Alpha V0.7.23test5
This commit is contained in:
122
timer.lua
122
timer.lua
@@ -102,8 +102,12 @@ play=function(dt)
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end
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for p=1,#players do
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P=players[p]
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if P.keyPressing[1]or P.keyPressing[2]then
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P.moving=P.moving+(P.moving>0 and 1 or -1)
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if P.keyPressing[1]then
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if P.moving>0 then P.moving=0 end
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P.moving=P.moving-1
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elseif P.keyPressing[2]then
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if P.moving<0 then P.moving=0 end
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P.moving=P.moving+1
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else
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P.moving=0
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end
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@@ -140,23 +144,15 @@ play=function(dt)
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end
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end
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if P.ai and P.waiting==-1 then
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P.ai.controlDelay=P.ai.controlDelay-1
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if P.ai.controlDelay==0 then
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if #P.ai.controls>0 then
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local C=P.ai.controls
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pressKey(C[1],P)releaseKey(C[1],P)
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local k=#C for i=1,k do C[i]=C[i+1]end--table.remove(C,1)
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P.ai.controlDelay=P.ai.controlDelay0+1
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else
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AI_getControls(P.ai.controls)
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P.ai.controlDelay=P.ai.controlDelay0+2
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if Timer()-P.modeData.point>P.modeData.event then
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P.modeData.point=Timer()
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P.modeData.event=P.ai.controlDelay0+rnd(2,10)
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changeAtkMode(rnd()<.85 and 1 or #P.atker>3 and 4 or rnd()<.3 and 2 or 3)
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end
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end
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if not P.human and P.control and P.waiting==-1 then
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local C=P.AI_keys
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P.AI_delay=P.AI_delay-1
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if not C[1]then
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P.AI_stage=AI_think[P.AI_mode][P.AI_stage](C)
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elseif P.AI_delay<=0 then
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pressKey(C[1],P)releaseKey(C[1],P)
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local k=#C for i=1,k do C[i]=C[i+1]end--table.remove(C,1)
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P.AI_delay=P.AI_delay0*2
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end
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end
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if not P.keepVisible then
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@@ -164,21 +160,38 @@ play=function(dt)
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if P.visTime[j][i]>0 then P.visTime[j][i]=P.visTime[j][i]-1 end
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end end
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end--Fresh visible time
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if P.keyPressing[1]or P.keyPressing[2]then
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P.moving=P.moving+(P.moving>0 and 1 or -1)
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local d=abs(P.moving)-P.gameEnv.das
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if d>1 then
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if P.gameEnv.arr>0 then
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if d%P.gameEnv.arr==0 then
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act[P.moving>0 and"moveRight"or"moveLeft"](true)
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if P.moving<0 then
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if P.keyPressing[1]then
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if -P.moving<=P.gameEnv.das then
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P.moving=P.moving-1
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elseif P.waiting==-1 then
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local x=P.curX
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if P.gameEnv.arr>0 then
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act.moveLeft(true)
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else
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act.insLeft()
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end
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else
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act[P.moving>0 and"insRight"or"insLeft"]()
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if x~=P.curX then P.moving=P.moving+P.gameEnv.arr-1 end
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end
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else
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P.moving=0
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end
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elseif P.moving>0 then
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if P.keyPressing[2]then
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if P.moving<=P.gameEnv.das then
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P.moving=P.moving+1
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elseif P.waiting==-1 then
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local x=P.curX
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if P.gameEnv.arr>0 then
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act.moveRight(true)
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else
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act.insRight()
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end
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if x~=P.curX then P.moving=P.moving-P.gameEnv.arr+1 end
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end
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else
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P.moving=0
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end
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else
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P.moving=0
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end
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if P.keyPressing[7]and not P.keyPressing[9]then
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local d=abs(P.downing)-P.gameEnv.sddas
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@@ -197,16 +210,17 @@ play=function(dt)
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end
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if P.falling>=0 then
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P.falling=P.falling-1
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if P.falling>=0 then goto stop end
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if P.human and P.gameEnv.fall>0 and #P.field>P.clearing[1]then SFX("fall")end
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for i=1,#P.clearing do
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removeRow(P.field,P.clearing[i])
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removeRow(P.visTime,P.clearing[i])
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end
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for i=1,#P.clearing do
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P.clearing[i]=nil
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if P.falling>=0 then
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goto stop
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else
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local L=#P.clearing
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if P.human and P.gameEnv.fall>0 and #P.field+L>P.clearing[L]then SFX("fall")end
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for i=1,L do
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P.clearing[i]=nil
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end
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end
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end
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if not P.control then goto stop end
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if P.waiting>=0 then
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P.waiting=P.waiting-1
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if P.waiting==-1 then resetblock()end
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@@ -215,11 +229,17 @@ play=function(dt)
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if P.curY~=P.y_img then
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if P.dropDelay>=0 then
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P.dropDelay=P.dropDelay-1
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if P.dropDelay>=0 then goto stop end
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if P.dropDelay>0 then goto stop end
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end
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drop()
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P.curY=P.curY-1
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P.spinLast=false
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if P.y_img~=P.curY then
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P.dropDelay=P.gameEnv.drop
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elseif P.AI_mode=="CC"then
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P.AI_needFresh=true
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if not P.AIdata._20G and P.gameEnv.drop<P.AI_delay0*.5 then
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CC_switch20G(P)
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end
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end
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if P.freshTime<=P.gameEnv.freshLimit then
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P.lockDelay=P.gameEnv.lock
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@@ -228,6 +248,9 @@ play=function(dt)
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P.lockDelay=P.lockDelay-1
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if P.lockDelay>=0 then goto stop end
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drop()
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if P.AI_mode=="CC"then
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P.AI_needFresh=true
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end
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end
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::stop::
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if P.b2b1==P.b2b then
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@@ -248,14 +271,14 @@ play=function(dt)
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end
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if P.falling>=0 then
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P.falling=P.falling-1
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if P.falling>=0 then goto stop end
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if P.human and P.gameEnv.fall>0 and #P.field>P.clearing[1]then SFX("fall")end
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for i=1,#P.clearing do
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removeRow(P.field,P.clearing[i])
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removeRow(P.visTime,P.clearing[i])
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end
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for i=1,#P.clearing do
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P.clearing[i]=nil
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if P.falling>=0 then
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goto stop
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else
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local L=#P.clearing
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if P.human and P.gameEnv.fall>0 and #P.field+L>P.clearing[L]then SFX("fall")end
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for i=1,L do
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P.clearing[i]=nil
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end
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end
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end::stop::
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if P.endCounter<40 then
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@@ -297,6 +320,7 @@ play=function(dt)
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if b.t>=60 then rem(P.bonus,i)end
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end
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end
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for i=#P.atkBuffer,1,-1 do
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local atk=P.atkBuffer[i]
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atk.time=atk.time+1
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