Alpha V0.5
This commit is contained in:
896
main.lua
896
main.lua
@@ -4,55 +4,12 @@ int,ceil,abs,rnd,max,min,sin,cos,atan,pi=math.floor,math.ceil,math.abs,math.rand
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sub,gsub,find,format,byte,char=string.sub,string.gsub,string.find,string.format,string.byte,string.char
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ins,rem,sort=table.insert,table.remove,table.sort
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--{0,0,0,0,0,0,0,0,0,0}s in freeRow are reset in resetGameData()
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function getNewRow(val)
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if not val then val=0 end
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local t=rem(freeRow)
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for i=1,10 do
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t[i]=val or 0
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end
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--clear a row and move to active list
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if #freeRow==0 then
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for i=1,20 do
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ins(freeRow,{0,0,0,0,0,0,0,0,0,0})
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end
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end
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--prepare new rows
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return t
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end
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function removeRow(t,k)
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ins(freeRow,rem(t,k))
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end
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function restockRow()
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for p=1,#players do
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local f,f2=players[p].field,players[p].visTime
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while #f>0 do
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removeRow(f,1)
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removeRow(f2,1)
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end
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end
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end
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--to save cache,all rows pruduced and removed here!
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function sortByTime(a,b)
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return a.time>b.time
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end
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ww,wh=gc.getWidth(),gc.getHeight()
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Timer=tm.getTime--Easy&Quick to get time!
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mx,my,mouseShow=-20,-20,false
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ms.setVisible(false)
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focus=true
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do
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local l={
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Windows=1,
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Android=2,
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}
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system=l[love.system.getOS()]or 0
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l=nil
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end
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system=love.system.getOS()
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touching=nil--1st touching ID
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scene=""
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@@ -61,64 +18,11 @@ bgmPlaying=nil
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curBG="none"
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BGblock={ct=140}
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prevMenu={
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load=love.event.quit,
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ready="mode",
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play="mode",
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mode="main",
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help="main",
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stat="main",
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setting="main",
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setting2="setting",
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setting3="setting",
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intro="quit",
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main="quit",
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}
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kb.setKeyRepeat(false)
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kb.setTextInput(false)
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--Disable system key repeat
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ms.setVisible(false)
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Text={
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load={"Loading textures","Loading BGM","Loading SFX","Finished",},
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stat={
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"Games run:",
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"Games played:",
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"Game time:",
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"Total block used:",
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"Total rows cleared:",
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"Total lines sent:",
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"Total key pressed:",
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"Total rotate:",
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"Total hold:",
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"Total spin:",
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},
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help={
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"I think you don't need \"help\".",
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"THIS IS NOT TETRIS,and doesn't use SRS.",
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"But just play like playing TOP/C2/KOS/TGM3",
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"Game is not public now,DO NOT DISTIRBUTE",
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"",
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"Powered by LOVE2D",
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"Author:MrZ E-mail:1046101471@qq.com",
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"Programe:MrZ Art:MrZ Music:MrZ SFX:MrZ",
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"Tool used:VScode,GFIE,Beepbox,Goldwave",
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"Special thanks:TOP,C2,KOS,TGM3,GFIE,and YOU!!",
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"Any bugs/suggestions to me.",
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},
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}
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numFonts={}
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Fonts={}
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function numFont(s)
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if numFonts[s]then
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gc.setFont(numFonts[s])
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else
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local t=gc.setNewFont("cb.ttf",s)
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numFonts[s]=t
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gc.setFont(t)
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end
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currentFont=s
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end
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function setFont(s)
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if s~=currentFont then
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if Fonts[s]then
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@@ -151,63 +55,8 @@ bgm={
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"push",
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"reason",
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}
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FX={
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flash=0,--Black screen(frame)
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shake=0,--Screen shake(frame)
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beam={},--Attack beam
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appear=function(t,a)
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setFont(t.font)
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gc.setColor(1,1,1,min((30-abs(t.t-30))*.05,1)*a)
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mStr(t.text,150,250-t.font*.5+t.dy)
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end,
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fly=function(t,a)
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setFont(t.font)
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gc.setColor(1,1,1,min((30-abs(t.t-30))*.05,1)*a)
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mStr(t.text,150+(t.t-15)^3*.005,250-t.font*.5+t.dy)
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end,
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stretch=function(t,a)
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gc.push("transform")
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setFont(t.font)
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gc.translate(150,250+t.dy)
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gc.setColor(1,1,1,min((30-abs(t.t-30))*.1,1)*a)
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if t.t<20 then gc.scale((20-t.t)*.015+1,1)end
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mStr(t.text,0,-t.font*.5)
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gc.pop()
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end,
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drive=function(t,a)
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gc.push("transform")
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setFont(t.font)
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gc.translate(150,290+t.dy)
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gc.setColor(1,1,1,min((30-abs(t.t-30))*.1,1)*a)
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if t.t<20 then gc.shear((20-t.t)*.05,0)end
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mStr(t.text,0,-t.font*.5)
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gc.pop()
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end,
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spin=function(t,a)
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gc.push("transform")
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setFont(t.font)
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gc.translate(150,250+t.dy)
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gc.setColor(1,1,1,min((30-abs(t.t-30))*.1,1)*a)
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if t.t<20 then
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gc.rotate((20-t.t)^2*.0015)
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end
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mStr(t.text,0,-t.font*.5)
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gc.pop()
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end,
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flicker=function(t,a)
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setFont(t.font)
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gc.setColor(1,1,1,min((30-abs(t.t-30))*.05,1)*a*(rnd()+.5))
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mStr(t.text,150,250-t.font*.5+t.dy)
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end,
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}
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function stencil_field()
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gc.rectangle("fill",0,-10,300,610)
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end
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--System data
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require("TRS")--load block&TRS kick
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require("list")--load lists
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gameEnv0={
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das=10,arr=2,
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sddas=0,sdarr=2,
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@@ -345,13 +194,13 @@ loadmode={
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local n=2
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for i=1,4 do
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for j=1,5 do
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createPlayer(n,75*i-48,142*j-130,.19,rnd(4)+1)
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createPlayer(n,75*i-48,142*j-130,.19,rnd(10))
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n=n+1
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end
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end
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for i=9,12 do
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for j=1,5 do
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createPlayer(n,75*i+292,142*j-130,.19,rnd(4)+1)
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createPlayer(n,75*i+292,142*j-130,.19,rnd(10))
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n=n+1
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end
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end--AIs
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@@ -366,7 +215,7 @@ loadmode={
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freshLimit=15,
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}
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createPlayer(1,20,15)--Player
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createPlayer(2,660,85,.9,2)--AI
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createPlayer(2,660,85,.9,1)--AI
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curBG="game2"
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BGM("race")
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@@ -406,8 +255,9 @@ Event={
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P.control=false
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P.timing=false
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P.waiting=1e99
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gameover=0
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P.control=false
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gameover=0
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P.b2b=0
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ins(task,Event.task.win)
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end,
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lose=function()
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@@ -415,6 +265,7 @@ Event={
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P.control=false
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P.timing=false
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P.waiting=1e99
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P.b2b=0
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gameover=0
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for i=1,#players.alive do
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if players.alive[i]==P.id then
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@@ -500,10 +351,16 @@ mesDisp={
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mStr(cstat.tetris,-75,420)
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end,
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marathon=function()
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mStr(P.cstat.row.."/"..gameEnv.target,-75,250)
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setFont(50)
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mStr(P.cstat.row,-75,330)
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mStr(gameEnv.target,-75,380)
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gc.line(-120,377,-30,377)
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end,
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death=function()
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mStr(P.cstat.row.."/"..gameEnv.target,-75,250)
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setFont(50)
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mStr(P.cstat.row,-75,330)
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mStr(gameEnv.target,-75,380)
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gc.line(-120,377,-30,377)
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end,
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tetris41=function()
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gc.print("Remain",-140,450)
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@@ -541,7 +398,7 @@ setting={
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sddas=0,sdarr=2,
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ghost=true,center=true,
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key={"left","right","x","z","c","up","down","space","r","LEFT","RIGHT","DOWN"},
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gamepad={"dpleft","dpright","a","b","y","dpup","dpdown","rightshoulder","leftshoulder","LEFT","RIGHT","DOWN"},
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gamepad={"dpleft","dpright","a","b","y","dpup","dpdown","RB","LB","LEFT","RIGHT","DOWN"},
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virtualkey={
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{80,720-80,6400,80},--moveLeft
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{240,720-80,6400,80},--moveRight
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@@ -556,6 +413,7 @@ setting={
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virtualkeyAlpha=3,
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virtualkeyIcon=true,
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virtualkeySwitch=false,
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frameMul=100,
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}
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stat={
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run=0,
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@@ -569,705 +427,27 @@ stat={
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rotate=0,
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spin=0,
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}
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--Userdata tables
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require("button")
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function string.splitS(s,sep)
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sep=sep or"/"
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local t={}
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repeat
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local i=find(s,sep)or #s+1
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ins(t,sub(s,1,i-1))
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s=sub(s,i+#sep)
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until #s==0
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return t
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end
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function sgn(i)return i>0 and 1 or i<0 and -1 or 0 end--Row numbe is A-uth-or's id!
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function stringPack(s,v)return s..toS(v)end
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function without(t,v)
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for i=1,#t do
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if t[i]==v then return nil end
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end
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return true
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end
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function mStr(s,x,y)gc.printf(s,x-500,y,1000,"center")end
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function convert(x,y)
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return x*screenK,(y-screenM)*screenK
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end
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function sysSFX(s,v)
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if setting.sfx then
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local n=1
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while sfx[s][n]:isPlaying()do
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n=n+1
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if not sfx[s][n]then
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sfx[s][n]=sfx[s][n-1]:clone()
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sfx[s][n]:seek(0)
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end
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end
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sfx[s][n]:setVolume(v or 1)
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sfx[s][n]:play()
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end
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end
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function SFX(s,v)
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if setting.sfx then
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local n=1
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while sfx[s][n]:isPlaying()do
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n=n+1
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if not sfx[s][n]then
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sfx[s][n]=sfx[s][n-1]:clone()
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sfx[s][n]:seek(0)
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end
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end
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if P.id>1 then
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v=1/(#players.alive-1)
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end
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sfx[s][n]:setVolume(v or 1)
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sfx[s][n]:play()
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end
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end
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function BGM(s)
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if setting.bgm and bgmPlaying~=s then
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for k,v in pairs(bgm)do v:stop()end
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if s then bgm[s]:play()end
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bgmPlaying=s
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end
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end
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--System functions
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function gotoScene(s,style)
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if not sceneSwaping and s~=scene then
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style=style or"deck"
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sceneSwaping={
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tar=s,style=style,
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time=swap[style][1],mid=swap[style][2],
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draw=swap[style].d
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}
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Buttons.sel=nil
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end
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end
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function resetGameData()
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if players then restockRow()end--Avoid first start game error
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players={alive={}}
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loadmode[gamemode]()
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frame=0
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count=179
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FX.beam={}
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for i=1,#PTC.dust do PTC.dust[i]=nil end
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for i=1,#players do
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PTC.dust[i]=PTC.dust[0]:clone()
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PTC.dust[i]:start()
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end
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for i=1,#virtualkey do
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virtualkey[i].press=false
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end
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stat.game=stat.game+1
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freeRow={}
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collectgarbage()
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for i=1,50*#players do
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freeRow[i]={0,0,0,0,0,0,0,0,0,0}
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end
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end
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function startGame(mode)
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--rec=""
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gamemode=mode
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gotoScene("play")
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end
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function back()
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local t=prevMenu[scene]
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if type(t)=="string"then
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gotoScene(t)
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else
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t()
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end
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end
|
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function loaddata()
|
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userdata:open("r")
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--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n")
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local t=string.splitS(userdata:read(),"\r\n")
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userdata:close()
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for i=1,#t do
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local i=t[i]
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if find(i,"=")then
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local t=sub(i,1,find(i,"=")-1)
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local v=sub(i,find(i,"=")+1)
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if t=="sfx"or t=="bgm"then
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setting[t]=v=="true"
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elseif t=="fullscreen"then
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setting.fullscreen=v=="true"
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love.window.setFullscreen(setting.fullscreen)
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elseif t=="keyset"then
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v=string.splitS(v)
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for i=#v+1,8 do v[i]="N/A"end
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setting.key=v
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elseif t=="gamepadset"then
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v=string.splitS(v)
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for i=#v+1,8 do v[i]="N/A"end
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setting.gamepad=v
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elseif t=="virtualkey"then
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v=string.splitS(v,"/")
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for i=1,9 do
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virtualkey[i]=string.splitS(v[i],",")
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for j=1,4 do
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virtualkey[i][j]=toN(virtualkey[i][j])
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end
|
||||
end
|
||||
elseif t=="virtualkeyAlpha"then
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setting.virtualkeyAlpha=int(abs(toN(v)))
|
||||
elseif t=="virtualkeyIcon"then
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setting.virtualkeyIcon=v=="true"
|
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elseif t=="virtualkeySwitch"then
|
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setting.virtualkeySwitch=v=="true"
|
||||
--Settings
|
||||
elseif t=="das"or t=="arr"or t=="sddas"or t=="sdarr"then
|
||||
v=toN(v)if not v or v<0 then v=0 end
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||||
setting[t]=int(v)
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elseif t=="ghost"or t=="center"then
|
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setting[t]=v=="true"
|
||||
elseif t=="run"or t=="game"or t=="gametime"or t=="piece"or t=="row"or t=="atk"or t=="key"or t=="rotate"or t=="hold"or t=="spin"then
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||||
v=toN(v)if not v or v<0 then v=0 end
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||||
stat[t]=v
|
||||
--Statistics
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
function savedata()
|
||||
local vk={}
|
||||
for i=1,9 do
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||||
for j=1,4 do
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||||
virtualkey[i][j]=int(virtualkey[i][j]+.5)
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||||
end--Saving a integer is better?
|
||||
vk[i]=table.concat(virtualkey[i],",")
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||||
end--pre-pack virtualkey setting
|
||||
|
||||
local t=table.concat({
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||||
stringPack("sfx=",setting.sfx),
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||||
stringPack("bgm=",setting.bgm),
|
||||
stringPack("fullscreen=",setting.fullscreen),
|
||||
|
||||
stringPack("run=",stat.run),
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||||
stringPack("game=",stat.game),
|
||||
stringPack("gametime=",stat.gametime),
|
||||
stringPack("piece=",stat.piece),
|
||||
stringPack("row=",stat.row),
|
||||
stringPack("atk=",stat.atk),
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||||
stringPack("key=",stat.key),
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||||
stringPack("rotate=",stat.rotate),
|
||||
stringPack("hold=",stat.hold),
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||||
stringPack("spin=",stat.spin),
|
||||
stringPack("das=",setting.das),
|
||||
stringPack("arr=",setting.arr),
|
||||
stringPack("sddas=",setting.sddas),
|
||||
stringPack("sdarr=",setting.sdarr),
|
||||
stringPack("keyset=",table.concat(setting.key,"/")),
|
||||
stringPack("gamepadset=",table.concat(setting.gamepad,"/")),
|
||||
stringPack("virtualkey=",table.concat(vk,"/")),
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||||
stringPack("virtualkeyAlpha=",setting.virtualkeyAlpha),
|
||||
stringPack("virtualkeyIcon=",setting.virtualkeyIcon),
|
||||
stringPack("virtualkeySwitch=",setting.virtualkeySwitch),
|
||||
},"\r\n")
|
||||
--t=love.math.compress(t,"zlib"):getString()
|
||||
userdata:open("w")
|
||||
userdata:write(t)
|
||||
userdata:close()
|
||||
end
|
||||
--System events
|
||||
function createPlayer(id,x,y,size,AIspeed,data)
|
||||
players[id]={id=id}
|
||||
ins(players.alive,id)
|
||||
local P=players[id]
|
||||
P.index={__index=P}
|
||||
P.x,P.y,P.size=x,y,size or 1
|
||||
P.small=P.size<.3
|
||||
|
||||
if AIspeed then
|
||||
P.ai={
|
||||
controls={},
|
||||
controlDelay=60,
|
||||
controlDelay0=AIspeed,
|
||||
}
|
||||
end
|
||||
|
||||
P.alive=true
|
||||
P.control=false
|
||||
P.timing=false
|
||||
P.time=0
|
||||
P.cstat={key=0,piece=0,row=0,atk=0,tetris=0}--Current gamestat
|
||||
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.gameEnv={}--Game setting vars,like dropDelay setting
|
||||
for k,v in pairs(gameEnv0)do
|
||||
if data and data[k]~=nil then
|
||||
P.gameEnv[k]=data[k]
|
||||
elseif modeEnv[k]~=nil then
|
||||
P.gameEnv[k]=modeEnv[k]
|
||||
elseif setting[k]~=nil then
|
||||
P.gameEnv[k]=setting[k]
|
||||
else
|
||||
P.gameEnv[k]=v
|
||||
end
|
||||
end--reset current game settings
|
||||
|
||||
P.field,P.visTime,P.atkBuffer={},{},{}
|
||||
P.hn,P.hb,P.holded=0,{{}},false
|
||||
P.nxt,P.nb={},{}
|
||||
P.dropDelay,P.lockDelay=P.gameEnv.drop,P.gameEnv.lock
|
||||
P.freshTime=0
|
||||
P.lastSpin=false
|
||||
|
||||
local bag1={1,2,3,4,5,6,7}
|
||||
for i=1,7 do
|
||||
P.nxt[i]=rem(bag1,rnd(#bag1))
|
||||
P.nb[i]=blocks[P.nxt[i]][0]
|
||||
end--First bag
|
||||
|
||||
if P.gameEnv.sequence==1 then P.bag={}--Bag7
|
||||
elseif P.gameEnv.sequence==2 then P.his={}for i=1,4 do P.his[i]=P.nxt[i+3]end--History4
|
||||
elseif P.gameEnv.sequence==3 then--Pure random
|
||||
end
|
||||
P.showTime=P.gameEnv.visible==1 and 1e99 or P.gameEnv.visible==2 and 300 or 20
|
||||
P.freshNext=randomMethod[P.gameEnv.sequence]
|
||||
P.cb,P.sc,P.bn,P.r,P.c,P.cx,P.cy,P.dir,P.y_img={{}},{0,0},1,0,0,0,0,0,0
|
||||
P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
|
||||
P.moving,P.downing=0,0
|
||||
P.waiting,P.falling=0,0
|
||||
P.clearing={}
|
||||
P.fieldBeneath=0
|
||||
|
||||
P.combo=0
|
||||
P.b2b=0
|
||||
P.b2b1=0
|
||||
|
||||
P.task={}
|
||||
P.bonus={}
|
||||
end
|
||||
function showText(text,type,font,dy)
|
||||
ins(P.bonus,{t=0,text=text,draw=FX[type],font=font,dy=dy or 0})
|
||||
end
|
||||
function createBeam(s,r,lv)--Player id
|
||||
S,R=players[s],players[r]
|
||||
local x1,y1,x2,y2
|
||||
if S.small then
|
||||
x1,y1=S.x+(30*(cx+sc[2]-1)+15)*S.size,S.y+(600-30*(cy+sc[1]-1)+15)*S.size
|
||||
else
|
||||
x1,y1=S.x+(30*(cx+sc[2]-1)-30+15+150)*S.size,S.y+(600-30*(cy+sc[1]-1)+15+70)*S.size
|
||||
end
|
||||
if R.small then
|
||||
x2,y2=R.x+150*R.size,R.y+300*R.size
|
||||
else
|
||||
x2,y2=R.x+308*R.size,R.y+450*R.size
|
||||
end
|
||||
ins(FX.beam,{x1,y1,x2,y2,t=0,lv=lv})
|
||||
end
|
||||
function freshgho()
|
||||
if not P.gameEnv._20G then
|
||||
P.y_img=P.cy>#field+1 and #field+1 or P.cy
|
||||
while not ifoverlap(cb,cx,y_img-1)do
|
||||
P.y_img=P.y_img-1
|
||||
end
|
||||
else
|
||||
while not ifoverlap(cb,cx,cy-1)do
|
||||
P.cy=P.cy-1
|
||||
P.spinLast=false
|
||||
end
|
||||
P.y_img=P.cy
|
||||
end
|
||||
end
|
||||
function freshLockDelay()
|
||||
if P.lockDelay<gameEnv.lock and P.freshTime<=gameEnv.freshLimit then
|
||||
P.lockDelay=gameEnv.lock
|
||||
P.freshTime=P.freshTime+1
|
||||
end
|
||||
end
|
||||
function ifoverlap(bk,x,y)
|
||||
if x<1 or x+#bk[1]>11 or y<1 then return true end
|
||||
if y>#field then return nil end
|
||||
for i=1,#bk do for j=1,#bk[1]do
|
||||
if field[y+i-1]and bk[i][j]>0 and field[y+i-1][x+j-1]>0 then return true end
|
||||
end end
|
||||
end
|
||||
function ckfull(i)
|
||||
for j=1,10 do if field[i][j]==0 then return nil end end
|
||||
return true
|
||||
end
|
||||
function checkrow(s,num)--(cy,r)
|
||||
local c=0--rows cleared
|
||||
for i=s,s+num-1 do if ckfull(i)then
|
||||
ins(clearing,1,i)
|
||||
P.falling=gameEnv.fall
|
||||
c=c+1--row cleared+1
|
||||
for k=1,250 do
|
||||
PTC.dust[P.id]:setPosition(rnd(300),600-30*i+rnd(30))
|
||||
PTC.dust[P.id]:emit(1)
|
||||
end
|
||||
end end
|
||||
return c
|
||||
end
|
||||
function solid(x,y)
|
||||
if x<1 or x>10 or y<1 then return true end
|
||||
if y>#field then return false end
|
||||
return field[y][x]>0
|
||||
end
|
||||
function resetblock()
|
||||
P.holded=false
|
||||
P.spinLast=false
|
||||
P.freshNext()
|
||||
P.sc,P.dir=scs[bn][0],0
|
||||
P.r,P.c=#cb,#cb[1]
|
||||
P.cx,P.cy=blockPos[bn],21+ceil(fieldBeneath/30)
|
||||
P.dropDelay,P.lockDelay,P.freshTime=gameEnv.drop,gameEnv.lock,0
|
||||
if keyPressing[8]then hold(true)end
|
||||
if keyPressing[3]then spin(1,true)end
|
||||
if keyPressing[4]then spin(-1,true)end
|
||||
if keyPressing[5]then spin(2,true)end
|
||||
if ifoverlap(cb,cx,cy)then lock()Event.gameover.lose()end
|
||||
freshgho()
|
||||
if keyPressing[6]then act.hardDrop()P.keyPressing[6]=false end
|
||||
end
|
||||
function pressKey(i,player)
|
||||
P=player or players[1]
|
||||
setmetatable(_G,P.index)
|
||||
P.keyPressing[i]=true
|
||||
if i==9 then
|
||||
act.restart()
|
||||
elseif alive then
|
||||
if control and waiting<=0 then
|
||||
act[actName[i]]()
|
||||
if i>2 and i<6 then keyPressing[i]=false end
|
||||
elseif i==1 then
|
||||
P.moving=-1
|
||||
elseif i==2 then
|
||||
P.moving=1
|
||||
end
|
||||
|
||||
ins(keyTime,1,frame)rem(keyTime,11)
|
||||
cstat.key=cstat.key+1
|
||||
if not player then stat.key=stat.key+1 end
|
||||
--Key count
|
||||
end
|
||||
-- if playmode=="recording"then ins(rec,{i,frame})end
|
||||
end
|
||||
function releaseKey(i,player)
|
||||
P=player or players[1]
|
||||
setmetatable(_G,P.index)
|
||||
P.keyPressing[i]=false
|
||||
-- if playmode=="recording"then ins(rec,{-i,frame})end
|
||||
end
|
||||
function spin(d,ifpre)
|
||||
-- if bn==6 then return nil end--Ignore O spin
|
||||
local icb=blocks[bn][(dir+d)%4]
|
||||
local isc=d==1 and{c-sc[2]+1,sc[1]}or d==-1 and{sc[2],r-sc[1]+1}or{r-sc[1]+1,c-sc[2]+1}
|
||||
local ir,ic=#icb,#icb[1]
|
||||
local ix,iy=cx+sc[2]-isc[2],cy+sc[1]-isc[1]
|
||||
local t--succssful num
|
||||
local iki=TRS[bn][dir*10+(dir+d)%4]
|
||||
for i=1,#iki do
|
||||
if not ifoverlap(icb,ix+iki[i][1],iy+iki[i][2])then
|
||||
ix,iy=ix+iki[i][1],iy+iki[i][2]
|
||||
t=i
|
||||
break
|
||||
end
|
||||
end
|
||||
if t then
|
||||
P.cx,P.cy=ix,iy
|
||||
P.sc,P.cb=isc,icb
|
||||
P.r,P.c=ir,ic
|
||||
P.dir=(dir+d)%4
|
||||
P.spinLast=t
|
||||
freshgho()--May cancel spinLast
|
||||
freshLockDelay()
|
||||
SFX(ifpre and"prerotate"or ifoverlap(cb,cx,cy+1)and ifoverlap(cb,cx-1,cy)and ifoverlap(cb,cx+1,cy)and"rotatekick"or"rotate")
|
||||
if id==1 then
|
||||
stat.rotate=stat.rotate+1
|
||||
end
|
||||
end
|
||||
end
|
||||
function hold(ifpre)
|
||||
if not holded and waiting<=0 and gameEnv.hold then
|
||||
P.hn,P.bn=bn,hn
|
||||
P.hb,P.cb=blocks[hn][0],hb
|
||||
|
||||
if bn==0 then freshNext()end
|
||||
P.sc,P.dir=scs[bn][0],0
|
||||
P.r,P.c=#cb,#cb[1]
|
||||
P.cx,P.cy=blockPos[bn],21+ceil(fieldBeneath/30)
|
||||
freshgho()
|
||||
P.dropDelay,P.lockDelay,P.freshTime=gameEnv.drop,gameEnv.lock,0
|
||||
if ifoverlap(cb,cx,cy) then lock()Event.gameover.lose()end
|
||||
P.holded=true
|
||||
SFX(ifpre and"prehold"or"hold")
|
||||
if id==1 then
|
||||
stat.hold=stat.hold+1
|
||||
end
|
||||
end
|
||||
end
|
||||
function drop()
|
||||
if cy==y_img then
|
||||
ins(dropTime,1,frame)rem(dropTime,11)--update speed dial
|
||||
P.waiting=gameEnv.wait
|
||||
|
||||
local dospin=bn~=6 and ifoverlap(cb,cx-1,cy)and ifoverlap(cb,cx+1,cy)and ifoverlap(cb,cx,cy+1)and 1 or 0
|
||||
if bn<6 and spinLast then
|
||||
local x,y=cx+sc[2]-1,cy+sc[1]-1
|
||||
local c=0
|
||||
if solid(x-1,y+1)then c=c+1 end
|
||||
if solid(x+1,y+1)then c=c+1 end
|
||||
if c>0 then
|
||||
if solid(x-1,y-1)then c=c+1 end
|
||||
if solid(x+1,y-1)then c=c+1 end
|
||||
if c>2 then
|
||||
dospin=dospin+(spinLast==2 and 1 or 2)
|
||||
end
|
||||
end
|
||||
end--Three point
|
||||
if dospin==0 then dospin=false end
|
||||
lock()
|
||||
local cc,csend,sendTime=checkrow(cy,r),0,0--Currect clear&send&sendTime
|
||||
local mini=dospin==1 and cc<3 and cc<r
|
||||
|
||||
P.combo=P.combo+1--combo=0 is under
|
||||
if cc==4 then
|
||||
if b2b>480 then
|
||||
showText("Tetris B2B2B","fly",70)
|
||||
csend=7
|
||||
elseif b2b>=100 then
|
||||
showText("Tetris B2B","drive",70)
|
||||
csend=5
|
||||
else
|
||||
showText("Tetris","stretch",80)
|
||||
csend=4
|
||||
end
|
||||
P.b2b=P.b2b+100
|
||||
sendTime=60
|
||||
P.cstat.tetris=P.cstat.tetris+1
|
||||
elseif cc>0 then
|
||||
if dospin then
|
||||
local t=blockName[bn].." spin "..clearName[cc]
|
||||
if b2b>480 then
|
||||
t=t.." B2B2B"
|
||||
showText(t,"spin",40)
|
||||
csend=b2bATK[cc]+1
|
||||
elseif b2b>=100 then
|
||||
t=t.." B2B"
|
||||
showText(t,"spin",40)
|
||||
csend=b2bATK[cc]
|
||||
else
|
||||
showText(t,"spin",50)
|
||||
csend=2*cc
|
||||
end
|
||||
sendTime=csend*35
|
||||
if mini then
|
||||
showText("Mini","drive",40,10)
|
||||
sendTime=sendTime+60
|
||||
P.b2b=P.b2b+90+10*cc
|
||||
else
|
||||
P.b2b=P.b2b+70+30*cc
|
||||
end
|
||||
SFX("spin_"..cc)
|
||||
if id==1 then
|
||||
stat.spin=stat.spin+1
|
||||
end
|
||||
elseif #clearing<#field then
|
||||
P.b2b=P.b2b-300
|
||||
showText(clearName[cc],"appear",50)
|
||||
csend=cc-1
|
||||
sendTime=20+csend*20
|
||||
end
|
||||
if #clearing==#field then
|
||||
showText("Perfect Clear","flicker",70,-80)
|
||||
csend=csend+6
|
||||
sendTime=sendTime+30
|
||||
SFX("perfectclear")
|
||||
P.b2b=b2b+150
|
||||
end
|
||||
else
|
||||
P.combo=0
|
||||
if dospin then
|
||||
showText(blockName[bn].." spin","appear",50)
|
||||
SFX("spin_0")
|
||||
P.b2b=b2b+40
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
csend=csend+(renATK[combo]or 4)
|
||||
if combo>2 then
|
||||
showText(renName[min(combo,20)],combo<10 and"appear"or"flicker",20+combo*3,60)
|
||||
end
|
||||
sendTime=sendTime+20*combo
|
||||
if cc>0 then
|
||||
SFX("clear_"..cc)
|
||||
SFX("ren_"..min(combo,11))
|
||||
end
|
||||
P.b2b=max(min(b2b,600),0)
|
||||
|
||||
if csend>0 then
|
||||
if mini then csend=int(csend*.7)end
|
||||
--mini attack decrease
|
||||
|
||||
stat.atk=stat.atk+csend
|
||||
P.cstat.atk=P.cstat.atk+csend
|
||||
--ATK statistics
|
||||
|
||||
while csend>0 and P.atkBuffer[1]do
|
||||
csend=csend-1
|
||||
P.atkBuffer[1].amount=P.atkBuffer[1].amount-1
|
||||
if P.atkBuffer[1].amount==0 then
|
||||
rem(P.atkBuffer,1)
|
||||
end
|
||||
if P.atkBuffer[1]and csend==0 then
|
||||
local s=P.atkBuffer[1].amount
|
||||
P.atkBuffer[1].lv=s<4 and 1 or s<7 and 2 or 3
|
||||
end
|
||||
end
|
||||
if csend>0 and #players.alive>1 then garbageSend(P.id,csend,sendTime)end
|
||||
elseif cc==0 then
|
||||
garbageRelease()
|
||||
end--Send attack
|
||||
if id==1 then
|
||||
stat.piece,stat.row=stat.piece+1,stat.row+cc
|
||||
end
|
||||
P.cstat.piece,P.cstat.row=P.cstat.piece+1,P.cstat.row+cc
|
||||
if P.cstat.row>=gameEnv.target then
|
||||
gameEnv.reach()
|
||||
if control then SFX("reach")end
|
||||
end
|
||||
else
|
||||
P.cy=cy-1
|
||||
P.spinLast=false
|
||||
end
|
||||
end
|
||||
function lock()
|
||||
for i=1,r do
|
||||
local y=cy+i-1
|
||||
if not P.field[y]then P.field[y],P.visTime[y]=getNewRow(),getNewRow()end
|
||||
for j=1,c do
|
||||
if cb[i][j]~=0 then
|
||||
P.field[y][cx+j-1]=P.bn
|
||||
P.visTime[y][cx+j-1]=P.showTime
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
function garbageSend(sender,send,time)
|
||||
local pos,r=rnd(10)
|
||||
local level=send<4 and 1 or send<7 and 2 or 3
|
||||
repeat
|
||||
r=players.alive[rnd(#players.alive)]
|
||||
until r~=P.id
|
||||
createBeam(sender,r,level)
|
||||
ins(players[r].atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=level})
|
||||
sort(players[r].atkBuffer,sortByTime)
|
||||
end
|
||||
function garbageRelease()
|
||||
local t=P.showTime*2
|
||||
for i=1,#P.atkBuffer do
|
||||
local atk=P.atkBuffer[i]
|
||||
if not atk.sent and atk.countdown==0 then
|
||||
for j=1,atk.amount do
|
||||
ins(P.field,1,getNewRow(13))
|
||||
ins(P.visTime,1,getNewRow(t))
|
||||
for k=1,#atk do
|
||||
P.field[1][atk[k]]=0
|
||||
end
|
||||
end
|
||||
atk.sent=true
|
||||
atk.time=0
|
||||
P.fieldBeneath=P.fieldBeneath+atk.amount*30
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--User Data&User Setting
|
||||
--------------------------------Warning!_G is __indexed to players[n] when changing any player's data!
|
||||
require("list")
|
||||
require("texture")
|
||||
require("BGblock")
|
||||
require("ai")
|
||||
require("toolfunc")
|
||||
require("sysfunc")
|
||||
require("gamefunc")
|
||||
require("timer")
|
||||
require("paint")
|
||||
require("game_scene")
|
||||
require("call&sys")
|
||||
|
||||
require("user_actions")--Game control functions
|
||||
|
||||
mouseDown={}
|
||||
keyDown={}
|
||||
function keyDown.play(key)
|
||||
local k=players[1].gameEnv.key
|
||||
for i=1,11 do
|
||||
if key==k[i]then
|
||||
pressKey(i)
|
||||
break
|
||||
end
|
||||
end
|
||||
if key=="escape"then back()end
|
||||
end
|
||||
function keyDown.setting2(key)
|
||||
if key=="escape"then
|
||||
back()
|
||||
keysetting,gamepadsetting=nil
|
||||
elseif keysetting then
|
||||
setting.key[keysetting]=key
|
||||
keysetting,gamepadsetting=nil
|
||||
else
|
||||
buttonControl_key(key)
|
||||
end
|
||||
end
|
||||
keyUp={}
|
||||
function keyUp.play(key)
|
||||
local k=players[1].gameEnv.key
|
||||
for i=1,10 do
|
||||
if key==k[i]then
|
||||
releaseKey(i,players[1])
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
gamepadDown={}
|
||||
function gamepadDown.play(key)
|
||||
local k=players[1].gameEnv.gamepad
|
||||
for i=1,11 do
|
||||
if key==k[i]then
|
||||
pressKey(i)
|
||||
break
|
||||
end
|
||||
end
|
||||
if key=="escape"then back()end
|
||||
end
|
||||
function gamepadDown.setting2(key)
|
||||
if key=="back"then
|
||||
back()
|
||||
keysetting,gamepadsetting=nil
|
||||
elseif gamepadsetting then
|
||||
setting.gamepad[gamepadsetting]=key
|
||||
keysetting,gamepadsetting=nil
|
||||
else
|
||||
buttonControl_gamepad(key)
|
||||
end
|
||||
end
|
||||
gamepadUp={}
|
||||
function gamepadUp.play(key)
|
||||
local k=players[1].gameEnv.gamepad
|
||||
for i=1,10 do
|
||||
if key==k[i]then
|
||||
releaseKey(i,players[1])
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
wheelmoved={}
|
||||
--Warning,these are not system callbacks!
|
||||
|
||||
require("texture")--Texture/Image
|
||||
require("particle")--Particle
|
||||
require("BGblock")--BG block module
|
||||
require("ai")--AI module
|
||||
require("timer")--Timer
|
||||
require("paint")--Paint
|
||||
require("game_scene")--Game scenes swapping
|
||||
require("control")--User system control
|
||||
require("system")--Love Engine functions
|
||||
|
||||
userdata=fs.newFile("userdata")
|
||||
userData=fs.newFile("userData")
|
||||
userSetting=fs.newFile("userSetting")
|
||||
if fs.getInfo("userdata")then
|
||||
loaddata()
|
||||
elseif system==2 then
|
||||
setting.virtualkeySwitch=true
|
||||
loadData()
|
||||
end
|
||||
|
||||
stat.run=stat.run+1
|
||||
if fs.getInfo("usersetting")then
|
||||
loadSetting()
|
||||
elseif system=="Android" or system=="iOS"then
|
||||
setting.virtualkeySwitch=true
|
||||
end
|
||||
Reference in New Issue
Block a user