移除节奏模式,准备之后添加音游模式
This commit is contained in:
8
main.lua
8
main.lua
@@ -466,6 +466,14 @@ do
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fs.remove('record/stack_40l.rec')
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fs.remove('record/stack_100l.rec')
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end
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if RANKS.rhythm_e then
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RANKS.rhythm_e=nil
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RANKS.rhythm_h=nil
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RANKS.rhythm_u=nil
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fs.remove('record/rhythm_e.rec')
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fs.remove('record/rhythm_h.rec')
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fs.remove('record/rhythm_u.rec')
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end
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if STAT.version~=VERSION.code then
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for k,v in next,MODE_UPDATE_MAP do
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if RANKS[k]then
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@@ -1,53 +0,0 @@
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local gc=love.graphics
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local dropSpeed={[0]=40,33,27,20,16,12,11,10,9,8,7,6,5,4,3,3,2,2,1,1}
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return{
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drop=40,
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lock=1e99,
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wait=20,
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fall=90,
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mesDisp=function(P)
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PLY.draw.drawProgress(P.stat.row,P.modeData.target)
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setFont(30)
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mStr(P.modeData.bpm,63,178)
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gc.setLineWidth(4)
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gc.circle('line',63,200,30)
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local beat=P.modeData.counter/P.modeData.beatFrame
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gc.setColor(1,1,1,1-beat)
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gc.setLineWidth(3)
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gc.circle('line',63,200,30+45*beat)
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end,
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dropPiece=function(P)
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if P.stat.row>=P.modeData.target then
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if P.modeData.target==200 then
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P:win('finish')
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else
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P.modeData.bpm=40+2*P.modeData.target/10
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P.modeData.beatFrame=math.floor(3600/P.modeData.bpm)
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P.gameEnv.fall=P.modeData.beatFrame
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P.gameEnv.wait=math.max(P.gameEnv.wait-2,0)
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P.gameEnv.drop=dropSpeed[P.modeData.target/10]
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P.modeData.target=P.modeData.target+10
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SFX.play('reach')
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end
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end
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end,
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task=function(P)
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P.modeData.target=10
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P.modeData.bpm=40
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P.modeData.beatFrame=90
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P.modeData.counter=90
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while true do
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YIELD()
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P.modeData.counter=P.modeData.counter-1
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if P.modeData.counter==0 then
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P.modeData.counter=P.modeData.beatFrame
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SFX.play('click',.3)
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P:act_hardDrop()
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end
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end
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end,
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}
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@@ -1,53 +0,0 @@
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local gc=love.graphics
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local dropSpeed={[0]=30,26,23,20,17,14,12,10,8,6,5,4,3,2,1,1,.5,.5,.25,.25}
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return{
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drop=30,
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lock=1e99,
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wait=10,
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fall=60,
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mesDisp=function(P)
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PLY.draw.drawProgress(P.stat.row,P.modeData.target)
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setFont(30)
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mStr(P.modeData.bpm,63,178)
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gc.setLineWidth(4)
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gc.circle('line',63,200,30)
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local beat=P.modeData.counter/P.modeData.beatFrame
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gc.setColor(1,1,1,1-beat)
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gc.setLineWidth(3)
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gc.circle('line',63,200,30+45*beat)
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end,
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dropPiece=function(P)
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if P.stat.row>=P.modeData.target then
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if P.modeData.target==200 then
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P:win('finish')
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else
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P.modeData.bpm=60+3*P.modeData.target/10
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P.modeData.beatFrame=math.floor(3600/P.modeData.bpm)
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P.gameEnv.fall=P.modeData.beatFrame
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P.gameEnv.wait=math.max(P.gameEnv.wait-1,0)
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P.gameEnv.drop=dropSpeed[P.modeData.target/10]
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P.modeData.target=P.modeData.target+10
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SFX.play('reach')
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end
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end
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end,
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task=function(P)
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P.modeData.target=10
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P.modeData.bpm=60
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P.modeData.beatFrame=60
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P.modeData.counter=60
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while true do
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YIELD()
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P.modeData.counter=P.modeData.counter-1
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if P.modeData.counter==0 then
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P.modeData.counter=P.modeData.beatFrame
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SFX.play('click',.3)
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P:act_hardDrop()
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end
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end
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end,
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}
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@@ -1,58 +0,0 @@
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local gc=love.graphics
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return{
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drop=.5,
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lock=1e99,
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wait=5,
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fall=30,
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mesDisp=function(P)
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PLY.draw.drawProgress(P.stat.row,P.modeData.target)
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setFont(30)
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mStr(P.modeData.bpm,63,178)
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gc.setLineWidth(4)
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gc.circle('line',63,200,30)
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local beat=P.modeData.counter/P.modeData.beatFrame
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gc.setColor(1,1,1,1-beat)
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gc.setLineWidth(3)
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gc.circle('line',63,200,30+45*beat)
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end,
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dropPiece=function(P)
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if P.stat.row>=P.modeData.target then
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if P.modeData.target==200 then
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P:win('finish')
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else
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P.modeData.bpm=120+2*P.modeData.target/10
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P.modeData.beatFrame=math.floor(3600/P.modeData.bpm)
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P.gameEnv.fall=P.modeData.beatFrame
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P.gameEnv.wait=math.max(P.gameEnv.wait-1,0)
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if P.modeData.target==50 then
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P.gameEnv.das=5
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P.gameEnv.drop=.25
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elseif P.modeData.target==100 then
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P.gameEnv.das=4
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P:set20G(true)
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end
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P.modeData.target=P.modeData.target+10
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SFX.play('reach')
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end
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end
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end,
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task=function(P)
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P.modeData.target=10
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P.modeData.bpm=120
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P.modeData.beatFrame=30
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P.modeData.counter=30
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while true do
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YIELD()
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P.modeData.counter=P.modeData.counter-1
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if P.modeData.counter==0 then
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P.modeData.counter=P.modeData.beatFrame
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SFX.play('click',.3)
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P:act_hardDrop()
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end
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end
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end,
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}
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@@ -345,7 +345,6 @@ EVENTSETS={
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'marathon_n','marathon_h',
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'master_n','master_h','master_final','master_m','master_ex','master_ph',
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'pctrain_n','pctrain_l','pc_inf',
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'rhythm_e','rhythm_h','rhythm_u',
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'survivor_e','survivor_n','survivor_h','survivor_l','survivor_u',
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'tsd_e','tsd_h','tsd_u',
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'ultra',
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@@ -704,9 +704,6 @@ return{
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['master_final']= {"Master", "FINAL", "20G and beyond"},
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['master_ph']= {"Master", "PHANTASM", "???"},
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['master_ex']= {"GrandMaster", "EXTRA", "An eternity shorter than an instant"},
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['rhythm_e']= {"Rhythm", "EASY", "200-line low-BPM rhythm marathon"},
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['rhythm_h']= {"Rhythm", "HARD", "200-line medium BPM rhythm marathon"},
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['rhythm_u']= {"Rhythm", "ULTIMATE", "200-line high-BPM rhythm marathon"},
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['blind_e']= {"Invisible", "HALF", "For novices"},
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['blind_n']= {"Invisible", "ALL", "For intermediates"},
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['blind_h']= {"Invisible", "SUDDEN", "For the experienced"},
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@@ -662,9 +662,6 @@ return{
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-- ['master_m']= {"Master", "M21", "For 20G Masters."},
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['master_final']= {"Master", "FINAL", "El verdadero 20G Supremo: el final es inalcanzable."},
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['master_ex']= {"GrandMaster", "EXTRA", "Para ser un gran maestro, acepta este desafío"},
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['rhythm_e']= {"Al Ritmo", "Fácil", "Maratón rítmica de 200 líneas con bajo bpm."},
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['rhythm_h']= {"Al Ritmo", "Difícil", "Maratón rítmica de 200 líneas con bpm moderado."},
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['rhythm_u']= {"Al Ritmo", "Supremo", "Maratón rítmica de 200 líneas con bpm elevado."},
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['blind_e']= {"A Ciegas", "Parcial", "Para novatos."},
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['blind_n']= {"A Ciegas", "Total", "Para jugadores intermedios."},
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['blind_h']= {"A Ciegas", "Inmediato", "Para jugadores experimentados"},
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@@ -664,9 +664,6 @@ return{
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['master_final']= {"Master", "FINAL", "20G : Un point final impossible à atteindre !"},
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-- ['master_ph']= {"Mester", "FANTASMA", "20G: ???"},
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['master_ex']= {"GrandMaster", "EXTRA", "Tentez de devenir un Grandmaster."},
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-- ['rhythm_e']= {"Rhythm", "EASY", "200-line low-bpm rhythm marathon."},
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-- ['rhythm_h']= {"Rhythm", "HARD", "200-line medium-bpm rhythm marathon"},
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-- ['rhythm_u']= {"Rhythm", "ULTIMATE", "200-line high-bpm rhythm marathon."},
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['blind_e']= {"Aveugle", "MOITIE", "Pour les novices."},
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['blind_n']= {"Aveugle", "TOUT", "Pour les joueurs intermédiaires."},
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['blind_h']= {"Aveugle", "SOUDAIN", "Pour les bons jooeurs."},
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@@ -694,9 +694,6 @@ return{
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['master_final']= {"Mestre", "FINAL", "20G: Final inalcançável!"},
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['master_ph']= {"Mestre", "FANTASMA", "20G: ???"},
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['master_ex']= {"GrandMaster", "EXTRA", "Para ser um Grand Master, aceite \nesse desafio."},
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-- ['rhythm_e']= {"Rhythm", "EASY", "200-line low-bpm rhythm marathon."},
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-- ['rhythm_h']= {"Rhythm", "HARD", "200-line medium-bpm rhythm marathon"},
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-- ['rhythm_u']= {"Rhythm", "ULTIMATE", "200-line high-bpm rhythm marathon."},
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['blind_e']= {"Cego", "METADE", "Para novatos."},
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['blind_n']= {"Cego", "TUDO", "Para intermediários."},
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['blind_h']= {"Cego", "DE REPENTE", "Para experientes."},
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@@ -233,9 +233,6 @@ return{fallback='zh',
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['master_final']= {"大师", "终点", "真正的20G"},
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['master_ph']= {"大师", "虚幻", "好玩的20G"},
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['master_ex']= {"宗师", "EX", "考试20G"},
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['rhythm_e']= {"节奏", "简单", "很无聊的"},
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['rhythm_h']= {"节奏", "困难", "好玩么?"},
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['rhythm_u']= {"节奏", "极限", "真男人不玩低难度"},
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['blind_e']= {"隐形", "半隐", "谁都能玩"},
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['blind_n']= {"隐形", "全隐", "稍加练习即可"},
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['blind_h']= {"隐形", "瞬隐", "和上一个一样"},
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@@ -708,9 +708,6 @@ return{
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['master_final']= {"大师", "终点", "究极20G:无法触及的终点"},
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['master_ph']= {"大师", "虚幻", "虚幻20G:???"},
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['master_ex']= {"宗师", "EX", "成为方块大师"},
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['rhythm_e']= {"节奏", "简单", "200行低速节奏马拉松"},
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['rhythm_h']= {"节奏", "困难", "200行中速节奏马拉松"},
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['rhythm_u']= {"节奏", "极限", "200行高速节奏马拉松"},
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['blind_e']= {"隐形", "半隐", "不强大脑"},
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['blind_n']= {"隐形", "全隐", "挺强大脑"},
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['blind_h']= {"隐形", "瞬隐", "很强大脑"},
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@@ -122,9 +122,6 @@ return{
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['master_final']= {"大师", "终点", "究极20G:无法触及的终点"},
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['master_ph']= {"大师", "虚幻", "虚幻20G:???"},
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['master_ex']= {"宗师", "EX", "成为方块大师"},
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['rhythm_e']= {"节奏", "简单", "200行低速节奏马拉松"},
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['rhythm_h']= {"节奏", "困难", "200行中速节奏马拉松"},
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['rhythm_u']= {"节奏", "极限", "200行高速节奏马拉松"},
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['blind_e']= {"隐形", "半隐", "不强大脑"},
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['blind_n']= {"隐形", "全隐", "挺强大脑"},
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['blind_h']= {"隐形", "瞬隐", "很强大脑"},
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@@ -705,9 +705,6 @@ return{
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['master_final']= {"主人", "最终", "20G及以上"},
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['master_ph']= {"主人", "幻觉", "???"},
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['master_ex']= {"大师", "额外的", "比瞬间还短的永恒"},
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['rhythm_e']= {"节奏", "容易", "200线低节奏马拉松"},
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['rhythm_h']= {"节奏", "硬的", "200线中等节奏马拉松"},
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['rhythm_u']= {"节奏", "终极", "200线高节奏马拉松"},
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['blind_e']= {"看不见的", "一半", "对于新手来说"},
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['blind_n']= {"看不见的", "全部", "对于中间产品"},
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['blind_h']= {"看不见的", "突然", "对于有经验的人"},
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@@ -708,9 +708,6 @@ return{
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['master_final']= {"大師", "究極", "究極20G:無法觸及的終點"},
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['master_ph']= {"大師", "虛幻", "虛幻20G:???"},
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['master_ex']= {"宗師", "EX", "成為方塊大師"},
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['rhythm_e']= {"節奏", "簡單", "200行低速節奏馬拉松"},
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['rhythm_h']= {"節奏", "困難", "200行中速節奏馬拉松"},
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['rhythm_u']= {"節奏", "極限", "200行高速節奏馬拉松"},
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['blind_e']= {"隱形", "半隱", "不強大腦"},
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['blind_n']= {"隱形", "全隱", "挺強大腦"},
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['blind_h']= {"隱形", "瞬隱", "很強大腦"},
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@@ -21,7 +21,7 @@ return{
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{name='dig_100l', x=-600, y=-200, size=40,shape=1,icon="dig_sprint", unlock={'dig_400l'}},
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{name='dig_400l', x=-800, y=-200, size=40,shape=1,icon="dig_sprint"},
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{name='marathon_n', x=0, y=-600, size=60,shape=1,icon="marathon", unlock={'marathon_h','rhythm_e','solo_e','round_e','blind_e','classic_e','survivor_e','bigbang','zen'}},
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{name='marathon_n', x=0, y=-600, size=60,shape=1,icon="marathon", unlock={'marathon_h','solo_e','round_e','blind_e','classic_e','survivor_e','bigbang','zen'}},
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{name='marathon_h', x=0, y=-800, size=50,shape=1,icon="marathon", unlock={'master_n'}},
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{name='solo_e', x=-600, y=-1000, size=40,shape=1,icon="solo", unlock={'solo_n'}},
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@@ -50,10 +50,6 @@ return{
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{name='master_ph', x=-150, y=-1500, size=40,shape=2,icon="master"},
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{name='master_ex', x=150, y=-1500, size=40,shape=2,icon="master_ex"},
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{name='rhythm_e', x=-350, y=-1000, size=40,shape=1,icon="rhythm", unlock={'rhythm_h'}},
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{name='rhythm_h', x=-350, y=-1200, size=40,shape=3,icon="rhythm", unlock={'rhythm_u'}},
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{name='rhythm_u', x=-350, y=-1400, size=40,shape=2,icon="rhythm"},
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{name='blind_e', x=150, y=-700, size=40,shape=1,icon="hidden", unlock={'blind_n'}},
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{name='blind_n', x=150, y=-800, size=40,shape=1,icon="hidden", unlock={'blind_h'}},
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{name='blind_h', x=150, y=-900, size=35,shape=1,icon="hidden", unlock={'blind_l'}},
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@@ -61,9 +57,9 @@ return{
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{name='blind_u', x=150, y=-1100, size=30,shape=3,icon="hidden", unlock={'blind_wtf'}},
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{name='blind_wtf', x=150, y=-1200, size=25,shape=2,icon="hidden"},
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{name='classic_e', x=-150, y=-850, size=40,shape=1,icon="classic", unlock={'classic_h'}},
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{name='classic_h', x=-150, y=-970, size=35,shape=2,icon="classic", unlock={'classic_u'}},
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{name='classic_u', x=-150, y=-1090, size=30,shape=2,icon="classic"},
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{name='classic_e', x=-170, y=-850, size=40,shape=1,icon="classic", unlock={'classic_h'}},
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{name='classic_h', x=-180, y=-1000, size=35,shape=2,icon="classic", unlock={'classic_u'}},
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{name='classic_u', x=-190, y=-1150, size=30,shape=2,icon="classic"},
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{name='survivor_e', x=300, y=-600, size=40,shape=1,icon="survivor", unlock={'survivor_n'}},
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{name='survivor_n', x=500, y=-600, size=40,shape=1,icon="survivor", unlock={'survivor_h','attacker_h','defender_n','dig_h'}},
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@@ -1,23 +0,0 @@
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return{
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color=COLOR.green,
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env={
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mindas=7,minarr=1,minsdarr=1,
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keyCancel={6},
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eventSet='rhythm_e',
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bg='bg2',bgm='magicblock',
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},
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slowMark=true,
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score=function(P)return{math.min(P.stat.row,200),P.stat.time}end,
|
||||
scoreDisp=function(D)return D[1].." Lines "..STRING.time(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)
|
||||
local L=P.stat.row
|
||||
return
|
||||
L>=200 and 5 or
|
||||
L>=170 and 4 or
|
||||
L>=140 and 3 or
|
||||
L>=100 and 2 or
|
||||
L>=50 and 1 or
|
||||
L>=20 and 0
|
||||
end,
|
||||
}
|
||||
@@ -1,23 +0,0 @@
|
||||
return{
|
||||
color=COLOR.magenta,
|
||||
env={
|
||||
mindas=7,minarr=1,minsdarr=1,
|
||||
keyCancel={6},
|
||||
eventSet='rhythm_h',
|
||||
bg='bg2',bgm='secret8th',
|
||||
},
|
||||
slowMark=true,
|
||||
score=function(P)return{math.min(P.stat.row,200),P.stat.time}end,
|
||||
scoreDisp=function(D)return D[1].." Lines "..STRING.time(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)
|
||||
local L=P.stat.row
|
||||
return
|
||||
L>=200 and 5 or
|
||||
L>=170 and 4 or
|
||||
L>=140 and 3 or
|
||||
L>=100 and 2 or
|
||||
L>=50 and 1 or
|
||||
L>=20 and 0
|
||||
end,
|
||||
}
|
||||
@@ -1,23 +0,0 @@
|
||||
return{
|
||||
color=COLOR.magenta,
|
||||
env={
|
||||
das=6,minarr=1,minsdarr=1,
|
||||
keyCancel={6},
|
||||
eventSet='rhythm_u',
|
||||
bg='bg2',bgm='secret7th',
|
||||
},
|
||||
slowMark=true,
|
||||
score=function(P)return{math.min(P.stat.row,200),P.stat.time}end,
|
||||
scoreDisp=function(D)return D[1].." Lines "..STRING.time(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)
|
||||
local L=P.stat.row
|
||||
return
|
||||
L>=200 and 5 or
|
||||
L>=170 and 4 or
|
||||
L>=140 and 3 or
|
||||
L>=100 and 2 or
|
||||
L>=50 and 1 or
|
||||
L>=20 and 0
|
||||
end,
|
||||
}
|
||||
Reference in New Issue
Block a user