代码整理
This commit is contained in:
401
parts/player.lua
401
parts/player.lua
@@ -6,7 +6,8 @@ local ins,rem=table.insert,table.remove
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local format=string.format
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local scr=scr
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local setFont=setFont
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--------------------------<GameData>--------------------------
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--------------------------<Data>--------------------------
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local gameEnv0={
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noTele=false,
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das=10,arr=2,
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@@ -46,48 +47,8 @@ local gameEnv0={
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bg="none",bgm="race"
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}
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local b2bPoint={50,100,180,300}
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local b2bATK={3,5,8,10}
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local clearSCR={80,200,400}
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local spinSCR={--[blockName][row]
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{200,750,1300},--Z
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{200,750,1300},--S
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{220,700,1300},--L
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{220,700,1300},--J
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{250,800,1400},--T
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{260,900,1700},--O
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{300,1200,1700},--I
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{220,800,2000,3000},--Else
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}
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--B2BMUL:1.2/2.0
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--Techrash:1K;MUL:1.3/1.8
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--Mini*=.6
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local reAtk={0,0,1,1,1,2,2,3,3}
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local reDef={0,1,1,2,3,3,4,4,5}
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local scs=require("parts/spinCenters")
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local kickList=require("parts/kickList")
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local finesseList={
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[1]={
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{1,2,1,0,1,2,2,1},
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{2,2,2,1,1,2,3,2,2},
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},--Z
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[3]={
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{1,2,1,0,1,2,2,1},
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{2,2,3,2,1,2,3,3,2},
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{3,4,3,2,3,4,4,3},
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{2,3,2,1,2,3,3,2,2},
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},--L
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[6]={
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{1,2,2,1,0,1,2,2,1},
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},--O
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[7]={
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{1,2,1,0,1,2,1},
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{2,2,2,2,1,1,2,2,2,2},
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},--I
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}
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finesseList[1][3],finesseList[1][4],finesseList[7][3],finesseList[7][4]=finesseList[1][1],finesseList[1][2],finesseList[7][1],finesseList[7][2]--"2-phase" SZI
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finesseList[2]=finesseList[1]--S=Z
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finesseList[4],finesseList[5]=finesseList[3],finesseList[3]--J=L=T
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local CCblockID={6,5,4,3,2,1,0}
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local freshPrepare={
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none=NULL,
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@@ -193,12 +154,7 @@ local freshMethod={
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P:lose()
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end,
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}
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local spinName={"zspin","sspin","jspin","lspin","tspin","ospin","ispin","zspin","sspin","pspin","qspin","fspin","espin","tspin","uspin","vspin","wspin","xspin","jspin","lspin","rspin","yspin","hspin","nspin","ispin"}
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local clearName={"single","double","triple","techrash","pentcrash"}
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local spin_n={[0]="spin_0","spin_1","spin_2","spin_3","spin_3"}
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local clear_n={"clear_1","clear_2","clear_3","clear_4","clear_4"}
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local ren_n={}for i=1,11 do ren_n[i]="ren_"..i end
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--------------------------</GameData>--------------------------
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--------------------------</Data>--------------------------
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--------------------------<LIB>--------------------------
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local player={}--Player object
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@@ -221,9 +177,9 @@ local function updateLine(P,dt)
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end
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end
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end
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bf=P.fieldBeneath
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if bf>0 then
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P.fieldBeneath=max(bf-P.gameEnv.pushSpeed,0)
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local bn=P.fieldBeneath
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if bn>0 then
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P.fieldBeneath=max(bn-P.gameEnv.pushSpeed,0)
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end
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end
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local function updateFXs(P,dt)
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@@ -523,32 +479,9 @@ local frameColor={
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color.lPurple,
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color.lOrange,
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}
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local attackColor={
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{color.dGrey,color.white},
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{color.grey,color.white},
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{color.lPurple,color.white},
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{color.lRed,color.white},
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{color.dGreen,color.cyan},
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}
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local RCPB={10,33,200,33,105,5,105,60}
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local function drawPixel(y,x,id)
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gc.draw(blockSkin[id],30*x-30,600-30*y)
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end
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local function drawDial(x,y,speed)
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gc.setColor(1,1,1)
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mStr(int(speed),x,y-18)
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gc.setLineWidth(4)
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gc.setColor(1,1,1,.4)
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gc.circle("line",x,y,30,10)
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gc.setLineWidth(2)
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gc.setColor(1,1,1,.6)
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gc.circle("line",x,y,30,10)
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gc.setColor(1,1,1,.8)
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gc.draw(IMG.dialNeedle,x,y,2.094+(speed<=175 and .02094*speed or 4.712-52.36/(speed-125)),nil,nil,5,4)
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end
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local function drawFXs(P)
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--LockFX
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for i=1,#P.lockFX do
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@@ -587,7 +520,31 @@ local function drawFXs(P)
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gc.rectangle("fill",150-x*150,615-S[1]*30-y*15,300*x,y*30)
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end
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end
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local function Pdraw_norm(P)
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do--local function Pdraw_norm(P)
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local attackColor={
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{color.dGrey,color.white},
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{color.grey,color.white},
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{color.lPurple,color.white},
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{color.lRed,color.white},
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{color.dGreen,color.cyan},
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}
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local RCPB={10,33,200,33,105,5,105,60}
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local function drawDial(x,y,speed)
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gc.setColor(1,1,1)
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mStr(int(speed),x,y-18)
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gc.setLineWidth(4)
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gc.setColor(1,1,1,.4)
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gc.circle("line",x,y,30,10)
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gc.setLineWidth(2)
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gc.setColor(1,1,1,.6)
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gc.circle("line",x,y,30,10)
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gc.setColor(1,1,1,.8)
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gc.draw(IMG.dialNeedle,x,y,2.094+(speed<=175 and .02094*speed or 4.712-52.36/(speed-125)),nil,nil,5,4)
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end
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local function Pdraw_norm(P)
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local _
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local ENV=P.gameEnv
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gc.push("transform")
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@@ -878,6 +835,7 @@ local function Pdraw_norm(P)
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gc.pop()
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end
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gc.pop()
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end
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end
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local function Pdraw_small(P)
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--Draw content
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@@ -1028,6 +986,31 @@ end
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--------------------------</Paint>--------------------------
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--------------------------<Lib Func>--------------------------
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local function without(L,e)
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for i=1,#L do
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if L[i]==e then return end
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end
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return true
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end
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local function getNewStatTable()
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local T={
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time=0,score=0,
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key=0,rotate=0,hold=0,
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extraPiece=0,extraRate=0,
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piece=0,row=0,dig=0,
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atk=0,digatk=0,
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send=0,recv=0,pend=0,off=0,
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clear={},clears={},spin={},spins={},
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pc=0,hpc=0,b2b=0,b3b=0,
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}
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for i=1,25 do
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T.clear[i]={0,0,0,0,0}
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T.spin[i]={0,0,0,0,0}
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T.clears[i]=0
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T.spins[i]=0
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end
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return T
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end
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local function pressKey(P,i)
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P.keyPressing[i]=true
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P.act[i](P)
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@@ -1064,129 +1047,6 @@ local function releaseKey_Rec(P,i)
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end
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P.keyPressing[i]=false
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end
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local function without(L,e)
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for i=1,#L do
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if L[i]==e then return end
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end
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return true
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end
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local function getNewStatTable()
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local T={
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time=0,score=0,
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key=0,rotate=0,hold=0,
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extraPiece=0,extraRate=0,
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piece=0,row=0,dig=0,
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atk=0,digatk=0,
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send=0,recv=0,pend=0,off=0,
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clear={},clears={},spin={},spins={},
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pc=0,hpc=0,b2b=0,b3b=0,
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}
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for i=1,25 do
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T.clear[i]={0,0,0,0,0}
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T.spin[i]={0,0,0,0,0}
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T.clears[i]=0
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T.spins[i]=0
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end
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return T
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end
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local function newEmptyPlayer(id,x,y,size)
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local P={id=id}
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players[id]=P
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players.alive[id]=P
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--Inherit functions of player class
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for k,v in next,player do P[k]=v end
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if P.id==1 and game.recording then
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P.pressKey=pressKey_Rec
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P.releaseKey=releaseKey_Rec
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else
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P.pressKey=pressKey
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P.releaseKey=releaseKey
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end
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P.update=Pupdate_alive
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P.fieldOff={x=0,y=0,vx=0,vy=0}--For shake FX
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P.x,P.y,P.size=x,y,size or 1
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P.frameColor=frameColor[0]
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P.small=P.size<.1--If draw in small mode
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if P.small then
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P.centerX,P.centerY=P.x+300*P.size,P.y+600*P.size
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P.canvas=love.graphics.newCanvas(60,120)
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P.frameWait=rnd(30,120)
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P.draw=Pdraw_small
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else
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P.keyRec=true--If calculate keySpeed
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P.centerX,P.centerY=P.x+300*P.size,P.y+370*P.size
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P.absFieldX=P.x+150*P.size
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P.absFieldY=P.y+60*P.size
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P.draw=Pdraw_norm
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P.bonus={}--Text objects
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end
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P.randGen=mt.newRandomGenerator(game.seed)
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P.small=false
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P.alive=true
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P.control=false
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P.timing=false
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P.stat=getNewStatTable()
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P.modeData={point=0,event=0,counter=0}--Data use by mode
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P.keyTime={}P.keySpeed=0
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P.dropTime={}P.dropSpeed=0
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for i=1,10 do P.keyTime[i]=-1e5 end
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for i=1,10 do P.dropTime[i]=-1e5 end
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P.field,P.visTime={},{}
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P.atkBuffer={sum=0}
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--Royale-related
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P.badge,P.strength=0,0
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P.atkMode,P.swappingAtkMode=1,20
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P.atker,P.atking,P.lastRecv={}
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P.dropDelay,P.lockDelay=0,0
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P.color={}
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P.showTime=nil
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P.keepVisible=true
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--P.cur={bk=matrix[2], id=shapeID, color=colorID, name=nameID}
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--P.sc,P.dir={0,0},0--SpinCenterCoord, direction
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--P.r,P.c=0,0--row, col
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--P.hd={...},same as P.cur
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-- P.curX,P.curY,P.imgY,P.minY=0,0,0,0--x,y,ghostY
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P.holded=false
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P.next={}
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P.freshTime=0
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P.spinLast,P.lastClear=false,nil
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P.spinSeq=0--For Ospin, each digit mean a spin
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P.ctrlCount=0--Key press time, for finesse check
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P.pieceCount=0--Count pieces from next, for drawing bagline
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P.human=false
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P.RS=kickList.TRS
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-- P.newNext=nil--Call prepareSequence()to get a function to get new next
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P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
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P.movDir,P.moving,P.downing=0,0,0--Last move key,DAS charging,downDAS charging
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P.waiting,P.falling=-1,-1
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P.clearingRow,P.clearedRow={},{}--Clearing animation height,cleared row mark
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P.combo,P.b2b=0,0
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P.garbageBeneath=0
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P.fieldBeneath=0
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P.score1,P.b2b1=0,0
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P.dropFX,P.moveFX,P.lockFX,P.clearFX={},{},{},{}
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P.tasks={}--Tasks
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P.bonus={}--Texts
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P.endCounter=0--Used after gameover
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P.result=nil--String:"WIN"/"K.O."
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return P
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end
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local function loadGameEnv(P)--Load gameEnv
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P.gameEnv={}--Current game setting environment
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local ENV=P.gameEnv
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@@ -1293,6 +1153,104 @@ local function loadAI(P,AIdata)--Load AI params
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P.RS=kickList.TRS
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end
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end
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local function newEmptyPlayer(id,x,y,size)
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local P={id=id}
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players[id]=P
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players.alive[id]=P
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--Inherit functions of player class
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for k,v in next,player do P[k]=v end
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if P.id==1 and game.recording then
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P.pressKey=pressKey_Rec
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P.releaseKey=releaseKey_Rec
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else
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P.pressKey=pressKey
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P.releaseKey=releaseKey
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end
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P.update=Pupdate_alive
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P.fieldOff={x=0,y=0,vx=0,vy=0}--For shake FX
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P.x,P.y,P.size=x,y,size or 1
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P.frameColor=frameColor[0]
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P.small=P.size<.1--If draw in small mode
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if P.small then
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P.centerX,P.centerY=P.x+300*P.size,P.y+600*P.size
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P.canvas=love.graphics.newCanvas(60,120)
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P.frameWait=rnd(30,120)
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P.draw=Pdraw_small
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else
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P.keyRec=true--If calculate keySpeed
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P.centerX,P.centerY=P.x+300*P.size,P.y+370*P.size
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P.absFieldX=P.x+150*P.size
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P.absFieldY=P.y+60*P.size
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P.draw=Pdraw_norm
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P.bonus={}--Text objects
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end
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P.randGen=mt.newRandomGenerator(game.seed)
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P.small=false
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P.alive=true
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P.control=false
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P.timing=false
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P.stat=getNewStatTable()
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P.modeData={point=0,event=0,counter=0}--Data use by mode
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P.keyTime={}P.keySpeed=0
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P.dropTime={}P.dropSpeed=0
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for i=1,10 do P.keyTime[i]=-1e5 end
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for i=1,10 do P.dropTime[i]=-1e5 end
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P.field,P.visTime={},{}
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P.atkBuffer={sum=0}
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--Royale-related
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P.badge,P.strength=0,0
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P.atkMode,P.swappingAtkMode=1,20
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P.atker,P.atking,P.lastRecv={}
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P.dropDelay,P.lockDelay=0,0
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P.color={}
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P.showTime=nil
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P.keepVisible=true
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--P.cur={bk=matrix[2], id=shapeID, color=colorID, name=nameID}
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--P.sc,P.dir={0,0},0--SpinCenterCoord, direction
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--P.r,P.c=0,0--row, col
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--P.hd={...},same as P.cur
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-- P.curX,P.curY,P.imgY,P.minY=0,0,0,0--x,y,ghostY
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P.holded=false
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P.next={}
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P.freshTime=0
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P.spinLast,P.lastClear=false,nil
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P.spinSeq=0--For Ospin, each digit mean a spin
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P.ctrlCount=0--Key press time, for finesse check
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P.pieceCount=0--Count pieces from next, for drawing bagline
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P.human=false
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P.RS=kickList.TRS
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-- P.newNext=nil--Call prepareSequence()to get a function to get new next
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P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
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P.movDir,P.moving,P.downing=0,0,0--Last move key,DAS charging,downDAS charging
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P.waiting,P.falling=-1,-1
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P.clearingRow,P.clearedRow={},{}--Clearing animation height,cleared row mark
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P.combo,P.b2b=0,0
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P.garbageBeneath=0
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P.fieldBeneath=0
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P.score1,P.b2b1=0,0
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P.dropFX,P.moveFX,P.lockFX,P.clearFX={},{},{},{}
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P.tasks={}--Tasks
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P.bonus={}--Texts
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P.endCounter=0--Used after gameover
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P.result=nil--String:"WIN"/"K.O."
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return P
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end
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--------------------------</Lib Func>--------------------------
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||||
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--------------------------<FX>--------------------------
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||||
@@ -1924,7 +1882,53 @@ function player.cancel(P,N)--Cancel Garbage
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||||
end
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return off
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end
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function player.drop(P)--Place piece
|
||||
do--player.drop(P)--Place piece
|
||||
local b2bPoint={50,100,180,300}
|
||||
local b2bATK={3,5,8,10}
|
||||
local clearSCR={80,200,400}
|
||||
local spinSCR={--[blockName][row]
|
||||
{200,750,1300},--Z
|
||||
{200,750,1300},--S
|
||||
{220,700,1300},--L
|
||||
{220,700,1300},--J
|
||||
{250,800,1400},--T
|
||||
{260,900,1700},--O
|
||||
{300,1200,1700},--I
|
||||
{220,800,2000,3000},--Else
|
||||
}
|
||||
--B2BMUL:1.2/2.0
|
||||
--Techrash:1K;MUL:1.3/1.8
|
||||
--Mini*=.6
|
||||
local reAtk={0,0,1,1,1,2,2,3,3}
|
||||
local reDef={0,1,1,2,3,3,4,4,5}
|
||||
local spinName={"zspin","sspin","jspin","lspin","tspin","ospin","ispin","zspin","sspin","pspin","qspin","fspin","espin","tspin","uspin","vspin","wspin","xspin","jspin","lspin","rspin","yspin","hspin","nspin","ispin"}
|
||||
local clearName={"single","double","triple","techrash","pentcrash"}
|
||||
local spin_n={[0]="spin_0","spin_1","spin_2","spin_3","spin_3"}
|
||||
local clear_n={"clear_1","clear_2","clear_3","clear_4","clear_4"}
|
||||
local ren_n={}for i=1,11 do ren_n[i]="ren_"..i end
|
||||
local finesseList={
|
||||
[1]={
|
||||
{1,2,1,0,1,2,2,1},
|
||||
{2,2,2,1,1,2,3,2,2},
|
||||
},--Z
|
||||
[3]={
|
||||
{1,2,1,0,1,2,2,1},
|
||||
{2,2,3,2,1,2,3,3,2},
|
||||
{3,4,3,2,3,4,4,3},
|
||||
{2,3,2,1,2,3,3,2,2},
|
||||
},--L
|
||||
[6]={
|
||||
{1,2,2,1,0,1,2,2,1},
|
||||
},--O
|
||||
[7]={
|
||||
{1,2,1,0,1,2,1},
|
||||
{2,2,2,2,1,1,2,2,2,2},
|
||||
},--I
|
||||
}
|
||||
finesseList[1][3],finesseList[1][4],finesseList[7][3],finesseList[7][4]=finesseList[1][1],finesseList[1][2],finesseList[7][1],finesseList[7][2]--"2-phase" SZI
|
||||
finesseList[2]=finesseList[1]--S=Z
|
||||
finesseList[4],finesseList[5]=finesseList[3],finesseList[3]--J=L=T
|
||||
function player.drop(P)--Place piece
|
||||
local _
|
||||
local CHN=VOC.getFreeChannel()
|
||||
P.dropTime[11]=ins(P.dropTime,1,game.frame)--Update speed dial
|
||||
@@ -2348,6 +2352,7 @@ function player.drop(P)--Place piece
|
||||
|
||||
--Stereo SFX
|
||||
if P.human then SFX.fieldPlay("lock",nil,P)end
|
||||
end
|
||||
end
|
||||
--------------------------</Methods>--------------------------
|
||||
|
||||
|
||||
@@ -131,6 +131,7 @@ do--calculator
|
||||
|
||||
function Pnt.calculator()
|
||||
local S=sceneTemp
|
||||
gc.setColor(1,1,1)
|
||||
gc.setLineWidth(4)
|
||||
gc.rectangle("line",100,80,650,150)
|
||||
setFont(45)
|
||||
|
||||
Reference in New Issue
Block a user