Alpha V0.7.23test5

This commit is contained in:
MrZ_26
2020-02-04 19:35:50 +08:00
parent 7b797baf6a
commit a29fa973a6
58 changed files with 1611 additions and 968 deletions

122
timer.lua
View File

@@ -102,8 +102,12 @@ play=function(dt)
end
for p=1,#players do
P=players[p]
if P.keyPressing[1]or P.keyPressing[2]then
P.moving=P.moving+(P.moving>0 and 1 or -1)
if P.keyPressing[1]then
if P.moving>0 then P.moving=0 end
P.moving=P.moving-1
elseif P.keyPressing[2]then
if P.moving<0 then P.moving=0 end
P.moving=P.moving+1
else
P.moving=0
end
@@ -140,23 +144,15 @@ play=function(dt)
end
end
if P.ai and P.waiting==-1 then
P.ai.controlDelay=P.ai.controlDelay-1
if P.ai.controlDelay==0 then
if #P.ai.controls>0 then
local C=P.ai.controls
pressKey(C[1],P)releaseKey(C[1],P)
local k=#C for i=1,k do C[i]=C[i+1]end--table.remove(C,1)
P.ai.controlDelay=P.ai.controlDelay0+1
else
AI_getControls(P.ai.controls)
P.ai.controlDelay=P.ai.controlDelay0+2
if Timer()-P.modeData.point>P.modeData.event then
P.modeData.point=Timer()
P.modeData.event=P.ai.controlDelay0+rnd(2,10)
changeAtkMode(rnd()<.85 and 1 or #P.atker>3 and 4 or rnd()<.3 and 2 or 3)
end
end
if not P.human and P.control and P.waiting==-1 then
local C=P.AI_keys
P.AI_delay=P.AI_delay-1
if not C[1]then
P.AI_stage=AI_think[P.AI_mode][P.AI_stage](C)
elseif P.AI_delay<=0 then
pressKey(C[1],P)releaseKey(C[1],P)
local k=#C for i=1,k do C[i]=C[i+1]end--table.remove(C,1)
P.AI_delay=P.AI_delay0*2
end
end
if not P.keepVisible then
@@ -164,21 +160,38 @@ play=function(dt)
if P.visTime[j][i]>0 then P.visTime[j][i]=P.visTime[j][i]-1 end
end end
end--Fresh visible time
if P.keyPressing[1]or P.keyPressing[2]then
P.moving=P.moving+(P.moving>0 and 1 or -1)
local d=abs(P.moving)-P.gameEnv.das
if d>1 then
if P.gameEnv.arr>0 then
if d%P.gameEnv.arr==0 then
act[P.moving>0 and"moveRight"or"moveLeft"](true)
if P.moving<0 then
if P.keyPressing[1]then
if -P.moving<=P.gameEnv.das then
P.moving=P.moving-1
elseif P.waiting==-1 then
local x=P.curX
if P.gameEnv.arr>0 then
act.moveLeft(true)
else
act.insLeft()
end
else
act[P.moving>0 and"insRight"or"insLeft"]()
if x~=P.curX then P.moving=P.moving+P.gameEnv.arr-1 end
end
else
P.moving=0
end
elseif P.moving>0 then
if P.keyPressing[2]then
if P.moving<=P.gameEnv.das then
P.moving=P.moving+1
elseif P.waiting==-1 then
local x=P.curX
if P.gameEnv.arr>0 then
act.moveRight(true)
else
act.insRight()
end
if x~=P.curX then P.moving=P.moving-P.gameEnv.arr+1 end
end
else
P.moving=0
end
else
P.moving=0
end
if P.keyPressing[7]and not P.keyPressing[9]then
local d=abs(P.downing)-P.gameEnv.sddas
@@ -197,16 +210,17 @@ play=function(dt)
end
if P.falling>=0 then
P.falling=P.falling-1
if P.falling>=0 then goto stop end
if P.human and P.gameEnv.fall>0 and #P.field>P.clearing[1]then SFX("fall")end
for i=1,#P.clearing do
removeRow(P.field,P.clearing[i])
removeRow(P.visTime,P.clearing[i])
end
for i=1,#P.clearing do
P.clearing[i]=nil
if P.falling>=0 then
goto stop
else
local L=#P.clearing
if P.human and P.gameEnv.fall>0 and #P.field+L>P.clearing[L]then SFX("fall")end
for i=1,L do
P.clearing[i]=nil
end
end
end
if not P.control then goto stop end
if P.waiting>=0 then
P.waiting=P.waiting-1
if P.waiting==-1 then resetblock()end
@@ -215,11 +229,17 @@ play=function(dt)
if P.curY~=P.y_img then
if P.dropDelay>=0 then
P.dropDelay=P.dropDelay-1
if P.dropDelay>=0 then goto stop end
if P.dropDelay>0 then goto stop end
end
drop()
P.curY=P.curY-1
P.spinLast=false
if P.y_img~=P.curY then
P.dropDelay=P.gameEnv.drop
elseif P.AI_mode=="CC"then
P.AI_needFresh=true
if not P.AIdata._20G and P.gameEnv.drop<P.AI_delay0*.5 then
CC_switch20G(P)
end
end
if P.freshTime<=P.gameEnv.freshLimit then
P.lockDelay=P.gameEnv.lock
@@ -228,6 +248,9 @@ play=function(dt)
P.lockDelay=P.lockDelay-1
if P.lockDelay>=0 then goto stop end
drop()
if P.AI_mode=="CC"then
P.AI_needFresh=true
end
end
::stop::
if P.b2b1==P.b2b then
@@ -248,14 +271,14 @@ play=function(dt)
end
if P.falling>=0 then
P.falling=P.falling-1
if P.falling>=0 then goto stop end
if P.human and P.gameEnv.fall>0 and #P.field>P.clearing[1]then SFX("fall")end
for i=1,#P.clearing do
removeRow(P.field,P.clearing[i])
removeRow(P.visTime,P.clearing[i])
end
for i=1,#P.clearing do
P.clearing[i]=nil
if P.falling>=0 then
goto stop
else
local L=#P.clearing
if P.human and P.gameEnv.fall>0 and #P.field+L>P.clearing[L]then SFX("fall")end
for i=1,L do
P.clearing[i]=nil
end
end
end::stop::
if P.endCounter<40 then
@@ -297,6 +320,7 @@ play=function(dt)
if b.t>=60 then rem(P.bonus,i)end
end
end
for i=#P.atkBuffer,1,-1 do
local atk=P.atkBuffer[i]
atk.time=atk.time+1