diff --git a/BGM/newera.ogg b/BGM/newera.ogg
index 4e4cab0c..cf29f755 100644
Binary files a/BGM/newera.ogg and b/BGM/newera.ogg differ
diff --git a/SFX/collect.ogg b/SFX/collect.ogg
new file mode 100644
index 00000000..8a086eb6
Binary files /dev/null and b/SFX/collect.ogg differ
diff --git a/SFX/spin.ogg b/SFX/spin.ogg
deleted file mode 100644
index dce9ced5..00000000
Binary files a/SFX/spin.ogg and /dev/null differ
diff --git a/ai.lua b/ai.lua
index b4e51fd1..f5ebfe37 100644
--- a/ai.lua
+++ b/ai.lua
@@ -74,14 +74,12 @@ function getScore(field,bn,cb,cx,cy)
local hole=0
for i=cy+#cb-1,cy,-1 do
- local f=true
for j=1,10 do
- if field[i][j]==0 then f=false;break end
- end
- if f then
- removeRow(field,i)
- clear=clear+1
+ if field[i][j]==0 then goto L end
end
+ removeRow(field,i)
+ clear=clear+1
+ ::L::
end
if #field==0 then return 9e99 end--PC best
for x=1,10 do
@@ -133,7 +131,7 @@ function AI_getControls(ctrl)
end
local best={x=1,dir=0,hold=false,score=-9e99}
for ifhold=0,P.gameEnv.hold and 1 or 0 do
- local bn=ifhold==0 and P.bid or P.hid>0 and P.hid or P.nxt[1]
+ local bn=ifhold==0 and P.curID or P.holdID>0 and P.holdID or P.nextID[1]
for dir=0,dirCount[bn] do--each dir
local cb=blocks[bn][dir]
for cx=1,11-#cb[1]do--each pos
diff --git a/call&sys.lua b/call&sys.lua
index f67fedff..752ec100 100644
--- a/call&sys.lua
+++ b/call&sys.lua
@@ -143,7 +143,7 @@ end
function keyDown.play(key)
if key=="escape"then back()return end
local m=setting.keyMap
- for p=1,4 do
+ for p=1,human do
local lib=setting.keyLib[p]
for s=1,#lib do
for k=1,12 do
@@ -158,7 +158,7 @@ end
keyUp={}
function keyUp.play(key)
local m=setting.keyMap
- for p=1,4 do
+ for p=1,human do
local lib=setting.keyLib[p]
for s=1,#lib do
for k=1,12 do
@@ -299,6 +299,7 @@ end
function love.wheelmoved(x,y)
if wheelmoved[scene]then wheelmoved[scene](x,y)end
end
+
function love.touchpressed(id,x,y)
if not touching then
touching=id
@@ -362,11 +363,10 @@ function love.touchmoved(id,x,y,dx,dy)
local b=virtualkey[n]
for i=1,#l do
local x,y=xOy:inverseTransformPoint(tc.getPosition(l[i]))
- if(x-b[1])^2+(y-b[2])^2<=b[3]then return end
- end
- if P.keyPressing[n]then
- releaseKey(n,players[1])
+ if(x-b[1])^2+(y-b[2])^2<=b[3]then goto L end
end
+ releaseKey(n,players[1])
+ ::L::
end
elseif scene=="setting3"then
x,y=xOy:inverseTransformPoint(x,y)
@@ -382,8 +382,7 @@ function love.keypressed(i)
if i=="f12"then devMode=not devMode end
if devMode then
if i=="k"then
- P=players.alive[rnd(#players.alive)]
- Event.gameover.lose()
+ --Test code here
elseif i=="q"then
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
@@ -528,6 +527,7 @@ function love.resize(w,h)
screenK=h/w>=.5625 and w/1280 or h/720
xOy=xOy:setTransformation(w*.5,h*.5,nil,screenK,nil,640,360)
gc.replaceTransform(xOy)
+ collectgarbage()
end
function love.run()
local frameT=Timer()
diff --git a/conf.lua b/conf.lua
index 2d1f6d4d..cc4e5c02 100644
--- a/conf.lua
+++ b/conf.lua
@@ -9,7 +9,7 @@ function love.conf(t)
t.audio.mixwithsystem=true--Switch on to keep sysBGM
local W=t.window
- W.title="Techmino V0.7.10"
+ W.title="Techmino V0.7.11"
W.icon="/image/icon.png"
W.width,W.height=1280,720
W.minwidth,W.minheight=640,360
diff --git a/font.ttf b/font.ttf
index d845a60f..6d7d8d40 100644
Binary files a/font.ttf and b/font.ttf differ
diff --git a/gamefunc.lua b/gamefunc.lua
index e27a6dfe..46c4c3de 100644
--- a/gamefunc.lua
+++ b/gamefunc.lua
@@ -8,7 +8,7 @@ function resetGameData()
garbageSpeed=1
pushSpeed=3
- players={alive={}}
+ players={alive={}}human=0
modeEnv=defaultModeEnv[curMode.id][curMode.lv]or defaultModeEnv[curMode.id][1]
loadmode[curMode.id]()
curBG=modeEnv.bg
@@ -57,7 +57,8 @@ function gameStart()
end
function createPlayer(id,x,y,size,AIspeed,data)
players[id]={id=id}
- local P=players[id]
+ P=players[id]
+ local P=P
ins(players.alive,P)
P.index={__index=P}
P.x,P.y,P.size=x,y,size or 1
@@ -75,6 +76,8 @@ function createPlayer(id,x,y,size,AIspeed,data)
controlDelay=30,
controlDelay0=AIspeed,
}
+ else
+ human=human+1
end
P.alive=true
@@ -106,46 +109,46 @@ function createPlayer(id,x,y,size,AIspeed,data)
end
end--reset current game settings
- P.hid,P.hc,P.hb,P.holded=0,0,{{}},false
- P.nxt,P.nb={},{}
+ P.curBlock,P.curID,P.curColor,P.curName={{}},1,0,0
+ P.sc,P.dir,P.r,P.c={0,0},0,0,0
+ P.curX,P.curY,P.y_img=0,0,0
+ P.holdBlock,P.holdID,P.holdColor,P.holdName={{}},0,0,0
+ P.holded=false
+ P.nextID,P.nextBlock,P.nextColor,P.nextName={},{},{},{}
+
P.dropDelay,P.lockDelay=P.gameEnv.drop,P.gameEnv.lock
P.freshTime=0
- P.spinLast,P.lastClear=nil
+ P.spinLast,P.lastClear=false,nil
local s=P.gameEnv.sequence
if s=="bag7"or s=="his4"then
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]
+ newNext(rem(bag1,rnd(#bag1)))
end
elseif s=="rnd"then
for i=1,6 do
local r=rnd(7)
- P.nxt[i]=r
- P.nb[i]=blocks[r][0]
+ newNext(r)
end
elseif s=="drought1"then
local bag1={1,2,3,4,5,6}
for i=1,6 do
- P.nxt[i]=rem(bag1,rnd(#bag1))
- P.nb[i]=blocks[P.nxt[i]][0]
+ newNext(rem(bag1,rnd(#bag1)))
end
elseif s=="drought2"then
local bag1={1,2,3,4,6,7}
for i=1,6 do
- P.nxt[i]=rem(bag1,rnd(#bag1))
- P.nb[i]=blocks[P.nxt[i]][0]
+ newNext(rem(bag1,rnd(#bag1)))
end
end
P.freshNext=freshMethod[P.gameEnv.sequence]
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==2 then P.his={}for i=1,4 do P.his[i]=P.nextID[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.cb,P.sc,P.bid,P.r,P.c,P.cx,P.cy,P.dir,P.y_img={{}},{0,0},1,0,0,0,0,0,0
+ P.showTime=visible_opt[P.gameEnv.visible]
P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
P.moving,P.downing=0,0
P.waiting,P.falling=0,0
@@ -154,7 +157,6 @@ function createPlayer(id,x,y,size,AIspeed,data)
P.combo=0
P.b2b=0
- P.b2b1=0
P.endCounter=0
P.counter=0
@@ -174,7 +176,7 @@ function garbageSend(S,R,send,time)
if R.atkBuffer.sum<20 then
send=min(send,20-R.atkBuffer.sum)
R.atkBuffer.sum=R.atkBuffer.sum+send
- ins(R.atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=send<4 and 1 or send<7 and 2 or 3})
+ ins(R.atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=min(int(send^.69),5)})
if R.id==1 then sysSFX(send<4 and "blip_1"or"blip_2",min(send+1,5)*.1)end
end
end
@@ -184,7 +186,7 @@ function garbageRelease()
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.field,1,getNewRow(8+atk.lv))
ins(P.visTime,1,getNewRow(t))
for k=1,#atk do
P.field[1][atk[k]]=0
@@ -202,7 +204,7 @@ function createBeam(S,R,lv)--Player id
if S.small then
x1,y1=S.centerX,S.centerY
else
- x1,y1=S.x+(30*(P.cx+P.sc[2]-1)-30+15+150)*S.size,S.y+(600-30*(P.cy+P.sc[1]-1)+15+70)*S.size
+ x1,y1=S.x+(30*(P.curX+P.sc[2]-1)-30+15+150)*S.size,S.y+(600-30*(P.curY+P.sc[1]-1)+15+70)*S.size
end
if R.small then
x2,y2=R.x+150*R.size*.2,R.y+300*R.size*.2
@@ -211,7 +213,7 @@ function createBeam(S,R,lv)--Player id
end
ins(FX.beam,{x1,y1,x2,y2,t=0,lv=lv})
end
-function throwBadge(S,R,amount)--Player id
+function throwBadge(S,R)--Player id
local x1,y1,x2,y2
if S.small then
x1,y1=S.x+30*S.size,S.y+60*S.size
@@ -223,7 +225,7 @@ function throwBadge(S,R,amount)--Player id
else
x2,y2=R.x+73*R.size,R.y+345*R.size
end
- ins(FX.badge,{x1,y1,x2,y2,t=0,size=(9+min(amount,12))*.1})
+ ins(FX.badge,{x1,y1,x2,y2,t=0})
end
function randomTarget(p)
if #players.alive>1 then
@@ -258,10 +260,11 @@ function changeAtk(P,R)
for i=1,#K do
if K[i]==P then
rem(K,i)
- break
+ goto L
end
end
end
+ ::L::
if R then
P.atking=R
ins(R.atker,P)
@@ -271,11 +274,29 @@ function changeAtk(P,R)
end
function freshMostDangerous()
mostDangerous,secDangerous=nil
- local m=0
+ local m,m2=0,0
for i=1,#players.alive do
- if #players.alive[i].field>=m then
+ local h=#players.alive[i].field
+ if h>=m then
mostDangerous,secDangerous=players.alive[i],mostDangerous
- m=#players.alive[i].field
+ m,m2=h,m
+ elseif h>=m2 then
+ secDangerous=players.alive[i]
+ m2=h
+ end
+ end
+end
+function freshMostBadge()
+ mostBadge,secBadge=nil
+ local m,m2=0,0
+ for i=1,#players.alive do
+ local h=players.alive[i].badge
+ if h>=m then
+ mostBadge,secBadge=players.alive[i],mostBadge
+ m,m2=h,m
+ elseif h>=m2 then
+ secBadge=players.alive[i]
+ m2=h
end
end
end
@@ -315,22 +336,22 @@ function royaleLevelup()
end
function freshgho()
if P.gameEnv._20G or P.keyPressing[7]and P.gameEnv.sdarr==0 then
- ::L::if not ifoverlap(P.cb,P.cx,P.cy-1)then
- P.cy=P.cy-1
+ ::L::if not ifoverlap(P.curBlock,P.curX,P.curY-1)then
+ P.curY=P.curY-1
P.spinLast=false
goto L
end
- P.y_img=P.cy
+ P.y_img=P.curY
else
- P.y_img=P.cy>#P.field+1 and #P.field+1 or P.cy
- ::L::if not ifoverlap(P.cb,P.cx,P.y_img-1)then
+ P.y_img=P.curY>#P.field+1 and #P.field+1 or P.curY
+ ::L::if not ifoverlap(P.curBlock,P.curX,P.y_img-1)then
P.y_img=P.y_img-1
goto L
end
end
end
function freshLockDelay()
- if P.lockDelay
#P.field then return false end
return P.field[y][x]>0
end
+function newNext(n)
+ ins(P.nextBlock,blocks[n][0])
+ ins(P.nextID,n)
+ ins(P.nextColor,P.gameEnv.bone and 8 or n)
+ ins(P.nextName,n)
+end
function resetblock()
- P.holded=false
P.spinLast=false
- P.bid,P.cb=rem(P.nxt,1),rem(P.nb,1)--block id/current block
- P.bc=P.bid--block color
+ P.curID,P.curBlock,P.curColor,P.curName=rem(P.nextID,1),rem(P.nextBlock,1),rem(P.nextColor,1),rem(P.nextName,1)--id/block/color/name
P.freshNext()
- P.sc,P.dir=scs[P.bid][0],0--spin center/direction
- P.r,P.c=#P.cb,#P.cb[1]--row/column
- P.cx,P.cy=blockPos[P.bid],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
+ P.holded=false
+ P.sc,P.dir=scs[P.curID][0],0--spin center/direction
+ P.r,P.c=#P.curBlock,#P.curBlock[1]--row/column
+ P.curX,P.curY=blockPos[P.curID],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,0
-
if P.keyPressing[8]then hold(true)end
- if abs(P.moving)-P.gameEnv.das>1 then
- if not ifoverlap(P.cb,P.cx+sgn(P.moving),P.cy)then
- P.cx=P.cx+sgn(P.moving)
- end
- end
if P.keyPressing[3]then spin(1,true)end
if P.keyPressing[4]then spin(-1,true)end
if P.keyPressing[5]then spin(2,true)end
+ if abs(P.moving)-P.gameEnv.das>1 and not ifoverlap(P.curBlock,P.curX+sgn(P.moving),P.curY)then
+ P.curX=P.curX+sgn(P.moving)
+ end
- if ifoverlap(P.cb,P.cx,P.cy)then lock()Event.gameover.lose()end
- freshgho()
+ if ifoverlap(P.curBlock,P.curX,P.curY)then lock()Event.gameover.lose()end
+ freshgho()
if P.keyPressing[6]then act.hardDrop()P.keyPressing[6]=false end
end
function pressKey(i,p)
@@ -440,44 +463,44 @@ function releaseKey(i,p)
end
function spin(d,ifpre)
local idir=(P.dir+d)%4
- if P.bid==6 then
+ if P.curID==6 then
freshLockDelay()
SFX(ifpre and"prerotate"or"rotate")
if P.gameEnv.ospin and P.freshTime>10 then
if d==1 then
- if P.cy==P.y_img and solid(P.cx+2,P.cy+1)and solid(P.cx+2,P.cy)and solid(P.cx-1,P.cy+1)and not solid(P.cx-1,P.cy)then
- if solid(P.cx-2,P.cy)then
- P.cx=P.cx-1
+ if P.curY==P.y_img and solid(P.curX+2,P.curY+1)and solid(P.curX+2,P.curY)and solid(P.curX-1,P.curY+1)and not solid(P.curX-1,P.curY)then
+ if solid(P.curX-2,P.curY)then
+ P.curX=P.curX-1
goto T
else
- P.cx=P.cx-2
+ P.curX=P.curX-2
goto I
end
end
elseif d==-1 then
- if P.cy==P.y_img and solid(P.cx-1,P.cy+1)and solid(P.cx-1,P.cy)and solid(P.cx+2,P.cy+1)and not solid(P.cx+2,P.cy)then
- if solid(P.cx+3,P.cy)then
+ if P.curY==P.y_img and solid(P.curX-1,P.curY+1)and solid(P.curX-1,P.curY)and solid(P.curX+2,P.curY+1)and not solid(P.curX+2,P.curY)then
+ if solid(P.curX+3,P.curY)then
goto T
else
goto I
end
end
- elseif d==2 and P.cy==P.y_img and solid(P.cx-1,P.cy+1)and solid(P.cx+2,P.cy+1)and not solid(P.cx-1,P.cy)and not solid(P.cx+2,P.cy)then
- P.cx=P.cx-1
+ elseif d==2 and P.curY==P.y_img and solid(P.curX-1,P.curY+1)and solid(P.curX+2,P.curY+1)and not solid(P.curX-1,P.curY)and not solid(P.curX+2,P.curY)then
+ P.curX=P.curX-1
goto I
end
goto E
::T::
- P.bid=5
- P.cb=blocks[5][0]
+ P.curID=5
+ P.curBlock=blocks[5][0]
P.sc=scs[5][0]
P.r,P.c,P.dir=2,3,0
P.spinLast=3
if P.id==1 then stat.rotate=stat.rotate+1 end
goto E
::I::
- P.bid=7
- P.cb=blocks[7][2]
+ P.curID=7
+ P.curBlock=blocks[7][2]
P.sc=scs[7][2]
P.r,P.c,P.dir=1,4,2
P.spinLast=3
@@ -485,56 +508,56 @@ function spin(d,ifpre)
end
::E::return
end
- local icb=blocks[P.bid][idir]
- local isc=scs[P.bid][idir]
+ local icb=blocks[P.curID][idir]
+ local isc=scs[P.curID][idir]
local ir,ic=#icb,#icb[1]
- local ix,iy=P.cx+P.sc[2]-isc[2],P.cy+P.sc[1]-isc[1]
- local t--succssful test
- local iki=TRS[P.bid][P.dir*10+idir]
+ local ix,iy=P.curX+P.sc[2]-isc[2],P.curY+P.sc[1]-isc[1]
+ local t--succssful test id
+ local iki=TRS[P.curID][P.dir*10+idir]
for i=1,P.freshTime<=1.2*P.gameEnv.freshLimit and #iki or 1 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
+ goto spin
end
end
- if t then
- P.cx,P.cy,P.dir=ix,iy,idir
- P.sc,P.cb=scs[P.bid][idir],icb
- P.r,P.c=ir,ic
- P.spinLast=testScore[t==2 and -d or d]
- freshgho()
- freshLockDelay()
- SFX(ifpre and"prerotate"or ifoverlap(P.cb,P.cx,P.cy+1)and ifoverlap(P.cb,P.cx-1,P.cy)and ifoverlap(P.cb,P.cx+1,P.cy)and"rotatekick"or"rotate")
- if id==1 then
- stat.rotate=stat.rotate+1
- end
+ goto fail
+ ::spin::
+ P.curX,P.curY,P.dir=ix,iy,idir
+ P.sc,P.curBlock=scs[P.curID][idir],icb
+ P.r,P.c=ir,ic
+ P.spinLast=t==2 and testScore[-d]or 2
+ freshgho()
+ freshLockDelay()
+ SFX(ifpre and"prerotate"or ifoverlap(P.curBlock,P.curX,P.curY+1)and ifoverlap(P.curBlock,P.curX-1,P.curY)and ifoverlap(P.curBlock,P.curX+1,P.curY)and"rotatekick"or"rotate")
+ if id==1 then
+ stat.rotate=stat.rotate+1
end
+ ::fail::
end
function hold(ifpre)
if not P.holded and P.waiting<=0 and P.gameEnv.hold then
- P.hid,P.bid,P.bc,P.hc=P.bid,P.hid,P.hc,P.bc
- P.hb,P.cb=blocks[P.hid][0],P.hb
-
- if P.bid==0 then
- P.bid,P.cb=rem(P.nxt,1),rem(P.nb,1)
- P.bc=P.bid
+ P.holded=P.gameEnv.oncehold
+ P.holdID,P.curID=P.curID,P.holdID
+ P.holdBlock,P.curBlock=blocks[P.holdID][0],P.holdBlock
+ P.holdColor,P.curColor=P.curColor,P.holdColor
+ P.holdName,P.curName=P.curName,P.holdName
+ if P.curID==0 then
+ P.curID,P.curBlock,P.curColor,P.curName=rem(P.nextID,1),rem(P.nextBlock,1),rem(P.nextColor,1),rem(P.nextName,1)--id/block/color/name
P.freshNext()
end
- P.sc,P.dir=scs[P.bid][0],0
- P.r,P.c=#P.cb,#P.cb[1]
- P.cx,P.cy=blockPos[P.bid],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
+ P.sc,P.dir=scs[P.curID][0],0
+ P.r,P.c=#P.curBlock,#P.curBlock[1]
+ P.curX,P.curY=blockPos[P.curID],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
- if abs(P.moving)-P.gameEnv.das>1 then
- if not ifoverlap(P.cb,P.cx+sgn(P.moving),P.cy)then
- P.cx=P.cx+sgn(P.moving)
- end
+ if abs(P.moving)-P.gameEnv.das>1 and not ifoverlap(P.curBlock,P.curX+sgn(P.moving),P.curY)then
+ P.curX=P.curX+sgn(P.moving)
end
-
+
freshgho()
P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,0
- if ifoverlap(P.cb,P.cx,P.cy)then lock()Event.gameover.lose()end
- P.holded=P.gameEnv.oncehold
+ if ifoverlap(P.curBlock,P.curX,P.curY)then lock()Event.gameover.lose()end
+
SFX(ifpre and"prehold"or"hold")
if P.id==1 then
stat.hold=stat.hold+1
@@ -542,30 +565,30 @@ function hold(ifpre)
end
end
function drop()
- if P.cy==P.y_img then
+ if P.curY==P.y_img then
ins(P.dropTime,1,frame)rem(P.dropTime,11)--update speed dial
P.waiting=P.gameEnv.wait
local dospin=0
if P.spinLast then
- if P.bid<6 then
- local x,y=P.cx+P.sc[2]-1,P.cy+P.sc[1]-1
+ if P.curID<6 then
+ local x,y=P.curX+P.sc[2]-1,P.curY+P.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+1
- end
+ if c==0 then goto NTC end
+ 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+1
end
end--Three point
- if P.bid~=6 and ifoverlap(P.cb,P.cx-1,P.cy)and ifoverlap(P.cb,P.cx+1,P.cy)and ifoverlap(P.cb,P.cx,P.cy+1)then
+ ::NTC::
+ if P.curID~=6 and ifoverlap(P.curBlock,P.curX-1,P.curY)and ifoverlap(P.curBlock,P.curX+1,P.curY)and ifoverlap(P.curBlock,P.curX,P.curY+1)then
dospin=dospin+2
end--Immobile
end
lock()
- local cc,csend,exblock,sendTime=checkrow(P.cy,P.r),0,0,0--Currect clear&send&sendTime
+ local cc,csend,exblock,sendTime=checkrow(P.curY,P.r),0,0,0--Currect clear&send&sendTime
local mini
if P.spinLast and cc>0 and dospin>0 then
dospin=dospin+P.spinLast
@@ -579,82 +602,81 @@ function drop()
elseif dospin<2 then
dospin=false
elseif dospin==2 then
- mini=P.bid<6 and cc<3 and cc480 then
- showText(P,text.techrashB3B,"fly",70)
+ if P.b2b>1000 then
+ showText(P,text.techrashB3B,"fly",80,-30)
csend=6
sendTime=100
exblock=exblock+1
- elseif P.b2b>=30 then
- showText(P,text.techrashB2B,"drive",70)
+ P.b2b=P.b2b-20
+ elseif P.b2b>=40 then
+ showText(P,text.techrashB2B,"drive",80,-30)
sendTime=80
csend=5
else
- showText(P,text.techrash,"stretch",80)
+ showText(P,text.techrash,"stretch",80,-30)
sendTime=60
csend=4
end
- P.b2b=P.b2b+100
+ P.b2b=P.b2b+120
P.lastClear=74
P.cstat.techrash=P.cstat.techrash+1
elseif cc>0 then
if dospin then
- if P.b2b>480 then
- showText(P,text.b3b..text.spin[P.bc]..text.clear[cc],"spin",40)
+ if P.b2b>1000 then
+ showText(P,text.b3b..text.spin[P.curName]..text.clear[cc],"spin",40,-30)
csend=b2bATK[cc]+1
exblock=exblock+1
- elseif P.b2b>=30 then
- showText(P,text.b2b..text.spin[P.bc]..text.clear[cc],"spin",40)
+ elseif P.b2b>=40 then
+ showText(P,text.b2b..text.spin[P.curName]..text.clear[cc],"spin",40,-30)
csend=b2bATK[cc]
else
- showText(P,text.spin[P.bc]..text.clear[cc],"spin",50)
+ showText(P,text.spin[P.curName]..text.clear[cc],"spin",50,-30)
csend=2*cc
end
sendTime=20+csend*20
if mini then
- showText(P,text.mini,"appear",40,-60)
+ showText(P,text.mini,"appear",40,-80)
csend=ceil(csend*.5)
sendTime=sendTime+60
P.b2b=P.b2b+b2bPoint[cc]*.8
else
P.b2b=P.b2b+b2bPoint[cc]
end
- P.lastClear=P.bid*10+cc
+ P.lastClear=P.curID*10+cc
if P.id==1 then
stat.spin=stat.spin+1
end
SFX(spin_n[cc])
elseif #P.clearing<#P.field then
- P.b2b=P.b2b-150-cc*50
- showText(P,text.clear[cc],"appear",32+cc*3,0,(8-cc)*.3)
+ P.b2b=max(P.b2b-280-cc*40,0)
+ showText(P,text.clear[cc],"appear",32+cc*3,-30,(8-cc)*.3)
csend=cc-1
sendTime=20+csend*20
P.lastClear=cc
end
- if #P.clearing==#P.field then
- showText(P,text.PC,"flicker",70,-80)
- csend=csend+min(6+P.cstat.pc,10)
- exblock=exblock+2
- sendTime=sendTime+30
- if P.cstat.row>4 then
- P.b2b=600
- end
- P.cstat.pc=P.cstat.pc+1
- P.lastClear=P.bid*10+5
- SFX("perfectclear")
- end
else
P.combo=0
if dospin then
- showText(P,text.spin[P.bc],"appear",50)
+ showText(P,text.spin[P.curName],"appear",50,-30)
SFX("spin_0")
- P.b2b=P.b2b+15
+ P.b2b=P.b2b+20
end
end
+ if #P.clearing==#P.field then
+ showText(P,text.PC,"flicker",70,-80)
+ csend=csend+min(6+P.cstat.pc,10)
+ exblock=exblock+2
+ sendTime=sendTime+30
+ if P.cstat.row>4 then P.b2b=1200 end
+ P.cstat.pc=P.cstat.pc+1
+ P.lastClear=P.curID*10+5
+ SFX("perfectclear")
+ end
csend=csend+(renATK[P.combo]or 4)
if P.combo>2 then
@@ -666,7 +688,7 @@ function drop()
SFX(ren_n[min(P.combo,11)])
if P.id==1 then VIB(cc<3 and 1 or cc-1)end
end
- P.b2b=max(min(P.b2b,600),0)
+ if P.b2b>1200 then P.b2b=1200 end
if cc>0 and modeEnv.royaleMode then
local i=min(#P.atker,9)
@@ -687,12 +709,10 @@ function drop()
if P.id==1 then stat.atk=stat.atk+csend end
--ATK statistics
- if csend>0 then
- showText(P,csend,"zoomout",25,70)
- if exblock>0 then
- showText(P,exblock,"zoomout",10,90)
- end
- end
+ if csend==0 then goto L end
+ showText(P,csend,"zoomout",40,70)
+ if exblock==0 then goto L end
+ showText(P,exblock,"zoomout",20,115)
::L::
if csend>0 and P.atkBuffer[1]then
if exblock>0 then
@@ -727,8 +747,8 @@ function drop()
if P.id==1 and csend>3 then sysSFX("emit",min(csend,8)*.125)end
end
elseif cc==0 then
- if P.b2b>480 then
- P.b2b=max(P.b2b-40,480)
+ if P.b2b>1000 then
+ P.b2b=max(P.b2b-40,1000)
end
garbageRelease()
end
@@ -741,18 +761,18 @@ function drop()
end
P.spinLast=dospin and cc>0
else
- P.cy=P.cy-1
+ P.curY=P.curY-1
P.spinLast=false
end
end
function lock()
for i=1,P.r do
- local y=P.cy+i-1
+ local y=P.curY+i-1
if not P.field[y]then P.field[y],P.visTime[y]=getNewRow(),getNewRow()end
for j=1,P.c do
- if P.cb[i][j]~=0 then
- P.field[y][P.cx+j-1]=P.bc
- P.visTime[y][P.cx+j-1]=P.showTime
+ if P.curBlock[i][j]~=0 then
+ P.field[y][P.curX+j-1]=P.curColor
+ P.visTime[y][P.curX+j-1]=P.showTime
end
end
end
@@ -768,11 +788,11 @@ act={
if not auto then
P.moving=-1
end
- if not ifoverlap(P.cb,P.cx-1,P.cy)then
- P.cx=P.cx-1
+ if not ifoverlap(P.curBlock,P.curX-1,P.curY)then
+ P.curX=P.curX-1
freshgho()
freshLockDelay()
- if P.cy==P.y_img then SFX("move")end
+ if P.curY==P.y_img then SFX("move")end
P.spinLast=false
end
end
@@ -787,17 +807,17 @@ act={
if not auto then
P.moving=1
end
- if not ifoverlap(P.cb,P.cx+1,P.cy)then
- P.cx=P.cx+1
+ if not ifoverlap(P.curBlock,P.curX+1,P.curY)then
+ P.curX=P.curX+1
freshgho()
freshLockDelay()
- if P.cy==P.y_img then SFX("move")end
+ if P.curY==P.y_img then SFX("move")end
P.spinLast=false
end
end
end,
rotRight=function()spin(1)end,
- rotLeft=function()spin(-1)end,
+ rotLeft=function()spin(3)end,
rotFlip=function()spin(2)end,
hardDrop=function()
if P.keyPressing[9]then
@@ -807,11 +827,11 @@ act={
end
else
if P.waiting<=0 then
- if P.cy~=P.y_img then
- P.cy=P.y_img
+ if P.curY~=P.y_img then
+ P.curY=P.y_img
P.spinLast=false
SFX("drop")
- if P.id==1 then VIB(0)end
+ if P.id==1 then VIB(1)end
end
drop()
end
@@ -824,8 +844,8 @@ act={
changeAtk(P)
end
else
- if P.cy~=P.y_img then
- P.cy=P.cy-1
+ if P.curY~=P.y_img then
+ P.curY=P.curY-1
P.spinLast=false
end
P.downing=1
@@ -849,11 +869,11 @@ act={
resetGameData()
frame=30
end,
- insDown=function()if P.cy~=P.y_img then P.cy,P.lockDelay,P.spinLast=P.y_img,P.gameEnv.lock,false end end,
+ insDown=function()if P.curY~=P.y_img then P.curY,P.lockDelay,P.spinLast=P.y_img,P.gameEnv.lock,false end end,
insLeft=function()
local x0=cx
- ::L::if not ifoverlap(P.cb,P.cx-1,P.cy)then
- P.cx=P.cx-1
+ ::L::if not ifoverlap(P.curBlock,P.curX-1,P.curY)then
+ P.curX=P.curX-1
freshgho()
goto L
end
@@ -861,23 +881,23 @@ act={
end,
insRight=function()
local x0=cx
- ::L::if not ifoverlap(P.cb,P.cx+1,P.cy)then
- P.cx=P.cx+1
+ ::L::if not ifoverlap(P.curBlock,P.curX+1,P.curY)then
+ P.curX=P.curX+1
freshgho()
goto L
end
if x0~=cx then freshLockDelay()end
end,
down1=function()
- if P.cy~=P.y_img then
- P.cy=P.cy-1
+ if P.curY~=P.y_img then
+ P.curY=P.curY-1
P.spinLast=false
end
end,
down4=function()
for i=1,4 do
- if P.cy~=P.y_img then
- P.cy=P.cy-1
+ if P.curY~=P.y_img then
+ P.curY=P.curY-1
P.spinLast=false
else
break
diff --git a/image/block/1.png b/image/block/1.png
index 5a26fd18..8d5da93d 100644
Binary files a/image/block/1.png and b/image/block/1.png differ
diff --git a/image/mess/groupcode.png b/image/mess/groupcode.png
new file mode 100644
index 00000000..b84ccc9c
Binary files /dev/null and b/image/mess/groupcode.png differ
diff --git a/image/mess/light.png b/image/mess/light.png
new file mode 100644
index 00000000..0bb3a57b
Binary files /dev/null and b/image/mess/light.png differ
diff --git a/image/mess/lightBulb.png b/image/mess/lightBulb.png
new file mode 100644
index 00000000..e31f75bc
Binary files /dev/null and b/image/mess/lightBulb.png differ
diff --git a/image/mess/paycode.png b/image/mess/paycode.png
new file mode 100644
index 00000000..2f7df5ae
Binary files /dev/null and b/image/mess/paycode.png differ
diff --git a/language/chi.lua b/language/chi.lua
index 3665d876..f0099a64 100644
--- a/language/chi.lua
+++ b/language/chi.lua
@@ -2,17 +2,17 @@ return{
royale_remain=function(n)
return "剩余 "..n.." 名玩家"
end,
- cmb={nil,nil,"3连击","4连击","5连击","6连击","7连击","8连击","9连击","10连击!","11连击!","12连击!","13连击!","14连击!","15连击!","16连击!","17连击!","18连击!","19连击!","巨型连击"},
- techrash="四清",
- techrashB2B="满贯 四清",
- techrashB3B="大满贯 四清",
+ 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="Techrash B2B",
+ techrashB3B="Techrash B2B2B",
block={"Z","S","L","J","T","O","I"},
- 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"},
- clear={"单清","双清","三清"},
- b2b="满贯 ",
- b3b="大满贯 ",
- mini="次级",
- PC="场地全清",
+ spin={"Z-spin","S-spin","L-spin","J-spin","T-spin","O-spin","I-spin"},
+ clear={" single"," double"," triple"},
+ b2b="B2B ",
+ b3b="B2B2B ",
+ mini="Mini",
+ PC="Perfect Clear",
hold="暂存",
next="下一个",
@@ -121,12 +121,14 @@ return{
"特别感谢:Farter,Teatube,196,Flyz,T830,[所有测试人员]和 你!",
"错误或者建议请附带相关信息发送到作者邮箱~",
},
+ support="支持作者",
+ group="官方QQ群",
ButtonText={
main={
"开始",
"设置",
- "帮助",
"统计信息",
+ "帮助",
"退出",
},
mode={
diff --git a/language/eng.lua b/language/eng.lua
index 8d6a1702..cefd8a9e 100644
--- a/language/eng.lua
+++ b/language/eng.lua
@@ -7,14 +7,14 @@ return{
techrashB2B="Techrash B2B",
techrashB3B="Techrash B2B2B",
block={"Z","S","L","J","T","O","I"},
- spin={"Z spin","S spin","L spin","J spin","T spin","O spin","I spin"},
+ spin={"Z-spin","S-spin","L-spin","J-spin","T-spin","O-spin","I-spin"},
clear={" single"," double"," triple"},
- b2b=" B2B",
- b3b=" B2B2B",
+ b2b="B2B ",
+ b3b="B2B2B ",
mini="Mini",
PC="Perfect Clear",
- hold="hold",
- next="next",
+ hold="Hold",
+ next="Next",
stage={"STAGE 1","STAGE 2","STAGE 3","STAGE 4","STAGE 5",},
maxspeed="Max speed",
@@ -121,12 +121,14 @@ return{
"Special thanks:Farter,Teatube,196,Flyz,T830,[all test staff] and YOU!",
"Any bugs/suggestions to my E-mail.",
},
+ support="Support Author",
+ group="Official QQ Group",
ButtonText={
main={
"Play",
"Settings",
- "Help",
"Statistics",
+ "Help",
"Quit",
},
mode={
diff --git a/largeList.lua b/largeList.lua
new file mode 100644
index 00000000..9cad89d5
--- /dev/null
+++ b/largeList.lua
@@ -0,0 +1,884 @@
+local PCbase={
+ {3,3,3,0,0,0,0,0,2,2},
+ {3,6,6,0,0,0,0,2,2,5},
+ {4,6,6,0,0,0,1,1,5,5},
+ {4,4,4,0,0,0,0,1,1,5},
+ {1,1,0,0,0,0,0,3,3,3},
+ {5,1,1,0,0,0,0,6,6,3},
+ {5,5,2,2,0,0,0,6,6,4},
+ {5,2,2,0,0,0,0,4,4,4},
+}
+local PClist={
+ {7,7,4,5},{7,7,6,4},{7,7,2,4},{7,7,1,3},{7,7,5,6},{7,7,5,2},{7,7,5,4},{7,7,5,3},
+ {7,4,1,2},{7,3,5,7},{7,5,4,3},{7,5,1,2},{7,1,4,2},{7,4,2,5},{7,6,4,5},{7,5,4,2},
+ {7,5,6,4},{7,5,3,6},{7,2,5,6},{7,2,6,4},{7,2,1,3},{7,5,2,7},{7,5,7,2},{7,5,2,3},
+ {7,5,3,2},{7,6,5,4},{7,3,1,5},{7,3,2,5},{7,4,1,5},{7,4,5,2},{7,7,3,6},{7,3,7,6},
+ {7,3,6,2},{7,3,7,1},{7,6,4,2},{3,2,7,6},{3,2,6,7},{7,7,4,5},{7,5,3,4},{7,3,6,5},
+ {7,3,2,5},{7,4,6,5},{7,5,2,3},{7,3,5,7},{7,3,2,5},{7,3,5,1},{7,5,2,3},{3,6,2,5},
+ {3,1,2,5},{3,1,1,5},{3,1,5,2},{3,1,5,1},{3,5,1,2},{4,5,3,2},{4,2,6,5},{6,5,3,2},
+ {1,4,2,5},{1,5,3,6},{5,2,6,3},{5,2,1,3},{5,2,7,4},{2,4,1,5},{2,4,5,1},{2,1,4,5},
+ {2,5,4,3},{2,5,6,7},{7,5,4,2},{4,5,3,5},
+}
+local marathon_drop={[0]=60,48,40,30,24,18,15,12,10,8,7,6,5,4,3,2,1,1,0,0}
+local rush_lock={20,18,16,14,12}
+local rush_wait={12,10,9,8,7}
+local rush_fall={12,11,10,9,8}
+local death_lock={12,11,10,9,8}
+local death_wait={9,8,7,6,5}
+local death_fall={10,9,8,7,6}
+local pc_drop={50,45,40,35,30,26,22,18,15,12}
+local pc_lock={55,50,45,40,36,32,30}
+local pc_fall={18,16,14,12,10,9,8,7,6}
+freshMethod={
+ bag7=function()
+ if #P.nextID<6 then
+ local bag={1,2,3,4,5,6,7}
+ for i=1,7 do
+ newNext(rem(bag,rnd(#bag)))
+ end
+ end
+ end,
+ his4=function()
+ if #P.nextID<6 then
+ local j,i=0
+ ::L::
+ i,j=rnd(7),j+1
+ if(i==P.his[1]or i==P.his[2]or i==P.his[3]or i==P.his[4])then goto L end
+ newNext(i)
+ rem(P.his,1)ins(P.his,i)
+ end
+ end,
+ rnd=function()
+ local i
+ ::L::
+ i=rnd(7)
+ if i==P.nextID[5]then goto L end
+ newNext(i)
+ end,--random
+ pc=function()
+ if P.cstat.piece%4==0 then
+ local r=rnd(#PClist)
+ local f=P.cstat.event==1
+ for i=1,4 do
+ local b=PClist[r][i]
+ if f then
+ if b<3 then b=3-b
+ elseif b<5 then b=7-b
+ end
+ end
+ newNext(b)
+ end
+ P.cstat.event=(P.cstat.event+1)%2
+ end
+ end,
+ drought1=function()
+ if #P.nextID<6 then
+ local bag={1,2,3,4,5,6}
+ for i=1,6 do
+ newNext(rem(bag,rnd(#bag)))
+ end
+ end
+ end,
+ drought2=function()
+ if #P.nextID<6 then
+ local bag={1,1,1,2,2,2,3,3,3,4,4,4,6,6,6,5,7}
+ ::L::
+ newNext(rem(bag,rnd(#bag)))
+ if bag[1]then goto L end
+ end
+ end,
+}
+Event={
+ gameover={
+ win=function()
+ local P=players.alive[1]
+ P.alive=false
+ P.control=false
+ P.timing=false
+ P.waiting=1e99
+ P.b2b=0
+ if modeEnv.royaleMode then
+ P.rank=1
+ P.result="WIN"
+ showText(P,1,"appear",60,120,nil,true)
+ changeAtk(P)
+ end
+ ::L::if P.task[1]then
+ rem(P.task)
+ goto L
+ end
+ for i=1,#P.atkBuffer do
+ P.atkBuffer[i].sent=true
+ P.atkBuffer[i].time=0
+ end
+ for i=1,#P.field do
+ for j=1,10 do
+ P.visTime[i][j]=min(P.visTime[i][j],20)
+ end
+ end
+ showText(P,text.win,"beat",90,nil,nil,true)
+ if P.id==1 and players[2]and players[2].ai then SFX("win")end
+ ins(P.task,Event.task.win)
+ end,
+ lose=function()
+ P.alive=false
+ P.control=false
+ P.timing=false
+ P.waiting=1e99
+ P.b2b=0
+ ::L::if P.task[1]then
+ rem(P.task)
+ goto L
+ end
+ for i=1,#players.alive do
+ if players.alive[i]==P then
+ rem(players.alive,i)
+ break
+ end
+ end
+ if modeEnv.royaleMode then
+ changeAtk(P)
+ P.result="K.O."
+ P.rank=#players.alive+1
+ showText(P,P.rank,"appear",60,120,nil,true)
+ P.strength=0
+ local A=P
+ ::L::
+ A=A.lastRecv
+ if A and not A.alive and A~=P then goto L end
+ if A and A~=P then
+ if P.id==1 or A.id==1 then
+ P.killMark=A.id==1
+ end
+ A.ko,A.badge=A.ko+1,A.badge+P.badge+1
+ for i=A.strength+1,4 do
+ if A.badge>=modeEnv.royalePowerup[i]then
+ A.strength=i
+ end
+ end
+ P.lastRecv=A
+ if P.id==1 or A.id==1 then
+ ins(P.task,Event.task.throwBadge)
+ end
+ freshMostBadge()
+ end
+ freshMostDangerous()
+ for i=1,#players.alive do
+ if players.alive[i].atking==P then
+ freshTarget(players.alive[i])
+ end
+ end
+ if #players.alive==modeEnv.royaleRemain[gameStage]then
+ royaleLevelup()
+ end
+ end
+ for i=1,#P.atkBuffer do
+ P.atkBuffer[i].sent=true
+ P.atkBuffer[i].time=0
+ end
+ for i=1,#P.field do
+ for j=1,10 do
+ P.visTime[i][j]=min(P.visTime[i][j],20)
+ end
+ end
+ showText(P,text.lose,"appear",90,nil,nil,true)
+ if P.id==1 and players[2]and players[2].ai then SFX("fail")end
+ ins(P.task,Event.task.lose)
+ if #players.alive==1 then
+ local t=P
+ P=players.alive[1]
+ Event.gameover.win()
+ P=t
+ end
+ end,
+ },
+ marathon_reach=function()
+ local s=int(P.cstat.row*.1)
+ if s>=20 then
+ P.cstat.row=200
+ Event.gameover.win()
+ else
+ P.gameEnv.drop=marathon_drop[s]
+ if s==18 then P.gameEnv._20G=true end
+ P.gameEnv.target=s*10+10
+ SFX("reach")
+ end
+ end,
+ marathon_reach_lunatic=function()
+ if P.gameEnv.target==250 then
+ P.cstat.row=250
+ Event.gameover.win()
+ else
+ P.gameEnv.target=P.gameEnv.target+50
+ local t=P.gameEnv.target/50
+ P.gameEnv.lock=rush_lock[t]
+ P.gameEnv.wait=rush_wait[t]
+ P.gameEnv.fall=rush_fall[t]
+ if t==4 then P.gameEnv.bone=true end
+ showText(P,text.stage[t],"fly",80,-120)
+ SFX("reach")
+ end
+ end,
+ marathon_reach_ultimate=function()
+ if P.cstat.event==5 then
+ P.cstat.row=250
+ Event.gameover.win()
+ else
+ local t=P.cstat.event+1
+ if t==1 then t=2 end
+ P.gameEnv.target=50*t
+ P.cstat.event=t
+ P.gameEnv.lock=death_lock[t]
+ P.gameEnv.wait=death_wait[t]
+ P.gameEnv.fall=death_fall[t]
+ if t==4 then P.gameEnv.bone=true end
+ showText(P,text.stage[t],"fly",80,-120)
+ SFX("reach")
+ end
+ end,
+ classic_reach=function()
+ P.gameEnv.target=P.gameEnv.target+10
+ if P.gameEnv.target==100 then
+ P.gameEnv.drop,P.gameEnv.lock=0,0
+ end
+ SFX("reach")
+ end,
+ tsd_reach=function()
+ if P.lastClear~=52 then
+ Event.gameover.lose()
+ elseif #P.clearing>0 then
+ P.cstat.event=P.cstat.event+1
+ if #P.field>11 and P.cstat.event%5~=1 then
+ ins(P.clearing,1)
+ end
+ end
+ end,
+ tech_reach=function()
+ if #P.clearing>0 and P.lastClear<10 then
+ Event.gameover.lose()
+ end
+ end,
+ tech_reach_hard=function()
+ if #P.clearing>0 and P.lastClear<10 or P.lastClear==74 then
+ Event.gameover.lose()
+ end
+ end,
+ newPC=function()
+ local P=players[1]
+ if P.cstat.piece%4==0 then
+ if #P.field==#P.clearing then
+ P.counter=P.cstat.piece==0 and 20 or 0
+ ins(P.task,Event.task.PC)
+ if curMode.lv==2 then
+ local s=P.cstat.pc*.5
+ if int(s)==s and s>0 then
+ P.gameEnv.drop=pc_drop[s]or 10
+ P.gameEnv.lock=pc_lock[s]or 20
+ P.gameEnv.fall=pc_fall[s]or 5
+ if s==10 then
+ showText(P,text.maxspeed,"appear",80,-140)
+ else
+ showText(P,text.speedup,"appear",30,-140)
+ end
+ end
+ end
+ else
+ Event.gameover.lose()
+ end
+ end
+ end,
+ task={
+ win=function()
+ P.endCounter=P.endCounter+1
+ if P.endCounter>80 then
+ if P.gameEnv.visible=="show"then
+ for i=1,#P.field do
+ for j=1,10 do
+ if P.visTime[i][j]>0 then
+ P.visTime[i][j]=P.visTime[i][j]-1
+ end
+ end
+ end
+ if P.endCounter==100 then
+ for i=1,#P.field do
+ removeRow(P.field)
+ removeRow(P.visTime)
+ end
+ return true
+ end
+ elseif P.endCounter==100 then
+ return true
+ end
+ end
+ end,
+ lose=function()
+ P.endCounter=P.endCounter+1
+ if P.endCounter>80 then
+ if P.gameEnv.visible=="show"then
+ for i=1,#P.field do
+ for j=1,10 do
+ if P.visTime[i][j]>0 then
+ P.visTime[i][j]=P.visTime[i][j]-1
+ end
+ end
+ end
+ if P.endCounter==100 then
+ for i=1,#P.field do
+ removeRow(P.field)
+ removeRow(P.visTime)
+ end
+ return true
+ end
+ elseif P.endCounter==100 then
+ return true
+ end
+ end
+ end,
+ throwBadge=function()
+ if P.badge%2==0 then
+ throwBadge(P,P.lastRecv)
+ if P.badge%16==0 then
+ sysSFX("collect")
+ end
+ end
+ P.badge=P.badge-1
+ if P.badge<=0 then return true end
+ end,
+ dig_normal=function()
+ local P=players[1]
+ P.counter=P.counter+1
+ if #P.clearing==0 and P.counter>=max(90,180-2*P.cstat.event)then
+ ins(P.field,1,getNewRow(10))
+ ins(P.visTime,1,getNewRow(1e99))
+ P.field[1][rnd(10)]=0
+ P.fieldBeneath=P.fieldBeneath+30
+ P.curY,P.y_img=P.curY+1,P.y_img+1
+ P.counter=0
+ P.cstat.event=P.cstat.event+1
+ end
+ end,
+ dig_lunatic=function()
+ local P=players[1]
+ P.counter=P.counter+1
+ if #P.clearing==0 and P.counter>=max(45,80-.4*P.cstat.event)then
+ ins(P.field,1,getNewRow(11+P.cstat.event%3))
+ ins(P.visTime,1,getNewRow(1e99))
+ P.field[1][rnd(10)]=0
+ P.fieldBeneath=P.fieldBeneath+30
+ P.curY,P.y_img=P.curY+1,P.y_img+1
+ P.counter=0
+ P.cstat.event=P.cstat.event+1
+ end
+ end,
+ survivor_easy=function()
+ local P=players[1]
+ P.counter=P.counter+1
+ if P.counter==max(60,180-2*P.cstat.event)then
+ ins(P.atkBuffer,{rnd(10),amount=1,countdown=30,cd0=30,time=0,sent=false,lv=1})
+ P.counter=0
+ if P.cstat.event==60 then showText(P,text.maxspeed,"appear",80,-140)end
+ P.cstat.event=P.cstat.event+1
+ end
+ end,
+ survivor_normal=function()
+ local P=players[1]
+ P.counter=P.counter+1
+ if P.counter==max(60,180-2*P.cstat.event)then
+ local d=P.cstat.event+1
+ if d%4==0 then ins (P.atkBuffer,{rnd(10),amount=1,countdown=60,cd0=60,time=0,sent=false,lv=1})
+ elseif d%4==1 then ins(P.atkBuffer,{rnd(10),amount=2,countdown=70,cd0=70,time=0,sent=false,lv=1})
+ elseif d%4==2 then ins(P.atkBuffer,{rnd(10),amount=3,countdown=80,cd0=80,time=0,sent=false,lv=2})
+ elseif d%4==3 then ins(P.atkBuffer,{rnd(10),amount=4,countdown=90,cd0=90,time=0,sent=false,lv=3})
+ end
+ P.counter=0
+ if P.cstat.event==60 then showText(P,text.maxspeed,"appear",80,-140)end
+ P.cstat.event=P.cstat.event+1
+ end
+ end,
+ survivor_hard=function()
+ local P=players[1]
+ P.counter=P.counter+1
+ if P.counter==max(60,180-2*P.cstat.event)then
+ if P.cstat.event%3<2 then
+ ins(P.atkBuffer,{rnd(10),amount=1,countdown=0,cd0=0,time=0,sent=false,lv=1})
+ else
+ ins(P.atkBuffer,{rnd(10),amount=3,countdown=60,cd0=60,time=0,sent=false,lv=2})
+ end
+ P.counter=0
+ if P.cstat.event==45 then showText(P,text.maxspeed,"appear",80,-140)end
+ P.cstat.event=P.cstat.event+1
+ end
+ end,
+ survivor_lunatic=function()
+ local P=players[1]
+ P.counter=P.counter+1
+ if P.counter==max(90,150-P.cstat.event)then
+ local t=max(60,90-P.cstat.event)
+ ins(P.atkBuffer,{rnd(10),amount=4,countdown=t,cd0=t,time=0,sent=false,lv=3})
+ P.counter=0
+ if P.cstat.event==30 then showText(P,text.maxspeed,"appear",80,-140)end
+ P.cstat.event=P.cstat.event+1
+ end
+ end,
+ PC=function()
+ local P=players[1]
+ P.counter=P.counter+1
+ if P.counter==21 then
+ local t=P.cstat.pc%2
+ for i=1,4 do
+ local r=getNewRow()
+ for j=1,10 do
+ r[j]=PCbase[4*t+i][j]
+ end
+ ins(P.field,1,r)
+ ins(P.visTime,1,getNewRow(P.showTime))
+ end
+ P.fieldBeneath=P.fieldBeneath+120
+ -- P.curY=P.curY+4
+ P.y_img=P.y_img+4
+ freshgho()
+ return true
+ end
+ end,
+ },
+}
+defaultModeEnv={
+ sprint={
+ {
+ drop=60,
+ target=10,
+ reach=Event.gameover.win,
+ bg="strap",
+ bgm="race",
+ },
+ {
+ drop=60,
+ target=20,
+ reach=Event.gameover.win,
+ bg="strap",
+ bgm="race",
+ },
+ {
+ drop=60,
+ target=40,
+ reach=Event.gameover.win,
+ bg="strap",
+ bgm="race",
+ },
+ {
+ drop=60,
+ target=100,
+ reach=Event.gameover.win,
+ bg="strap",
+ bgm="race",
+ },
+ {
+ drop=60,
+ target=400,
+ reach=Event.gameover.win,
+ bg="strap",
+ bgm="push",
+ },
+ {
+ drop=60,
+ target=1000,
+ reach=Event.gameover.win,
+ bg="strap",
+ bgm="push",
+ },
+ },
+ marathon={
+ {
+ drop=60,
+ lock=60,
+ fall=30,
+ target=200,
+ reach=Event.marathon_reach,
+ bg="strap",
+ bgm="way",
+ },
+ {
+ drop=60,
+ fall=20,
+ target=10,
+ reach=Event.marathon_reach,
+ bg="strap",
+ bgm="way",
+ },
+ {
+ _20G=true,
+ fall=15,
+ target=200,
+ reach=Event.marathon_reach,
+ bg="strap",
+ bgm="race",
+ },
+ {
+ _20G=true,
+ drop=0,
+ lock=rush_lock[1],
+ wait=rush_wait[1],
+ fall=rush_fall[1],
+ target=50,
+ reach=Event.marathon_reach_lunatic,
+ arr=2,
+ freshLimit=15,
+ bg="game2",
+ bgm="secret8th",
+ },
+ {
+ _20G=true,
+ drop=0,
+ lock=death_lock[1],
+ wait=death_wait[1],
+ fall=death_fall[1],
+ target=50,
+ reach=Event.marathon_reach_ultimate,
+ arr=1,
+ freshLimit=15,
+ bg="game2",
+ bgm="secret7th",
+ },
+ },
+ classic={
+ {
+ das=15,arr=3,
+ sddas=2,sdarr=2,
+ ghost=false,center=false,
+ drop=1,lock=1,
+ wait=10,fall=25,
+ next=1,hold=false,
+ sequence="rnd",
+ freshLimit=0,
+ target=10,
+ reach=Event.classic_reach,
+ bg="rgb",
+ bgm="rockblock",
+ },
+ },
+ zen={
+ {
+ drop=1e99,
+ lock=1e99,
+ oncehold=false,
+ target=200,
+ reach=Event.gameover.win,
+ bg="strap",
+ bgm="infinite",
+ },
+ },
+ infinite={
+ {
+ drop=1e99,
+ lock=1e99,
+ oncehold=false,
+ bg="glow",
+ bgm="infinite",
+ },
+ },
+ solo={
+ {
+ freshLimit=15,
+ bg="game2",
+ bgm="race",
+ },
+ },
+ tsd={
+ {
+ oncehold=false,
+ drop=1e99,
+ lock=1e99,
+ freshLimit=15,
+ target=1,
+ reach=Event.tsd_reach,
+ ospin=false,
+ bg="matrix",
+ bgm="reason",
+ },
+ {
+ drop=60,
+ lock=60,
+ freshLimit=15,
+ target=1,
+ reach=Event.tsd_reach,
+ ospin=false,
+ bg="matrix",
+ bgm="reason",
+ },
+ },
+ blind={
+ {
+ drop=30,
+ lock=60,
+ freshLimit=15,
+ ghost=false,
+ visible="time",
+ bg="glow",
+ bgm="newera",
+ },
+ {
+ drop=15,
+ lock=60,
+ freshLimit=15,
+ visible="fast",
+ freshLimit=10,
+ bg="glow",
+ bgm="reason",
+ },
+ {
+ fall=10,
+ lock=60,
+ center=false,
+ ghost=false,
+ visible="none",
+ freshLimit=15,
+ bg="rgb",
+ bgm="secret7th",
+ },
+ {
+ fall=5,
+ lock=60,
+ block=false,
+ center=false,
+ ghost=false,
+ visible="none",
+ freshLimit=15,
+ bg="rgb",
+ bgm="secret7th",
+ },
+ {
+ _20G=true,
+ drop=0,
+ lock=15,
+ wait=10,
+ fall=15,
+ visible="fast",
+ freshLimit=15,
+ arr=1,
+ bg="game3",
+ bgm="secret8th",
+ },
+ },
+ dig={
+ {
+ drop=60,
+ lock=120,
+ fall=20,
+ freshLimit=15,
+ bg="game2",
+ bgm="push",
+ },
+ {
+ drop=10,
+ lock=30,
+ freshLimit=15,
+ bg="game2",
+ bgm="secret7th",
+ },
+ },
+ survivor={
+ {
+ drop=60,
+ lock=120,
+ fall=30,
+ freshLimit=15,
+ bg="game2",
+ bgm="push",
+ },
+ {
+ drop=30,
+ lock=60,
+ fall=20,
+ freshLimit=15,
+ bg="game2",
+ bgm="newera",
+ },
+ {
+ drop=10,
+ lock=60,
+ fall=15,
+ freshLimit=15,
+ bg="game2",
+ bgm="secret8th",
+ },
+ {
+ drop=5,
+ lock=60,
+ fall=10,
+ freshLimit=15,
+ bg="game3",
+ bgm="secret7th",
+ },
+ },
+ tech={
+ {
+ oncehold=false,
+ drop=1e99,
+ lock=1e99,
+ target=0,
+ reach=Event.tech_reach,
+ bg="matrix",
+ bgm="way",
+ },
+ {
+ drop=30,
+ lock=60,
+ target=0,
+ reach=Event.tech_reach,
+ bg="matrix",
+ bgm="way",
+ },
+ {
+ drop=15,
+ lock=60,
+ target=0,
+ reach=Event.tech_reach_hard,
+ freshLimit=15,
+ bg="matrix",
+ bgm="way",
+ },
+ {
+ drop=5,
+ lock=40,
+ target=0,
+ freshLimit=15,
+ reach=Event.tech_reach_hard,
+ bg="matrix",
+ bgm="way",
+ },
+ {
+ drop=1,
+ lock=40,
+ target=0,
+ freshLimit=15,
+ reach=Event.tech_reach_hard,
+ bg="matrix",
+ bgm="secret7th",
+ },
+ },
+ pctrain={
+ {
+ next=4,
+ hold=false,
+ drop=120,
+ lock=120,
+ fall=20,
+ sequence="pc",
+ target=0,
+ reach=Event.newPC,
+ ospin=false,
+ bg="rgb",
+ bgm="newera",
+ },
+ {
+ next=4,
+ hold=false,
+ drop=60,
+ lock=60,
+ fall=20,
+ sequence="pc",
+ target=0,
+ freshLimit=15,
+ reach=Event.newPC,
+ ospin=false,
+ bg="rgb",
+ bgm="newera",
+ },
+ },
+ pcchallenge={
+ {
+ oncehold=false,
+ drop=300,
+ lock=1e99,
+ target=100,
+ reach=Event.gameover.win,
+ ospin=false,
+ bg="rgb",
+ bgm="newera",
+ },
+ {
+ drop=60,
+ lock=120,
+ fall=10,
+ target=100,
+ reach=Event.gameover.win,
+ freshLimit=15,
+ ospin=false,
+ bg="rgb",
+ bgm="infinite",
+ },
+ {
+ drop=20,
+ lock=60,
+ fall=20,
+ target=100,
+ reach=Event.gameover.win,
+ freshLimit=15,
+ ospin=false,
+ bg="rgb",
+ bgm="infinite",
+ },
+ },
+ techmino41={
+ {
+ fall=20,
+ royaleMode=true,
+ royalePowerup={2,5,10,20},
+ royaleRemain={30,20,15,10,5},
+ pushSpeed=2,
+ freshLimit=15,
+ bg="game3",
+ bgm="race",
+ },
+ },
+ techmino99={
+ {
+ fall=20,
+ royaleMode=true,
+ royalePowerup={2,6,14,30},
+ royaleRemain={75,50,35,20,10},
+ pushSpeed=2,
+ freshLimit=15,
+ bg="game3",
+ bgm="race",
+ },
+ },
+ drought={
+ {
+ drop=20,
+ lock=60,
+ sequence="drought1",
+ target=100,
+ reach=Event.gameover.win,
+ ospin=false,
+ freshLimit=15,
+ bg="glow",
+ bgm="reason",
+ },
+ {
+ drop=20,
+ lock=60,
+ sequence="drought2",
+ target=100,
+ reach=Event.gameover.win,
+ ospin=false,
+ freshLimit=15,
+ bg="glow",
+ bgm="reason",
+ },
+ },
+ hotseat={
+ {
+ freshLimit=15,
+ bg="none",
+ bgm="way",
+ },
+ },
+ custom={
+ {
+ bg="none",
+ bgm="reason",
+ reach=Event.gameover.win,
+ },
+ },
+}
\ No newline at end of file
diff --git a/list.lua b/list.lua
index c11d5a65..4cdee053 100644
--- a/list.lua
+++ b/list.lua
@@ -10,33 +10,13 @@
Techmino
Tequéno
]]
-PCbase={
- {3,3,3,0,0,0,0,0,2,2},
- {3,6,6,0,0,0,0,2,2,5},
- {4,6,6,0,0,0,1,1,5,5},
- {4,4,4,0,0,0,0,1,1,5},
- {1,1,0,0,0,0,0,3,3,3},
- {5,1,1,0,0,0,0,6,6,3},
- {5,5,2,2,0,0,0,6,6,4},
- {5,2,2,0,0,0,0,4,4,4},
-}
-PClist={
- {7,7,4,5},{7,7,6,4},{7,7,2,4},{7,7,1,3},{7,7,5,6},{7,7,5,2},{7,7,5,4},{7,7,5,3},
- {7,4,1,2},{7,3,5,7},{7,5,4,3},{7,5,1,2},{7,1,4,2},{7,4,2,5},{7,6,4,5},{7,5,4,2},
- {7,5,6,4},{7,5,3,6},{7,2,5,6},{7,2,6,4},{7,2,1,3},{7,5,2,7},{7,5,7,2},{7,5,2,3},
- {7,5,3,2},{7,6,5,4},{7,3,1,5},{7,3,2,5},{7,4,1,5},{7,4,5,2},{7,7,3,6},{7,3,7,6},
- {7,3,6,2},{7,3,7,1},{7,6,4,2},{3,2,7,6},{3,2,6,7},{7,7,4,5},{7,5,3,4},{7,3,6,5},
- {7,3,2,5},{7,4,6,5},{7,5,2,3},{7,3,5,7},{7,3,2,5},{7,3,5,1},{7,5,2,3},{3,6,2,5},
- {3,1,2,5},{3,1,1,5},{3,1,5,2},{3,1,5,1},{3,5,1,2},{4,5,3,2},{4,2,6,5},{6,5,3,2},
- {1,4,2,5},{1,5,3,6},{5,2,6,3},{5,2,1,3},{5,2,7,4},{2,4,1,5},{2,4,5,1},{2,1,4,5},
- {2,5,4,3},{2,5,6,7},{7,5,4,2},{4,5,3,5},
-}
+
color={
red={1,0,0},
green={0,1,0},
blue={.2,.2,1},
yellow={1,1,0},
- purple={1,0,1},
+ magenta={1,0,1},
cyan={0,1,1},
grey={.6,.6,.6},
@@ -44,7 +24,7 @@ color={
lightGreen={.5,1,.5},
lightBlue={.6,.6,1},
lightYellow={1,1,.5},
- lightPurple={1,.5,1},
+ lightMagenta={1,.5,1},
lightCyan={.5,1,1},
lightGrey={.8,.8,.8},
@@ -52,42 +32,36 @@ color={
darkGreen={0,.6,0},
darkBlue={0,0,.6},
darkYellow={.6,.6,0},
- darkPurple={.6,0,.6},
+ darkMagenta={.6,0,.6},
darkCyan={0,.6,.6},
darkGrey={.3,.3,.3},
white={1,1,1},
orange={1,.6,0},
+ lightOrange={1,.7,.3},
+ purple={.5,0,1},
+ lightPurple={.7,.3,1},
}
attackColor={
- {color.red,color.yellow},
- {color.purple,color.white},
- {color.blue,color.white},
- animate={
- function(t)
- gc.setColor(1,t,0)
- end,
- function(t)
- gc.setColor(1,.5+t*.5,1)
- end,
- function(t)
- gc.setColor(.2+t*.8,.2+t*.8,1)
- end,
- }--3 animation-colorsets of attack buffer bar
+ {color.darkGrey,color.lightGrey},
+ {color.grey,color.white},
+ {color.lightPurple,color.white},
+ {color.lightRed,color.white},
+ {color.darkGreen,color.cyan},
}
frameColor={
[0]=color.white,
- color.green,
- color.blue,
- color.purple,
- color.orange,
+ color.lightGreen,
+ color.lightBlue,
+ color.lightPurple,
+ color.lightOrange,
}
blockColor={
color.red,
color.green,
color.orange,
color.blue,
- color.purple,
+ color.magenta,
color.yellow,
color.cyan,
}
@@ -105,7 +79,7 @@ miniTitle_rect={
sfx={
"button",
- "ready","start","win","fail",
+ "ready","start","win","fail","collect",
"move","rotate","rotatekick","hold",
"prerotate","prehold",
"drop","fall",
@@ -172,7 +146,7 @@ customRange={
next={0,1,2,3,4,5,6},
hold={true,false},
sequence={"bag7","his4","rnd"},
- visible={1,2,3},
+ visible={"show","time","fast","none"},
target={10,20,40,100,200,500,1000,1e99},
freshLimit={0,8,15,1e99},
opponent={0,60,30,20,15,10,7,5,4,3,2,1},
@@ -183,435 +157,23 @@ langID={"chi","eng"}
actName={"moveLeft","moveRight","rotRight","rotLeft","rotFlip","hardDrop","softDrop","hold","swap","restart","insLeft","insRight","insDown"}
blockPos={4,4,4,4,4,5,4}
renATK={[0]=0,0,0,1,1,2,2,3,3,4,4}--3 else
-b2bPoint={50,90,150}
+b2bPoint={50,120,200}
b2bATK={3,5,8}
-testScore={[0]=0,[-1]=1,[-2]=0,[-3]=1,2,2,2}
+testScore={[-1]=1,[-2]=0,[-3]=1,2,2,2}
+visible_opt={show=1e99,time=300,fast=20,none=5}
spin_n={"spin_1","spin_2","spin_3"}
clear_n={"clear_1","clear_2","clear_3","clear_4"}
-ren_n={"ren_1","ren_2","ren_3","ren_4","ren_5","ren_6","ren_7","ren_8","ren_9","ren_10","ren_11"}
-vibrateLevel={0,.02,.03,.04,.06,.08,.1}
+ren_n={}for i=1,11 do ren_n[i]="ren_"..i end
+vibrateLevel={0,0,.03,.04,.05,.07,.9}
snapLevelValue={1,10,20,40,60,80}
reAtk={0,0,1,1,1,2,2,3,3}
reDef={0,1,1,2,3,3,4,4,5}
-marathon_drop={[0]=60,48,40,30,24,18,15,12,10,8,7,6,5,4,3,2,1,1,0,0}
-rush_lock={20,18,16,14,12}
-rush_wait={12,10,9,8,7}
-rush_fall={12,11,10,9,8}
-death_lock={12,11,10,9,8}
-death_wait={9,8,7,6,5}
-death_fall={10,9,8,7,6}
-pc_drop={50,45,40,35,30,26,22,18,15,12}
-pc_lock={55,50,45,40,36,32,30}
-pc_fall={18,16,14,12,10,9,8,7,6}
-
atkModeName={"Random","Badges","K.O.s","Counters"}
up0to4={[0]="000%UP","025%UP","050%UP","075%UP","100%UP",}
percent0to5={[0]="0%","20%","40%","60%","80%","100%",}
-defaultModeEnv={
- sprint={
- {
- drop=60,
- target=10,
- reach=Event.gameover.win,
- bg="strap",
- bgm="race",
- },
- {
- drop=60,
- target=20,
- reach=Event.gameover.win,
- bg="strap",
- bgm="race",
- },
- {
- drop=60,
- target=40,
- reach=Event.gameover.win,
- bg="strap",
- bgm="race",
- },
- {
- drop=60,
- target=100,
- reach=Event.gameover.win,
- bg="strap",
- bgm="race",
- },
- {
- drop=60,
- target=400,
- reach=Event.gameover.win,
- bg="strap",
- bgm="push",
- },
- {
- drop=60,
- target=1000,
- reach=Event.gameover.win,
- bg="strap",
- bgm="push",
- },
- },
- marathon={
- {
- drop=60,
- lock=60,
- fall=30,
- target=200,
- reach=Event.marathon_reach,
- bg="strap",
- bgm="way",
- },
- {
- drop=60,
- fall=20,
- target=10,
- reach=Event.marathon_reach,
- bg="strap",
- bgm="way",
- },
- {
- _20G=true,
- fall=15,
- target=200,
- reach=Event.marathon_reach,
- bg="strap",
- bgm="race",
- },
- {
- _20G=true,
- drop=0,
- lock=rush_lock[1],
- wait=rush_wait[1],
- fall=rush_fall[1],
- target=50,
- reach=Event.marathon_reach_lunatic,
- arr=2,
- bg="game2",
- bgm="secret8th",
- },
- {
- _20G=true,
- drop=0,
- lock=death_lock[1],
- wait=death_wait[1],
- fall=death_fall[1],
- target=50,
- reach=Event.marathon_reach_ultimate,
- arr=1,
- bg="game2",
- bgm="secret7th",
- },
- },
- classic={
- {
- das=15,arr=3,
- sddas=2,sdarr=2,
- ghost=false,center=false,
- drop=1,lock=1,
- wait=10,fall=25,
- next=6,hold=false,
- sequence="rnd",
- freshLimit=0,
- target=10,
- reach=Event.classic_reach,
- bg="rgb",
- bgm="rockblock",
- },
- },
- zen={
- {
- drop=1e99,
- lock=1e99,
- target=200,
- reach=Event.gameover.win,
- bg="strap",
- bgm="infinite",
- },
- },
- infinite={
- {
- drop=1e99,
- lock=1e99,
- oncehold=false,
- bg="glow",
- bgm="infinite",
- },
- },
- solo={
- {
- bg="game2",
- bgm="race",
- },
- },
- tsd={
- {
- oncehold=false,
- drop=1e99,
- lock=1e99,
- target=1,
- reach=Event.tsd_reach,
- ospin=false,
- bg="matrix",
- bgm="reason",
- },
- {
- drop=60,
- lock=60,
- target=1,
- reach=Event.tsd_reach,
- ospin=false,
- bg="matrix",
- bgm="reason",
- },
- },
- blind={
- {
- drop=30,
- lock=60,
- visible=2,
- bg="glow",
- bgm="newera",
- },
- {
- drop=15,
- lock=60,
- visible=0,
- freshLimit=10,
- bg="glow",
- bgm="reason",
- },
- {
- _20G=true,
- lock=60,
- visible=0,
- freshLimit=15,
- bg="glow",
- bgm="reason",
- },
- {
- _20G=true,
- drop=0,
- lock=15,
- wait=10,
- fall=15,
- visible=0,
- arr=1,
- bg="game3",
- bgm="secret8th",
- },
- },
- dig={
- {
- drop=60,
- lock=120,
- fall=20,
- bg="game2",
- bgm="push",
- },
- {
- drop=10,
- lock=30,
- bg="game2",
- bgm="secret7th",
- },
- },
- survivor={
- {
- drop=60,
- lock=120,
- fall=30,
- bg="game2",
- bgm="push",
- },
- {
- drop=30,
- lock=60,
- fall=20,
- bg="game2",
- bgm="newera",
- },
- {
- drop=10,
- lock=60,
- fall=15,
- bg="game2",
- bgm="secret8th",
- },
- {
- drop=5,
- lock=60,
- fall=10,
- bg="game3",
- bgm="secret7th",
- },
- },
- tech={
- {
- oncehold=false,
- drop=1e99,
- lock=1e99,
- target=0,
- reach=Event.tech_reach,
- bg="matrix",
- bgm="way",
- },
- {
- drop=30,
- lock=60,
- target=0,
- reach=Event.tech_reach,
- bg="matrix",
- bgm="way",
- },
- {
- drop=15,
- lock=60,
- target=0,
- reach=Event.tech_reach_hard,
- bg="matrix",
- bgm="way",
- },
- {
- drop=5,
- lock=40,
- target=0,
- reach=Event.tech_reach_hard,
- bg="matrix",
- bgm="way",
- },
- {
- drop=1,
- lock=40,
- target=0,
- reach=Event.tech_reach_hard,
- bg="matrix",
- bgm="secret7th",
- },
- },
- pctrain={
- {
- next=4,
- hold=false,
- drop=120,
- lock=120,
- fall=20,
- sequence="pc",
- target=0,
- freshLimit=1e99,
- reach=Event.newPC,
- ospin=false,
- bg="rgb",
- bgm="newera",
- },
- {
- next=4,
- hold=false,
- drop=60,
- lock=60,
- fall=20,
- sequence="pc",
- target=0,
- reach=Event.newPC,
- ospin=false,
- bg="rgb",
- bgm="newera",
- },
- },
- pcchallenge={
- {
- oncehold=false,
- drop=300,
- lock=1e99,
- target=100,
- reach=Event.gameover.win,
- freshLimit=1e99,
- ospin=false,
- bg="rgb",
- bgm="newera",
- },
- {
- drop=60,
- lock=120,
- fall=10,
- target=100,
- reach=Event.gameover.win,
- ospin=false,
- bg="rgb",
- bgm="infinite",
- },
- {
- drop=20,
- lock=60,
- fall=20,
- target=100,
- reach=Event.gameover.win,
- ospin=false,
- bg="rgb",
- bgm="infinite",
- },
- },
- techmino41={
- {
- fall=20,
- royaleMode=true,
- royalePowerup={2,5,10,20},
- royaleRemain={30,20,15,10,5},
- pushSpeed=2,
- bg="game3",
- bgm="race",
- },
- },
- techmino99={
- {
- fall=20,
- royaleMode=true,
- royalePowerup={2,6,14,30},
- royaleRemain={75,50,35,20,10},
- pushSpeed=2,
- bg="game3",
- bgm="race",
- },
- },
- drought={
- {
- drop=20,
- lock=60,
- sequence="drought1",
- target=100,
- reach=Event.gameover.win,
- ospin=false,
- bg="glow",
- bgm="reason",
- },
- {
- drop=20,
- lock=60,
- sequence="drought2",
- target=100,
- reach=Event.gameover.win,
- ospin=false,
- bg="glow",
- bgm="reason",
- },
- },
- hotseat={
- {
- bg="none",
- bgm="way",
- },
- },
- custom={
- {
- bg="none",
- bgm="reason",
- reach=Event.gameover.win,
- },
- },
-}
modeID={
[0]="custom",
"sprint","marathon","classic","zen","infinite","solo","tsd","blind","dig","survivor","tech",
@@ -625,7 +187,7 @@ modeLevel={
infinite={"NORMAL"},
solo={"EASY","NORMAL","HARD","LUNATIC"},
tsd={"NORMAL","HARD"},
- blind={"EASY","HARD","LUNATIC","GM"},
+ blind={"EASY","HARD","LUNATIC","ULTIMATE","GM"},
dig={"NORMAL","LUNATIC"},
survivor={"EASY","NORMAL","HARD","LUNATIC"},
tech={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
@@ -640,9 +202,9 @@ modeLevel={
modeLevelColor={
EASY=color.cyan,
NORMAL=color.green,
- HARD=color.purple,
+ HARD=color.magenta,
LUNATIC=color.red,
- EXTRA=color.lightPurple,
+ EXTRA=color.lightMagenta,
ULTIMATE=color.lightYellow,
MESS=color.lightGrey,
@@ -657,78 +219,17 @@ modeLevelColor={
["1000L"]=color.darkRed,
}
-freshMethod={
- bag7=function()
- if #P.nxt<6 then
- local bag={1,2,3,4,5,6,7}
- for i=1,7 do
- ins(P.nxt,rem(bag,rnd(8-i)))
- ins(P.nb,blocks[P.nxt[#P.nxt]][0])
- end
- end
- end,
- his4=function()
- if #P.nxt<6 then
- local j,i=0
- ::L::
- i,j=rnd(7),j+1
- if(i==P.his[1]or i==P.his[2]or i==P.his[3]or i==P.his[4])then goto L end
- P.nxt[6],P.nb[6]=i,blocks[i][0]
- rem(P.his,1)ins(P.his,i)
- end
- end,
- rnd=function()
- local i
- ::L::
- i=rnd(7)
- if i==P.nxt[5]then goto L end
- P.nxt[6],P.nb[6]=i,blocks[i][0]
- end,--random
- pc=function()
- if P.cstat.piece%4==0 then
- local r=rnd(#PClist)
- local f=P.cstat.event==1
- for i=1,4 do
- local b=PClist[r][i]
- if f then
- if b<3 then b=3-b
- elseif b<5 then b=7-b
- end
- end
- ins(P.nxt,b)
- ins(P.nb,blocks[b][0])
- end
- P.cstat.event=(P.cstat.event+1)%2
- end
- end,
- drought1=function()
- if #P.nxt<6 then
- local bag={1,2,3,4,5,6}
- for i=1,6 do
- ins(P.nxt,rem(bag,rnd(7-i)))
- ins(P.nb,blocks[P.nxt[#P.nxt]][0])
- end
- end
- end,
- drought2=function()
- if #P.nxt<6 then
- local bag={1,1,1,2,2,2,3,3,3,4,4,4,6,6,6,5,7}
- ::L::
- ins(P.nxt,rem(bag,rnd(#bag)))
- ins(P.nb,blocks[P.nxt[#P.nxt]][0])
- if bag[1]then goto L end
- end
- end,
-}
blocks={
- {[0]={{0,1,1},{1,1,0}},{{1,0},{1,1},{0,1}},{{0,1,1},{1,1,0}},{{1,0},{1,1},{0,1}}},
- {[0]={{1,1,0},{0,1,1}},{{0,1},{1,1},{1,0}},{{1,1,0},{0,1,1}},{{0,1},{1,1},{1,0}}},
+ {[0]={{0,1,1},{1,1,0}},{{1,0},{1,1},{0,1}}},
+ {[0]={{1,1,0},{0,1,1}},{{0,1},{1,1},{1,0}}},
{[0]={{1,1,1},{0,0,1}},{{1,1},{1,0},{1,0}},{{1,0,0},{1,1,1}},{{0,1},{0,1},{1,1}}},
{[0]={{1,1,1},{1,0,0}},{{1,0},{1,0},{1,1}},{{0,0,1},{1,1,1}},{{1,1},{0,1},{0,1}}},
{[0]={{1,1,1},{0,1,0}},{{1,0},{1,1},{1,0}},{{0,1,0},{1,1,1}},{{0,1},{1,1},{0,1}}},
- {[0]={{1,1},{1,1}},{{1,1},{1,1}},{{1,1},{1,1}},{{1,1},{1,1}}},
- {[0]={{1,1,1,1}},{{1},{1},{1},{1}},{{1,1,1,1}},{{1},{1},{1},{1}}},
+ {[0]={{1,1},{1,1}},{{1,1},{1,1}}},
+ {[0]={{1,1,1,1}},{{1},{1},{1},{1}}},
}
+local l={1,2,6,7}for i=1,4 do blocks[l[i]][2],blocks[l[i]][3]=blocks[l[i]][0],blocks[l[i]][1]end
+for i=1,7 do blocks[i+7]=blocks[i]end
scs={
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1,2},{2,1},{2,2},{2,2}},
@@ -863,11 +364,11 @@ Buttons={
load={},
intro={},
main={
- {x=250,y=250,w=350,h=100,rgb=color.red,f=55,code=function()gotoScene("mode")end,down=2},
- {x=250,y=360,w=350,h=100,rgb=color.blue,f=55,code=function()gotoScene("setting")end,up=1,down=3},
- {x=160,y=470,w=170,h=100,rgb=color.yellow,f=55,code=function()gotoScene("help")end,up=2,down=5,right=4},
- {x=340,y=470,w=170,h=100,rgb=color.cyan,f=40,code=function()gotoScene("stat")end,up=2,down=5,left=3},
- {x=250,y=580,w=350,h=100,rgb=color.grey,f=50,code=function()gotoScene("quit")end,up=3},
+ {x=640,y=290,w=220,h=220,rgb=color.red,f=60,code=function()gotoScene("mode")end,down=4,left=3,right=2},
+ {x=880,y=290,w=220,h=220,rgb=color.blue,f=60,code=function()gotoScene("setting")end,down=5,left=1,right=2},
+ {x=400,y=290,w=220,h=220,rgb=color.cyan,f=60,code=function()gotoScene("stat")end,down=4,right=1},
+ {x=640,y=530,w=220,h=220,rgb=color.yellow,f=60,code=function()gotoScene("help")end,up=1,down=5,left=3,right=5},
+ {x=1180,y=620,w=120,h=120,rgb=color.grey,f=50,code=function()gotoScene("quit")end,up=2,left=4},
},
mode={
{x=1000,y=210,w=200,h=140,rgb=color.white,hide=function()return modeSel==1 end,f=64,code=function()keyDown.mode("up")end},
@@ -879,7 +380,7 @@ Buttons={
{x=640,y=630,w=230,h=90,rgb=color.white,f=45,code=back},
},
custom={
- {x=1000,y=200,w=100,h=100,rgb=color.white,f=40,code=function()optSel=(optSel-2)%#customID+1 end},
+ {x=1000,y=200,w=100,h=100,rgb=color.white,code=function()optSel=(optSel-2)%#customID+1 end},
{x=1000,y=440,w=100,h=100,rgb=color.white,f=50,code=function()optSel=optSel%#customID+1 end},
{x=880,y=320,w=100,h=100,rgb=color.white,f=50,code=function()local k=customID[optSel]customSel[k]=(customSel[k]-2)%#customRange[k]+1 end},
{x=1120,y=320,w=100,h=100,rgb=color.white,f=50,code=function()local k=customID[optSel]customSel[k]=customSel[k]%#customRange[k]+1 end},
@@ -890,17 +391,17 @@ Buttons={
},
setting={--Normal setting
{x=285,y=90,w=210,h=60,rgb=color.white,code=function()setting.ghost=not setting.ghost end,down=3,right=2},
- {x=505,y=90,w=210,h=60,rgb=color.white,code=function()setting.center=not setting.center end,down=5,left=1,right=11},
+ {x=510,y=90,w=210,h=60,rgb=color.white,code=function()setting.center=not setting.center end,down=5,left=1,right=11},
--1,2
{x=205,y=180,w=50,h=50,rgb=color.white,code=function()setting.das=(setting.das-1)%31 end,up=1,down=7,right=4},
{x=370,y=180,w=50,h=50,rgb=color.white,code=function()setting.das=(setting.das+1)%31 end,up=1,down=8,left=3,right=5},
- {x=420,y=180,w=50,h=50,rgb=color.white,code=function()setting.arr=(setting.arr-1)%16 end,up=2,down=9,left=4,right=6},
- {x=585,y=180,w=50,h=50,rgb=color.white,code=function()setting.arr=(setting.arr+1)%16 end,up=2,down=10,left=5,right=13},
+ {x=425,y=180,w=50,h=50,rgb=color.white,code=function()setting.arr=(setting.arr-1)%16 end,up=2,down=9,left=4,right=6},
+ {x=590,y=180,w=50,h=50,rgb=color.white,code=function()setting.arr=(setting.arr+1)%16 end,up=2,down=10,left=5,right=13},
--3~6
{x=205,y=260,w=50,h=50,rgb=color.white,code=function()setting.sddas=(setting.sddas-1)%11 end,up=3,down=19,right=8},
{x=370,y=260,w=50,h=50,rgb=color.white,code=function()setting.sddas=(setting.sddas+1)%11 end,up=4,down=19,left=7,right=9},
- {x=420,y=260,w=50,h=50,rgb=color.white,code=function()setting.sdarr=(setting.sdarr-1)%4 end,up=5,down=19,left=8,right=10},
- {x=585,y=260,w=50,h=50,rgb=color.white,code=function()setting.sdarr=(setting.sdarr+1)%4 end,up=6,down=19,left=9,right=14},
+ {x=425,y=260,w=50,h=50,rgb=color.white,code=function()setting.sdarr=(setting.sdarr-1)%4 end,up=5,down=19,left=8,right=10},
+ {x=590,y=260,w=50,h=50,rgb=color.white,code=function()setting.sdarr=(setting.sdarr+1)%4 end,up=6,down=19,left=9,right=14},
--7~10
{x=760,y=90,w=160,h=60,rgb=color.white,code=function()setting.sfx=not setting.sfx end,down=13,left=2,right=12},
{x=940,y=90,w=160,h=60,rgb=color.white,code=function()
diff --git a/main.lua b/main.lua
index b4950ac4..b5e228ae 100644
--- a/main.lua
+++ b/main.lua
@@ -50,18 +50,18 @@ end
gameEnv0={
das=10,arr=2,
sddas=0,sdarr=2,
- ghost=true,center=true,
+ ghost=true,center=true,bone=false,
drop=30,lock=45,
wait=1,fall=1,
next=6,hold=true,oncehold=true,
- sequence="bag7",visible=1,
+ sequence="bag7",
+ block=true,visible="show",
_20G=false,target=1e99,
- freshLimit=15,
+ freshLimit=1e99,
ospin=true,
reach=null,
bg="none",
bgm="race"
- --not all is actually used,some only provide a key
}
customSel={
drop=20,
@@ -93,8 +93,8 @@ loadmode={
createPlayer(1,340,15)
end,
solo=function()
- createPlayer(1,200,15)
- createPlayer(2,830,220,.7,customRange.opponent[3*curMode.lv])
+ createPlayer(1,340,15)
+ createPlayer(2,965,360,.5,customRange.opponent[3*curMode.lv])
end,
tsd=function()
createPlayer(1,340,15)
@@ -322,365 +322,6 @@ mesDisp={
end
end
}
-Event={
- gameover={
- win=function()
- local P=players.alive[1]
- P.alive=false
- P.control=false
- P.timing=false
- P.waiting=1e99
- P.b2b=0
- if modeEnv.royaleMode then
- P.rank=1
- P.result="WIN"
- showText(P,1,"appear",60,120,nil,true)
- changeAtk(P)
- end
- ::L::if P.task[1]then
- rem(P.task)
- goto L
- end
- for i=1,#P.atkBuffer do
- P.atkBuffer[i].sent=true
- P.atkBuffer[i].time=0
- end
- for i=1,#P.field do
- for j=1,10 do
- P.visTime[i][j]=min(P.visTime[i][j],20)
- end
- end
- showText(P,text.win,"beat",90,nil,nil,true)
- if P.id==1 and players[2]and players[2].ai then SFX("win")end
- ins(P.task,Event.task.win)
- end,
- lose=function()
- P.alive=false
- P.control=false
- P.timing=false
- P.waiting=1e99
- P.b2b=0
- ::L::if P.task[1]then
- rem(P.task)
- goto L
- end
- for i=1,#players.alive do
- if players.alive[i]==P then
- rem(players.alive,i)
- break
- end
- end
- if modeEnv.royaleMode then
- changeAtk(P)
- P.result="K.O."
- P.rank=#players.alive+1
- showText(P,P.rank,"appear",60,120,nil,true)
- P.strength=0
- local A=P
- ::L::
- A=A.lastRecv
- if A and not A.alive and A~=P then goto L end
- if A and A~=P then
- if P.id==1 or A.id==1 then
- throwBadge(P,A,P.badge)
- P.killMark=A.id==1
- end
- A.ko,A.badge=A.ko+1,A.badge+P.badge+1
- for i=A.strength+1,4 do
- if A.badge>=modeEnv.royalePowerup[i]then
- A.strength=i
- end
- end
- if P==mostBadge then
- mostBadge,secBadge=secBadge
- elseif P==secBadge then
- secBadge=nil
- end
- if mostBadge then
- if A.badge>mostBadge.badge then
- if A~=mostBadge then
- mostBadge,secBadge=A,mostBadge
- end
- elseif secBadge then
- if A.badge>secBadge.badge then
- secBadge=A
- end
- else
- secBadge=A
- end
- else
- mostBadge=A
- end
- end
- freshMostDangerous()
- for i=1,#players.alive do
- if players.alive[i].atking==P then
- freshTarget(players.alive[i])
- end
- end
- if #players.alive==modeEnv.royaleRemain[gameStage]then
- royaleLevelup()
- end
- end
- for i=1,#P.atkBuffer do
- P.atkBuffer[i].sent=true
- P.atkBuffer[i].time=0
- end
- for i=1,#P.field do
- for j=1,10 do
- P.visTime[i][j]=min(P.visTime[i][j],20)
- end
- end
- showText(P,text.lose,"appear",90,nil,nil,true)
- if P.id==1 and players[2]and players[2].ai then SFX("fail")end
- ins(P.task,Event.task.lose)
- if #players.alive==1 then
- local t=P
- P=players.alive[1]
- Event.gameover.win()
- P=t
- end
- end,
- },
- marathon_reach=function()
- local s=int(P.cstat.row*.1)
- if s>=20 then
- P.cstat.row=200
- Event.gameover.win()
- else
- P.gameEnv.drop=marathon_drop[s]
- if s==18 then P.gameEnv._20G=true end
- P.gameEnv.target=s*10+10
- SFX("reach")
- end
- end,
- marathon_reach_lunatic=function()
- if P.gameEnv.target==250 then
- P.cstat.row=250
- Event.gameover.win()
- else
- P.gameEnv.target=P.gameEnv.target+50
- local t=P.gameEnv.target/50
- P.gameEnv.lock=rush_lock[t]
- P.gameEnv.wait=rush_wait[t]
- P.gameEnv.fall=rush_fall[t]
- showText(P,text.stage[t],"fly",80,-120)
- SFX("reach")
- end
- end,
- marathon_reach_ultimate=function()
- if P.cstat.event==5 then
- P.cstat.row=250
- Event.gameover.win()
- else
- local t=P.cstat.event+1
- if t==1 then t=2 end
- P.gameEnv.target=50*t
- P.cstat.event=t
- P.gameEnv.lock=death_lock[t]
- P.gameEnv.wait=death_wait[t]
- P.gameEnv.fall=death_fall[t]
- showText(P,text.stage[t],"fly",80,-120)
- SFX("reach")
- end
- end,
- classic_reach=function()
- P.gameEnv.target=P.gameEnv.target+10
- if P.gameEnv.target==100 then
- P.gameEnv.drop,P.gameEnv.lock=0,0
- end
- SFX("reach")
- end,
- tsd_reach=function()
- if P.lastClear~=52 then
- Event.gameover.lose()
- else
- P.gameEnv.target=P.gameEnv.target+20
- P.cstat.event=P.cstat.event+1
- if #P.field>11 and P.cstat.event%5~=1 then
- ins(P.clearing,1)
- end
- end
- end,
- tech_reach=function()
- if #P.clearing>0 and P.lastClear<10 then
- Event.gameover.lose()
- end
- end,
- tech_reach_hard=function()
- if #P.clearing>0 and P.lastClear<10 or P.lastClear==74 then
- Event.gameover.lose()
- end
- end,
- newPC=function()
- local P=players[1]
- if P.cstat.piece%4==0 then
- if #P.field==#P.clearing then
- P.counter=P.cstat.piece==0 and 20 or 0
- ins(P.task,Event.task.PC)
- if curMode.lv==2 then
- local s=P.cstat.pc*.5
- if int(s)==s and s>0 then
- P.gameEnv.drop=pc_drop[s]or 10
- P.gameEnv.lock=pc_lock[s]or 20
- P.gameEnv.fall=pc_fall[s]or 5
- if s==10 then
- showText(P,text.maxspeed,"appear",80,-140)
- else
- showText(P,text.speedup,"appear",30,-140)
- end
- end
- end
- else
- Event.gameover.lose()
- end
- end
- end,
- task={
- win=function()
- P.endCounter=P.endCounter+1
- if P.endCounter>80 then
- if P.gameEnv.visible==1 then
- for i=1,#P.field do
- for j=1,10 do
- if P.visTime[i][j]>0 then
- P.visTime[i][j]=P.visTime[i][j]-1
- end
- end
- end
- if P.endCounter==100 then
- for i=1,#P.field do
- removeRow(P.field)
- removeRow(P.visTime)
- end
- return true
- end
- elseif P.endCounter==100 then
- return true
- end
- end
- end,
- lose=function()
- P.endCounter=P.endCounter+1
- if P.endCounter>80 then
- if P.gameEnv.visible==1 then
- for i=1,#P.field do
- for j=1,10 do
- if P.visTime[i][j]>0 then
- P.visTime[i][j]=P.visTime[i][j]-1
- end
- end
- end
- if P.endCounter==100 then
- for i=1,#P.field do
- removeRow(P.field)
- removeRow(P.visTime)
- end
- return true
- end
- elseif P.endCounter==100 then
- return true
- end
- end
- end,
- dig_normal=function()
- local P=players[1]
- P.counter=P.counter+1
- if #P.clearing==0 and P.counter>=max(90,180-2*P.cstat.event)then
- ins(P.field,1,getNewRow(13))
- ins(P.visTime,1,getNewRow(1e99))
- P.field[1][rnd(10)]=0
- P.fieldBeneath=P.fieldBeneath+30
- P.cy,P.y_img=P.cy+1,P.y_img+1
- P.counter=0
- P.cstat.event=P.cstat.event+1
- end
- end,
- dig_lunatic=function()
- local P=players[1]
- P.counter=P.counter+1
- if #P.clearing==0 and P.counter>=max(40,60-.5*P.cstat.event)then
- ins(P.field,1,getNewRow(13))
- ins(P.visTime,1,getNewRow(1e99))
- P.field[1][rnd(10)]=0
- P.fieldBeneath=P.fieldBeneath+30
- P.cy,P.y_img=P.cy+1,P.y_img+1
- P.counter=0
- P.cstat.event=P.cstat.event+1
- end
- end,
- survivor_easy=function()
- local P=players[1]
- P.counter=P.counter+1
- if P.counter==max(60,180-2*P.cstat.event)then
- ins(P.atkBuffer,{rnd(10),amount=1,countdown=30,cd0=30,time=0,sent=false,lv=1})
- P.counter=0
- if P.cstat.event==60 then showText(P,text.maxspeed,"appear",80,-140)end
- P.cstat.event=P.cstat.event+1
- end
- end,
- survivor_normal=function()
- local P=players[1]
- P.counter=P.counter+1
- if P.counter==max(60,180-2*P.cstat.event)then
- local d=P.cstat.event+1
- if d%4==0 then ins (P.atkBuffer,{rnd(10),amount=1,countdown=60,cd0=60,time=0,sent=false,lv=1})
- elseif d%4==1 then ins(P.atkBuffer,{rnd(10),amount=2,countdown=70,cd0=70,time=0,sent=false,lv=1})
- elseif d%4==2 then ins(P.atkBuffer,{rnd(10),amount=3,countdown=80,cd0=80,time=0,sent=false,lv=2})
- elseif d%4==3 then ins(P.atkBuffer,{rnd(10),amount=4,countdown=90,cd0=90,time=0,sent=false,lv=3})
- end
- P.counter=0
- if P.cstat.event==60 then showText(P,text.maxspeed,"appear",80,-140)end
- P.cstat.event=P.cstat.event+1
- end
- end,
- survivor_hard=function()
- local P=players[1]
- P.counter=P.counter+1
- if P.counter==max(60,180-2*P.cstat.event)then
- if P.cstat.event%3<2 then
- ins(P.atkBuffer,{rnd(10),amount=1,countdown=0,cd0=0,time=0,sent=false,lv=1})
- else
- ins(P.atkBuffer,{rnd(10),amount=3,countdown=60,cd0=60,time=0,sent=false,lv=2})
- end
- P.counter=0
- if P.cstat.event==45 then showText(P,text.maxspeed,"appear",80,-140)end
- P.cstat.event=P.cstat.event+1
- end
- end,
- survivor_lunatic=function()
- local P=players[1]
- P.counter=P.counter+1
- if P.counter==max(90,150-P.cstat.event)then
- local t=max(60,90-P.cstat.event)
- ins(P.atkBuffer,{rnd(10),amount=4,countdown=t,cd0=t,time=0,sent=false,lv=3})
- P.counter=0
- if P.cstat.event==30 then showText(P,text.maxspeed,"appear",80,-140)end
- P.cstat.event=P.cstat.event+1
- end
- end,
- PC=function()
- local P=players[1]
- P.counter=P.counter+1
- if P.counter==21 then
- local t=P.cstat.pc%2
- for i=1,4 do
- local r=getNewRow()
- for j=1,10 do
- r[j]=PCbase[4*t+i][j]
- end
- ins(P.field,1,r)
- ins(P.visTime,1,getNewRow(P.showTime))
- end
- P.fieldBeneath=P.fieldBeneath+120
- -- P.cy=P.cy+4
- P.y_img=P.y_img+4
- freshgho()
- return true
- end
- end,
- },
-}
--Game system Data
setting={
lang=1,
@@ -780,6 +421,7 @@ require("ai")
require("timer")
require("paint")
require("call&sys")
+require("largeList")
require("list")
swapLanguage(setting.lang)
require("texture")
\ No newline at end of file
diff --git a/paint.lua b/paint.lua
index fb41fb45..bd39daea 100644
--- a/paint.lua
+++ b/paint.lua
@@ -87,7 +87,7 @@ FX={
zoomout=function(t,a)
gc.push("transform")
setFont(t.font)
- local k=t.t^.5*.2+1
+ local k=t.t^.5*.1+1
gc.translate(150,290+t.dy)
gc.scale(k,k)
gc.setColor(1,1,1,a)
@@ -124,7 +124,7 @@ function drawButton()
gc.setColor(C[1],C[2],C[3],B.alpha)
gc.rectangle("fill",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
gc.setColor(C[1],C[2],C[3],.3)
- gc.setLineWidth(5)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
+ gc.setLineWidth(5)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h,4)
local t=B.t
local y0
if t then
@@ -156,11 +156,12 @@ function drawPixel(y,x,id,alpha)
gc.draw(blockSkin[id],30*x-30,600-30*y)
end
function drawAtkPointer(x,y)
- gc.setColor(0,.6,1,.35+sin(Timer()*20)*.2)
+ local t=sin(Timer()*20)
+ gc.setColor(.2,.7+t*.2,1,.6+t*.4)
gc.circle("fill",x,y,25,6)
local a=Timer()*3%1*.8
gc.setColor(0,.6,1,.8-a)
- gc.circle("line",x,y,25*(1+a),6)
+ gc.circle("line",x,y,30*(1+a),6)
end
function VirtualkeyPreview()
@@ -239,9 +240,9 @@ Pnt.BG={
function Pnt.load()
gc.setLineWidth(4)
gc.setColor(1,1,1,.5)
- gc.rectangle("fill",300,330,loadprogress*680,60)
+ gc.rectangle("fill",300,330,loadprogress*680,60,5)
gc.setColor(1,1,1)
- gc.rectangle("line",300,330,680,60)
+ gc.rectangle("line",300,330,680,60,5)
setFont(40)
mStr(text.load[loading],640,335)
setFont(25)
@@ -256,20 +257,19 @@ function Pnt.intro()
gc.setColor(1,1,1,min(count,80)*.005)
gc.rectangle("fill",0,0,26,14)
gc.pop()
- gc.setColor(1,1,1)
- gc.setColor(1,1,1,.125)
- for i=19,5,-2 do
+ gc.setColor(1,1,1,.06)
+ for i=41,5,-2 do
gc.setLineWidth(i)
- gc.line(250+(count-80)*25,150,(count-80)*25-150,570)
+ gc.line(200+(count-80)*25,130,(count-80)*25,590)
end
gc.setStencilTest()
end
function Pnt.main()
gc.setColor(1,1,1)
+ gc.draw(titleImage,300,30)
setFont(30)
- gc.print("Alpha V0.7.10",370,140)
- gc.print(system,530,110)
- gc.draw(titleImage,30,30)
+ gc.print("Alpha V0.7.11",290,140)
+ gc.print(system,800,110)
end
function Pnt.mode()
setFont(40)
@@ -300,7 +300,7 @@ function Pnt.custom()
for i=1,#customID do
local k=customID[i]
local y=90+40*i
- gc.printf(text.customOption[k],50,y,300,"right")
+ gc.printf(text.customOption[k],30,y,320,"right")
if text.customVal[k]then
gc.print(text.customVal[k][customSel[k]],350,y)
else
@@ -374,25 +374,28 @@ function Pnt.play()
if P.waiting<=0 then
if P.gameEnv.ghost then
for i=1,P.r do for j=1,P.c do
- if P.cb[i][j]>0 then
- drawPixel(i+P.y_img-1,j+P.cx-1,P.bc,.3)
+ if P.curBlock[i][j]>0 then
+ drawPixel(i+P.y_img-1,j+P.curX-1,P.curColor,.3)
end
end end
end--Ghost
- gc.setColor(1,1,1,P.lockDelay/P.gameEnv.lock)
- for i=1,P.r do for j=1,P.c do
- if P.cb[i][j]>0 then
- gc.rectangle("fill",30*(j+P.cx-1)-34,596-30*(i+P.cy-1),38,38)
- end
- end end--BlockShade(lockdelay indicator)
- for i=1,P.r do for j=1,P.c do
- if P.cb[i][j]>0 then
- drawPixel(i+P.cy-1,j+P.cx-1,P.bc,1)
- end
- end end--Block
+ if P.gameEnv.block then
+ gc.setColor(1,1,1,P.lockDelay/P.gameEnv.lock)
+ for i=1,P.r do for j=1,P.c do
+ if P.curBlock[i][j]>0 then
+ gc.rectangle("fill",30*(j+P.curX-1)-34,596-30*(i+P.curY-1),38,38)
+ end
+ end end--BlockShade(lockdelay indicator)
+ for i=1,P.r do for j=1,P.c do
+ if P.curBlock[i][j]>0 then
+ drawPixel(i+P.curY-1,j+P.curX-1,P.curColor,1)
+ end
+ end end--Block
+ end
if P.gameEnv.center then
- local x=30*(P.cx+P.sc[2]-1)-30+15
- gc.draw(spinCenter,x,600-30*(P.cy+P.sc[1]-1)+15,nil,nil,nil,4,4)
+ gc.setColor(1,1,1)
+ local x=30*(P.curX+P.sc[2]-1)-30+15
+ gc.draw(spinCenter,x,600-30*(P.curY+P.sc[1]-1)+15,nil,nil,nil,4,4)
gc.setColor(1,1,1,.5)
gc.draw(spinCenter,x,600-30*(P.y_img+P.sc[1]-1)+15,nil,nil,nil,4,4)
end--Rotate center
@@ -421,7 +424,9 @@ function Pnt.play()
gc.rectangle("fill",304,600-h+(-bar+3),12,-(-bar+3)*(1-a.countdown/a.cd0))
--Timing
else
- attackColor.animate[a.lv]((sin((Timer()-i)*20)+1)*.5)
+ local t=sin((Timer()-i)*20)*.5+.5
+ local c1,c2=attackColor[a.lv][1],attackColor[a.lv][2]
+ gc.setColor(c1[1]*t+c2[1]*(1-t),c1[2]*t+c2[2]*(1-t),c1[3]*t+c2[3]*(1-t))
gc.rectangle("fill",304,600-h,12,-bar+3)
--Warning
end
@@ -433,34 +438,32 @@ function Pnt.play()
end
h=h+bar
end--Buffer line
-
- gc.setColor(P.b2b<40 and color.white or P.b2b<=480 and color.lightRed or color.lightBlue)
- gc.rectangle("fill",-13,600,10,-P.b2b1)
- gc.setColor(color.red)
- gc.rectangle("fill",-19,600-40,16,5)
- gc.setColor(color.blue)
- gc.rectangle("fill",-19,600-480,16,5)
- --B2B bar
-
+ gc.setColor(1,1,1)
+ gc.draw(lightBulb,-35,573)
+ if P.b2b>0 then
+ gc.setColor(P.b2b<50 and color.white or P.b2b<=1000 and color.lightRed or color.lightBlue)
+ gc.draw(light,-35,573)
+ end
+ --B2B indictator
setFont(40)
gc.setColor(1,1,1)
if P.gameEnv.hold then
mStr(text.hold,-75,-10)
- for i=1,#P.hb do
- for j=1,#P.hb[1] do
- if P.hb[i][j]>0 then
- drawPixel(i+17.5-#P.hb*.5,j-2.5-#P.hb[1]*.5,P.holded and 13 or P.hc,1)
+ for i=1,#P.holdBlock do
+ for j=1,#P.holdBlock[1] do
+ if P.holdBlock[i][j]>0 then
+ drawPixel(i+17.5-#P.holdBlock*.5,j-2.5-#P.holdBlock[1]*.5,P.holded and 9 or P.holdColor,1)
end
end
end
end--Hold
- gc.print(text.next,325,-10)
+ mStr(text.next,375,-10)
for N=1,P.gameEnv.next do
- local b=P.nb[N]
+ local b=P.nextBlock[N]
for i=1,#b do
for j=1,#b[1] do
if b[i][j]>0 then
- drawPixel(i+20-2.4*N-#b*.5,j+12.5-#b[1]*.5,P.nxt[N],1)
+ drawPixel(i+20-2.4*N-#b*.5,j+12.5-#b[1]*.5,P.nextColor[N],1)
end
end
end
@@ -519,7 +522,7 @@ function Pnt.play()
local b=FX.badge[i]
local t=b.t<10 and 0 or b.t<50 and(sin(1.5*(b.t/20-1.5))+1)*.5 or 1
gc.setColor(1,1,1,b.t<10 and b.t*.1 or b.t<50 and 1 or(60-b.t)*.1)
- gc.draw(badgeIcon,b[1]+(b[3]-b[1])*t,b[2]+(b[4]-b[2])*t,nil,b.size,nil,14,14)
+ gc.draw(badgeIcon,b[1]+(b[3]-b[1])*t,b[2]+(b[4]-b[2])*t,nil,nil,nil,14,14)
end
P=players[1]
gc.setLineWidth(5)
@@ -601,6 +604,13 @@ function Pnt.help()
gc.printf(text.help[i],140,15+43*i,1000,"center")
end
gc.draw(titleImage,180,600,.2,.7+.05*sin(Timer()*2),nil,140,100)
+ gc.draw(payCode,20,20)
+ gc.draw(groupCode,1080,20)
+ gc.setColor(1,1,1,sin(Timer()*10)*.5+.5)
+ setFont(35)
+ mStr(text.support,150,283)
+ setFont(25)
+ mStr(text.group,1170,210)
end
function Pnt.stat()
setFont(35)
diff --git a/texture.lua b/texture.lua
index 3289093c..e31a5fe2 100644
--- a/texture.lua
+++ b/texture.lua
@@ -43,8 +43,8 @@ for i=1,7 do
local b=blocks[i][0]
mouseBlock[i]=C(#b[1],#b)
gc.setColor(blockColor[i])
- for x=1,#b[1]do for y=1,#b do
- if b[y][x]==1 then
+ for y=1,#b do for x=1,#b[1]do
+ if b[y][x]~=0 then
gc.rectangle("fill",x-1,#b-y,1,1)
end
end end
@@ -87,8 +87,13 @@ dialCircle=N("/image/mess/dialCircle.png")
dialNeedle=N("/image/mess/dialNeedle.png")
badgeIcon=N("/image/mess/badge.png")
spinCenter=N("/image/mess/spinCenter.png")
+lightBulb=N("/image/mess/lightBulb.png")
+light=N("/image/mess/light.png")
+
background1=N("/image/BG/bg1.jpg")
background2=N("/image/BG/bg2.png")
+groupCode=N("/image/mess/groupcode.png")
+payCode=N("/image/mess/paycode.png")
c=nil
gc.setCanvas()
diff --git a/timer.lua b/timer.lua
index c39ac3a1..ed3b75b6 100644
--- a/timer.lua
+++ b/timer.lua
@@ -93,11 +93,20 @@ function Tmr.play(dt)
P=players[p]
if P.timing then P.time=P.time+dt end
if P.alive then
- local v=0
- for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.keyTime[i])end P.keySpeed=P.keySpeed*.99+v*.1
- v=0
- for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.dropTime[i])end P.dropSpeed=P.dropSpeed*.99+v*.1
- --Update speeds
+ if not P.small then
+ local v=0
+ for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.keyTime[i])end P.keySpeed=P.keySpeed*.99+v*.1
+ v=0
+ for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.dropTime[i])end P.dropSpeed=P.dropSpeed*.99+v*.1
+ --Update speeds
+ if modeEnv.royaleMode then
+ if P.keyPressing[9]then
+ P.swappingAtkMode=min(P.swappingAtkMode+2,30)
+ else
+ P.swappingAtkMode=P.swappingAtkMode+((#P.field>15 and P.swappingAtkMode>4 or P.swappingAtkMode>8)and -1 or 1)
+ end
+ end
+ end
if P.ai and P.waiting<=0 then
P.ai.controlDelay=P.ai.controlDelay-1
@@ -148,13 +157,6 @@ function Tmr.play(dt)
else
P.downing=0
end
- if modeEnv.royaleMode then
- if P.keyPressing[9]then
- P.swappingAtkMode=min(P.swappingAtkMode+2,30)
- else
- P.swappingAtkMode=P.swappingAtkMode+((#P.field>15 and P.swappingAtkMode>4 or P.swappingAtkMode>8)and -1 or 1)
- end
- end
if P.falling>0 then
P.falling=P.falling-1
if P.falling<=0 then
@@ -174,7 +176,7 @@ function Tmr.play(dt)
resetblock()
end
else
- if P.cy~=P.y_img then
+ if P.curY~=P.y_img then
if P.dropDelay>0 then
P.dropDelay=P.dropDelay-1
else
@@ -190,12 +192,16 @@ function Tmr.play(dt)
end
end
end
- P.b2b1=P.b2b1*.92+P.b2b*.08
--Alive
else
- P.keySpeed=P.keySpeed*.96+P.cstat.key/P.time*60*.04
- P.dropSpeed=P.dropSpeed*.96+P.cstat.piece/P.time*60*.04
- --Final average speeds
+ if not P.small then
+ P.keySpeed=P.keySpeed*.96+P.cstat.key/P.time*60*.04
+ P.dropSpeed=P.dropSpeed*.96+P.cstat.piece/P.time*60*.04
+ --Final average speeds
+ if modeEnv.royaleMode then
+ P.swappingAtkMode=min(P.swappingAtkMode+2,30)
+ end
+ end
if P.falling>0 then
P.falling=P.falling-1
if P.falling<=0 then
@@ -215,7 +221,6 @@ function Tmr.play(dt)
if P.visTime[j][i]<20 then P.visTime[j][i]=P.visTime[j][i]+.5 end
end end--Make field visible
end
- if P.b2b1>0 then P.b2b1=max(P.b2b1-3,0)end
--Dead
end
for i=#P.bonus,1,-1 do
diff --git a/toolfunc.lua b/toolfunc.lua
index 72cd375d..80fb84cf 100644
--- a/toolfunc.lua
+++ b/toolfunc.lua
@@ -57,6 +57,9 @@ end
function timeSort(a,b)
return a.time>b.time
end
+function badgeSort(a,b)
+ return a.badge>b.badge
+end
function stencil_miniTitle()
for i=1,#miniTitle_rect do
gc.rectangle("fill",unpack(miniTitle_rect[i]))