0.8.17:Details Update

This commit is contained in:
MrZ_26
2020-04-30 00:24:47 +08:00
parent 7d63386410
commit 00026bc46b
104 changed files with 2069 additions and 2708 deletions

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SFX/welcome_sfx.ogg Normal file

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VOICE/welcome_voc.ogg Normal file

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@@ -1,4 +1,4 @@
gameVersion="Alpha V0.8.16"
gameVersion="Alpha V0.8.17"
function love.conf(t)
t.identity="Techmino"--SaveDir name
t.version="11.1"

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@@ -17,6 +17,7 @@ setting={
ghost=true,center=true,
smooth=true,grid=false,
bagLine=false,
lockFX=2,
dropFX=3,
shakeFX=2,
@@ -33,6 +34,7 @@ setting={
stereo=6,
--sound
VKSound=true,--if SFX
VKSwitch=false,--if disp
VKTrack=false,--if tracked
VKDodge=false,--if dodge

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@@ -20,7 +20,7 @@ spin判定:
连击:0,0,1,1,2,2,3,3,4,4,3,2,3,2,3,2,3…(后面都是2)
特殊消除会增加B2B点数,让之后的特殊消除获得B2B(B3B)增益(详细说明见下文)
半全消("下方有剩余方块"的全消,如果是I消1行则必须不剩余玩家放置的方块):伤害+2,额外抵挡+2
全消:将上述伤害之和开根号,再+6~10(本局内递增)+2额外抵挡(注:本局消行数>4时会将B2B点数拉满)
全消:将上述伤害之和开根号,再+6~12(本局内递增)+2额外抵挡(注:本局消行数>4时会将B2B点数拉满)
根据上述规则计算后,向下取整,攻击打出
分数系统:
@@ -37,7 +37,7 @@ spin判定:
back to back(B2B)点数说明:
B2B点数的范围在0~1200,在点数>=40时进行特殊消除为B2B,>1000时特殊消除为B3B
普通消除-250
spin1/2/3:+50/100/180(mini减半)
spin1/2/3:+50/100/180(mini变为原来40%)
消四:+100
空spin:+20,此法得到的点数不能超过1000
当点数在1000以上时空放一块-40(不减到低于1000)

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@@ -138,19 +138,22 @@ function File.loadData()
local S=s()
if S.version~=gameVersion then
S.version=gameVersion
TEXT.show(text.newVersion,640,200,30,"fly",.3)
end
if not S.version or S.version=="Alpha V0.8.15"then
S.clear_S={S.clear_1,S.clear_2,S.clear_3,S.clear_4}
S.clear={{},{},{},{},{},{},{}}
local A,B,C,D=int(S.clear_1/7),int(S.clear_2/7),int(S.clear_3/7),int(S.clear_4/7)
local A,B,C,D=int(S.clear_1/7),int(S.clear_2/7),int(S.clear_3/7),S.clear_4
for i=1,7 do
S.clear[i][1]=A
S.clear[i][2]=B
S.clear[i][3]=C
S.clear[i][4]=D
S.clear[i][4]=0
end
S.clear[7][4]=D
for i=1,S.clear_1%7 do S.clear[i][1]=S.clear[i][1]+1 end
for i=1,S.clear_2%7 do S.clear[i][2]=S.clear[i][2]+1 end
for i=1,S.clear_3%7 do S.clear[i][3]=S.clear[i][3]+1 end
for i=1,S.clear_4%7 do S.clear[i][4]=S.clear[i][4]+1 end
S.clear_B={}
for i=1,7 do
S.clear_B[i]=S.clear[i][1]+S.clear[i][2]+S.clear[i][3]+S.clear[i][4]
@@ -175,7 +178,11 @@ function File.loadData()
end
S.hpc=S.c
TEXT.show(text.newVersion,640,200,30,"fly",.3)
elseif S.version=="Alpha V0.8.16"then
for i=1,6 do
S.clear[7][4]=S.clear[7][4]+S.clear[i][4]
S.clear[i][4]=0
end
end
addToTable(S,stat)
end

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@@ -1,326 +0,0 @@
local BK="返回"
local actName={
"左移:","右移:",
"顺时针旋转:","逆时针旋转:","180°旋转:",
"硬降:","软降:",
"暂存:","功能键:",
"重新开始:",
"左瞬移:","右瞬移:","软降到底:","软降一格:","软降四格:","软降十格:",
"落在最左:","落在最右:","列在最左:","列在最右:",
}
return{
anykey="按任意键继续",
newVersion="检测到更新!可能有部分数据被重新处理",
lang="中文",
atkModeName={"随机","徽章","击杀","反击"},
royale_remain=function(n)return"剩余 "..n.." 名玩家"end,
cmb={nil,nil,"3 Combo","4 Combo","5 Combo","6 Combo","7 Combo","8 Combo","9 Combo","10 Combo!","11 Combo!","12 Combo!","13 Combo!","14 Combo!","15 Combo!","16 Combo!","17 Combo!","18 Combo!","19 Combo!","MEGACMB"},
techrash="Techrash",techrashB2B="B2B Techrash",techrashB3B="B2B2B Techrash",
spin={"Z-spin","S-spin","L-spin","J-spin","T-spin","O-spin","I-spin"},
block={"Z","S","L","J","T","O","I"},
clear={" single"," double"," triple"},
mini="Mini",b2b="B2B ",b3b="B2B2B ",
PC="Perfect Clear",HPC="Half Clear",
hold="暂存",next="下一个",
stage=function(n)return"关卡 "..n end,
great="Great!",
awesome="Awesome.",
continue="Continue.",
maxspeed="最高速度",
speedup="速度加快",
win="胜利",
finish="结束",
lose="失败",
pause="暂停",
pauseCount="暂停统计",
atk="ATK",
spd="SPD",
recv="RECV",
eff="EFF",
custom="自定义游戏",
customOption={
drop="下落速度:",
lock="锁定延迟:",
wait="放块延迟:",
fall="消行延迟:",
next="序列数量:",
hold="暂存:",
sequence="序列:",
visible="可见性:",
target="目标行数:",
freshLimit="锁延刷新次数:",
opponent="对手速度等级:",
bg="背景:",
bgm="背景音乐:",
},
customVal={
drop={"0G","1/180G","1/60G","1/40G","1/30G","1/25G","1/20G","1/18G","1/16G","1/14G","1/12G","1/10G","1/9G","1/8G","1/7G","1/6G","1/5G","1/4G","1/3G","1/2G","1G","2G","4G","8G","20G"},
lock={0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,25,30,40,60,180,""},
wait=nil,
fall=nil,
next=nil,
hold={"","","无限"},
sequence={"bag7","his4","随机"},
visible={"可见","半隐","全隐","瞬隐"},
target={10,20,40,100,200,500,1000,""},
freshLimit={0,8,15,""},
opponent={"无电脑","9S Lv1","9S Lv2","9S Lv3","9S Lv4","9S Lv5","CC Lv1","CC Lv2","CC Lv3","CC Lv4","CC Lv5","CC Lv6"},
},
softdropdas="软降DAS:",
softdroparr="软降ARR:",
snapLevelName={"无吸附","10px吸附","20px吸附","40px吸附","60px吸附","80px吸附"},
setting_game="游戏设置",
setting_graphic="画面设置",
setting_sound="声音设置",
setting_control="控制设置",
setting_skin="外观设置",
preview="预览",
keyboard="键盘",joystick="手柄",
ctrlSetHelp="方向键选择/翻页,回车修改,esc返回",
musicRoom="音乐室",
nowPlaying="正在播放:",
settingSaved="设置已保存",
settingSavingError="设置保存失败:",
keyMapSaved="键位设置已保存",
keyMapSavingError="键位保存失败:",
VKSaved="虚拟按键设置已保存",
VKSavingError="虚拟按键保存失败:",
statSavingError="统计保存失败:",
unlockSavingError="解锁保存失败:",
recSavingError="纪录保存失败:",
needRestart="重新开始以生效",
copySuccess="已复制到剪切板",
dataCorrupted="数据损坏",
VKTchW="触摸点权重",
VKOrgW="原始点权重",
VKCurW="当前点权重",
noScore="暂无成绩",
highScore="最佳成绩",
newRecord="打破纪录",
errorMsg="Techmino遇到了问题,需要重新启动.\n我们已收集了一些错误信息,你可以向作者进行反馈.",
actName=actName,
load={[0]="加载完成","加载语音ing","加载音乐ing","加载音效ing","加载图片ing","加载模式ing","加载乱七八糟的东西ing"},
pauseStat={
"时间:",
"按键/旋转/暂存:",
"下块:",
"消行/挖掘:",
"攻击/挖掘攻击:",
"上涨/接收/抵消:",
"B2B/B3B/PC/HPC:",
"Finesse:",
},
stat={
spin="spin0~3",
clear="clear1~4",
"游戏运行次数:",
"游戏局数:",
"游戏时间:",
"按键/旋转/暂存:",
"方块/消行/攻击:",
"接收/抵消/上涨:",
"挖掘/挖掘攻击:",
"效率/挖掘效率:",
"多余操作/极简率:",
"满贯/大满贯:",
"全/半清:",
},
help={
"好像也没啥好帮助的吧?就当是关于了",
"这只是一个普通的方块游戏,请勿称此游戏为某某某方块",
"从TO/C2/KOS/TGM3/JS等方块获得过灵感",
"",
"使用LOVE2D引擎",
"作者:MrZ 邮箱:1046101471@qq.com",
"程序:MrZ 美术:MrZ 音乐:MrZ 音效:MrZ 语音:MrZ/Miya",
"特别感谢:Flyz,Farter,196,Teatube,T830,[所有内测人员]和 你!",
"",
"错误或者建议请附带截图发送到内测群或者作者邮箱~",
"仅通过唯一内测群1057456078进行免费下载/更新",
"其他渠道获得游戏皆有被修改/植入病毒的风险,程序只申请了震动&联网权限!",
"若由于被修改的本游戏产生的各种损失作者不负责(我怎么负责啊跟我有啥关系)",
"请从正规途径获得最新版,游戏现为免费,不过有打赏当然感谢啦~",
},
used=[[
使用工具:
Beepbox
GFIE
Goldwave
使用库:
Cold_Clear[MinusKelvin]
simple-love-lights[dylhunn]
]],
support="支持作者",
group="官方QQ群(如果没有被暗改的话就是这个):822023725",
WidgetText={
main={
play="开始",
setting="设置",
music="音乐室",
stat="统计信息",
help="帮助",
qplay="快速开始",
lang="言/A",
quit="退出",
},
mode={
draw="画图(Q)",
custom="参数(E)",
start="开始",
back=BK,
},
music={
bgm="BGM",
up="",
play="播放",
down="",
back=BK,
},
custom={
up="",
down="",
left="",
right="",
set1="40行(1)",
set2="1v1(2)",
set3="无尽(3)",
set4="隐形(4)",
set5="极限(5)",
back=BK,
},
draw={
any="不定",
space="×",
clear="清除",
demo="不显示×",
copy="复制",
paste="粘贴",
back=BK,
},
play={
pause="暂停",
},
pause={
resume= "继续(空格)",
restart="重新开始(R)",
setting="设置(S)",
quit= "退出(esc)",
},
setting_game={
graphic="←画面设置",
sound="声音设置→",
ctrl="控制设置",
reTime="开局等待时间",
maxNext="最大预览数量",
autoPause="自动暂停",
layout="外观",
key="键位设置",
touch="触屏设置",
quickR="快速重新开始",
autoPause="自动暂停",
swap="组合键切换攻击模式",
fine="极简操作提示音",
back=BK,
},
setting_graphic={
sound="←声音设置",
game="游戏设置→",
ghost="阴影",
grid="网格",
center="旋转中心",
bg="背景",
smooth="平滑下落",
lockFX="锁定特效等级",
dropFX="下落特效等级",
shakeFX="晃动特效等级",
atkFX="攻击特效等级",
text="消行文本",
fullscreen="全屏",
frame="绘制帧率",
back=BK,
},
setting_sound={
game="←游戏设置",
graphic="画面设置→",
sfx="音效",
bgm="音乐",
vib="震动",
voc="语音",
stereo="立体声",
back=BK,
},
setting_control={
das="DAS",arr="ARR",
sddas="软降DAS",sdarr="软降ARR",
ihs="提前Hold",
irs="提前旋转",
ims="提前移动",
reset="重置",
back=BK,
},
setting_key={
back=BK,
},
setting_skin={
prev="",next="",
prev1="",next1="",spin1="R",
prev2="",next2="",spin2="R",
prev3="",next3="",spin3="R",
prev4="",next4="",spin4="R",
prev5="",next5="",spin5="R",
prev6="",next6="",spin6="R",
prev7="",next7="",spin7="R",
skinR="重置配色",
faceR="重置方向",
back=BK,
},
setting_touch={
default="默认组合",
snap=function()return text.snapLevelName[sceneTemp.snap]end,
option="选项",
back=BK,
size="大小",
},
setting_touchSwitch={
b1= actName[1],b2=actName[2],b3=actName[3],b4=actName[4],
b5= actName[5],b6=actName[6],b7=actName[7],b8=actName[8],
b9= actName[9],b10=actName[10],b11=actName[11],b12=actName[12],
b13=actName[13],b14=actName[14],b15=actName[15],b16=actName[16],
b17=actName[17],b18=actName[18],b19=actName[19],b20=actName[20],
norm="标准",
pro="专业",
hide="显示虚拟按键",
track="按键自动跟踪",
icon="图标",
tkset="跟踪设置",
alpha="透明度",
back=BK,
},
setting_trackSetting={
VKDodge="自动避让",
back=BK,
},
help={
his="历史",
qq="作者QQ",
back=BK,
},
history={
prev="",
next="",
back=BK,
},
stat={
path="打开存储目录",
back=BK,
},
},
}--文

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@@ -1,323 +0,0 @@
local BK="返回"
local actName={
"左移:","右移:",
"顺时针旋转:","逆时针旋转:","180°旋转:",
"硬降:","软降:",
"暂存:","功能键:",
"重新开始:",
"左瞬移:","右瞬移:","软降到底:","软降一格:","软降四格:","软降十格:",
"落在最左:","落在最右:","列在最左:","列在最右:",
}
return{
anykey="按任意键继续",
newVersion="检测到更新!可能有部分数据被重新处理",
lang="全中文",
atkModeName={"随机","徽章","击杀","反击"},
royale_remain=function(n)return"剩余 "..n.." 名玩家"end,
cmb={nil,nil,"3 Combo","4 Combo","5 Combo","6 Combo","7 Combo","8 Combo","9 Combo","10 Combo!","11 Combo!","12 Combo!","13 Combo!","14 Combo!","15 Combo!","16 Combo!","17 Combo!","18 Combo!","19 Combo!","MEGACMB"},
techrash="四清",techrashB2B="满贯 四清",techrashB3B="大满贯 四清",
spin={"Z型回旋","S型回旋","L型回旋","J型回旋","T型回旋","O型回旋","I型回旋"},
block={"Z","S","L","J","T","O","I"},
clear={"单清","双清","三清"},
mini="迷你",b2b="满贯",b3b="大满贯",
PC="场地全清",HPC="场地半清",
hold="暂存",next="下一个",
stage=function(n)return"关卡 "..n end,
great="不错!",
awesome="精彩。",
continue="继续。",
maxspeed="最高速度",
speedup="速度加快",
win="胜利",
finish="结束",
lose="失败",
pause="暂停",
pauseCount="暂停统计",
atk="",
spd="",
recv="",
eff="",
custom="自定义游戏",
customOption={
drop="下落速度:",
lock="锁定延迟:",
wait="放块延迟:",
fall="消行延迟:",
next="序列数量:",
hold="暂存:",
sequence="序列:",
visible="可见性:",
target="目标行数:",
freshLimit="锁延刷新次数:",
opponent="对手速度等级:",
bg="背景:",
bgm="背景音乐:",
},
customVal={
drop={"0G","1/180G","1/60G","1/40G","1/30G","1/25G","1/20G","1/18G","1/16G","1/14G","1/12G","1/10G","1/9G","1/8G","1/7G","1/6G","1/5G","1/4G","1/3G","1/2G","1G","2G","4G","8G","20G"},
lock={0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,25,30,40,60,180,""},
wait=nil,
fall=nil,
next=nil,
hold={"","","无限"},
sequence={"bag7","his4","随机"},
visible={"可见","半隐","全隐","瞬隐"},
target={10,20,40,100,200,500,1000,""},
freshLimit={0,8,15,""},
opponent={"无电脑","9S Lv1","9S Lv2","9S Lv3","9S Lv4","9S Lv5","CC Lv1","CC Lv2","CC Lv3","CC Lv4","CC Lv5","CC Lv6"},
},
snapLevelName={"无吸附","10px吸附","20px吸附","40px吸附","60px吸附","80px吸附"},
setting_game="游戏设置",
setting_graphic="画面设置",
setting_sound="声音设置",
setting_control="控制设置",
setting_skin="外观设置",
preview="预览",
keyboard="键盘",joystick="手柄",
ctrlSetHelp="方向键选择/翻页,回车修改,esc返回",
musicRoom="音乐室",
nowPlaying="正在播放:",
settingSaved="设置已保存",
settingSavingError="设置保存失败:",
keyMapSaved="键位设置已保存",
keyMapSavingError="键位保存失败:",
VKSaved="虚拟按键设置已保存",
VKSavingError="虚拟按键保存失败:",
statSavingError="统计保存失败:",
unlockSavingError="解锁保存失败:",
recSavingError="纪录保存失败:",
needRestart="重新开始以生效",
copySuccess="已复制到剪切板",
dataCorrupted="数据损坏",
VKTchW="触摸点权重",
VKOrgW="原始点权重",
VKCurW="当前点权重",
noScore="暂无成绩",
highScore="最佳成绩",
newRecord="打破纪录",
errorMsg="Techmino遇到了问题,需要重新启动.\n我们已收集了一些错误信息,你可以向作者进行反馈.",
actName=actName,
load={[0]="加载完成","加载语音ing","加载音乐ing","加载音效ing","加载图片ing","加载模式ing","加载乱七八糟的东西ing"},
pauseStat={
"时间:",
"按键/旋转/暂存:",
"下块:",
"消行/挖掘:",
"攻击/挖掘攻击:",
"上涨/接收/抵消:",
"(大)满贯/全(半)清:",
"非极简操作:",
},
stat={
spin="回旋0~3",
clear="消除1~4",
"游戏运行次数:",
"游戏局数:",
"游戏时间:",
"按键/旋转/暂存:",
"方块/消行/攻击:",
"接收/抵消/上涨:",
"挖掘/挖掘攻击:",
"效率/挖掘效率:",
"多余操作/极简率:",
"满贯/大满贯:",
"全/半清:",
},
help={
"好像也没啥好帮助的吧?就当是关于了",
"这只是一个普通的方块游戏,请勿称此游戏为某某某方块",
"从TO/C2/KOS/TGM3/JS等方块获得过灵感",
"",
"使用LOVE2D引擎",
"作者:MrZ 邮箱:1046101471@qq.com",
"程序:MrZ 美术:MrZ 音乐:MrZ 音效:MrZ 语音:MrZ/Miya",
"特别感谢:Flyz,Farter,196,Teatube,T830,[所有内测人员]和 你!",
"",
"错误或者建议请附带截图发送到内测群或者作者邮箱~",
"仅通过唯一内测群1057456078进行免费下载/更新",
"其他渠道获得游戏皆有被修改/植入病毒的风险,程序只申请了震动&联网权限!",
"若由于被修改的本游戏产生的各种损失作者不负责(我怎么负责啊跟我有啥关系)",
"请从正规途径获得最新版,游戏现为免费,不过有打赏当然感谢啦~",
},
used=[[
使用工具:
Beepbox
GFIE
Goldwave
使用库:
Cold_Clear[MinusKelvin]
simple-love-lights[dylhunn]
]],
support="支持作者",
group="官方QQ群(如果没有被暗改的话就是这个):822023725",
WidgetText={
main={
play="开始",
setting="设置",
music="音乐室",
stat="统计信息",
help="帮助",
qplay="快速开始",
lang="言/A",
quit="退出",
},
mode={
draw="画图(Q)",
custom="参数(E)",
start="开始",
back=BK,
},
music={
bgm="BGM",
up="",
play="播放",
down="",
back=BK,
},
custom={
up="",
down="",
left="",
right="",
set1="40行(1)",
set2="1v1(2)",
set3="无尽(3)",
set4="隐形(4)",
set5="极限(5)",
back=BK,
},
draw={
any="不定",
space="×",
clear="清除",
demo="不显示×",
copy="复制",
paste="粘贴",
back=BK,
},
play={
pause="暂停",
},
pause={
resume= "继续(空格)",
restart="重新开始(R)",
setting="设置(S)",
quit= "退出(esc)",
},
setting_game={
graphic="←画面设置",
sound="声音设置→",
ctrl="控制设置",
reTime="开局等待时间",
maxNext="最大预览数量",
autoPause="自动暂停",
layout="外观",
key="键位设置",
touch="触屏设置",
quickR="快速重新开始",
swap="组合键切换攻击模式",
fine="极简操作提示音",
back=BK,
},
setting_graphic={
sound="←声音设置",
game="游戏设置→",
ghost="阴影",
grid="网格",
center="旋转中心",
bg="背景",
smooth="平滑下落",
lockFX="锁定特效等级",
dropFX="下落特效等级",
shakeFX="晃动特效等级",
atkFX="攻击特效等级",
text="消行文本",
fullscreen="全屏",
frame="绘制帧率",
back=BK,
},
setting_sound={
game="←游戏设置",
graphic="画面设置→",
sfx="音效",
bgm="音乐",
vib="震动",
voc="语音",
stereo="立体声",
back=BK,
},
setting_control={
das="首次移动延迟",arr="移动重复延迟",
sddas="首次软降延迟",sdarr="软降重复延迟",
ihs="提前暂存",
irs="提前旋转",
ims="提前移动",
reset="重置",
back=BK,
},
setting_key={
back=BK,
},
setting_skin={
prev="",next="",
prev1="",next1="",spin1="",
prev2="",next2="",spin2="",
prev3="",next3="",spin3="",
prev4="",next4="",spin4="",
prev5="",next5="",spin5="",
prev6="",next6="",spin6="",
prev7="",next7="",spin7="",
skinR="重置配色",
faceR="重置方向",
back=BK,
},
setting_touch={
default="默认组合",
snap=function()return text.snapLevelName[sceneTemp.snap]end,
option="选项",
back=BK,
size="大小",
},
setting_touchSwitch={
b1= actName[1],b2=actName[2],b3=actName[3],b4=actName[4],
b5= actName[5],b6=actName[6],b7=actName[7],b8=actName[8],
b9= actName[9],b10=actName[10],b11=actName[11],b12=actName[12],
b13=actName[13],b14=actName[14],b15=actName[15],b16=actName[16],
b17=actName[17],b18=actName[18],b19=actName[19],b20=actName[20],
norm="标准",
pro="专业",
hide="显示虚拟按键",
track="按键自动跟踪",
icon="图标",
tkset="跟踪设置",
alpha="透明度",
back=BK,
},
setting_trackSetting={
VKDodge="自动避让",
back=BK,
},
help={
his="历史",
qq="作者QQ",
back=BK,
},
history={
prev="",
next="",
back=BK,
},
stat={
path="打开存储目录",
back=BK,
},
},
}

View File

@@ -1,321 +0,0 @@
local BK="Back"
local actName={
"Move Left:","Move Right:",
"Rotate Right:","Rotate Left:","Rotate 180°:",
"Hard Drop:","Soft Drop:","Hold:","Function:","Restart:",
"Instant Left:","Instant Right:","Ins Down:","Down 1:","Down 4:","Down 10:",
"Left Drop:","Right Drop:","Left INS:","Right INS:",
}
return{
anykey="Any Key to Continue",
newVersion="Updating detected!Maybe some data is recalculated",
lang="English",
atkModeName={"Random","Badges","K.O.s","Counters"},
royale_remain=function(n)return n.." Players Remain"end,
cmb={nil,nil,"3 Combo","4 Combo","5 Combo","6 Combo","7 Combo","8 Combo","9 Combo","10 Combo!","11 Combo!","12 Combo!","13 Combo!","14 Combo!","15 Combo!","16 Combo!","17 Combo!","18 Combo!","19 Combo!","MEGACMB"},
techrash="Techrash",techrashB2B="B2B Techrash",techrashB3B="B2B2B Techrash",
spin={"Z-spin","S-spin","L-spin","J-spin","T-spin","O-spin","I-spin"},
block={"Z","S","L","J","T","O","I"},
clear={" single"," double"," triple"},
mini="Mini",b2b="B2B ",b3b="B2B2B ",
PC="Perfect Clear",HPC="Clear",
hold="Hold",next="Next",
stage=function(n)return"STAGE "..n end,
great="Great!",
awesome="Awesome.",
continue="Continue.",
maxspeed="Max speed",
speedup="Speed up",
win="WIN",
finish="FINISH",
lose="LOSE",
pause="PAUSE",
pauseCount="Pause Count",
atk="ATK",
spd="SPD",
recv="RECV",
eff="EFF",
custom="Custom Game",
customOption={
drop="Drop speed:",
lock="Lock delay:",
wait="Next piece delay:",
fall="Clear row delay:",
next="Next count:",
hold="Hold:",
sequence="Sequence:",
visible="Visible:",
target="Line limit:",
freshLimit="Lock fresh limit:",
opponent="Opponent speed:",
bg="Background:",
bgm="BGM:",
},
customVal={
drop={"0G","1/180G","1/60G","1/40G","1/30G","1/25G","1/20G","1/18G","1/16G","1/14G","1/12G","1/10G","1/9G","1/8G","1/7G","1/6G","1/5G","1/4G","1/3G","1/2G","1G","2G","4G","8G","20G"},
lock={0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,25,30,40,60,180,""},
wait=nil,
fall=nil,
next=nil,
hold={"ON","OFF","FREE"},
sequence={"bag7","his4","random"},
visible={"normal","time","invisible","sudden"},
target={10,20,40,100,200,500,1000,""},
freshLimit={0,8,15,""},
opponent={"No CPU","9S Lv1","9S Lv2","9S Lv3","9S Lv4","9S Lv5","CC Lv1","CC Lv2","CC Lv3","CC Lv4","CC Lv5","CC Lv6"},
},
snapLevelName={"Free pos","Snap-10","Snap-20","Snap-40","Snap-60","Snap-80"},
setting_game="Game setting",
setting_graphic="Graphic setting",
setting_sound="Sound setting",
setting_control="Control Setting",
setting_skin="Layout Setting",
preview="Preview",
keyboard="Keyboard",joystick="Joystick",
ctrlSetHelp="Arrowkey to select/change slot,Enter to change,Esc back",
musicRoom="Music Room",
nowPlaying="Now Playing:",
settingSaved="Setting Saved",
settingSavingError="Failed to save setting:",
keyMapSaved="Key setting saved",
keyMapSavingError="Failed to save key setting:",
VKSaved="virtual key saved",
VKSavingError="Failed to save virtual key:",
statSavingError="Failed to save stat:",
unlockSavingError="Failed to save unlock:",
recSavingError="Failed to save record:",
needRestart="Effective after restart",
copySuccess="Copy Success",
dataCorrupted="Data Corrupted",
VKTchW="Touch weight",
VKOrgW="Origion weight",
VKCurW="CurPos weight",
noScore="No Score Yet",
highScore="Highscore",
newRecord="New Rocord",
errorMsg="Techmino ran into a problem and needs to restart.\nWe collected some error info, and you can send them to the author.",
actName=actName,
load={[0]="Finished","Loading VOICE","Loading BGM","Loading SFX","Loading images","Loading modes","Loading other things"},
pauseStat={
"Time:",
"Key/Rotate/Hold:",
"Piece:",
"Row/Dig:",
"Attack/DigAtk:",
"Receive:",
"B2B/B3B/PC/HPC:",
"Finesse:",
},
stat={
spin="spin0~3",
clear="clear1~4",
"Game Runned:",
"Game Played:",
"Game Time:",
"Key/Rotate/Hold:",
"Block/Row/Atk.:",
"Recv./Res./Asc.:",
"Dig/Dig Atk.:",
"Eff./Dig Eff.:",
"Finesse Err./Rate:",
"B2B/B3B:",
"PC/HPC:",
},
help={
"I don't think you need \"help\".",
"THIS IS ONLY A BLOCK GAME,not T****s",
"But just play like playing TO/C2/KOS/TGM3",
"",
"Powered by LOVE2D",
"Author:MrZ E-mail:1046101471@qq.com",
"Program:MrZ Art:MrZ Music:MrZ SFX:MrZ VOICE:MrZ/Miya",
"Special thanks:Flyz,Farter,196,Teatube,T830,[all test staff] and YOU!",
"",
"Any bugs/suggestions to my E-mail.(may with screenshot)",
"Only released in test group for FREE",
"Game downloaded from other way may implanted with virous",
"Only network/vibrating permission applied",
"Author is not responsible for any loss by edited game",
},
used=[[
Tool used:
Beepbox
GFIE
Goldwave
Lib used:
Cold_Clear[MinusKelvin]
simple-love-lights[dylhunn]
]],
support="Support Author",
group="Official QQ Group(if not hacked):822023725",
WidgetText={
main={
play="Play",
setting="Settings",
music="Music room",
stat="Statistics",
help="Help",
qplay="qPlay",
lang="言/A",
quit="Quit",
},
mode={
draw="Draw(Q)",
custom="Setting(E)",
start="Start",
back=BK,
},
music={
bgm="BGM",
up="",
play="Play",
down="",
back=BK,
},
custom={
up="",
down="",
left="",
right="",
set1="40L(1)",
set2="1v1(2)",
set3="infinite(3)",
set4="blind(4)",
set5="master(5)",
back=BK,
},
draw={
any="Erase",
space="×",
clear="Clear",
demo="Don't show ×",
copy="Copy",
paste="Paste",
back=BK,
},
play={
pause="Pause",
},
pause={
resume="Resume(space)",
restart="Restart(R)",
setting="Setting(S)",
quit="Quit(esc)",
},
setting_game={
graphic="←Graphic",
sound="Sound→",
ctrl="Control setting",
reTime="Delay before game",
maxNext="Max next count",
autoPause="Auto pause",
layout="Layout",
key="Key Setting",
touch="Touch Setting",
quickR="Quick restart",
autoPause="Auto pause",
swap="Combo key to change ATK mode",
fine="Finesse error SFX",
back=BK,
},
setting_graphic={
sound="←Sound",
game="Game→",
ghost="Ghost",
grid="Grid",
center="Center",
bg="Background",
smooth="Smooth drop",
lockFX="Lock FX level",
dropFX="Drop FX level",
shakeFX="Shake FX level",
atkFX="ATK FX level",
text="Line-clear text",
fullscreen="Fullscreen",
frame="draw FPS",
back=BK,
},
setting_sound={
game="←Game",
graphic="Graphic→",
sfx="SFX",
bgm="BGM",
vib="Vibration",
voc="Vocal",
stereo="Stereo",
back=BK,
},
setting_control={
das="DAS",arr="ARR",
sddas="softdrop DAS",sdarr="softdrop ARR",
ihs="Initial Hold",
irs="Initial Rotate",
ims="Initial Move",
reset="Reset",
back=BK,
},
setting_key={
back=BK,
},
setting_skin={
prev="",next="",
prev1="",next1="",spin1="R",
prev2="",next2="",spin2="R",
prev3="",next3="",spin3="R",
prev4="",next4="",spin4="R",
prev5="",next5="",spin5="R",
prev6="",next6="",spin6="R",
prev7="",next7="",spin7="R",
skinR="Reset Color",
faceR="Reset Dir.",
back=BK,
},
setting_touch={
default="Defaults",
snap=function()return text.snapLevelName[sceneTemp.snap]end,
option="Option",
back=BK,
size="Size",
},
setting_touchSwitch={
b1= actName[1],b2=actName[2],b3=actName[3],b4=actName[4],
b5= actName[5],b6=actName[6],b7=actName[7],b8=actName[8],
b9= actName[9],b10=actName[10],b11=actName[11],b12=actName[12],
b13=actName[13],b14=actName[14],b15=actName[15],b16=actName[16],
b17=actName[17],b18=actName[18],b19=actName[19],b20=actName[20],
norm="Normal",
pro="Professioanl",
hide="Show Virtual Key",
track="Auto track",
icon="Icon",
tkset="Track setting",
alpha="Alpha",
back=BK,
},
setting_trackSetting={
VKDodge="Auto Dodge",
back=BK,
},
help={
his="History",
qq="Author's qq",
back=BK,
},
history={
prev="",
next="",
back=BK,
},
stat={
path="Open Data Folder",
back=BK,
},
}
}

169
main.lua
View File

@@ -51,6 +51,7 @@ for i=1,20 do preField[i]={0,0,0,0,0,0,0,0,0,0}end
-- blockSkin,blockSkinMini={},{}--redefined in skin.change
--Game system Vars
-------------------------------------------------------------
color=require("parts/color")
require("parts/list")
require("toolfunc")
@@ -61,9 +62,10 @@ require("texture")
FILE=require("file")
VIB=require("parts/vib")
SFX=require("parts/sfx")
sysFX=require("parts/sysFX")
BGM=require("parts/bgm")
VOC=require("parts/voice")
sysFX=require("parts/sysFX")
LANG=require("parts/languages")
TEXT=require("parts/text")
TASK=require("parts/task")
tickEvent=require("parts/tickEvent")
@@ -85,45 +87,42 @@ local Tmr=require("timer")
local Pnt=require("paint")
--Modules
-------------------------------------------------------------
local powerInfoCanvas,updatePowerInfo
if sys.getPowerInfo()~="unknown"then
powerInfoCanvas=gc.newCanvas(108,27)
function updatePowerInfo()
local state,pow=sys.getPowerInfo()
if state~="unknown"then
gc.setCanvas(powerInfoCanvas)gc.push("transform")gc.origin()
gc.clear(0,0,0,.25)
gc.setLineWidth(4)
local charging=state=="charging"
if state=="nobattery"then
gc.setColor(1,1,1)
gc.setLineWidth(2)
gc.line(74,5,100,22)
elseif pow then
if charging then gc.setColor(0,1,0)
elseif pow>50 then gc.setColor(1,1,1)
elseif pow>26 then gc.setColor(1,1,0)
elseif pow<26 then gc.setColor(1,0,0)
else gc.setColor(.5,0,1)
end
gc.rectangle("fill",76,6,pow*.22,14)
if pow<100 then
setFont(14)
gc.setColor(0,0,0)
gc.print(pow,77,2)
gc.print(pow,77,4)
gc.print(pow,79,2)
gc.print(pow,79,4)
gc.setColor(1,1,1)
gc.print(pow,78,3)
end
local infoCanvas=gc.newCanvas(108,27)
local function updatePowerInfo()
local state,pow=sys.getPowerInfo()
gc.setCanvas(infoCanvas)gc.push("transform")gc.origin()
gc.clear(0,0,0,.25)
if state~="unknown"then
gc.setLineWidth(4)
local charging=state=="charging"
if state=="nobattery"then
gc.setColor(1,1,1)
gc.setLineWidth(2)
gc.line(74,5,100,22)
elseif pow then
if charging then gc.setColor(0,1,0)
elseif pow>50 then gc.setColor(1,1,1)
elseif pow>26 then gc.setColor(1,1,0)
elseif pow<26 then gc.setColor(1,0,0)
else gc.setColor(.5,0,1)
end
gc.rectangle("fill",76,6,pow*.22,14)
if pow<100 then
setFont(14)
gc.setColor(0,0,0)
gc.print(pow,77,2)
gc.print(pow,77,4)
gc.print(pow,79,2)
gc.print(pow,79,4)
gc.setColor(1,1,1)
gc.print(pow,78,3)
end
gc.draw(batteryImage,73,3)
setFont(25)
gc.print(os.date("%H:%M",os.time()),3,-5)
gc.pop()gc.setCanvas()
end
gc.draw(batteryImage,73,3)
end
setFont(25)
gc.print(os.date("%H:%M",os.time()),3,-5)
gc.pop()gc.setCanvas()
end
local function onVirtualkey(x,y)
local dist,nearest=1e10
@@ -180,18 +179,16 @@ local touchDown,touchUp,touchMove={},{},{}
local keyDown,keyUp={},{}
local gamepadDown,gamepadUp={},{}
function mouseDown.load(x,y,k)
if k==1 then
sceneTemp.skip=true
end
end
function keyDown.load(k)
if k=="space"or k=="return"then
if k=="s"then
marking=nil
sceneTemp.skip=true
end
end
function touchDown.load()
sceneTemp.skip=true
if #tc.getTouches()>2 then
sceneTemp.skip=true
end
end
function mouseDown.intro(x,y,k)
@@ -633,6 +630,9 @@ function touchDown.play(id,x,y)
local t=onVirtualkey(x,y)
if t then
players[1]:pressKey(t)
if setting.VKSound then
SFX.play("virtualKey")
end
virtualkey[t].isDown=true
virtualkey[t].pressTime=10
if setting.VKTrack then
@@ -742,25 +742,23 @@ function gamepadUp.play(key)
end
function touchDown.help(id,x,y)
local S=sceneTemp
if S.pw==0 then
S.pw=1
local pw=sceneTemp.pw
local t=pw%4
if
t==0 and x<640 and y<360 or
t==1 and x>640 and y<360 or
t==2 and x<640 and y>360 or
t==3 and x>640 and y>360
then
pw=pw+1
if pw==8 then
marking=nil
SFX.play("reach")
end
else
if y<S.y then
S.pw=0
return
end
if S.pw%2==1 and x>S.x or S.pw%2==0 and x<S.x then
S.pw=S.pw+1
if S.pw==26 then
marking=nil
return
end
else
S.pw=0
end
pw=x<640 and y<360==1 and 1 or 0
end
S.x,S.y=x,y
sceneTemp.pw=pw
end
function wheelMoved.history(x,y)
@@ -970,11 +968,21 @@ function love.keypressed(i)
if i=="f5"then
print("DEBUG:")
elseif i=="f8"then devMode=nil
elseif i=="f9"then devMode=1
elseif i=="f10"then devMode=2
elseif i=="f11"then devMode=3
elseif i=="f12"then devMode=4
elseif i=="f8"then
devMode=nil
TEXT.show("DEBUG OFF",640,360,80,"fly",.8)
elseif i=="f9"then
devMode=1
TEXT.show("DEBUG 1",640,360,80,"fly",.8)
elseif i=="f10"then
devMode=2
TEXT.show("DEBUG 2",640,360,80,"fly",.8)
elseif i=="f11"then
devMode=3
TEXT.show("DEBUG 3",640,360,80,"fly",8)
elseif i=="f12"then
devMode=4
TEXT.show("DEBUG 4",640,360,80,"fly",12)
elseif devMode==2 then
if i=="k"then
for i=1,8 do
@@ -994,9 +1002,10 @@ function love.keypressed(i)
for k,v in next,_G do
print(k,v)
end
elseif i=="6"then
if kb.isDown("z")and kb.isDown("2")then
elseif i=="z"then
if kb.isDown("m")and kb.isDown("r")then
marking=nil
SFX.play("reach")
end
elseif widget_sel then
local W=widget_sel
@@ -1155,8 +1164,8 @@ function love.run()
FCT=FCT+setting.frameMul
if FCT>=100 then
FCT=FCT-100
gc.discard()--SPEED UPUPUP!
BG.draw()
gc.push("transform")
gc.replaceTransform(xOy)
@@ -1184,14 +1193,16 @@ function love.run()
t:draw()
end--Floating Texts
gc.pop()
gc.setColor(1,1,1)
if powerInfoCanvas then
gc.draw(powerInfoCanvas,0,0,0,scr.k)
end--Power Info
gc.draw(infoCanvas,0,0,0,scr.k)
--Power Info
if SCN.swapping then
_=SCN.swap
_.draw(_.time)
end--Scene swapping animation
setFont(15)
gc.setColor(1,1,1)
_=scr.h-20
@@ -1290,13 +1301,8 @@ function love.errorhandler(msg)
end
end
-------------------------------------------------------------Reset data relied on setting
changeLanguage(setting.lang)
if fs.getInfo("keymap.dat")then fs.remove("keymap.dat")end
if fs.getInfo("unlock.dat")then FILE.loadUnlock()end
if fs.getInfo("data.dat")then FILE.loadData()end
if fs.getInfo("key.dat")then FILE.loadKeyMap()end
if fs.getInfo("virtualkey.dat")then FILE.loadVK()end
if fs.getInfo("setting.dat")then FILE.loadSetting()
else
-- firstRun=true
@@ -1305,4 +1311,11 @@ else
setting.swap=false
setting.vib=2
end
end
end
LANG.set(setting.lang)
if setting.fullscreen then love.window.setFullscreen(true)end
if fs.getInfo("unlock.dat")then FILE.loadUnlock()end
if fs.getInfo("data.dat")then FILE.loadData()end
if fs.getInfo("key.dat")then FILE.loadKeyMap()end
if fs.getInfo("virtualkey.dat")then FILE.loadVK()end

View File

@@ -12,21 +12,6 @@ local function score(P)
end
return{
name={
"宗师",
"宗师",
"GrandMaster",
},
level={
"GM",
"GM",
"GM",
},
info={
"成为方块大师",
"成为方块大师",
"To be Grand Master",
},
color=color.lightBlue,
env={
noFly=true,

View File

@@ -1,20 +1,5 @@
local int,rnd=math.floor,math.random
return{
name={
"进攻",
"进攻",
"Attacker",
},
level={
"困难",
"困难",
"HARD",
},
info={
"进攻练习",
"进攻练习",
"Attacking better then defending",
},
color=color.magenta,
env={
drop=30,lock=60,

View File

@@ -1,20 +1,5 @@
local int,rnd=math.floor,math.random
return{
name={
"进攻",
"进攻",
"Attacker",
},
level={
"极限",
"极限",
"ULTIMATE",
},
info={
"进攻练习",
"进攻练习",
"Attacking better then defending",
},
color=color.lightYellow,
env={
drop=5,lock=60,

View File

@@ -7,21 +7,6 @@ local function newField(P)
end
return{
name={
"大爆炸",
"大爆炸",
"Big Bang",
},
level={
"简单",
"简单",
"EASY",
},
info={
"All-spin 入门教程\n未制作完成,下块即通",
"All-spin 入门教程\n未制作完成,下块即通",
"All-spin Tutorial!\nUNFINISHED,drop to win",
},
color=color.lightGrey,
env={
drop=1e99,lock=1e99,

View File

@@ -1,20 +1,5 @@
local min=math.min
return{
name={
"隐形",
"隐形",
"Blind",
},
level={
"半隐",
"半隐",
"HALF",
},
info={
"最强大脑",
"最强大脑",
"Invisible board",
},
color=color.cyan,
env={
drop=30,lock=45,

View File

@@ -1,20 +1,5 @@
local min=math.min
return{
name={
"隐形",
"隐形",
"Blind",
},
level={
"瞬隐",
"瞬隐",
"SUDDEN",
},
info={
"最强大脑",
"最强大脑",
"Invisible board",
},
color=color.magenta,
env={
drop=15,lock=45,

View File

@@ -1,25 +1,11 @@
local min=math.min
return{
name={
"隐形",
"隐形",
"Blind",
},
level={
"瞬隐+",
"瞬隐+",
"SUDDEN+",
},
info={
"最强大脑",
"最强大脑",
"Invisible board",
},
color=color.red,
env={
drop=10,lock=60,
fall=5,
center=false,ghost=false,
dropFX=0,lockFX=0,
visible="none",
dropPiece=player.reach_winCheck,
freshLimit=15,

View File

@@ -1,20 +1,5 @@
local min=math.min
return{
name={
"隐形",
"隐形",
"Blind",
},
level={
"全隐",
"全隐",
"ALL",
},
info={
"最强大脑",
"最强大脑",
"Invisible board",
},
color=color.green,
env={
drop=15,lock=45,

View File

@@ -1,26 +1,12 @@
local min=math.min
return{
name={
"隐形",
"隐形",
"Blind",
},
level={
"啥都不剩隐",
"啥都不剩隐",
"NOTHING",
},
info={
"最强大脑",
"最强大脑",
"Invisible board",
},
color=color.red,
env={
drop=30,lock=60,
fall=5,
block=false,
center=false,ghost=false,
dropFX=0,lockFX=0,
visible="none",
dropPiece=player.reach_winCheck,
freshLimit=15,

View File

@@ -18,21 +18,6 @@ local function check_c4w(P)
end
return{
name={
"C4W练习",
"中四宽练习",
"C4W Training",
},
level={
"疯狂",
"疯狂",
"LUNATIC",
},
info={
"无 限 连 击",
"无 限 连 击",
"Infinite combo",
},
color=color.red,
env={
drop=5,lock=30,

View File

@@ -16,21 +16,6 @@ local function check_c4w(P)
end
return{
name={
"C4W练习",
"中四宽练习",
"C4W Training",
},
level={
"普通",
"普通",
"NORMAL",
},
info={
"无 限 连 击",
"无 限 连 击",
"Infinite combo",
},
color=color.green,
env={
drop=30,lock=60,oncehold=false,

View File

@@ -14,21 +14,6 @@ local function check_LVup(P)
end
return{
name={
"高速经典",
"高速经典",
"Classic",
},
level={
"CTWC",
"锦标赛",
"CTWC",
},
info={
"高速经典",
"高速经典",
"Vintage car drag racing",
},
color=color.lightBlue,
env={
noFly=true,

View File

@@ -1,21 +1,6 @@
local gc=love.graphics
local int=math.floor
return{
name={
"自定义",
"自定义",
"Custom",
},
level={
"普通",
"普通",
"NORMAL",
},
info={
"画点什么然后把它消除!",
"画点什么然后把它消除!",
"Draw something then clear it!",
},
color=color.white,
env={
dropPiece=player.reach_winCheck,
@@ -32,9 +17,9 @@ return{
if L~=0 then
modeEnv.target=nil
if L<10 then
newPlayer(2,965,360,.5,AITemplate("9S",2*L))
newAIPlayer(2,965,360,.5,AITemplate("9S",2*L))
else
newPlayer(2,965,360,.5,AITemplate("CC",L-6,2+int((L-11)*.5),modeEnv.hold,15000+5000*(L-10)))
newAIPlayer(2,965,360,.5,AITemplate("CC",L-6,2+int((L-11)*.5),modeEnv.hold,15000+5000*(L-10)))
end
end
preField.h=20

View File

@@ -18,21 +18,6 @@ local function puzzleCheck(P)
end
return{
name={
"自定义",
"自定义",
"Custom",
},
level={
"拼图",
"拼图",
"PUZZLE",
},
info={
"画点什么然后把它拼出来吧!",
"画点什么然后把它拼出来吧!",
"Draw something then stack it!",
},
color=color.white,
env={
puzzle=true,
@@ -52,9 +37,9 @@ return{
if L~=0 then
modeEnv.target=nil
if L<10 then
newPlayer(2,965,360,.5,AITemplate("9S",2*L))
newAIPlayer(2,965,360,.5,AITemplate("9S",2*L))
else
newPlayer(2,965,360,.5,AITemplate("CC",L-6,2+int((L-11)*.5),modeEnv.hold,15000+5000*(L-10)))
newAIPlayer(2,965,360,.5,AITemplate("CC",L-6,2+int((L-11)*.5),modeEnv.hold,15000+5000*(L-10)))
end
end
preField.h=20

View File

@@ -1,20 +1,5 @@
local int,rnd=math.floor,math.random
return{
name={
"防守",
"防守",
"Defender",
},
level={
"疯狂",
"疯狂",
"Lunatic",
},
info={
"防守练习",
"防守练习",
"Hand them!",
},
color=color.red,
env={
drop=5,lock=60,

View File

@@ -1,20 +1,5 @@
local int,rnd=math.floor,math.random
return{
name={
"防守",
"防守",
"Defender",
},
level={
"普通",
"普通",
"NORMAL",
},
info={
"防守练习",
"防守练习",
"Hand them!",
},
color=color.green,
env={
drop=30,lock=60,

View File

@@ -1,20 +1,5 @@
local max,rnd=math.max,math.random
return{
name={
"挖掘",
"挖掘",
"Dig",
},
level={
"困难",
"困难",
"HARD",
},
info={
"挖掘练习",
"挖掘练习",
"Downstack!",
},
color=color.magenta,
env={
drop=60,lock=120,

View File

@@ -1,20 +1,5 @@
local max,rnd=math.max,math.random
return{
name={
"挖掘",
"挖掘",
"Dig",
},
level={
"极限",
"极限",
"ULTIMATE",
},
info={
"挖掘练习",
"挖掘练习",
"Downstack!",
},
color=color.lightYellow,
env={
drop=10,lock=30,

View File

@@ -1,25 +1,89 @@
local min=math.min
local rnd,min,rem=math.random,math.min,table.remove
return{
name={
"干旱",
"干旱",
"Drought",
},
level={
"100L",
"100行",
"100L",
},
info={
"后 妈 发 牌",
"后 妈 发 牌",
"ERRSEQ flood attack",
},
color=color.red,
env={
drop=20,lock=60,
sequence="drought2",
sequence=function(P)
for i=1,3 do P:getNext(7)end
end,
freshMethod=function(P)
if not P.next[1] then
local height=freeRow.get(0)
local max=#P.field
for x=1,10 do
local h=max
while P.field[h][x]==0 and h>1 do
h=h-1
end
height[x]=h
end--get heights
height[11]=999
local res={1,1,2,2,3,4}
local d=0
local A
for i=1,10 do
d=d+height[i]
end
if d<40 or P.stat.row>2*42 then
A=#res+1
for i=A,A+5 do
res[i]=1
res[i+6]=2
end
goto END
end
--give I when no hole
d=-999--height difference
--A=hole mark
for x=2,11 do
local _=height[x]-height[x-1]
if d<-2 and _>2 then
A=true
end
d=_
end
if not A then
A=#res+1
res[A]=7
res[A+1]=7
res[A+2]=7
end
--give O when no Δ=0/give T when no Δ=1
d=0--Δ=0
A=0--Δ=1
for x=2,10 do
local _=height[x]-height[x-1]
if _==0 then
d=d+1
elseif _==1 or _==-1 then
A=A+1
end
end
if d<3 then
A=#res+1
res[A]=6
res[A+1]=6
res[A+2]=6
end
if A<3 then
A=#res+1
res[A]=5
res[A+1]=5
res[A+2]=5
res[A+3]=5
res[A+4]=5
end
::END::
freeRow.discard(height)
P:getNext(res[rnd(#res)])
end
end,
target=100,dropPiece=player.reach_winCheck,
next=1,hold=false,
ospin=false,
freshLimit=15,
bg="glow",bgm="reason",

View File

@@ -1,25 +1,12 @@
local min=math.min
return{
name={
"干旱",
"干旱",
"Drought",
},
level={
"100L",
"100行",
"100L",
},
info={
"你I没了",
"你I没了",
"B a g 6",
},
color=color.green,
env={
drop=20,lock=60,
sequence="drought1",
sequence="bag",
bag={1,1,2,2,3,3,4,4,5,5,6,6},
target=100,dropPiece=player.reach_winCheck,
next=3,
ospin=false,
freshLimit=15,
bg="glow",bgm="reason",

View File

@@ -1,19 +1,4 @@
return{
name={
"本地多人",
"本地多人",
"Multiplayer",
},
level={
"2P",
"2P",
"2P",
},
info={
"不是联网也不是局域网",
"不是联网也不是局域网",
"No network\nlocal game only",
},
color=color.white,
env={
drop=60,lock=60,

View File

@@ -1,19 +1,4 @@
return{
name={
"本地多人",
"本地多人",
"Multiplayer",
},
level={
"3P",
"3P",
"3P",
},
info={
"不是联网也不是局域网",
"不是联网也不是局域网",
"No network\nlocal game only",
},
color=color.white,
env={
drop=60,lock=60,

View File

@@ -1,19 +1,4 @@
return{
name={
"本地多人",
"本地多人",
"Multiplayer",
},
level={
"4P",
"4P",
"4P",
},
info={
"不是联网也不是局域网",
"不是联网也不是局域网",
"No network\nlocal game only",
},
color=color.white,
env={
drop=60,lock=60,

View File

@@ -1,20 +1,5 @@
local format=string.format
return{
name={
"无尽",
"无尽",
"Infinite",
},
level={
"",
"",
"",
},
info={
"沙盒",
"沙盒",
"Sandbox",
},
color=color.lightGrey,
env={
drop=1e99,lock=1e99,

View File

@@ -1,27 +1,13 @@
local format,rnd=string.format,math.random
local function check_rise(P)
while P.garbageBeneath<6 do
P:garbageRise(10,1,rnd(10))
P.modeData.point=P.modeData.point+1
if #P.clearedRow==0 then
for i=1,8-P.garbageBeneath do
P:garbageRise(13,1,rnd(10))
end
end
end
return{
name={
"无尽:挖掘",
"无尽:挖掘",
"Infinite:dig",
},
level={
"",
"",
"",
},
info={
"挖呀挖呀挖",
"挖呀挖呀挖",
"Dig to Nether?",
},
color=color.white,
env={
drop=1e99,lock=1e99,
@@ -32,24 +18,24 @@ return{
},
load=function()
newPlayer(1,340,15)
for _=1,5 do
players[1]:garbageRise(10,1,rnd(10))
for _=1,8 do
players[1]:garbageRise(13,1,rnd(10))
end
end,
mesDisp=function(P,dx,dy)
setFont(45)
mStr(P.modeData.point,-81,190)
mStr(P.stat.dig,-81,190)
mStr(P.stat.atk,-81,310)
mStr(format("%.2f",P.stat.atk/P.stat.row),-81,420)
mText(drawableText.line,-81,243)
mText(drawableText.atk,-81,363)
mText(drawableText.eff,-81,475)
end,
score=function(P)return{P.modeData.point}end,
score=function(P)return{P.stat.dig}end,
scoreDisp=function(D)return D[1].." Lines"end,
comp=function(a,b)return a[1]>b[1]end,
getRank=function(P)
local L=P.modeData.point
local L=P.stat.dig
return
L>=626 and 5 or
L>=400 and 4 or

View File

@@ -15,28 +15,13 @@ local function check(P)
end
return{
name={
"马拉松",
"马拉松",
"Marathon",
},
level={
"困难",
"困难",
"HARD",
},
info={
"200行高速马拉松",
"200行高速马拉松",
"200L marathon in high speed",
},
color=color.magenta,
env={
noFly=true,
mindas=7,minarr=1,minsdarr=1,
drop=.5,wait=8,fall=20,
target=50,dropPiece=check,
bg="strap",bgm="race",
bg="strap",bgm="push",
},
pauseLimit=true,
slowMark=true,

View File

@@ -14,21 +14,6 @@ local function check_LVup(P)
end
return{
name={
"马拉松",
"马拉松",
"Marathon",
},
level={
"普通",
"普通",
"NORMAL",
},
info={
"200行加速马拉松",
"200行加速马拉松",
"200L marathon with acceleration",
},
color=color.green,
env={
noFly=true,
@@ -36,7 +21,7 @@ return{
wait=8,fall=20,
target=10,dropPiece=check_LVup,
mindas=7,minarr=1,minsdarr=1,
bg="strap",bgm="way",
bg="strap",bgm="push",
},
pauseLimit=true,
slowMark=true,

View File

@@ -33,21 +33,6 @@ local function score(P)
end
return{
name={
"大师",
"大师",
"Master",
},
level={
"极限",
"极限",
"ULTIMATE",
},
info={
"20G:上级者的挑战",
"20G:上级者的挑战",
"20G:For Pro",
},
color=color.red,
env={
noFly=true,

View File

@@ -37,21 +37,6 @@ local function score(P)
end
return{
name={
"大师",
"大师",
"Master",
},
level={
"疯狂",
"疯狂",
"LUNATIC",
},
info={
"20G:初心者适用",
"20G:初心者适用",
"20G:Back to beginner",
},
color=color.red,
env={
noFly=true,

View File

@@ -34,21 +34,6 @@ local function score(P)
end
return{
name={
"大师",
"大师",
"Master",
},
level={
"终点",
"终点",
"FINAL",
},
info={
"究极20G:无法触及的终点",
"究极20G:无法触及的终点",
"Extreme 20G:Unreachable destination",
},
color=color.lightGrey,
env={
noFly=true,

View File

@@ -1,20 +1,5 @@
local gc=love.graphics
return{
name={
"全清挑战",
"全清挑战",
"PC Challenge",
},
level={
"困难",
"困难",
"HARD",
},
info={
"100行内刷PC",
"100行内刷全清",
"More PCs in 100L",
},
color=color.magenta,
env={
drop=60,lock=120,
@@ -36,12 +21,6 @@ return{
setFont(75)
mStr(P.stat.pc,-81,350)
mText(drawableText.pc,-81,432)
gc.setColor(.5,.5,.5)
if frame>179 then
local y=72*(7-(P.stat.piece+(P.hd.id>0 and 2 or 1))%7)-36
gc.line(320,y,442,y)
end
end,
score=function(P)return{P.stat.pc,P.stat.time}end,
scoreDisp=function(D)return D[1].." PCs "..toTime(D[2])end,

View File

@@ -1,20 +1,5 @@
local gc=love.graphics
return{
name={
"全清挑战",
"全清挑战",
"PC Challenge",
},
level={
"疯狂",
"疯狂",
"LUNATIC",
},
info={
"100行内刷PC",
"100行内刷全清",
"More PCs in 100L",
},
color=color.red,
env={
drop=20,lock=60,
@@ -36,12 +21,6 @@ return{
setFont(75)
mStr(P.stat.pc,-81,350)
mText(drawableText.pc,-81,432)
gc.setColor(.5,.5,.5)
if frame>179 then
local y=72*(7-(P.stat.piece+(P.hd.id>0 and 2 or 1))%7)-36
gc.line(320,y,442,y)
end
end,
score=function(P)return{P.stat.pc,P.stat.time}end,
scoreDisp=function(D)return D[1].." PCs "..toTime(D[2])end,

View File

@@ -1,20 +1,5 @@
local gc=love.graphics
return{
name={
"全清挑战",
"全清挑战",
"PC Challenge",
},
level={
"普通",
"普通",
"NORMAL",
},
info={
"100行内刷PC",
"100行内刷全清",
"More PCs in 100L",
},
color=color.green,
env={
oncehold=false,
@@ -35,12 +20,6 @@ return{
setFont(75)
mStr(P.stat.pc,-81,350)
mText(drawableText.pc,-81,432)
gc.setColor(.5,.5,.5)
if frame>179 then
local y=72*(7-(P.stat.piece+(P.hd.id>0 and 2 or 1))%7)-36
gc.line(320,y,442,y)
end
end,
score=function(P)return{P.stat.pc,P.stat.time}end,
scoreDisp=function(D)return D[1].." PCs "..toTime(D[2])end,

View File

@@ -66,21 +66,6 @@ local function newPC(P)
end
return{
name={
"全清训练",
"全清训练",
"PC Training",
},
level={
"疯狂",
"疯狂",
"LUNATIC",
},
info={
"简易PC题库,熟悉全清定式的组合",
"简易全清题库,熟悉全清定式的组合",
"Let's learn some PCs",
},
color=color.red,
env={
next=4,

View File

@@ -50,21 +50,6 @@ local function newPC(P)
end
end
return{
name={
"全清训练",
"全清训练",
"PC Training",
},
level={
"普通",
"普通",
"NORMAL",
},
info={
"简易PC题库,熟悉全清定式的组合",
"简易全清题库,熟悉全清定式的组合",
"Let's learn some PCs",
},
color=color.green,
env={
next=4,

View File

@@ -11,21 +11,6 @@ local function update_round(P)
end
return{
name={
"回合制",
"回合制",
"Turn-Based",
},
level={
"简单",
"简单",
"EASY",
},
info={
"下棋模式",
"下棋模式",
"Chess?",
},
color=color.cyan,
env={
drop=1e99,lock=1e99,
@@ -35,7 +20,8 @@ return{
},
load=function()
newPlayer(1,340,15)
newPlayer(2,965,360,.5,AITemplate("9S",10))
newAIPlayer(2,965,360,.5,AITemplate("CC",10,1,true,5000))
garbageSpeed=1e99
end,
mesDisp=function(P,dx,dy)
end,

View File

@@ -11,21 +11,6 @@ local function update_round(P)
end
return{
name={
"回合制",
"回合制",
"Turn-Based",
},
level={
"普通",
"普通",
"NORMAL",
},
info={
"下棋模式",
"下棋模式",
"Chess?",
},
color=color.green,
env={
drop=1e99,lock=1e99,
@@ -35,7 +20,8 @@ return{
},
load=function()
newPlayer(1,340,15)
newPlayer(2,965,360,.5,AITemplate("9S",10))
newAIPlayer(2,965,360,.5,AITemplate("CC",10,1,true,10000))
garbageSpeed=1e99
end,
mesDisp=function(P,dx,dy)
end,

View File

@@ -11,21 +11,6 @@ local function update_round(P)
end
return{
name={
"回合制",
"回合制",
"Turn-Based",
},
level={
"困难",
"困难",
"HARD",
},
info={
"下棋模式",
"下棋模式",
"Chess?",
},
color=color.magenta,
env={
drop=1e99,lock=1e99,
@@ -35,7 +20,8 @@ return{
},
load=function()
newPlayer(1,340,15)
newPlayer(2,965,360,.5,AITemplate("9S",10))
newAIPlayer(2,965,360,.5,AITemplate("CC",10,2,true,12600))
garbageSpeed=1e99
end,
mesDisp=function(P,dx,dy)
end,

View File

@@ -11,21 +11,6 @@ local function update_round(P)
end
return{
name={
"回合制",
"回合制",
"Turn-Based",
},
level={
"疯狂",
"疯狂",
"LUNATIC",
},
info={
"下棋模式",
"下棋模式",
"Chess?",
},
color=color.red,
env={
drop=1e99,lock=1e99,
@@ -35,7 +20,8 @@ return{
},
load=function()
newPlayer(1,340,15)
newPlayer(2,965,360,.5,AITemplate("9S",10))
newAIPlayer(2,965,360,.5,AITemplate("CC",10,3,true,16260))
garbageSpeed=1e99
end,
mesDisp=function(P,dx,dy)
end,

View File

@@ -11,21 +11,6 @@ local function update_round(P)
end
return{
name={
"回合制",
"回合制",
"Turn-Based",
},
level={
"极限",
"极限",
"ULTIMATE",
},
info={
"下棋模式",
"下棋模式",
"Chess?",
},
color=color.lightYellow,
env={
drop=1e99,lock=1e99,
@@ -35,7 +20,8 @@ return{
},
load=function()
newPlayer(1,340,15)
newPlayer(2,965,360,.5,AITemplate("9S",10))
newAIPlayer(2,965,360,.5,AITemplate("CC",10,3,true,26000))
garbageSpeed=1e99
end,
mesDisp=function(P,dx,dy)
end,

View File

@@ -1,19 +1,4 @@
return{
name={
"单挑",
"单挑",
"Battle",
},
level={
"简单",
"简单",
"EASY",
},
info={
"打败AI",
"打败电脑",
"Beat AI",
},
color=color.cyan,
env={
drop=60,lock=60,
@@ -23,7 +8,7 @@ return{
pauseLimit=true,
load=function()
newPlayer(1,340,15)
newPlayer(2,965,360,.5,AITemplate("9S",3))
newAIPlayer(2,965,360,.5,AITemplate("9S",3))
end,
mesDisp=function(P,dx,dy)
end,

View File

@@ -1,19 +1,4 @@
return{
name={
"单挑",
"单挑",
"Battle",
},
level={
"普通",
"普通",
"NORMAL",
},
info={
"打败AI",
"打败AI",
"Beat AI",
},
color=color.green,
env={
drop=60,lock=60,
@@ -23,7 +8,7 @@ return{
pauseLimit=true,
load=function()
newPlayer(1,340,15)
newPlayer(2,965,360,.5,AITemplate("9S",5))
newAIPlayer(2,965,360,.5,AITemplate("9S",5))
end,
mesDisp=function(P,dx,dy)
end,

View File

@@ -1,19 +1,4 @@
return{
name={
"单挑",
"单挑",
"Battle",
},
level={
"困难",
"困难",
"HARD",
},
info={
"打败AI",
"打败AI",
"Beat AI",
},
color=color.magenta,
env={
drop=60,lock=60,
@@ -23,7 +8,7 @@ return{
pauseLimit=true,
load=function()
newPlayer(1,340,15)
newPlayer(2,965,360,.5,AITemplate("9S",7))
newAIPlayer(2,965,360,.5,AITemplate("9S",7))
end,
mesDisp=function(P,dx,dy)
end,

View File

@@ -1,19 +1,4 @@
return{
name={
"单挑",
"单挑",
"Battle",
},
level={
"疯狂",
"疯狂",
"LUNATIC",
},
info={
"打败AI",
"打败AI",
"Beat AI",
},
color=color.red,
env={
drop=60,lock=60,
@@ -23,7 +8,7 @@ return{
pauseLimit=true,
load=function()
newPlayer(1,340,15)
newPlayer(2,965,360,.5,AITemplate("9S",8))
newAIPlayer(2,965,360,.5,AITemplate("CC",9,2,true,26000))
end,
mesDisp=function(P,dx,dy)
end,

View File

@@ -1,19 +1,4 @@
return{
name={
"单挑",
"单挑",
"Battle",
},
level={
"极限",
"极限",
"ULTIMATE",
},
info={
"打败AI",
"打败AI",
"Beat AI",
},
color=color.lightYellow,
env={
drop=60,lock=60,
@@ -23,7 +8,7 @@ return{
pauseLimit=true,
load=function()
newPlayer(1,340,15)
newPlayer(2,965,360,.5,AITemplate("9S",9))
newAIPlayer(2,965,360,.5,AITemplate("CC",10,3,true,50000))
end,
mesDisp=function(P,dx,dy)
end,

View File

@@ -1,21 +1,6 @@
local gc=love.graphics
local rnd=math.random
return{
name={
"竞速",
"竞速",
"Sprint",
},
level={
"10L",
"10行",
"10L",
},
info={
"消除10行",
"消除10行",
"Clear 10 lines",
},
color=color.cyan,
env={
drop=60,lock=60,

View File

@@ -1,21 +1,6 @@
local gc=love.graphics
local rnd=math.random
return{
name={
"竞速",
"竞速",
"Sprint",
},
level={
"100L",
"100行",
"100L",
},
info={
"消除100行",
"消除100行",
"Clear 100 lines",
},
color=color.orange,
env={
drop=60,lock=60,

View File

@@ -1,21 +1,6 @@
local gc=love.graphics
local rnd=math.random
return{
name={
"竞速",
"竞速",
"Sprint",
},
level={
"1000L",
"1000行",
"1000L",
},
info={
"消除1000行",
"消除1000行",
"Clear 1000 lines",
},
color=color.lightGrey,
env={
drop=60,lock=60,

View File

@@ -1,21 +1,6 @@
local gc=love.graphics
local rnd=math.random
return{
name={
"竞速",
"竞速",
"Sprint",
},
level={
"20L",
"20行",
"20L",
},
info={
"消除20行",
"消除20行",
"Clear 20 lines",
},
color=color.lightBlue,
env={
drop=60,lock=60,

View File

@@ -1,21 +1,6 @@
local gc=love.graphics
local rnd=math.random
return{
name={
"竞速",
"竞速",
"Sprint",
},
level={
"40L",
"40行",
"40L",
},
info={
"消除40行",
"消除40行",
"Clear 40 lines",
},
color=color.green,
env={
drop=60,lock=60,

View File

@@ -1,21 +1,6 @@
local gc=love.graphics
local rnd=math.random
return{
name={
"竞速",
"竞速",
"Sprint",
},
level={
"400L",
"400行",
"400L",
},
info={
"消除400行",
"消除400行",
"Clear 400 lines",
},
color=color.red,
env={
drop=60,lock=60,

View File

@@ -1,20 +1,5 @@
local max,rnd=math.max,math.random
return{
name={
"生存",
"生存",
"Survivor",
},
level={
"简单",
"简单",
"EASY",
},
info={
"你能存活多久?",
"你能存活多久?",
"Survive Longer!",
},
color=color.cyan,
env={
drop=30,lock=45,

View File

@@ -1,20 +1,5 @@
local max,rnd=math.max,math.random
return{
name={
"生存",
"生存",
"Survivor",
},
level={
"困难",
"困难",
"HARD",
},
info={
"你能存活多久?",
"你能存活多久?",
"Survive Longer!",
},
color=color.magenta,
env={
drop=30,lock=45,

View File

@@ -1,20 +1,5 @@
local max,rnd=math.max,math.random
return{
name={
"生存",
"生存",
"Survivor",
},
level={
"疯狂",
"疯狂",
"LUNATIC",
},
info={
"你能存活多久?",
"你能存活多久?",
"Survive Longer!",
},
color=color.red,
env={
drop=30,lock=45,

View File

@@ -1,20 +1,5 @@
local max,rnd=math.max,math.random
return{
name={
"生存",
"生存",
"Survivor",
},
level={
"普通",
"普通",
"NORMAL",
},
info={
"你能存活多久?",
"你能存活多久?",
"Survive Longer!",
},
color=color.green,
env={
drop=30,lock=45,

View File

@@ -1,20 +1,5 @@
local max,rnd=math.max,math.random
return{
name={
"生存",
"生存",
"Survivor",
},
level={
"极限",
"极限",
"ULTIMATE",
},
info={
"你能存活多久?",
"你能存活多久?",
"Survive Longer!",
},
color=color.lightYellow,
env={
drop=5,lock=60,

View File

@@ -6,21 +6,6 @@ local function tech_check_ultimate(P)
end
return{
name={
"科研",
"科研",
"Tech",
},
level={
"困难+",
"困难+",
"HARD+",
},
info={
"仅允许spin与PC",
"仅允许spin与全清",
"Spin&PC only",
},
color=color.darkMagenta,
env={
drop=30,lock=60,

View File

@@ -6,21 +6,6 @@ local function tech_check_easy(P)
end
return{
name={
"科研",
"科研",
"Tech",
},
level={
"困难",
"困难",
"HARD",
},
info={
"禁止断B2B",
"禁止断满贯",
"Keep B2B",
},
color=color.magenta,
env={
drop=20,lock=60,

View File

@@ -6,21 +6,6 @@ local function tech_check_ultimate(P)
end
return{
name={
"科研",
"科研",
"Tech",
},
level={
"疯狂+",
"疯狂+",
"LUNATIC+",
},
info={
"仅允许spin与PC",
"仅允许spin与全清",
"Spin&PC only",
},
color=color.darkRed,
env={
_20G=true,lock=60,

View File

@@ -6,21 +6,6 @@ local function tech_check_hard(P)
end
return{
name={
"科研",
"科研",
"Tech",
},
level={
"疯狂",
"疯狂",
"LUNATIC",
},
info={
"禁止普通消除",
"禁止普通消除",
"No normal clear",
},
color=color.red,
env={
_20G=true,lock=60,

View File

@@ -6,21 +6,6 @@ local function tech_check_ultimate(P)
end
return{
name={
"科研",
"科研",
"Tech",
},
level={
"普通+",
"普通+",
"NORMAL+",
},
info={
"仅允许spin与PC",
"仅允许spin与全清",
"Spin&PC only",
},
color=color.darkGreen,
env={
oncehold=false,

View File

@@ -6,21 +6,6 @@ local function tech_check_easy(P)
end
return{
name={
"科研",
"科研",
"Tech",
},
level={
"普通",
"普通",
"NORMAL",
},
info={
"禁止断B2B",
"禁止断B2B",
"Keep B2B",
},
color=color.green,
env={
oncehold=false,

View File

@@ -6,21 +6,6 @@ local function tech_check_ultimate(P)
end
return{
name={
"科研",
"科研",
"Tech",
},
level={
"极限+",
"极限+",
"ULTIMATE+",
},
info={
"仅允许spin与PC,强制最简操作",
"仅允许spin与全清,强制最简操作",
"Spin&PC only,no finesse error",
},
color=color.grey,
env={
arr=0,

View File

@@ -6,21 +6,6 @@ local function tech_check_hard(P)
end
return{
name={
"科研",
"科研",
"Tech",
},
level={
"极限",
"极限",
"ULTIMATE",
},
info={
"禁止普通消除,强制最简操作",
"禁止普通消除,强制最简操作",
"No normal clear,no finesse error",
},
color=color.lightYellow,
env={
arr=0,

View File

@@ -16,21 +16,6 @@ local function selectTarget(P)
end
return{
name={
"49人混战",
"49人混战",
"Techmino49",
},
level={
"简单",
"简单",
"EASY",
},
info={
"49人混战,活到最后",
"49人混战,活到最后",
"49P melee fight",
},
color=color.cyan,
env={
drop=60,lock=60,
@@ -56,17 +41,17 @@ return{
local n=2
for i=1,4 do for j=1,6 do
if L[n]then
newPlayer(n,78*i-54,115*j-98,.09,AITemplate("9S",rnd(2,5)))
newAIPlayer(n,78*i-54,115*j-98,.09,AITemplate("9S",rnd(2,5)))
else
newPlayer(n,78*i-54,115*j-98,.09,AITemplate("CC",rnd(2,5)-1,2,true,10000))
newAIPlayer(n,78*i-54,115*j-98,.09,AITemplate("CC",rnd(2,5)-1,2,true,10000))
end
n=n+1
end end
for i=9,12 do for j=1,6 do
if L[n]then
newPlayer(n,78*i+267,115*j-98,.09,AITemplate("9S",rnd(2,5)))
newAIPlayer(n,78*i+267,115*j-98,.09,AITemplate("9S",rnd(2,5)))
else
newPlayer(n,78*i+267,115*j-98,.09,AITemplate("CC",rnd(2,5)-1,2,true,10000))
newAIPlayer(n,78*i+267,115*j-98,.09,AITemplate("CC",rnd(2,5)-1,2,true,10000))
end
n=n+1
end end

View File

@@ -16,21 +16,6 @@ local function selectTarget(P)
end
return{
name={
"49人混战",
"49人混战",
"Techmino49",
},
level={
"困难",
"困难",
"HARD",
},
info={
"49人混战,活到最后",
"49人混战,活到最后",
"49P melee fight",
},
color=color.magenta,
env={
drop=60,lock=60,
@@ -56,17 +41,17 @@ return{
local n=2
for i=1,4 do for j=1,6 do
if L[n]then
newPlayer(n,78*i-54,115*j-98,.09,AITemplate("9S",rnd(4,7)))
newAIPlayer(n,78*i-54,115*j-98,.09,AITemplate("9S",rnd(4,7)))
else
newPlayer(n,78*i-54,115*j-98,.09,AITemplate("CC",rnd(4,7)-1,3,true,20000))
newAIPlayer(n,78*i-54,115*j-98,.09,AITemplate("CC",rnd(4,7)-1,3,true,20000))
end
n=n+1
end end
for i=9,12 do for j=1,6 do
if L[n]then
newPlayer(n,78*i+267,115*j-98,.09,AITemplate("9S",rnd(4,7)))
newAIPlayer(n,78*i+267,115*j-98,.09,AITemplate("9S",rnd(4,7)))
else
newPlayer(n,78*i+267,115*j-98,.09,AITemplate("CC",rnd(4,7)-1,3,true,20000))
newAIPlayer(n,78*i+267,115*j-98,.09,AITemplate("CC",rnd(4,7)-1,3,true,20000))
end
n=n+1
end end

View File

@@ -16,21 +16,6 @@ local function selectTarget(P)
end
return{
name={
"49人混战",
"49人混战",
"Techmino49",
},
level={
"极限",
"极限",
"ULTIMATE",
},
info={
"49人混战,活到最后",
"49人混战,活到最后",
"49P melee fight",
},
color=color.lightYellow,
env={
drop=15,lock=60,
@@ -56,17 +41,17 @@ return{
local n=2
for i=1,4 do for j=1,6 do
if L[n]then
newPlayer(n,78*i-54,115*j-98,.09,AITemplate("9S",rnd(8,10)))
newAIPlayer(n,78*i-54,115*j-98,.09,AITemplate("9S",rnd(8,10)))
else
newPlayer(n,78*i-54,115*j-98,.09,AITemplate("CC",rnd(8,10)-1,4,true,30000))
newAIPlayer(n,78*i-54,115*j-98,.09,AITemplate("CC",rnd(8,10)-1,4,true,30000))
end
n=n+1
end end
for i=9,12 do for j=1,6 do
if L[n]then
newPlayer(n,78*i+267,115*j-98,.09,AITemplate("9S",rnd(8,10)))
newAIPlayer(n,78*i+267,115*j-98,.09,AITemplate("9S",rnd(8,10)))
else
newPlayer(n,78*i+267,115*j-98,.09,AITemplate("CC",rnd(8,10)-1,4,true,30000))
newAIPlayer(n,78*i+267,115*j-98,.09,AITemplate("CC",rnd(8,10)-1,4,true,30000))
end
n=n+1
end end

View File

@@ -16,21 +16,6 @@ local function selectTarget(P)
end
return{
name={
"99人混战",
"99人混战",
"Techmino99",
},
level={
"简单",
"简单",
"EASY",
},
info={
"99人混战,活到最后",
"99人混战,活到最后",
"99P melee fight",
},
color=color.cyan,
env={
drop=60,lock=60,
@@ -56,17 +41,17 @@ return{
local n=2
for i=1,7 do for j=1,7 do
if L[n]then
newPlayer(n,46*i-36,97*j-72,.068,AITemplate("9S",rnd(2,5)))
newAIPlayer(n,46*i-36,97*j-72,.068,AITemplate("9S",rnd(2,5)))
else
newPlayer(n,46*i-36,97*j-72,.068,AITemplate("CC",rnd(2,5)-1,2,true,10000))
newAIPlayer(n,46*i-36,97*j-72,.068,AITemplate("CC",rnd(2,5)-1,2,true,10000))
end
n=n+1
end end
for i=15,21 do for j=1,7 do
if L[n]then
newPlayer(n,46*i+264,97*j-72,.068,AITemplate("9S",rnd(2,5)))
newAIPlayer(n,46*i+264,97*j-72,.068,AITemplate("9S",rnd(2,5)))
else
newPlayer(n,46*i+264,97*j-72,.068,AITemplate("CC",rnd(2,5)-1,2,true,10000))
newAIPlayer(n,46*i+264,97*j-72,.068,AITemplate("CC",rnd(2,5)-1,2,true,10000))
end
n=n+1
end end

View File

@@ -16,21 +16,6 @@ local function selectTarget(P)
end
return{
name={
"99人混战",
"99人混战",
"Techmino99",
},
level={
"困难",
"困难",
"HARD",
},
info={
"99人混战,活到最后",
"99人混战,活到最后",
"99P melee fight",
},
color=color.magenta,
env={
drop=60,lock=60,
@@ -56,17 +41,17 @@ return{
local n=2
for i=1,7 do for j=1,7 do
if L[n]then
newPlayer(n,46*i-36,97*j-72,.068,AITemplate("9S",rnd(4,7)))
newAIPlayer(n,46*i-36,97*j-72,.068,AITemplate("9S",rnd(4,7)))
else
newPlayer(n,46*i-36,97*j-72,.068,AITemplate("CC",rnd(4,7)-1,3,true,20000))
newAIPlayer(n,46*i-36,97*j-72,.068,AITemplate("CC",rnd(4,7)-1,3,true,20000))
end
n=n+1
end end
for i=15,21 do for j=1,7 do
if L[n]then
newPlayer(n,46*i+264,97*j-72,.068,AITemplate("9S",rnd(4,7)))
newAIPlayer(n,46*i+264,97*j-72,.068,AITemplate("9S",rnd(4,7)))
else
newPlayer(n,46*i+264,97*j-72,.068,AITemplate("CC",rnd(4,7)-1,3,true,20000))
newAIPlayer(n,46*i+264,97*j-72,.068,AITemplate("CC",rnd(4,7)-1,3,true,20000))
end
n=n+1
end end

View File

@@ -16,21 +16,6 @@ local function selectTarget(P)
end
return{
name={
"99人混战",
"99人混战",
"Techmino99",
},
level={
"极限",
"极限",
"ULTIMATE",
},
info={
"99人混战,活到最后",
"99人混战,活到最后",
"99P melee fight",
},
color=color.lightYellow,
env={
drop=15,lock=60,
@@ -56,17 +41,17 @@ return{
local n=2
for i=1,7 do for j=1,7 do
if L[n]then
newPlayer(n,46*i-36,97*j-72,.068,AITemplate("9S",rnd(8,10)))
newAIPlayer(n,46*i-36,97*j-72,.068,AITemplate("9S",rnd(8,10)))
else
newPlayer(n,46*i-36,97*j-72,.068,AITemplate("CC",rnd(8,10)-1,4,true,30000))
newAIPlayer(n,46*i-36,97*j-72,.068,AITemplate("CC",rnd(8,10)-1,4,true,30000))
end
n=n+1
end end
for i=15,21 do for j=1,7 do
if L[n]then
newPlayer(n,46*i+264,97*j-72,.068,AITemplate("9S",rnd(8,10)))
newAIPlayer(n,46*i+264,97*j-72,.068,AITemplate("9S",rnd(8,10)))
else
newPlayer(n,46*i+264,97*j-72,.068,AITemplate("CC",rnd(8,10)-1,4,true,30000))
newAIPlayer(n,46*i+264,97*j-72,.068,AITemplate("CC",rnd(8,10)-1,4,true,30000))
end
n=n+1
end end

View File

@@ -4,26 +4,14 @@ local function check_tsd(P)
P:lose()
elseif #P.clearedRow>0 then
P.modeData.event=P.modeData.event+1
if P.modeData.event==20 then
P:win()
end
end
end
end
return{
name={
"TSD挑战",
"T旋双清挑战",
"TSD Challenge",
},
level={
"简单",
"简单",
"EASY",
},
info={
"你能连续做几个TSD?",
"你能连续做几个T旋双清?",
"T-spin-doubles only",
},
color=color.green,
env={
drop=1e99,lock=1e99,
@@ -46,11 +34,11 @@ return{
getRank=function(P)
local T=P.modeData.event
return
T>=23 and 5 or
T>=20 and 4 or
T>=20 and 5 or
T>=18 and 4 or
T>=15 and 3 or
T>=10 and 2 or
T>=6 and 1 or
T>=4 and 1 or
T>=1 and 0
end,
}

View File

@@ -9,21 +9,6 @@ local function check_tsd(P)
end
return{
name={
"TSD挑战",
"T旋双清挑战",
"TSD Challenge",
},
level={
"困难",
"困难",
"HARD",
},
info={
"你能连续做几个TSD?",
"你能连续做几个T旋双清?",
"T-spin-doubles only",
},
color=color.magenta,
env={
drop=60,lock=60,

View File

@@ -9,21 +9,6 @@ local function check_tsd(P)
end
return{
name={
"TSD挑战",
"T旋双清挑战",
"TSD Challenge",
},
level={
"极限",
"极限",
"ULTIMATE",
},
info={
"你能连续做几个TSD?",
"你能连续做几个T旋双清?",
"T-spin-doubles only",
},
color=color.lightYellow,
env={
drop=60,lock=60,

View File

@@ -1,21 +1,6 @@
local gc=love.graphics
local warnTime={60,90,105,115,116,117,118,119,120}
return{
name={
"限时打分",
"限时打分",
"Ultra",
},
level={
"挑战",
"挑战",
"EXTRA",
},
info={
"在两分钟内尽可能拿到最多的分数",
"在两分钟内尽可能拿到最多的分数",
"Score attack in 120s",
},
color=color.lightGrey,
env={
noFly=true,

View File

@@ -1,19 +1,4 @@
return{
name={
"",
"",
"Zen",
},
level={
"",
"",
"",
},
info={
"不限时200行",
"不限时200行",
"200 lines without any limits",
},
color=color.lightGrey,
env={
drop=120,lock=120,

101
paint.lua
View File

@@ -1,7 +1,7 @@
local gc=love.graphics
local setFont=setFont
local int,ceil,rnd,abs=math.floor,math.ceil,math.random,math.abs
local max,min,sin=math.max,math.min,math.sin
local max,min,sin,cos=math.max,math.min,math.sin,math.cos
local format=string.format
local Timer=love.timer.getTime
@@ -12,7 +12,7 @@ local modeRankColor={
color.bronze, --Rank1
color.lightGrey, --Rank2
color.lightYellow, --Rank3
color.lightMagenta, --Rank4
color.lightPurple, --Rank4
color.lightCyan, --Rank5
color.purple, --Special
}
@@ -154,6 +154,7 @@ function Pnt.mode()
gc.scale(cam.k1)
local MM=modes
local R=modeRanks
local sel=cam.sel
setFont(30)
for _=1,#MM do
local M=MM[_]
@@ -167,7 +168,7 @@ function Pnt.mode()
end
local S=M.size
local d=((M.x-(cam.x1+(cam.sel and -180 or 0))/cam.k1)^2+(M.y-cam.y1/cam.k1)^2)^.55
local d=((M.x-(cam.x1+(sel and -180 or 0))/cam.k1)^2+(M.y-cam.y1/cam.k1)^2)^.55
if d<500 then S=S*(1.25-d*0.0005) end
local c=modeRankColor[modeRanks[M.id]]
if c then
@@ -179,21 +180,21 @@ function Pnt.mode()
end
if M.shape==1 then--Rectangle
gc.rectangle("fill",M.x-S,M.y-S,2*S,2*S)
if cam.sel==_ then
if sel==_ then
gc.setColor(1,1,1)
gc.setLineWidth(10)
gc.rectangle("line",M.x-S+5,M.y-S+5,2*S-10,2*S-10)
end
elseif M.shape==2 then--diamond
gc.circle("fill",M.x,M.y,S+5,4)
if cam.sel==_ then
if sel==_ then
gc.setColor(1,1,1)
gc.setLineWidth(10)
gc.circle("line",M.x,M.y,S+5,4)
end
elseif M.shape==3 then--Octagon
gc.circle("fill",M.x,M.y,S,8)
if cam.sel==_ then
if sel==_ then
gc.setColor(1,1,1)
gc.setLineWidth(10)
gc.circle("line",M.x,M.y,S,8)
@@ -224,16 +225,16 @@ function Pnt.mode()
end
end
gc.pop()
if cam.sel then
local M=MM[cam.sel]
if sel then
local M=MM[sel]
local lang=setting.lang
gc.setColor(.7,.7,.7,.5)
gc.rectangle("fill",920,0,360,720)--Info board
gc.setColor(M.color)
setFont(40)mStr(M.name[lang],1100,5)
setFont(30)mStr(M.level[lang],1100,50)
setFont(40)mStr(text.modes[sel][1],1100,5)
setFont(30)mStr(text.modes[sel][2],1100,50)
gc.setColor(1,1,1)
setFont(28)gc.printf(M.info[lang],920,110,360,"center")
setFont(28)gc.printf(text.modes[sel][3],920,110,360,"center")
if M.slowMark then
gc.draw(IMG.ctrlSpeedLimit,1230,50,nil,.4)
end
@@ -423,11 +424,14 @@ function Pnt.play()
gc.pop()
end
end
local hexList={1,0,.5,1.732*.5,-.5,1.732*.5}for i=1,6 do hexList[i]=hexList[i]*150 end
local textPos={90,131,-90,131,-200,-25,-90,-181,90,-181,200,-25}
local dataPos={90,143,-90,143,-200,-13,-90,-169,90,-169,200,-13}
function Pnt.pause()
Pnt.play()
local S=sceneTemp
local T=S.timer*.02
if T<1 or gameResult then Pnt.play()end
--Dark BG
local _=T
if gameResult then _=_*.6 end
@@ -448,8 +452,8 @@ function Pnt.pause()
--Mode Info
_=drawableText.modeName
gc.draw(_,70,180)
gc.draw(drawableText.levelName,90+_:getWidth(),180)
gc.draw(_,40,180)
gc.draw(drawableText.levelName,60+_:getWidth(),180)
--Result Text
setFont(35)
@@ -459,8 +463,8 @@ function Pnt.pause()
if frame>180 then
_=S.list
setFont(26)
for i=1,8 do
gc.print(text.pauseStat[i],70,210+40*i)
for i=1,10 do
gc.print(text.pauseStat[i],40,210+40*i)
gc.printf(_[i],245,210+40*i,250,"right")
end
end
@@ -471,36 +475,39 @@ function Pnt.pause()
gc.setLineWidth(2)
gc.push("transform")
gc.translate(1026,400)
gc.scale((3-2*T)*T)
local C=S.color1;C[4]=T;gc.setColor(C)gc.polygon("fill",S.V1)
C=S.color2;C[4]=T;gc.setColor(C)gc.polygon("fill",S.V2)
gc.setColor(1,1,1,T*(.5+.5*sin(Timer()*12.626)))
gc.polygon("line",S.standard)
--axes
gc.setColor(1,1,1,T)
gc.line(S.V1)gc.line(S.V2)
for i=1,3 do
local x,y=hexList[2*i-1],hexList[2*i]
gc.line(-x,-y,x,y)
end
local C
_=Timer()%6.2832
if _>3.1416 then
gc.setColor(1,1,1,-T*sin(_))
setFont(35)
C,_=text.radar,textPos
else
gc.setColor(1,1,1,T*sin(_))
setFont(18)
C,_=S.radar,dataPos
end
for i=1,6 do
mStr(C[i],_[2*i-1],_[2*i])
end
gc.scale((3-2*T)*T)
gc.setColor(1,1,1,T*(.5+.3*sin(Timer()*6.26)))gc.polygon("line",S.standard)
_=S.color
gc.setColor(_[1],_[2],_[3],T)
_=S.val
for i=1,9,2 do
gc.polygon("fill",0,0,_[i],_[i+1],_[i+2],_[i+3])
end
gc.polygon("fill",0,0,_[11],_[12],_[1],_[2])
gc.setColor(1,1,1,T)gc.polygon("line",S.val)
gc.pop()
gc.line(1026,400-160,1026,400+160)
gc.line(1026-160,400,1026+160,400)
_=Timer()%6.2832
if _>3.1416 then
_=_-3.1416
setFont(35)
gc.setColor(1,1,1,T*sin(_))
mStr(text.atk,1026,420-230)
mStr(text.spd,1026+180,340)
mStr(text.recv,1026,420+140)
mStr(text.eff,1026-180,340)
else
gc.setColor(1,1,1,T*sin(_))
_=S.radar1
setFont(23)
mStr(_[1],1026,420-215)
mStr(_[2],1026+180,340)
mStr(_[3],1026,420+140)
mStr(_[4],1026-180,340)
end
end
end
function Pnt.setting_game()
@@ -594,11 +601,11 @@ function Pnt.setting_key()
local board=s.board
for N=1,20 do
if N<11 then
gc.printf(text.actName[N],47,45*N+22,180,"right")
gc.printf(text.acts[N],47,45*N+22,180,"right")
mStr(keyMap[board][N],340,45*N+22)
mStr(keyMap[board+8][N],540,45*N+22)
else
gc.printf(text.actName[N],647,45*N-428,180,"right")
gc.printf(text.acts[N],647,45*N-428,180,"right")
mStr(keyMap[board][N],940,45*N-428)
mStr(keyMap[board+8][N],1040,45*N-428)
end

View File

@@ -1,5 +1,5 @@
local int=math.floor
local AISpeed={60,50,45,35,25,15,9,6,4,2}
local AISpeed={60,50,45,35,25,15,9,6,4,3}
return function(type,speedLV,next,hold,node)
if type=="CC"then
return{

View File

@@ -50,10 +50,10 @@ end
function BGdraw.strap()
gc.setColor(.5,.5,.5)
local x=t%16*-64
::L::
gc.draw(img,x,0,nil,8,scr.h)
x=x+1024--image width*8
if x<scr.w then goto L end
repeat
gc.draw(img,x,0,nil,8,scr.h)
x=x+1024--image width*8
until x>=scr.w
end
function BGinit.flink()
@@ -115,10 +115,10 @@ end
function BGdraw.game4()
gc.setColor(.05,.4,.4)
local x=t%8*-128
::L::
gc.draw(img,x,0,nil,8,scr.h)
x=x+1024--image width*8
if x<scr.w then goto L end
repeat
gc.draw(img,x,0,nil,8,scr.h)
x=x+1024--image width*8
until x>=scr.w
end--Fast strap
function BGinit.game5()

View File

@@ -2,6 +2,7 @@ local rem=table.remove
local BGM={}
-- BGM.nowPlay=[str:playing ID]
-- BGM.suspend=[str:pausing ID]
-- BGM.playing=[src:playing SRC]
BGM.list={
"blank","way","newera","infinite","reason",
@@ -21,7 +22,12 @@ function BGM.loadAll()
end
end
function BGM.play(s)
if setting.bgm==0 or not s then return end
if setting.bgm==0 then
BGM.suspend,BGM.nowPlay=s
return
elseif not s then
return
end
if BGM.nowPlay~=s then
if BGM.nowPlay then TASK.new(tickEvent.bgmFadeOut,nil,BGM.nowPlay)end
TASK.changeCode(tickEvent.bgmFadeIn,tickEvent.bgmFadeOut)

38
parts/color.lua Normal file
View File

@@ -0,0 +1,38 @@
return{
red={1,0,0},
green={0,1,0},
blue={.2,.2,1},
yellow={1,1,0},
magenta={1,0,1},
cyan={0,1,1},
grey={.6,.6,.6},
lightRed={1,.5,.5},
lightGreen={.5,1,.5},
lightBlue={.6,.6,1},
lightYellow={1,1,.5},
lightMagenta={1,.5,1},
lightCyan={.5,1,1},
lightGrey={.8,.8,.8},
darkRed={.6,0,0},
darkGreen={0,.6,0},
darkBlue={0,0,.6},
darkYellow={.6,.6,0},
darkMagenta={.6,0,.6},
darkCyan={0,.6,.6},
darkGrey={.3,.3,.3},
black={0,0,0},
orange={1,.6,0},
pink={1,0,.6},
grass={.6,1,0},
water={0,1,.6},
bronze={.7,.4,0},
white={1,1,1},
lightOrange={1,.7,.3},
darkOrange={.6,.4,0},
purple={.5,0,1},
lightPurple={.8,.4,1},
darkPurple={.3,0,.6},
}

View File

@@ -33,7 +33,6 @@ if setting.lang==1 then
"CLASSIC SEXY RUSSIAN BLOCKS",
"戴上耳机以获得最佳体验",
"少女祈祷中",
"按键/点击以强制满速加载",
"LrL,RlR LLr,RRl RRR,LLL RfR,RRf,rFF FFF",--ZSLJTOI
"RUR'U'R'FR2U'R'U'RUR'F'",
"Am G F G",
@@ -74,7 +73,6 @@ elseif setting.lang==2 then
"CLASSIC SEXY RUSSIAN BLOCKS",
"戴上耳机以获得最佳体验",
"少女祈祷中",
"按键/点击以强制满速加载",
"LrL,RlR LLr,RRl RRR,LLL RfR,RRf,rFF FFF",--ZSLJTOI
"RUR'U'R'FR2U'R'U'RUR'F'",
"Am G F G",
@@ -116,7 +114,6 @@ elseif setting.lang==3 then
"CLASSIC SEXY RUSSIAN BLOCKS",
"Headphones for better experience",
"少女祈禱中",
"any-key/click to load at fastest speed",
"RUR'U'R'FR2U'R'U'RUR'F'",
"Am G F G",
"LrL,RlR LLr,RRl RRR,LLL RfR,RRf,rFF FFF",--ZSLJTOI

1271
parts/languages.lua Normal file

File diff suppressed because it is too large Load Diff

View File

@@ -7,85 +7,6 @@ actName={
"insLeft","insRight","insDown","down1","down4","down10",
"dropLeft","dropRight","addLeft","addRight",--Super contorl system
}
color={
red={1,0,0},
green={0,1,0},
blue={.2,.2,1},
yellow={1,1,0},
magenta={1,0,1},
cyan={0,1,1},
grey={.6,.6,.6},
lightRed={1,.5,.5},
lightGreen={.5,1,.5},
lightBlue={.6,.6,1},
lightYellow={1,1,.5},
lightMagenta={1,.5,1},
lightCyan={.5,1,1},
lightGrey={.8,.8,.8},
darkRed={.6,0,0},
darkGreen={0,.6,0},
darkBlue={0,0,.6},
darkYellow={.6,.6,0},
darkMagenta={.6,0,.6},
darkCyan={0,.6,.6},
darkGrey={.3,.3,.3},
black={0,0,0},
orange={1,.6,0},
pink={1,0,.6},
grass={.6,1,0},
water={0,1,.6},
bronze={.7,.4,0},
white={1,1,1},
lightOrange={1,.7,.3},
darkOrange={.6,.4,0},
purple={.5,0,1},
lightPurple={.8,.4,1},
darkPurple={.3,0,.6},
}
voiceBank={}--{{SRC1s},{SRC2s},...}
voiceName={
"zspin","sspin","lspin","jspin","tspin","ospin","ispin",
"single","double","triple","techrash",
"mini","b2b","b3b","pc",
"win","lose",
"bye",
"nya",
"happy",
"doubt",
"sad",
"egg",
}
voiceList={
zspin={"zspin_1","zspin_2","zspin_3"},
sspin={"sspin_1","sspin_2","sspin_3","sspin_4","sspin_5","sspin_6"},
lspin={"lspin_1","lspin_2"},
jspin={"jspin_1","jspin_2","jspin_3","jspin_4"},
tspin={"tspin_1","tspin_2","tspin_3","tspin_4","tspin_5","tspin_6"},
ospin={"ospin_1","ospin_2","ospin_3"},
ispin={"ispin_1","ispin_2","ispin_3"},
single={"single_1","single_2","single_3","single_4","single_5","single_6","single_7"},
double={"double_1","double_2","double_3","double_4","double_5"},
triple={"triple_1","triple_2","triple_3","triple_4","triple_5","triple_6","triple_7"},
techrash={"techrash_1","techrash_2","techrash_3","techrash_4"},
mini={"mini_1","mini_2","mini_3"},
b2b={"b2b_1","b2b_2","b2b_3"},
b3b={"b3b_1","b3b_2"},
pc={"clear_1","clear_2"},
win={"win_1","win_2","win_3","win_4","win_5","win_6","win_6","win_7"},
lose={"lose_1","lose_2","lose_3"},
bye={"bye_1","bye_2"},
nya={"nya_1","nya_2","nya_3","nya_4"},
happy={"nya_happy_1","nya_happy_2","nya_happy_3","nya_happy_4"},
doubt={"nya_doubt_1","nya_doubt_2"},
sad={"nya_sad_1"},
egg={"egg_1","egg_2"},
}
musicID={
"blank",
"way",
@@ -122,7 +43,7 @@ customRange={
fall={0,1,2,3,4,5,6,7,8,10,15,20,30,60},
next={0,1,2,3,4,5,6},
hold={true,false,true},
sequence={"bag7","his4","rnd"},
sequence={"bag","his4","rnd"},
visible={"show","time","fast","none"},
target={10,20,40,100,200,500,1000,1e99},
freshLimit={0,8,15,1e99},
@@ -130,6 +51,5 @@ customRange={
bg={"none","game1","game2","game3","strap","rgb","glow","matrix"},
bgm={"blank","way","race","newera","push","reason","infinite","secret7th","secret8th","rockblock"},
}
RCPB={10,33,200,33,105,5,105,60}
snapLevelValue={1,10,20,40,60,80}

View File

@@ -2,11 +2,12 @@ local rem=table.remove
local SFX={}
SFX.list={
"welcome",
"welcome_sfx",
"click","enter",
"finesseError","finesseError_long",
--Stereo sfxs(cannot set position)
"virtualKey",
"button","swipe",
"ready","start","win","fail","collect",
"move","rotate","rotatekick","hold",

View File

@@ -1,10 +1,52 @@
local rnd=math.random
local rem=table.remove
local voiceQueue={free=0}
local bank={}--{{SRC1s},{SRC2s},...}
local VOC={}
VOC.name={
"zspin","sspin","lspin","jspin","tspin","ospin","ispin",
"single","double","triple","techrash",
"mini","b2b","b3b","pc",
"win","lose",
"bye",
"nya",
"happy",
"doubt",
"sad",
"egg",
"welcome"
}
VOC.list={
zspin={"zspin_1","zspin_2","zspin_3"},
sspin={"sspin_1","sspin_2","sspin_3","sspin_4","sspin_5","sspin_6"},
lspin={"lspin_1","lspin_2"},
jspin={"jspin_1","jspin_2","jspin_3","jspin_4"},
tspin={"tspin_1","tspin_2","tspin_3","tspin_4","tspin_5","tspin_6"},
ospin={"ospin_1","ospin_2","ospin_3"},
ispin={"ispin_1","ispin_2","ispin_3"},
single={"single_1","single_2","single_3","single_4","single_5","single_6","single_7"},
double={"double_1","double_2","double_3","double_4","double_5"},
triple={"triple_1","triple_2","triple_3","triple_4","triple_5","triple_6","triple_7"},
techrash={"techrash_1","techrash_2","techrash_3","techrash_4"},
mini={"mini_1","mini_2","mini_3"},
b2b={"b2b_1","b2b_2","b2b_3"},
b3b={"b3b_1","b3b_2"},
pc={"clear_1","clear_2"},
win={"win_1","win_2","win_3","win_4","win_5","win_6","win_6","win_7"},
lose={"lose_1","lose_2","lose_3"},
bye={"bye_1","bye_2"},
nya={"nya_1","nya_2","nya_3","nya_4"},
happy={"nya_happy_1","nya_happy_2","nya_happy_3","nya_happy_4"},
doubt={"nya_doubt_1","nya_doubt_2"},
sad={"nya_sad_1"},
egg={"egg_1","egg_2"},
welcome={"welcome_voc"},
}
local function getVoice(str)
local L=voiceBank[str]
local L=bank[str]
local n=1
while L[n]:isPlaying()do
n=n+1
@@ -17,6 +59,18 @@ local function getVoice(str)
return L[n]
--load voice with string
end
function VOC.loadOne(_)
local N=VOC.name[_]
for i=1,#VOC.list[N]do
local V=VOC.list[N][i]
bank[V]={love.audio.newSource("VOICE/"..V..".ogg","static")}
end
end
function VOC.loadAll()
for i=1,#VOC.list do
VOC.loadOne(i)
end
end
function VOC.getFreeChannel()
local i=#voiceQueue
for i=1,i do
@@ -66,12 +120,12 @@ function VOC.play(s,chn)
if setting.voc>0 then
if chn then
local L=voiceQueue[chn]
local _=voiceList[s]
local _=VOC.list[s]
L[#L+1]=_[rnd(#_)]
L.s=1
--添加到queue[chn]
else
voiceQueue[VOC.getFreeChannel()]={s=1,voiceList[s][rnd(#voiceList[s])]}
voiceQueue[VOC.getFreeChannel()]={s=1,VOC.list[s][rnd(#VOC.list[s])]}
--自动创建空轨/播放
end
end

View File

@@ -14,19 +14,20 @@ local gameEnv0={
quickR=true,swap=true,
ghost=true,center=true,
smooth=false,grid=false,
bagLine=false,
text=true,
lockFX=3,dropFX=3,
shakeFX=3,
_20G=false,bone=false,
drop=60,lock=60,
wait=0,fall=0,
next=6,hold=true,
oncehold=true,
_20G=false,bone=false,
next=6,
hold=true,oncehold=true,
ospin=true,
sequence="bag7",
face=NULL,
skin=NULL,
sequence="bag",bag={1,2,3,4,5,6,7},
freshMethod=NULL,
face=NULL,skin=NULL,
pushSpeed=3,
block=true,
@@ -63,7 +64,7 @@ local initCenterY={22,22,22,22,22,22.5,21.5}--1 added
local CCblockID={4,3,5,6,1,2,0}
local scs=require("parts/spinCenters")
local kickList=require("parts/kickList")
local finesseCtrlPar={
local finesseList={
[1]={
{1,2,1,0,1,2,2,1},
{2,2,2,1,1,2,3,2,2},
@@ -81,17 +82,18 @@ local finesseCtrlPar={
{1,2,1,0,1,2,1},
{2,2,2,2,1,1,2,2,2,2},
},--I
}--SZI逆态视为顺态
finesseCtrlPar[2]=finesseCtrlPar[1]--SZ算法相同
finesseCtrlPar[4]=finesseCtrlPar[3]--JLT算法相同
finesseCtrlPar[5]=finesseCtrlPar[3]--JLT算法相同
}
finesseList[1][3],finesseList[1][4],finesseList[7][3],finesseList[7][4]=finesseList[1][1],finesseList[1][2],finesseList[7][1],finesseList[7][2]--SZI逆态视为顺态
finesseList[2]=finesseList[1]--SZ算法相同
finesseList[4]=finesseList[3]--JLT算法相同
finesseList[5]=finesseList[3]--JLT算法相同
local CCblockID={4,3,5,6,1,2,0}
local freshPrepare={
none=NULL,
bag7=function(P)
local bag={1,2,3,4,5,6,7}
::L::P:getNext(rem(bag,rnd(#bag)))
if bag[1]then goto L end
bag=function(P)
local bag0,bag=P.gameEnv.bag,{}
for i=1,#bag0 do bag[i]=bag0[i]end
repeat P:getNext(rem(bag,rnd(#bag)))until not bag[1]
end,
his4=function(P)
P.his={rnd(7),rnd(7),rnd(7),rnd(7)}
@@ -109,29 +111,18 @@ local freshPrepare={
P:getNext(rnd(7))
for i=1,5 do
local i
::L::i=rnd(7)
if i==P.next[#P.next].id then goto L end
repeat i=rnd(7)until i~=P.next[#P.next].id
P:getNext(i)
end
end,
drought1=function(P)
local bag={1,2,3,3,4,4,5,5,6,6}
::L::P:getNext(rem(bag,rnd(#bag)))
if bag[1]then goto L end
end,
drought2=function(P)
local bag={1,1,1,2,2,2,6,6,3,4,5,7}
::L::P:getNext(rem(bag,rnd(#bag)))
if bag[1]then goto L end
end,
}
local freshMethod={
none=NULL,
bag7=function(P)
bag=function(P)
if #P.next<6 then
local bag={1,2,3,4,5,6,7}
::L::P:getNext(rem(bag,rnd(#bag)))
if bag[1]then goto L end
local bag0,bag=P.gameEnv.bag,{}
for i=1,#bag0 do bag[i]=bag0[i]end
repeat P:getNext(rem(bag,rnd(#bag)))until not bag[1]
end
end,
his4=function(P)
@@ -151,33 +142,11 @@ local freshMethod={
if #P.next<6 then
for i=1,3 do
local i
::L::i=rnd(7)
if i==P.next[#P.next].id then goto L end
repeat i=rnd(7)until i~=P.next[#P.next].id
P:getNext(i)
end
end
end,
drought1=function(P)
if #P.next<6 then
local bag={1,2,3,4,5,6}
::L::P:getNext(rem(bag,rnd(#bag)))
if bag[1]then goto L end
end
end,
drought2=function(P)
if #P.next<6 then
local i=rnd(18)
P:getNext(
i<=4 and 1 or
i<=8 and 2 or
i<=12 and 6 or
i<=14 and 3 or
i<=16 and 4 or
i==17 and 5 or
7
)
end
end,
}
local spinName={"zspin","sspin","lspin","jspin","tspin","ospin","ispin"}
local clearName={"single","double","triple"}
@@ -262,6 +231,7 @@ local function Pdraw_norm(P)
end
gc.translate(0,dy)
end--Field with falling animation
for i=1,#P.lockFX do
_=P.lockFX[i]
if _[3]<.5 then
@@ -272,6 +242,7 @@ local function Pdraw_norm(P)
gc.rectangle("fill",_[1]+30,_[2],60*_[3]-60,30)
end
end--lockFX
for i=1,#P.dropFX do
_=P.dropFX[i]
gc.setColor(1,1,1,_[1]*.12)
@@ -281,6 +252,7 @@ local function Pdraw_norm(P)
end
end
end--dropFX
if P.waiting==-1 then
if P.gameEnv.ghost then
gc.setColor(1,1,1,.3)
@@ -290,24 +262,8 @@ local function Pdraw_norm(P)
end
end end
end--Ghost
-- local dy=setting.smooth and(P.y_img~=P.curY and or 1)^4*30 or 0
local dy
if P.gameEnv.smooth then
if P.y_img~=P.curY then
dy=(min(P.dropDelay,1e99)/P.gameEnv.drop-1)*30
else
dy=0
end
--[[
if P.y_img~=P.curY then
dy=(min(P.dropDelay,8e98)/P.gameEnv.drop)^4*30
else
dy=(min(P.lockDelay,8e98)/P.gameEnv.lock)^(P.gameEnv._20G and 3 or 7)*30
end
]]
else
dy=0
end
local dy=P.gameEnv.smooth and P.y_img~=P.curY and (min(P.dropDelay,1e99)/P.gameEnv.drop-1)*30 or 0
gc.translate(0,-dy)
local trans=P.lockDelay/P.gameEnv.lock
if P.gameEnv.block then
@@ -396,7 +352,7 @@ local function Pdraw_norm(P)
gc.setBlendMode("alpha")
if P.gameEnv.hold then
mText(drawableText.hold,-81,-10)
mText(drawableText.hold,-81,-15)
if P.holded then gc.setColor(.6,.5,.5)end
local B=P.hd.bk
for i=1,#B do for j=1,#B[1]do
@@ -405,11 +361,11 @@ local function Pdraw_norm(P)
end
end end
end--Hold
gc.setColor(1,1,1)
mText(drawableText.next,381,-10)
mText(drawableText.next,381,-15)
local N=1
::L::
if N<=P.gameEnv.next and P.next[N]then
while N<=P.gameEnv.next and P.next[N]do
local b,c=P.next[N].bk,P.next[N].color
for i=1,#b do for j=1,#b[1] do
if b[i][j]then
@@ -417,9 +373,20 @@ local function Pdraw_norm(P)
end
end end
N=N+1
goto L
end
--Next
--Next(s)
if P.gameEnv.bagLine then
local L=P.gameEnv.bagLen
local C=-P.pieceCount%L--phase
gc.setColor(.5,.5,.5)
for i=C,N-1,L do
local y=72*i+36
gc.line(320,y,442,y)
end
end
--BagLine(s)
gc.setColor(.8,.8,.8)
gc.draw(drawableText.modeName,-135,-65)
gc.draw(drawableText.levelName,437-drawableText.levelName:getWidth(),-65)
@@ -1168,7 +1135,7 @@ local OspinList={
{323,6,0,-1,-1,2},{332,6,0,-2,-1,2},{322,6,0,-1,-2,2},--O
}--{key,id,dir,dx,dy,freeLv(0=unmovable,1=↔Unmvb,2=free)}
function player.spin(P,d,ifpre)
if P.cur.id==6 then--O-spin!Ohhhhhhhhhhhhhhhhhhhhhhhhhh
if P.cur.id==6 then
if P.human then
SFX.play("rotate",nil,getBlockPosition(P))
end
@@ -1276,6 +1243,7 @@ function player.hold(P,ifpre)
if P.cur.id==0 then
P.cur=rem(P.next,1)
P:newNext()
P.pieceCount=P.pieceCount+1
if P.AI_mode=="CC"then BOT.addNext(P.AI_bot,CCblockID[P.next[P.AIdata.next].id])end
end
P:resetBlock()
@@ -1302,6 +1270,7 @@ function player.popNext(P)--pop next queue to hand
P.cur=rem(P.next,1)
P:newNext()
P.pieceCount=P.pieceCount+1
if P.AI_mode=="CC"then BOT.addNext(P.AI_bot,CCblockID[P.next[P.AIdata.next].id])end
local _=P.keyPressing
if _[8]and P.gameEnv.hold and P.gameEnv.ihs then
@@ -1483,12 +1452,7 @@ function player.drop(P)--Place piece
if dospin then P.ctrlCount=P.ctrlCount-2 end--对无遮挡spin宽松两步
local id=P.cur.id
local dir=P.dir+1
if id<3 or id==7 then
if dir>2 then
dir=dir-2
end
end--SZI的逆态视为顺态
local d=P.ctrlCount-finesseCtrlPar[id][dir][P.curX]if d>=2 then P:fineError(2)elseif d>0 then P:fineError(d)end --非最简
local d=P.ctrlCount-finesseList[id][dir][P.curX]if d>=2 then P:fineError(2)elseif d>0 then P:fineError(d)end --非最简
end
if cc>0 then
@@ -1554,7 +1518,7 @@ function player.drop(P)--Place piece
atk=atk*.5
sendTime=sendTime+60
cscore=cscore*.6
P.b2b=P.b2b+b2bPoint[cc]*.5
P.b2b=P.b2b+b2bPoint[cc]*.4
if P.human then
VOC.play("mini",CHN)
end
@@ -1579,7 +1543,7 @@ function player.drop(P)--Place piece
end
end
sendTime=sendTime+25*cmb
if cmb>2 then
if cmb>1 then
atk=atk+(comboAtk[cmb]or 2)
P:showText(text.cmb[min(cmb,20)],0,25,15+min(cmb,25)*3,cmb<10 and"appear"or"flicker")
cscore=cscore+min(20*cmb,300)*cc
@@ -1587,7 +1551,7 @@ function player.drop(P)--Place piece
if clear then
if #P.field==0 then
P:showText(text.PC,0,-80,50,"flicker")
atk=atk^.5+min(6+STAT.pc,10)
atk=atk^.5+min(6+STAT.pc,12)
exblock=exblock+2
sendTime=sendTime+120
if STAT.row+cc>4 then
@@ -1597,7 +1561,6 @@ function player.drop(P)--Place piece
cscore=cscore+626
end
STAT.pc=STAT.pc+1
P.lastClear=P.cur.id*10+5
if P.human then
SFX.play("clear")
VOC.play("pc",CHN)
@@ -1612,16 +1575,11 @@ function player.drop(P)--Place piece
P.lastClear=cc
if P.human then
SFX.play("clear")
VOC.play("pc",CHN)
end
end
P.lastClear=P.cur.id*10+5
end
if P.human then
SFX.play(clear_n[cc])
SFX.play(ren_n[min(cmb,11)])
if cmb>14 then SFX.play("ren_mega",(cmb-10)*.1)end
VIB(cc+1)
end
if P.b2b>1200 then P.b2b=1200 end
if modeEnv.royaleMode then
@@ -1631,9 +1589,9 @@ function player.drop(P)--Place piece
exblock=exblock+reDef[i]
end
end--Bonus atk/def when focused
local send=atk
send=atk
if send>0 then
--ATK statistics
if exblock then exblock=int(exblock*(1+P.strength*.25))end
send=int(send*(1+P.strength*.25))
--Badge Buff
@@ -1689,6 +1647,13 @@ function player.drop(P)--Place piece
if P.human and send>3 then SFX.play("emit",min(send,8)*.1)end
end
end
if P.human then
SFX.play(clear_n[cc])
SFX.play(ren_n[min(cmb,11)])
if cmb>14 then SFX.play("ren_mega",(cmb-10)*.1)end
VIB(cc+1)
end
else
cmb=0
local dropScore=10
@@ -1724,6 +1689,19 @@ function player.drop(P)--Place piece
end
P.combo=cmb
STAT.score=STAT.score+int(cscore)
STAT.piece=STAT.piece+1
STAT.row=STAT.row+cc
if atk>0 then
STAT.atk=STAT.atk+int(atk)
if send>0 then
STAT.send=STAT.send+int(send)
end
end
if gbcc>0 then
STAT.dig=STAT.dig+gbcc
STAT.digatk=STAT.digatk+atk*gbcc/cc
end
local n=P.cur.name
if dospin then
_=STAT.spin[n] _[cc+1]=_[cc+1]+1--spin[1/2/3/4/5/6/7][0/1/2/3]
@@ -1734,17 +1712,8 @@ function player.drop(P)--Place piece
_=STAT.clear_S _[cc]=_[cc]+1--clear[1/2/3/4]
_=STAT.clear_B _[n]=_[n]+1--clear[1/2/3/4/5/6/7]
end
STAT.score=STAT.score+int(cscore)
STAT.piece=STAT.piece+1
STAT.row=STAT.row+cc
STAT.atk=STAT.atk+atk
STAT.send=STAT.send+send
if gbcc>0 then
STAT.dig=STAT.dig+gbcc
STAT.digatk=STAT.digatk+atk*gbcc/cc
end
--Update stat
_=P.gameEnv.dropPiece
if _ then _(P)end
--drop event
@@ -1781,16 +1750,21 @@ local function gameOver()
R=R(P)--new rank
if R then
local r=modeRanks[M.id]--old rank
local _
if R>r then
modeRanks[M.id]=R
if r==0 then
for i=1,#M.unlock do
local m=M.unlock[i]
if not modeRanks[m]then
modeRanks[m]=modes[m].score and 0 or 6
end
_=true
end
if r==0 then
for i=1,#M.unlock do
local m=M.unlock[i]
if not modeRanks[m]then
modeRanks[m]=modes[m].score and 0 or 6
_=true
end
end
end
if _ then
FILE.saveUnlock()
end
local D=M.score(P)
@@ -1953,6 +1927,7 @@ function player.act.moveLeft(P,auto)
if P.keyPressing[9]then
if P.gameEnv.swap then
P:changeAtkMode(1)
P.keyPressing[1]=false
end
elseif P.control and P.waiting==-1 then
if not P:ifoverlap(P.cur.bk,P.curX-1,P.curY)then
@@ -1978,6 +1953,7 @@ function player.act.moveRight(P,auto)
if P.keyPressing[9]then
if P.gameEnv.swap then
P:changeAtkMode(2)
P.keyPressing[2]=false
end
elseif P.control and P.waiting==-1 then
if not P:ifoverlap(P.cur.bk,P.curX+1,P.curY)then
@@ -2232,7 +2208,8 @@ function newDemoPlayer(id,x,y,size)
next=6,hold=true,
oncehold=true,
ospin=true,
sequence="bag7",
sequence="bag",
bag={1,2,3,4,5,6,7},
face={0,0,0,0,0,0,0},
skin=setting.skin,
@@ -2265,9 +2242,10 @@ function newDemoPlayer(id,x,y,size)
P.spinLast,P.lastClear=false,nil
P.spinSeq=0
P.ctrlCount=0
P.pieceCount=0
freshPrepare.bag7(P)
P.newNext=freshMethod.bag7
freshPrepare.bag(P)
P.newNext=freshMethod.bag
P.human=false
P.AI_mode="CC"
@@ -2275,14 +2253,14 @@ function newDemoPlayer(id,x,y,size)
P.AI_needFresh=false
P.AI_keys={}
P.AI_delay,P.AI_delay0=3,3
P.AIdata={next=5,hold=true,_20G=false,bag7=true,node=80000}
P.AIdata={next=5,hold=true,_20G=false,bag=true,node=80000}
if not BOT then P.AI_mode="9S"end
if P.AI_mode=="CC"then
P.RS=kickList.AIRS
local opt,wei=BOT.getConf()
BOT.setHold(opt,P.AIdata.hold)
BOT.set20G(opt,P.AIdata._20G)
BOT.setBag(opt,P.AIdata.bag7)
BOT.setBag(opt,P.AIdata.bag)
BOT.setNode(opt,P.AIdata.node)
P.AI_bot=BOT.new(opt,wei)
BOT.free(opt)BOT.free(wei)
@@ -2310,7 +2288,7 @@ function newDemoPlayer(id,x,y,size)
P:popNext()
end
function newPlayer(id,x,y,size,AIdata)
function newAIPlayer(id,x,y,size,AIdata)
players[id]={id=id}
local P=players[id]
P.life=0
@@ -2387,51 +2365,56 @@ function newPlayer(id,x,y,size,AIdata)
P.dropDelay,P.lockDelay=ENV.drop,ENV.lock
P.freshTime=0
P.spinLast,P.lastClear=false,nil
P.spinSeq=0--for Ospin,each digit mean a spin
P.ctrlCount=0--key press time,for finesse check
P.spinSeq=0--for Ospin, each digit mean a spin
P.ctrlCount=0--key press time, for finesse check
P.pieceCount=0--count pieces from next, for drawing bagline
freshPrepare[ENV.sequence](P)
P.newNext=freshMethod[ENV.sequence]
if AIdata then
ENV.face={0,0,0,0,0,0,0}
ENV.skin={1,5,2,8,10,3,7}
P.human=false
P.AI_mode=AIdata.type
P.AI_stage=1
P.AI_needFresh=false
P.AI_keys={}
P.AI_delay=min(int(ENV.drop*.8),2*AIdata.delta)
P.AI_delay0=AIdata.delta
P.AIdata={
next=AIdata.next,
hold=AIdata.hold,
_20G=ENV._20G,
bag7=AIdata.bag7=="bag7",
node=AIdata.node,
}
if not BOT then P.AI_mode="9S"end
if P.AI_mode=="CC"then
P.RS=kickList.AIRS
local opt,wei=BOT.getConf()
BOT.setHold(opt,P.AIdata.hold)
BOT.set20G(opt,P.AIdata._20G)
BOT.setBag(opt,P.AIdata.bag7)
BOT.setNode(opt,P.AIdata.node)
P.AI_bot=BOT.new(opt,wei)
BOT.free(opt)BOT.free(wei)
for i=1,AIdata.next do
BOT.addNext(P.AI_bot,CCblockID[P.next[i].id])
end
elseif P.AI_mode=="9S"then
P.RS=kickList.TRS
P.AI_keys={}
end
if type(ENV.sequence)=="string"then
freshPrepare[ENV.sequence](P)
P.newNext=freshMethod[ENV.sequence]
else
P.human=true
assert(type(ENV.sequence)=="function"and type(ENV.freshMethod)=="function","wrong sequence generator code")
ENV.sequence(P)
P.newNext=ENV.freshMethod
end
if ENV.sequence~="bag"then
ENV.bagLine=false
else
ENV.bagLen=#ENV.bag
end
ENV.face={0,0,0,0,0,0,0}
ENV.skin={1,5,2,8,10,3,7}
P.human=false
P.AI_mode=AIdata.type
P.AI_stage=1
P.AI_needFresh=false
P.AI_keys={}
P.AI_delay=min(int(ENV.drop*.8),2*AIdata.delta)
P.AI_delay0=AIdata.delta
P.AIdata={
next=AIdata.next,
hold=AIdata.hold,
_20G=ENV._20G,
bag=AIdata.bag=="bag",
node=AIdata.node,
}
if not BOT then P.AI_mode="9S"end
if P.AI_mode=="CC"then
P.RS=kickList.AIRS
local opt,wei=BOT.getConf()
BOT.setHold(opt,P.AIdata.hold)
BOT.set20G(opt,P.AIdata._20G)
BOT.setBag(opt,P.AIdata.bag)
BOT.setNode(opt,P.AIdata.node)
P.AI_bot=BOT.new(opt,wei)
BOT.free(opt)BOT.free(wei)
for i=1,AIdata.next do
BOT.addNext(P.AI_bot,CCblockID[P.next[i].id])
end
elseif P.AI_mode=="9S"then
P.RS=kickList.TRS
players.human=players.human+1
ENV.next=min(ENV.next,setting.maxNext)
P.AI_keys={}
end
if P.small then
@@ -2454,6 +2437,126 @@ function newPlayer(id,x,y,size,AIdata)
P.keepVisible=ENV.visible=="show"
P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
P.movDir,P.moving,P.downing=0,0,0--last move key,DAS charging,downDAS charging
P.waiting,P.falling=-1,-1
P.clearingRow,P.clearedRow={},{}--clearing animation height,cleared row mark
P.combo,P.b2b=0,0
P.garbageBeneath=0
P.fieldBeneath=0
P.score1,P.b2b1=0,0
P.dropFX,P.lockFX={},{}
P.bonus={}--texts
P.endCounter=0--used after gameover
P.result=nil--string:"WIN"/"K.O."
end
function newPlayer(id,x,y,size)
players[id]={id=id}
local P=players[id]
P.life=0
for k,v in next,player do P[k]=v end--inherit functions of player class
players.alive[#players.alive+1]=P
P.x,P.y,P.size=x,y,size or 1
P.fieldOff={x=0,y=0,vx=0,vy=0}--for shake FX
P.keyRec=true--if calculate keySpeed
P.centerX,P.centerY=P.x+300*P.size,P.y+370*P.size
P.absFieldX=P.x+150*P.size
P.absFieldY=P.y+60*P.size
P.draw=Pdraw_norm
P.dust=clearDust:clone()
P.dust:start()
P.bonus={}--texts
P.update=Pupdate_alive
P.alive=true
P.control=false
P.timing=false
P.stat={
time=0,score=0,
key=0,rotate=0,hold=0,
extraPiece=0,extraRate=0,
piece=0,row=0,dig=0,
atk=0,digatk=0,send=0,recv=0,pend=0,
clear_S={0,0,0,0},clear_B={0,0,0,0,0,0,0},
spin_S={0,0,0,0},spin_B={0,0,0,0,0,0,0},
clear={{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0}},
spin={{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0}},
pc=0,hpc=0,b2b=0,b3b=0,
}--Current gamestat
P.modeData={point=0,event=0,counter=0}--data use by mode
P.keyTime={}for i=1,10 do P.keyTime[i]=-1e5 end P.keySpeed=0
P.dropTime={}for i=1,10 do P.dropTime[i]=-1e5 end P.dropSpeed=0
P.field,P.visTime={},{}
P.atkBuffer={sum=0}
P.badge,P.strength=0,0
P.atkMode,P.swappingAtkMode=1,20
P.atker,P.atking,P.lastRecv={}
--Royale-related
P.gameEnv={}--Current game setting environment
local ENV=P.gameEnv
for k,v in next,gameEnv0 do
if modeEnv[k]~=nil then
v=modeEnv[k]
elseif setting[k]~=nil then
v=setting[k]
end
ENV[k]=v
end--load game settings
ENV.das=max(ENV.das,ENV.mindas)
ENV.arr=max(ENV.arr,ENV.minarr)
ENV.sdarr=max(ENV.sdarr,ENV.minsdarr)
P.cur={bk={{}},id=0,color=0,name=0}--shape,shapeID,colorID,nameID
P.sc,P.dir,P.r,P.c={0,0},0,0,0--IMG.spinCenter,direction,row,col
P.curX,P.curY,P.y_img=0,0,0--x,y,ghostY
P.hd={bk={{}},id=0,color=0,name=0}
P.holded=false
P.next={}
P.dropDelay,P.lockDelay=ENV.drop,ENV.lock
P.freshTime=0
P.spinLast,P.lastClear=false,nil
P.spinSeq=0--for Ospin, each digit mean a spin
P.ctrlCount=0--key press time, for finesse check
P.pieceCount=0--count pieces from next, for drawing bagline
if type(ENV.sequence)=="string"then
freshPrepare[ENV.sequence](P)
P.newNext=freshMethod[ENV.sequence]
else
assert(type(ENV.sequence)=="function"and type(ENV.freshMethod)=="function","wrong sequence generator code")
ENV.sequence(P)
P.newNext=ENV.freshMethod
end
if ENV.sequence~="bag"then
ENV.bagLine=false
else
ENV.bagLen=#ENV.bag
end
P.human=true
P.RS=kickList.TRS
players.human=players.human+1
ENV.next=min(ENV.next,setting.maxNext)
if ENV.lockFX==0 then ENV.lockFX=nil end
if ENV.dropFX==0 then ENV.dropFX=nil end
if ENV.shakeFX==0 then ENV.shakeFX=nil end
P.color={}
for _=1,7 do
P.color[_]=skin.libColor[ENV.skin[_]]
end
P.showTime=visible_opt[ENV.visible]
P.keepVisible=ENV.visible=="show"
P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
P.movDir,P.moving,P.downing=0,0,0--last move key,DAS charging,downDAS charging
P.waiting,P.falling=-1,-1

111
scene.lua
View File

@@ -1,4 +1,6 @@
local int,log,max,format=math.floor,math.log,math.max,string.format
local int,log=math.floor,math.log
local sin,cos=math.sin,math.cos
local max,format=math.max,string.format
local SCN={
cur="load",--Current scene
swapping=false,--ifSwapping
@@ -17,10 +19,10 @@ local sceneInit={
sceneTemp={
phase=1,--Loading stage
cur=1,--Counter
tar=#voiceName,--Loading bar lenth(current)
tar=#VOC.name,--Loading bar lenth(current)
tip=require("parts/getTip"),
list={
#voiceName,
#VOC.name,
#BGM.list,
#SFX.list,
IMG.getCount(),
@@ -103,79 +105,56 @@ local sceneInit={
format("%d(%d) %.2fLPM",S.row,S.dig,S.row/S.time*60),
format("%d(%d)",S.atk,S.digatk),
format("%d(%d-%d)",S.pend,S.recv,S.recv-S.pend),
format("%d/%d/%d/%d",S.clear_S[1],S.clear_S[2],S.clear_S[3],S.clear_S[4]),
format("(%d)/%d/%d/%d",S.spin_S[1],S.spin_S[2],S.spin_S[3],S.spin_S[4]),
format("%d(+%d)/%d(%d)",S.b2b,S.b3b,S.pc,S.hpc),
format("%d[%.2f%%]",S.extraPiece,100*max(1-S.extraRate/S.piece,0)),
},
--从上开始,顺时针90°
radar1={
S.piece/2.5/S.time*60, --L'PM
S.atk/S.time*60, --APM
S.recv/S.time*60, --RPM
S.atk/S.row, --APL
},--外层表观数据
radar2={
S.dig/S.time*60, --DigPM
S.digatk/S.time*60, --APM(dig)
S.pend/S.time*60, --PendPM
S.digatk/S.dig, --APL(dig)
},--内层挖掘相关数据
V1={1/100,1/60,1/70,1/2},
V2={1/100,1/60,1/70,1/2},
radar={
(S.recv-S.pend+S.dig)/S.time*60,--DefPM
(S.recv-S.pend)/S.time*60, --OffPM
S.atk/S.time*60, --AtkPM
S.send/S.time*60, --SendPM
S.piece/S.time*24, --LinePM
S.dig/S.time*60, --DigPM
},
val={1/80,1/40,1/60,1/60,1/100,1/40},
timing=org=="play",
}
local _=sceneTemp
local A,B=_.radar1,_.radar2
local C,D=_.V1,_.V2
for i=1,4 do
if A[i]~=A[i]then A[i]=0 end
if B[i]~=B[i]then B[i]=0 end
C[i]=C[i]*A[i]if C[i]>1.26 then C[i]=1.26+((C[i]-1.26)+1)^.5-1 end
D[i]=D[i]*B[i]if D[i]>1.26 then D[i]=1.26+((D[i]-1.26)+1)^.5-1 end
end--normalize V1/V2
A[1]=format("%.1fAPM",A[1])
A[2]=format("%.1fL'PM",A[2])
A[3]=format("%.1fRPM",A[3])
A[4]=format("%.1fAPL",A[4])
local s
if C[1]<.5 and C[2]<.5 and C[3]<.5 and C[4]<.5 and D[1]<.5 and D[2]<.5 and D[3]<.5 and D[4]<.5 then
_.color1={.4,.9,.5}
_.color2={.7,.5,.3}
s=1.26
--Vegetable
elseif C[1]>1 or C[2]>1 or C[3]>1 or C[4]>1 or D[1]>1 or D[2]>1 or D[3]>1 or D[4]>1 then
_.color1={1,.3,.3}
_.color2={.4,.2,0}
s=.8
--Diao
else
_.color1={.4,.7,.9}
_.color2={.6,.3,.26}
s=1
--NORMAL
local A,B=_.radar,_.val
for i=1,6 do
B[i]=B[i]*A[i]if B[i]>1.26 then B[i]=1.26+(B[i]-1.26)*.26 end
end--normalize vals
for i=1,6 do
A[i]=format("%.2f",A[i])..text.radarData[i]
end
sceneTemp.scale=s
s=s*126
_.standard={
0,-s,
s,0,
0,s,
-s,0,
}
sceneTemp.V1={
0, -C[1]*s,
C[2]*s,0,
0, C[3]*s,
-C[4]*s,0,
0, -C[1]*s
}
sceneTemp.V2={
0, -D[1]*s,
D[2]*s,0,
0, D[3]*s,
-D[4]*s,0,
0, -D[1]*s
local f=1
for i=1,6 do
if B[i]>.5 then f=2 end
if B[i]>1 then f=3 break end
end
if f==1 then _.color,f={.4,.9,.5},1.25 --Vegetable
elseif f==2 then _.color,f={.4,.7,.9},1 --Normal
elseif f==3 then _.color,f={1,.3,.3},.626 --Diao
end
A={
120*.5*f, 120*3^.5*.5*f,
120*-.5*f, 120*3^.5*.5*f,
120*-1*f, 120*0*f,
120*-.5*f, 120*-3^.5*.5*f,
120*.5*f, 120*-3^.5*.5*f,
120*1*f, 120*0*f,
}
_.scale=f
_.standard=A
for i=6,1,-1 do
B[2*i-1],B[2*i]=B[i]*A[2*i-1],B[i]*A[2*i]
end
_.val=B
end,
setting_game=function()
BG.set("space")

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