新模式:20G-Phantasm

This commit is contained in:
MrZ626
2020-10-31 12:57:04 +08:00
parent ccdb977589
commit 9454720436
7 changed files with 179 additions and 1 deletions

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@@ -562,6 +562,7 @@ return{
["master_beginner"]= {"Master", "LUNATIC", "For 20G beginners."},
["master_advance"]= {"Master", "ULTIMATE", "Professional 20G challenge!"},
["master_final"]= {"Master", "FINAL", "20G: Unreachable end point!"},
["master_phantasm"]= {"Master", "PHANTASM", "20G: ???"},
["GM"]= {"GrandMaster", "GM", "To be a Grand Master, take \nthis challenge."},
["blind_easy"]= {"Blind", "HALF", "For novice players."},
["blind_normal"]= {"Blind", "ALL", "For intermediate players."},

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@@ -560,6 +560,7 @@ return{
["master_beginner"]= {"Master", "LUNATIC", "For 20G beginners."},
["master_advance"]= {"Master", "ULTIMATE", "Professional 20G challenge!"},
["master_final"]= {"Master", "FINAL", "20G: Unreachable end point!"},
["master_phantasm"]= {"Master", "PHANTASM", "20G: ???"},
["GM"]= {"GrandMaster", "GM", "To be Grand Master"},
["blind_easy"]= {"Blind", "HALF", "For novice players."},
["blind_normal"]= {"Blind", "ALL", "For intermediate players."},

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@@ -515,6 +515,7 @@ return{
["master_beginner"]= {"大师", "疯狂", "无脑20G"},
["master_advance"]= {"大师", "极限", "简单20G"},
["master_final"]= {"大师", "终点", "究极20G:真正的游戏"},
["master_phantasm"]= {"大师", "虚幻", "虚幻20G:好玩"},
["GM"]= {"宗师", "GM", "你行你上"},
["blind_easy"]= {"隐形", "半隐", "谁都能玩"},
["blind_normal"]= {"隐形", "全隐", "稍加练习即可"},

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@@ -564,6 +564,7 @@ return{
["master_beginner"]= {"大师", "疯狂", "20G初心者练习"},
["master_advance"]= {"大师", "极限", "上级者20G挑战"},
["master_final"]= {"大师", "终点", "究极20G:无法触及的终点"},
["master_phantasm"]= {"大师", "虚幻", "虚幻20G:???"},
["GM"]= {"宗师", "GM", "成为方块大师"},
["blind_easy"]= {"隐形", "半隐", "不强大脑"},
["blind_normal"]= {"隐形", "全隐", "挺强大脑"},

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@@ -500,6 +500,7 @@ return{
["master_beginner"]= {"大师", "疯狂", "20G初心者练习"},
["master_advance"]= {"大师", "极限", "上级者20G挑战"},
["master_final"]= {"大师", "终点", "究极20G:无法触及的终点"},
["master_phantasm"]= {"大师", "虚幻", "虚幻20G:???"},
["GM"]= {"宗师", "GM", "成为方块大师"},
["blind_easy"]= {"隐形", "半隐", "不强大脑"},
["blind_normal"]= {"隐形", "全隐", "挺强大脑"},

172
modes/master_phantasm.lua Normal file
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@@ -0,0 +1,172 @@
local gc=love.graphics
local function check_LVup(P)
if #P.clearedRow>0 then
local p=P.modeData.point+P.lastClear.row
if p>=P.gameEnv.target then
local ENV=P.gameEnv
local T=ENV.target
--Stage 1: clear 3 techrash
if T==12 then--Stage 2: swap color of S/Z & J/L
P.waiting=30
P.curMission=nil
ENV.skin[1],ENV.skin[2]=ENV.skin[2],ENV.skin[1]
ENV.skin[3],ENV.skin[4]=ENV.skin[4],ENV.skin[3]
ENV.lock=14
ENV.wait=7
ENV.fall=7
ENV.next=4
ENV.target=26
SFX.play("reach")
elseif T==26 then--Stage 3: dig to bottom
if not P.hd then P.life=P.life+1 end--1 up if ban hold
P.waiting=45
ENV.skin[1],ENV.skin[2]=ENV.skin[2],ENV.skin[1]
ENV.skin[3],ENV.skin[4]=ENV.skin[4],ENV.skin[3]
for i=1,10 do
if P.field[i]then
for j=1,10 do
if P.field[i][j]>0 then
P.field[i][j]=17
P.visTime[i][j]=15
end
end
for _=1,5 do
P.field[i][P:RND(10)]=0
end
else
P.field[i]=freeRow.get(0)
P.visTime[i]=freeRow.get(30)
for j=1,10 do
if P:RND()>.9 then
P.field[i][j]=math.random(16)
end
end
P.field[i][P:RND(10)]=0
end
P.field[i][11]=true
end
P.garbageBeneath=10
for i=1,10 do
P:createClearingFX(i,1.5)
end
sysFX.newShade(.4,1,1,1,P.x+150*P.size,P.y+370*P.size,300*P.size,300*P.size)
ENV.lock=13
ENV.wait=6
ENV.fall=6
ENV.next=5
ENV.target=42
SFX.play("reach")
elseif T==42 then--Stage 4: survive in high speed
if P.garbageBeneath==0 then
P.waiting=30
ENV.lock=11
ENV.next=6
ENV.hold=false
ENV.bone=true
ENV.target=62
else
p=41
end
elseif T==62 then--Stage 5: survive without easy-fresh rule
P.life=1
ENV.lock=13
ENV.wait=5
ENV.fall=5
ENV.easyFresh=false
ENV.target=126
SFX.play("reach")
elseif T==126 then--Stage 6: speed up
P.life=P.life+1
ENV.lock=11
ENV.wait=4
ENV.fall=4
ENV.target=162
elseif T==162 then--Stage 7: speed up+++
P.life=P.life+2
ENV.lock=10
ENV.hold=true
P.keepVisible=false
P.showTime=180
ENV.target=226
SFX.play("reach")
elseif T==226 then--Stage 8: final invisible
P.life=P.life+2
ENV.bone=false
P.showTime=90
ENV.target=259
SFX.play("reach")
elseif T==259 then--Stage 9: ending
P.life=P.life+1
for i=1,7 do ENV.skin[i]=math.random(16)end
P.showTime=40
ENV.lock=15
P.curMission=1
ENV.mission={4,4,4,4}
ENV.missionKill=false
ENV.target=260
SFX.play("blip_2")
elseif P.result~="WIN"then
p=259
end
end
P.modeData.point=p
end
end
return{
color=color.black,
env={
noTele=true,
das=5,arr=1,
drop=0,lock=15,
wait=10,fall=10,
next=2,
sequence="his4",
target=12,dropPiece=check_LVup,
mission={4,4,4,64},
missionKill=true,
freshLimit=12,
bg="none",bgm="distortion",
},
slowMark=true,
load=function()
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P)
setFont(45)
mStr(P.modeData.point,69,390)
mStr(P.gameEnv.target,69,440)
gc.rectangle("fill",25,445,90,4)
end,
score=function(P)return{math.min(P.modeData.point,260),P.stat.time}end,
scoreDisp=function(D)return D[1].."P "..toTime(D[2])end,
comp=function(a,b)return a[1]>b[1]or a[1]==b[1]and a[2]<b[2]end,
getRank=function(P)
P=P.modeData.point
return
P>=260 and 5 or
P>=226 and 4 or
P>=162 and 3 or
P>=62 and 2 or
P>=42 and 1 or
P>=26 and 0
end,
}

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@@ -44,7 +44,8 @@ return{
{name="master_beginner", x=0, y=-1000, size=35,shape=1,icon="master", unlock={"master_advance"}},
{name="master_advance", x=0, y=-1200, size=35,shape=3,icon="master", unlock={"master_final","GM"}},
{name="master_final", x=0, y=-1400, size=40,shape=2,icon="master", },
{name="master_final", x=0, y=-1400, size=40,shape=2,icon="master", unlock={"master_phantasm"}},
{name="master_phantasm", x=0, y=-2000, size=40,shape=2,icon="master", },
{name="GM", x=150, y=-1500, size=35,shape=2,icon="master", },
{name="blind_easy", x=150, y=-700, size=35,shape=1,icon="blind", unlock={"blind_normal"}},