht / 2 + 74 * text.fontscale, text.aligncenter, nil, true)
end
--------------------------------------------------------------------------------
local function drawbonuscomplete()
ov("blend 1")
drawtextclip("bcomplete", 0, ht / 2 - 30 * text.fontscale, text.aligncenter)
local w = drawtextclip("awarded", 0, ht / 2, text.aligncenter)
if brick.bricksleft <= bonus.green then
createparticles(edgegapl + (wd / 2 + w / 2), ht / 2, w, 1, particle.bonusparticlesg)
elseif brick.bricksleft <= bonus.yellow then
createparticles(edgegapl + (wd / 2 + w / 2), ht / 2, w, 1, particle.bonusparticlesy)
end
drawtextclip("continue", 0, ht / 2 + 30 * text.fontscale, text.aligncenter, nil, true)
drawtextclip("quitgame", 0, ht / 2 + 52 * text.fontscale, text.aligncenter, nil, true)
drawtextclip("option", 0, ht / 2 + 74 * text.fontscale, text.aligncenter, nil, true)
if game.newbonus then
local bonusw = drawtextclip("newbonus", 0, ht / 2 + 96 * text.fontscale, text.aligncenter)
createparticles(edgegapl + (wd / 2 + bonusw / 2), (ht / 2 + 96 * text.fontscale), bonusw, 1, particle.bonusparticles)
end
end
--------------------------------------------------------------------------------
local function drawconfirm()
ov("blend 1")
drawtextclip("askquit", 0, ht / 2 - 15 * text.fontscale, text.aligncenter, nil, true)
drawtextclip("askleft", 0, ht / 2 + 22 * text.fontscale, text.aligncenter, nil, true)
drawtextclip("askright", 0, ht / 2 + 44 * text.fontscale, text.aligncenter, nil, true)
end
--------------------------------------------------------------------------------
local function drawpause()
ov("blend 1")
drawtextclip("pause", 0, ht / 2 - 15 * text.fontscale, text.aligncenter)
if game.offoverlay and options.autopause ~= 0 then
if options.autostart ~= 0 then
drawtextclip("focus", 0, ht / 2 + 22 * text.fontscale, text.aligncenter)
else
drawtextclip("manfocus", 0, ht / 2 + 22 * text.fontscale, text.aligncenter)
drawtextclip("resume", 0, ht / 2 + 44 * text.fontscale, text.aligncenter, nil, true)
drawtextclip("quitgame", 0, ht / 2 + 66 * text.fontscale, text.aligncenter, nil, true)
drawtextclip("option", 0, ht / 2 + 88 * text.fontscale, text.aligncenter, nil, true)
end
else
drawtextclip("resume", 0, ht / 2 + 22 * text.fontscale, text.aligncenter, nil, true)
drawtextclip("quitgame", 0, ht / 2 + 44 * text.fontscale, text.aligncenter, nil, true)
drawtextclip("option", 0, ht / 2 + 66 * text.fontscale, text.aligncenter, nil, true)
end
end
--------------------------------------------------------------------------------
local function drawnewball()
ov("blend 1")
drawtextclip("newball", 0, ht / 2 + 22 * text.fontscale, text.aligncenter, nil, true)
drawtextclip("control", 0, ht / 2 + 44 * text.fontscale, text.aligncenter, nil, true)
drawtextclip("quitgame", 0, ht / 2 + 66 * text.fontscale, text.aligncenter, nil, true)
drawtextclip("option", 0, ht / 2 + 88 * text.fontscale, text.aligncenter, nil, true)
drawtextclip("left", 0, ht / 2 - 15 * text.fontscale, text.aligncenter)
if bonus.level then
drawtextclip("bonus", 0, ht / 2 - 52 * text.fontscale, text.aligncenter)
else
drawtextclip("level", 0, ht / 2 - 52 * text.fontscale, text.aligncenter)
end
end
--------------------------------------------------------------------------------
local function drawtiming(t)
timing.times[timing.timenum] = t
timing.timenum = timing.timenum + 1
if timing.timenum > timing.numtimes then
timing.timenum = 1
end
local average = 0
for i = 1, #timing.times do
average = average + timing.times[i]
end
average = average / #timing.times
local oldblend = ov("blend 1")
updatemessage("ms", string.format("%.1fms", average))
drawtextclip("ms", -4, 0, text.alignright, text.alignbottom)
ov("blend "..oldblend)
end
--------------------------------------------------------------------------------
local function drawoption(key, setting, state, leftx, h, y)
if key ~= "key" then
ovt(colors.black)
ovt{"fill", (leftx + edgegapl + shadow.txtx), (y + shadow.txty), (messages[key].width + 3), (messages[key].height - 4)}
ovt(keycolor)
ovt{"fill", (leftx + edgegapl), y, (messages[key].width + 3), (messages[key].height - 4)}
end
drawtextclip(key, leftx, y, text.alignleft)
drawtextclip(setting, 0, y, text.aligncenter)
drawtextclip(state, -leftx, y, text.alignright)
return y + h
end
--------------------------------------------------------------------------------
local function drawpercent(downkey, upkey, setting, valname, leftx, h, y)
local width = messages[downkey].width
local height = messages[downkey].height
ovt(colors.black)
ovt{"fill", (leftx + edgegapl + shadow.txtx), (y + shadow.txty), (width + 3), (height - 4)}
ovt{"fill", (leftx + width * 2 + edgegapl + shadow.txtx), (y + shadow.txty), (width + 3), (height - 4)}
ovt(keycolor)
ovt{"fill", (leftx + edgegapl), y, (width + 3), (height - 4)}
ovt{"fill", (leftx + width * 2 + edgegapl), y, (width + 3), (height - 4)}
drawtextclip(downkey, leftx, y, text.alignleft)
drawtextclip(upkey, leftx + width * 2, y, text.alignleft)
drawtextclip(setting, 0, y, text.aligncenter)
drawtextclip(valname, -leftx, y, text.alignright)
return y + h
end
--------------------------------------------------------------------------------
local function drawoptions()
local leftx = wd // 6
local state = {[0] = "off", [1] = "on"}
-- draw header
ov("blend 1")
local h = messages["key"].height
local y = (ht - 14 * h) // 2
y = drawoption("key", "function", "state", leftx, h, y)
-- draw options
y = drawoption("a", "autopause", state[options.autopause], leftx, h, y)
y = drawoption("b", "brickscore", state[options.brickscore], leftx, h, y)
y = drawoption("c", "comboscore", state[options.comboscore], leftx, h, y)
y = drawoption("d", "shadows", state[options.showshadows], leftx, h, y)
y = drawoption("m", "mouse", state[options.showmouse], leftx, h, y)
y = drawoption("p", "particles", state[options.showparticles], leftx, h, y)
y = drawoption("q", "confirm", state[options.confirmquit], leftx, h, y)
y = drawoption("s", "autostart", state[options.autostart], leftx, h, y)
y = drawoption("t", "timing", state[options.showtiming], leftx, h, y)
y = drawoption("f11", "fullscreen", state[options.fullscreen], leftx, h, y)
y = drawpercent("-", "=", "sound", "fxvol", leftx, h, y)
y = drawpercent("[", "]", "music", "musicvol", leftx, h, y)
-- draw close options
drawtextclip("close", 0, y + h, text.aligncenter, nil, true)
if game.balls == 0 then
drawtextclip("quit", 0, y + h * 2.5, text.aligncenter, nil, true)
else
drawtextclip("quitgame", 0, y + h * 2.5, text.aligncenter, nil, true)
end
end
--------------------------------------------------------------------------------
local function checkforsystemevent()
-- check for resize
local newwd, newht = g.getview(g.getlayer())
if newwd ~= wd or newht ~= ht then
resizegame(newwd, newht)
end
-- check for overlay hidden
if not game.pause then
if g.getoption("showoverlay") == 0 then
pausegame(true)
end
end
end
--------------------------------------------------------------------------------
local function updatebatposition()
local mousepos = ov("xy")
if mousepos ~= "" then
local mousex, _ = split(mousepos)
if mousex ~= bat.lastx then
bat.lastx = mousex
bat.x = tonumber(mousex) - bat.wd / 2
if bat.x < edgegapl then
bat.x = edgegapl
elseif bat.x > wd - edgegapr - bat.wd then
bat.x = wd - edgegapr - bat.wd
end
end
-- check if mouse was off overlay
if game.offoverlay then
-- check if paused
if game.pause and options.autostart ~= 0 and options.autopause ~= 0 then
pausegame(false)
end
end
game.offoverlay = false
else
-- mouse off overlay
game.offoverlay = true
-- check for autopause if in game
if options.autopause ~= 0 and not game.newball then
pausegame(true)
end
end
end
--------------------------------------------------------------------------------
local function clearbonusbricks()
local bricks
local clearparticles = particle.brickparticles / 4
for y = 1, brick.numrows do
bricks = brick.rows[y]
for x = 1, brick.numcols do
if bricks[x] then
bricks[x] = false
createparticles(x * brick.wd + edgegapl, ((y + brick.offsety) * brick.ht), brick.wd, brick.ht, clearparticles, brick.cols[y])
createfadingbrick(x, y)
end
end
end
end
--------------------------------------------------------------------------------
local function computebonus()
local bonusscore = 0
if brick.bricksleft <= bonus.green then
bonusscore = (brick.totalbricks - brick.bricksleft) * (100 + (game.level - 1) * 10)
updatemessage("awarded", "Bricks left "..brick.bricksleft.." = "..bonusscore, colors.green)
elseif brick.bricksleft <= bonus.yellow then
bonusscore = (brick.totalbricks - brick.bricksleft) * (50 + (game.level - 1) * 10)
updatemessage("awarded", "Bricks left "..brick.bricksleft.." = "..bonusscore, colors.yellow)
else
updatemessage("awarded", "Bricks left "..brick.bricksleft.." = ".."No Bonus", colors.red)
end
playmusic("levelcompleteloop", true)
updatescore(game.score + bonusscore)
if game.score > game.hiscore then
game.newhigh = true
updatehighscore(game.score)
end
if bonusscore > bonus.best then
game.newbonus = true
bonus.best = bonusscore
end
end
--------------------------------------------------------------------------------
local function resetcombo()
updatecombo(1)
game.combomult = 1
game.comboraw = 0
game.comboextra = 0
end
--------------------------------------------------------------------------------
local function playexit()
local box = {}
local n = 1
local tx, ty
local tilesize = wd // 32
ov("blend 0")
-- copy the screen into tiles
for y = 0, ht, tilesize do
for x = 0, wd, tilesize do
tx = x + rand(0, wd // 8) - wd / 16
ty = ht + rand(0, ht // 2)
local entry = {}
entry[1] = x
entry[2] = y
entry[3] = tx
entry[4] = ty
box[n] = entry
ov("copy "..x.." "..y.." "..tilesize.." "..tilesize.." sprite"..n)
n = n + 1
end
end
local fadestart = music.fade
ovt(colors.black)
for i = 0, 100 do
local t = g.millisecs()
local a = i / 100
local x, y
ovt{"fill"}
-- update each tile
for j = 1, #box do
x = box[j][1]
y = box[j][2]
tx = box[j][3]
ty = box[j][4]
ovt{"paste", (x * (1 - a) + tx * a), (y * (1 - a) + ty * a), "sprite"..j}
end
-- draw timing if on
if options.showtiming == 1 then
drawtiming(g.millisecs() - t)
end
-- fade the music
music.fade = fadestart * ((100 - i) / 100)
setvolume(music.currenttrack, (options.musicvol * music.fade / 100))
ov("update")
while g.millisecs() - t < 15 do end
end
-- delete tiles
for i = 1, #box do
ov("delete sprite"..i)
end
end
--------------------------------------------------------------------------------
local function breakout()
-- set font
local oldfont = ov("font 16 mono")
local oldbg = ov("textoption background 0 0 0 0")
local oldblend = ov("blend 0")
local oldcursor = ov("cursor arrow")
-- read saved settings
readsettings()
setfullscreen()
-- set sound and music volume
setchannelvolume("fx", options.soundvol)
setchannelvolume("music", options.musicvol)
-- play games until finished
game.balls = 3
game.score = 0
game.level = 1
game.again = true
game.newhigh = false
game.newcombo = false
game.newbonus = false
-- initialise the bat and ball
initbat()
initball()
-- welcome message
notify("Golly Breakout build "..build)
-- create static text
createstatictext()
-- initialize dynamic text
updatescore(game.score)
updatehighscore(game.hiscore)
updateballs(game.balls)
updatelevel(game.level)
-- main loop
while game.again do
music.fade = 1
-- initialize the bricks
initbricks()
-- create the background
createbackground()
-- intiialize the bat
local bathits = 0
local maxhits = 7
bat.lastx = -1
-- initialize the ball
local balldx = 0.5
local balldy = -1
local maxspeed = 2.2 + (game.level - 1) * 0.1
if maxspeed > 3 then
maxspeed = 3
end
local speedinc = 0.02
local speeddef = 1 + (game.level - 1) * speedinc * 4
if speeddef > maxspeed then
speeddef = maxspeed
end
local ballspeed = speeddef
local speeddiv = 3
-- initialize shadow
initshadow()
-- initialize particles
initparticles()
-- initialise points
initpoints()
-- whether alive
game.newball = true
options.confirming = false
pausegame(false)
-- whether mouse off overlay
game.offoverlay = false
-- reset combo
resetcombo()
-- game loop
playmusic("gamestart")
while game.balls > 0 and brick.bricksleft > 0 and bonus.current > 0 do
-- time frame
local frametime = g.millisecs()
-- check for mouse click or key press
processinput()
-- check if size of overlay has changed or overlay is hidden
checkforsystemevent()
-- draw the background
drawbackground()
-- check if paused
if not game.pause and not options.confirming and not options.showoptions and bonus.current > 0 then
-- check for new ball
if not game.newball then
-- update ball position incrementally
local framesteps = (ball.numsteps * timing.framemult) // 1
local i = 1
while i <= framesteps and not game.newball do
i = i + 1
local stepx = ((balldx * ballspeed * ball.size) / speeddiv) / ball.numsteps
local stepy = ((balldy * ballspeed * ball.size) / speeddiv) / ball.numsteps
ball.x = ball.x + stepx
ball.y = ball.y + stepy
-- check for ball hitting left or right boundary
if ball.x < ball.size / 2 + edgegapl or ball.x >= wd - edgegapr - ball.size / 2 then
createparticles(ball.x, ball.y, 1, 1, particle.wallparticles)
-- invert x direction
balldx = -balldx
ball.x = ball.x - stepx
playsound("edge")
end
-- check for ball hitting top boundary
if ball.y < ball.size / 2 then
createparticles(ball.x, (ball.y - ball.size / 2), 1, 1, particle.wallparticles)
-- ball hit top so speed up a little bit
balldy = -balldy
ball.y = ball.y - stepy
ballspeed = ballspeed + speedinc / 2
if ballspeed > maxspeed then
ballspeed = maxspeed
end
playsound("top")
-- check for ball hitting bottom boundary
elseif ball.y >= ht then
-- check for bonus level
if bonus.level then
-- end bonus level
bonus.current = 0
else
-- ball lost!
updateballs(game.balls - 1)
balldy = -1
balldx = 0.5
ballspeed = speeddef
game.newball = true
-- reset combo
if game.comboextra - game.comboraw > 0 then
if options.comboscore == 1 then
notify("Combo x "..(game.combo - 1).." Score "..game.comboextra - game.comboraw.." (+"..(((100 * game.comboextra // game.comboraw) - 100) // 1 | 0).."%)")
end
end
resetcombo()
playmusic("lostball")
end
-- exit loop
i = framesteps + 1
-- check for ball hitting bat
elseif ball.y >= bat.y and ball.y <= bat.y + bat.ht - 1 and ball.x >= bat.x and ball.x < bat.x + bat.wd then
-- set dx from where ball hit bat
balldx = (3 * (ball.x - bat.x) / bat.wd) - 1.5
if balldx >= 0 and balldx < 0.1 then
balldx = 0.1
end
if balldx > -0.1 and balldx <= 0 then
balldx = -0.1
end
balldy = -balldy
ball.y = bat.y
bathits = bathits + 1
-- move the bricks down after a number of bat hits
if bathits == maxhits then
bathits = 0
if brick.offsety < brick.maxoffsety then
brick.movedown = brick.movesteps
brick.startoffset = brick.offsety
end
end
createparticles(ball.x, ball.y - ball.size / 2, 1, 1, particle.batparticles)
-- reset combo
if game.comboextra - game.comboraw > 0 then
if options.comboscore == 1 then
notify("Combo x "..(game.combo - 1).." Score "..game.comboextra - game.comboraw.." (+"..(((100 * game.comboextra / game.comboraw) - 100) // 1 | 0).."%)")
end
end
resetcombo()
playsound("bat")
end
-- check for ball hitting brick
brick.y = (ball.y - (brick.offsety * brick.ht)) // brick.ht
if brick.y >= 1 and brick.y <= brick.numrows then
brick.x = ((ball.x - edgegapl) // brick.wd) + 1
if brick.rows[brick.y][brick.x] then
-- hit a brick!
brick.rows[brick.y][brick.x] = false
-- adjust score
local pointval = ((game.level + 9) * (brick.numrows - brick.y + 1) * game.combomult) // 1 | 0
local rawpoints = ((game.level + 9) * (brick.numrows - brick.y + 1)) // 1 | 0
if game.combo > 1 then
game.comboraw = game.comboraw + rawpoints
game.comboextra = game.comboextra + pointval
end
updatescore(game.score + pointval)
if game.score > game.hiscore then
game.newhigh = true
updatehighscore(game.score)
end
createpoints((brick.x - 1) * brick.wd + edgegapl, brick.y * brick.ht, pointval)
createfadingbrick(brick.x, brick.y)
-- increment combo
game.combomult = game.combomult * game.combofact
if game.combo + 1 > game.maxcombo then
game.maxcombo = game.combo + 1
game.newcombo = true
end
updatecombo(game.combo + 1)
if game.combo > game.gamecombo then
game.gamecombo = game.combo
end
-- work out which axis to invert
local lastbricky = ((ball.y - stepy) - (brick.offsety * brick.ht)) // brick.ht
if lastbricky == brick.y then
balldx = -balldx
else
balldy = -balldy
end
-- speed the ball up
ballspeed = ballspeed + speedinc
if ballspeed > maxspeed then
ballspeed = maxspeed
end
-- create particles
createparticles(brick.x * brick.wd + edgegapl, ((brick.y + brick.offsety) * brick.ht), brick.wd, brick.ht, particle.brickparticles, brick.cols[brick.y])
-- one less brick
brick.bricksleft = brick.bricksleft - 1
playsound("brick"..(brick.y | 0))
end
end
end
end
end
-- update brick position
if brick.movedown > 0 then
brick.movedown = brick.movedown - 1
brick.offsety = brick.offsety + (1 / brick.movesteps)
if brick.movedown <= 0 then
brick.movedown = 0
brick.offsety = brick.startoffset + 1
end
end
-- update bat position
updatebatposition()
-- if new ball then set ball to sit on bat
if game.newball then
ball.x = bat.x + bat.wd / 2
ball.y = bat.y - ball.size
end
-- draw the particles
drawparticles()
-- draw the bricks
drawbricks()
-- draw the points
drawpoints()
-- draw the ball
if game.balls > 0 then
drawball()
end
-- draw the bat
drawbat()
-- draw the score, high score and lives
drawscoreline()
-- check for text overlay
if options.confirming then
drawconfirm()
elseif options.showoptions then
drawoptions()
elseif game.pause then
drawpause()
elseif game.newball and game.balls > 0 then
drawnewball()
end
-- update music volume (used for pause fade/resume)
updatemusic()
-- draw timing if on
if options.showtiming == 1 then
drawtiming(g.millisecs() - frametime)
end
-- update notification
updatenotification()
-- update the display
ov("update")
-- pause until frame time reached
while g.millisecs() - frametime < 16 do end
-- check what the actual frame time was and scale speed accordingly
timing.framemult = 1
local finaltime = g.millisecs() - frametime
if finaltime > timing.sixtyhz then
-- cap to maximum frame time in case external event took control for a long time
if finaltime > timing.framecap then
finaltime = timing.framecap
end
timing.framemult = finaltime / timing.sixtyhz
end
-- update bonus time if on bonus level
if bonus.level and not game.pause and not game.newball and not options.showoptions then
bonus.current = bonus.current - (finaltime / 1000)
end
end
-- check for bonus level complete
if bonus.level then
computebonus()
clearbonusbricks()
else
if brick.bricksleft == 0 then
playmusic("levelcompleteloop", true)
end
end
-- save high score, max combo and best bonus
if game.newhigh or game.newcombo or game.newbonus then
writesettings()
end
-- if game is over destroy bat and display best game combo
if game.balls == 0 then
-- destroy bat
if game.balls == 0 then
createparticles(bat.x + bat.wd, bat.y, bat.wd, bat.ht, particle.lostparticles)
bat.fade = shadow.alpha
end
notify("Best Combo x"..game.maxcombo - 1)
end
-- loop until mouse button clicked or enter pressed
bonus.current = -1
game.finished = false
local fading = false
local musicplaytime = g.millisecs()
while not game.finished do
-- time frame
local frametime = g.millisecs()
-- check if size of overlay has changed or overlay hidden
checkforsystemevent()
-- draw background
drawbackground()
-- update bat position if game is not over
if game.balls > 0 then
updatebatposition()
end
-- draw particles
drawparticles()
-- draw bricks
drawbricks()
-- draw brick score
drawpoints()
-- check why game finished
if options.showoptions then
drawoptions()
else
if game.balls == 0 then
-- game over
drawgameover()
else
-- draw bat
drawbat()
if bonus.level then
-- end of bonus level
drawbonuscomplete()
else
-- level complete
drawlevelcomplete()
end
end
end
-- handle music during game over
if game.balls == 0 then
if fading then
-- fade music after one play through
if frametime - musicplaytime > music.gameovertime then
music.fade = music.fade + music.faderate
if music.fade < 0 then
music.fade = 0
end
setvolume("gamelostloop", (options.musicvol * music.fade / 100))
end
else
-- wait for ball lost music to finish
if soundstate("lostball") ~= "playing" then
fading = true
musicplaytime = g.millisecs()
music.fade = 1
music.faderate = -0.001
playmusic("gamelostloop", true)
else
updatemusic()
end
end
end
-- draw score line
drawscoreline()
-- get key or mouse event
processendinput()
-- draw timing if on
if options.showtiming == 1 then
drawtiming(g.millisecs() - frametime)
end
-- update notification
updatenotification()
-- update the display
ov("update")
-- pause until frame time reached
while g.millisecs() - frametime < 16 do end
-- check what the actual frame time was and scale speed accordingly
timing.framemult = 1
local finaltime = g.millisecs() - frametime
if finaltime > timing.sixtyhz then
-- cap to maximum frame time in case external event took control for a long time
if finaltime > timing.framecap then
finaltime = timing.framecap
end
timing.framemult = finaltime / timing.sixtyhz
end
end
-- check why game finished
if game.balls == 0 then
-- reset
updatescore(0)
updateballs(3)
updatelevel(1)
game.newhigh = false
updatehighscore(game.hiscore)
game.newcombo = false
game.gamecombo = 1
else
-- level complete
updatelevel(game.level + 1)
end
game.newbonus = false
end
-- exit animation
playexit()
-- free clips and restore settings
ov("delete "..bgclip)
ov("blend "..oldblend)
ov("font "..oldfont)
ov("textoption background "..oldbg)
ov("cursor "..oldcursor)
end
--------------------------------------------------------------------------------
local function main()
-- get size of overlay
wd, ht = g.getview(g.getlayer())
if wd < minwd then
wd = minwd
end
if ht < minht then
ht = minht
end
-- create overlay
ov("create "..wd.." "..ht)
text.fontscale = wd / minwd
if (ht / minht) < text.fontscale then
text.fontscale = ht / minht
end
-- run breakout
breakout()
end
--------------------------------------------------------------------------------
local oldoverlay = g.setoption("showoverlay", 1)
local oldbuttons = g.setoption("showbuttons", 0) -- disable translucent buttons
local oldscroll = g.setoption("showscrollbars", 0)
local oldfs = g.getoption("fullscreen")
local status, err = xpcall(main, gp.trace)
if err then g.continue(err) end
-- the following code is always executed
g.check(false)
stopallsound()
ov("delete")
g.setoption("showoverlay", oldoverlay)
g.setoption("showbuttons", oldbuttons)
g.setoption("showscrollbars", oldscroll)
g.setoption("fullscreen", oldfs)
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