local core = require("core") local block_pic = {} local bk local over_flag = false local new_block = {flag = false} local wH --window height local wW --window weight local bW --block width local startpos = {} local delay = 0 function love.load() love.window.setFullscreen() wH = love.window.getHeight() wW = love.window.getWidth() bW = 0.8 * wH / 4 bk = love.graphics.newImage("src/bk.jpg") for i = 1, 11 do block_pic[tostring(math.pow(2,i))] = love.graphics.newImage("src/"..tostring(math.pow(2,i))..".PNG") end love.graphics.setBackgroundColor(255, 255, 255) love.graphics.setNewFont(24) love.graphics.setColor(255, 255, 255) core.initial() end local function draw_block(index, value) local line = math.modf((index - 1)/4) local row = (index - 1) % 4 local pic_index = tostring(value) love.graphics.draw(block_pic[pic_index], 0.1 * wH + row * bW, 0.1 * wH + line * bW, 0, bW/block_pic[pic_index]:getWidth(), bW/block_pic[pic_index]:getHeight()) end function love.draw() local scorestr = "SCORE:\n"..core.score.."\nBEST:\n"..core.best love.graphics.draw(bk, 0, 0, 0, wW/bk:getWidth(), wH/bk:getHeight()) love.graphics.setColor(255, 255, 255) love.graphics.rectangle("line", 0.1 * wH, 0.1 * wH, 0.8 * wH, 0.8 * wH) for i = 1, 16 do if core.block[i] then draw_block(i, core.block[i]) end end if new_block.flag then if delay < 10 then delay = delay + 1 else draw_block(new_block.index, new_block.value) core.block[new_block.index] = new_block.value new_block.flag = false delay = 0 end end love.graphics.print(scorestr, wH, wH * 0.1) if over_flag then love.graphics.setColor(0, 0, 255) love.graphics.rectangle("fill", 0.25 * wW, 0.25 * wH, 0.5 * wW, 0.5 * wH) love.graphics.setColor(255,255,255) love.graphics.print(scorestr, 0.45 * wW, 0.45 * wH) end end function love.mousepressed(x, y, button) if button == 'l' then startpos.x = x startpos.y = y end end function love.mousereleased(x, y, button) if button == 'l' then if over_flag then over_flag = false core.initial() return end local x_dis = x - startpos.x local y_dis = y - startpos.y local ret if y_dis < 0 and math.abs(y_dis) > math.abs(x_dis) then ret = core.up_move() elseif y_dis > 0 and math.abs(y_dis) > math.abs(x_dis) then ret = core.down_move() elseif x_dis < 0 and math.abs(x_dis) > math.abs(y_dis) then ret = core.left_move() elseif x_dis > 0 and math.abs(x_dis) > math.abs(y_dis) then ret = core.right_move() end if not ret then return end new_block = core.new_block() if not new_block then return end new_block.flag = true local testtbl = core.tblclone(core.block, 16) testtbl[new_block.index] = new_block.value if core.isfull(testtbl) then if core.up_move(testtbl) or core.down_move(testtbl) or core.left_move(testtbl) or core.right_move(testtbl) then return end core.set_best() over_flag = true end end end