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t6lines.hsp
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#include "hsp3dish.as"
#include "t6lines.as"
title "tan6 lines"
;-------------------------------------------------------------------------------
;
; 最初期設定
;
;-------------------------------------------------------------------------------
*first
; フォント画像のロード(半角)
celload "fon_cha1.png", 2
celdiv 2, g_font_png_x, g_font_png_y, 0, 0
; フォント画像のロード(全角)
celload "fon_cha2.png", 3
celdiv 3, g_font_png_y, g_font_png_y, 0, 0
; フォント画像のロード(全角)
celload "fon_ball.png", 4
celdiv 4, g_ball_size, g_ball_size, 0, 0
buffer 5, g_ball_size, g_ball_size, 0
gsel 0
int_mousex = 0
int_mousey = 0
; フィールド配列
dim arr_field, 9, 9
; フィールド配列・移動可能
MovableArrInit
; スコア
int_score = 0
; 選択状態
int_selected_x = -1
int_selected_y = -1
int_selected_movable = 0
float_rotate = 0.0
int_vanish = 255
int_gameover = 1
; 乱数初期化
randomize
; 画面クリア設定
setcls CLSMODE_SOLID, 0
; フィールド初期配置
gosub *make_next
gosub *ball_set
gosub *make_next
*play
; 入力
stick int_stk
if ( int_stk & 256 ) {
int_mousex = mousex
int_mousey = mousey
i = ((( 20 * int_mousex / g_screen_x ) + 1 ) / 2 ) - 1
j = ((( 20 * int_mousey / g_screen_view_y ) + 1 ) / 2) -1
if (( 0 <= i ) & ( i < 9 ) & ( 0 <= j ) & ( j < 9 )) {
if (( int_selected_x >= 0 ) & ( int_selected_y >= 0 ) & ( MovableArrGet(i, j) )) {
if ( arr_field(i, j) = 0 ) {
; 選択済み&対象が空白->移動と配布
arr_field(i, j) = arr_field(int_selected_x, int_selected_y)
arr_field(int_selected_x, int_selected_y) = 0
int_selected_x = -1
int_selected_y = -1
int_comp_x = i
int_comp_y = j
gosub *complete_check
if ( arr_field( int_comp_x, int_comp_y ) > 0 ) {
; 消えなかったら配布する
gosub *ball_set
gosub *make_next
}
} else {
; 選択状態&対象が石->選択
gosub *select
}
} else {
; 未選択状態->選択
if ( arr_field(i, j) > 0 ) {
gosub *select
}
}
} else {
; ステータスバー
if ( int_mousey >= ( g_screen_view_y + g_font_y )) {
goto *first
} else {
; 選択解除
int_selected_x = -1
int_selected_y = -1
}
}
}
; ゲームオーバー判定
if ( int_gameover = 0 ) :goto *dead
; 描画
redraw 0
gfilter 1
if (( int_selected_x >= 0 ) & ( int_selected_y >= 0 )) {
color 51, 51, 51
i = ( 2 * int_selected_x + 1 ) * g_screen_x / 20
j = ( 2 * int_selected_y + 1 ) * g_screen_view_y / 20
m = ( 2 * int_selected_x + 3 ) * g_screen_x / 20
n = ( 2 * int_selected_y + 3 ) * g_screen_view_y / 20
boxf i, j, m, n
}
; 描画・ボール
f = double( 0.1 * g_screen_x / g_ball_size )
g = double( 0.1 * g_screen_view_y / g_ball_size )
for i, 0, 9, 1
for j, 0, 9, 1
m = ( 2 * i + 1 ) * g_screen_x / 20
n = ( 2 * j + 1 ) * g_screen_view_y / 20
pos m, n
if ( arr_field(i, j) ) {
gmode 5, 0, 0, 255
if (( i = int_selected_x ) & ( j = int_selected_y ) & int_selected_movable) {
; 選択中は回転する
float_rotate += 0.12
if ( float_rotate >= ( 2 * M_PI )) :float_rotate -= 2 * M_PI
m = ( i + 1 ) * g_screen_x / 10
n = ( j + 1 ) * g_screen_view_y / 10
pos m, n
gmode 5, g_ball_size, g_ball_size, 255
grotate 4, g_ball_size * arr_field( i, j ), 0, float_rotate, f * g_ball_size, g * g_ball_size
} else {
; 選択しなければor動けないならば普通に置く
celput 4, arr_field(i, j), f, g
}
gmode 0
} else {
if (( int_selected_x >= 0 ) & ( int_selected_y >= 0 ) & ( MovableArrGet(i, j) = 0 )) {
color 255, 255, 255
; 移動できない場合、ペケを描く
m = ( 2 * i + 3 ) * g_screen_x / 20
n = ( 2 * j + 3 ) * g_screen_view_y / 20
line m, n
}
}
next
next
; 描画・縦線
color 255, 255, 255
m = g_screen_view_y / 20
n = 19 * g_screen_view_y / 20
for i, 0, 10, 1
j = ( 2 * i + 1 ) * g_screen_x / 20
line j, m, j, n
next
; 描画・横線
m = g_screen_x / 20
n = 19 * g_screen_x / 20
for i, 0, 10, 1
j = ( 2 * i + 1 ) * g_screen_view_y / 20
line m, j, n, j
next
; Score
gosub *print_score
; Next
pos g_screen_x / 2, g_screen_view_y
fprint "Next: ", 255
f = double( 1.0 * g_font_y / g_ball_size )
gmode 0
for i, 0, 3, 1
pos ( g_screen_x / 2 ) + (( i + 3 ) * g_font_y ), g_screen_view_y
celput 4, arr_next(i), f, f
next
; ステータスバーの表示
gosub *status_bar
redraw 1
await 16
goto *play
*dead
redraw 0
gfilter 1
; 描画
color int_vanish / 5, 0, 0
boxf 0, 0, g_screen_x, g_screen_y
; 描画・ボール
f = double( 0.1 * g_screen_x / g_ball_size )
g = double( 0.1 * g_screen_view_y / g_ball_size )
for i, 0, 9, 1
for j, 0, 9, 1
m = ( 2 * i + 1 ) * g_screen_x / 20
n = ( 2 * j + 1 ) * g_screen_view_y / 20
pos m, n
if ( arr_field(i, j) ) {
gmode 5, 0, 0, int_vanish
celput 4, arr_field(i, j), f, g
gmode 0
} else {
; 描画・移動できません
if (( int_selected_x >= 0 ) & ( int_selected_y >= 0 ) & ( MovableArrGet(i, j) = 0 )) {
color 255, 255, 255
m = ( 2 * i + 3 ) * g_screen_x / 20
n = ( 2 * j + 3 ) * g_screen_view_y / 20
line m, n
}
}
next
next
; 描画・縦線
color int_vanish, int_vanish, int_vanish
m = g_screen_view_y / 20
n = 19 * g_screen_view_y / 20
for i, 0, 10, 1
j = ( 2 * i + 1 ) * g_screen_x / 20
line j, m, j, n
next
; 描画・横線
m = g_screen_x / 20
n = 19 * g_screen_x / 20
for i, 0, 10, 1
j = ( 2 * i + 1 ) * g_screen_view_y / 20
line m, j, n, j
next
; Score
gosub *print_score
; Next
pos g_screen_x / 2, g_screen_view_y
fprint "Next: ", 255
f = double( 1.0 * g_font_y / g_ball_size )
gmode 0
for i, 0, 3, 1
pos ( g_screen_x / 2 ) + (( i + 3 ) * g_font_y ), g_screen_view_y
celput 4, arr_next(i), f, f
next
gosub *status_bar
if ( int_vanish > 0 ) :int_vanish-=5 :else :goto *menu
redraw 1
await 16
goto *dead
*menu
redraw 0
gfilter 1
stick int_stk, 0 :if ( int_stk & 256 ) {
int_mousex = mousex
int_mousey = mousey
if ( int_mousey >= ( g_screen_view_y + g_font_y )) {
goto *first
}
} else {
if ( int_stk ) :goto *first
}
pos 2 * g_font_x, 1 * g_font_y
fprint "Your score is " + int_score + ".", 255
pos 2 * g_font_x, 3 * g_font_y
fprint g_tan6 + "lines。 v1.3", 255
pos 2 * g_font_x, 4 * g_font_y
fprint "2012-2013(C) m-ushi", 255
gosub *status_bar
redraw 1
await 16
goto *menu
; 新しい球を降らせる
*ball_set
n = 0
for j, 0, 9, 1
for k, 0, 9, 1
if ( arr_field(j, k) = 0 ) :n++
if ( n = 3 ) :_break
next
if ( n = 3 ) :_break
next
dim arr_set, 3, 2
for i, 0, n, 1
do
j = rnd(9) :k = rnd(9)
until ( arr_field(j, k) = 0 )
arr_field(j, k) = arr_next(i)
arr_set(i, 0) = j
arr_set(i, 1) = k
next
for i, 0, n, 1
int_comp_x = arr_set(i, 0)
int_comp_y = arr_set(i, 1)
gosub *complete_check
next
; ゲームオーバー判定
int_gameover = 0
for j, 0, 9, 1
for k, 0, 9, 1
if ( arr_field(j, k) = 0 ) :int_gameover = 1
if ( int_gameover ) :_break
next
if ( int_gameover ) :_break
next
return
; NEXTの設定
*make_next
dim arr_next, 3
for i, 0, 3, 1
arr_next(i) = rnd(7) + 1
next
return
; 移動可能チェック
*movable_check
dim arr_movable, 9, 9
cx = int_selected_x
cy = int_selected_y
*movable_iter
ci = 0
if ( 0 <= cx ) & ( cx < 9 ) & ( 0 <= cy ) & ( cy < 9 ) {
} else {
ci = 1
}
if ( ci ) :goto *movable_iter
return
; 選択
; 事前に座標情報 i, j を与えておく。分かりづらいな
*select
int_selected_x = i
int_selected_y = j
float_rotate = 0.0
MovableArrInit
MovableArrSet i, j
int_selected_movable = ( MovableArrGet( i-1, j ) | MovableArrGet( i+1, j ) | MovableArrGet( i, j-1 ) | MovableArrGet( i, j+1 ))
return
; 完成チェック
; 事前に座標情報 int_comp_x int_comp_y を与えておく
*complete_check
dim int_comp_d, 8
; 配列の添字と向き関係
; 567
; 3 4
; 012
; 同じ色探し
LineCheckAll int_comp_x, int_comp_y
; 同じ色消し
for cj, 0, 4, 1
ck = 7 - cj
clen = int_comp_d(cj) + int_comp_d(ck)
; 十字消し
if ( clen > 1 ) {
cm = cj ^ 2
cn = ck ^ 2
cx = int_comp_x
cy = int_comp_y
; 走査する場所・先端に移動
for cp, 0, int_comp_d(ck), 1
LineCursor cx, cy, ck
next
; 1個ずつ移動して十字調査
for cp, 0, clen + 1, 1
; 5個揃ってない石の場合、両端はスルー
if (( clen < 4 ) & (( cp = 0 ) | ( cp = clen ))) {
LineCursor cx, cy, cj
_continue
}
; 長さを計測
int_comp_i = LineCheck( cx, cy, cm )
int_comp_j = LineCheck( cx, cy, cn )
clen2 = int_comp_i + int_comp_j
if ( clen2 > 1 ) {
; 5個揃ってない石の場合、左右に伸びていないとスルー&末端だとスルー
if (( clen2 < 4 ) & (( int_comp_i = 0 ) | ( int_comp_j = 0 ) | ( cp = 0 ) | ( cp = clen ))) {
LineCursor cx, cy, cj
_continue
}
;dialog "(x, y) = (" + cx + ", " + cy + ")\nDirection = " + cm + "," + cn + "\nLength = " + clen2
int_score += EvalScore( clen + clen2 + 1 )
arr_field( int_comp_x, int_comp_y ) = 0
LineErase int_comp_x, int_comp_y, cj, int_comp_d(cj)
LineErase int_comp_x, int_comp_y, ck, int_comp_d(ck)
LineErase cx, cy, cm, int_comp_i
LineErase cx, cy, cn, int_comp_j
; 中断
clen = 0
_break
}
LineCursor cx, cy, cj
next
if ( clen = 0 ) {
; 十字消し成功後、座標初期化
dim int_comp_d, 8
}
}
; 通常消し
if ( clen > 3 ) {
int_score += EvalScore( clen + 1 )
arr_field( int_comp_x, int_comp_y ) = 0
LineErase int_comp_x, int_comp_y, cj, int_comp_d(cj)
LineErase int_comp_x, int_comp_y, ck, int_comp_d(ck)
_break
}
next
return
*status_bar
; ステータスバーの表示
color 85, 85, 102
boxf 0, g_screen_view_y + g_font_y, g_screen_x, g_screen_y
color 255, 255, 255
line 0, g_screen_view_y + g_font_y, g_screen_x, g_screen_view_y + g_font_y
pos ( 2 * g_screen_x / 4 ) - ( 5 * g_font_x / 2 ), g_screen_view_y + g_font_y
fprint "Retry", 255
return
*print_score
pos 0, g_screen_view_y
fprint "Score: ", 255
switch log10(int_score)
case 6
case 7
i = int_score / 1000
s = "" + i + "k"
pos ( 13 - log10(int_score) ) * g_font_x, g_screen_view_y
swbreak
case 8
case 9
case 10
i = int_score / 1000000
s = "" + i + "M"
pos ( 16 - log10(int_score) ) * g_font_x, g_screen_view_y
swbreak
default
s = "" + int_score
pos ( 11 - log10(int_score) ) * g_font_x, g_screen_view_y
swbreak
swend
fprint s, 255
return