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]))