整理几个模式代码,调整马拉松速度曲线

This commit is contained in:
MrZ626
2021-02-15 02:24:40 +08:00
parent 8b87ca4d63
commit d824f987b8
4 changed files with 175 additions and 179 deletions

View File

@@ -1,19 +1,5 @@
local gc=love.graphics
local format=string.format
local function check_LVup(P)
if P.stat.row>=P.gameEnv.target then
P.gameEnv.target=P.gameEnv.target+10
if P.gameEnv.target==110 then
P.gameEnv.drop,P.gameEnv.lock=2,2
SFX.play("blip_1")
elseif P.gameEnv.target==200 then
P.gameEnv.drop,P.gameEnv.lock=1,1
SFX.play("blip_1")
else
SFX.play("reach")
end
end
end
return{
color=COLOR.lBlue,
@@ -29,7 +15,20 @@ return{
RS="Classic",
freshLimit=0,
face={0,0,2,2,2,0,0},
target=10,dropPiece=check_LVup,
target=10,dropPiece=function(P)
if P.stat.row>=P.gameEnv.target then
P.gameEnv.target=P.gameEnv.target+10
if P.gameEnv.target==110 then
P.gameEnv.drop,P.gameEnv.lock=2,2
SFX.play("blip_1")
elseif P.gameEnv.target==200 then
P.gameEnv.drop,P.gameEnv.lock=1,1
SFX.play("blip_1")
else
SFX.play("reach")
end
end
end,
bg="rgb",bgm="magicblock",
},
slowMark=true,

View File

@@ -1,31 +1,30 @@
local gc=love.graphics
local dropSpeed={[0]=60,50,40,30,25,20,15,12,9,7,5,4,3,2,1,1,.5,.5,.25,.25}
local function check_LVup(P)
if P.combo>1 or P.b2b>0 or P.lastPiece.row>1 then
if P.combo>1 then P:showText("2x",0,-220,40,"flicker",.3)end
if P.b2b>0 then P:showText("spin",0,-160,40,"flicker",.3)end
if P.lastPiece.row>1 then P:showText("1+",0,-100,40,"flicker",.3)end
P:lose()
return
end
local T=P.modeData.point+10
if P.stat.row>=T then
if T==200 then
P:win("finish")
else
P.gameEnv.drop=dropSpeed[T/10]
P.modeData.point=T
SFX.play("reach")
end
end
end
return{
color=COLOR.yellow,
env={
noTele=true,
wait=8,fall=20,
target=10,dropPiece=check_LVup,
target=10,dropPiece=function (P)
if P.combo>1 or P.b2b>0 or P.lastPiece.row>1 then
if P.combo>1 then P:showText("2x",0,-220,40,"flicker",.3)end
if P.b2b>0 then P:showText("spin",0,-160,40,"flicker",.3)end
if P.lastPiece.row>1 then P:showText("1+",0,-100,40,"flicker",.3)end
P:lose()
return
end
local T=P.modeData.point+10
if P.stat.row>=T then
if T==200 then
P:win("finish")
else
P.gameEnv.drop=dropSpeed[T/10]
P.modeData.point=T
SFX.play("reach")
end
end
end,
mindas=7,minarr=1,minsdarr=1,
bg="bg2",bgm="sugar fairy",
},

View File

@@ -1,24 +1,23 @@
local gc=love.graphics
local dropSpeed={[0]=60,50,40,30,25,20,15,12,9,7,5,4,3,2,1,1,.5,.5,.25,.25}
local function check_LVup(P)
local T=P.modeData.point+10
if P.stat.row>=T then
if T==200 then
P:win("finish")
else
P.gameEnv.drop=dropSpeed[T/10]
P.modeData.point=T
SFX.play("reach")
end
end
end
local dropSpeed={[0]=60,50,40,30,24,18,14,10,8,6,5,4,3,2,1,1,.5,.5,.25,.25}
return{
color=COLOR.green,
env={
noTele=true,
wait=8,fall=20,
dropPiece=check_LVup,
dropPiece=function(P)
local T=P.modeData.point+10
if P.stat.row>=T then
if T==200 then
P:win("finish")
else
P.gameEnv.drop=dropSpeed[T/10]
P.modeData.point=T
SFX.play("reach")
end
end
end,
mindas=7,minarr=1,minsdarr=1,
bg="bg2",bgm="push",
},

View File

@@ -1,133 +1,4 @@
local gc=love.graphics
local function check_LVup(P)
local p=P.modeData.point+P.lastPiece.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=false
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
P:setNext(4)
ENV.target=26
SFX.play("reach")
elseif T==26 then--Stage 3: dig to bottom
if not P.holdQueue[1]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].garbage=true
end
P.garbageBeneath=10
for i=1,10 do
P:createClearingFX(i,1.5)
end
SYSFX.newShade(2.5,P.absFieldX,P.y+300*P.size,300*P.size,300*P.size)
ENV.lock=13
ENV.wait=6
ENV.fall=6
P:setNext(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
P:setNext(6)
P:setHold(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+1
ENV.lock=10
P:setHold(true)
P:setInvisible(180)
ENV.target=226
SFX.play("reach")
elseif T==226 then--Stage 8: final invisible
P.life=P.life+2
ENV.bone=false
P:setInvisible(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:setInvisible(40)
ENV.lock=15
P.curMission=1
ENV.mission={4,4,4,4,4,4,4,4}
ENV.missionKill=false
ENV.target=260
p=260
SFX.play("blip_2")
else
p=260
end
end
P.modeData.point=p
end
return{
color=COLOR.black,
@@ -138,7 +9,135 @@ return{
wait=10,fall=10,
nextCount=2,
sequence="his4",
target=12,dropPiece=check_LVup,
target=12,dropPiece=function(P)
local p=P.modeData.point+P.lastPiece.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=false
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
P:setNext(4)
ENV.target=26
SFX.play("reach")
elseif T==26 then--Stage 3: dig to bottom
if not P.holdQueue[1]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].garbage=true
end
P.garbageBeneath=10
for i=1,10 do
P:createClearingFX(i,1.5)
end
SYSFX.newShade(2.5,P.absFieldX,P.y+300*P.size,300*P.size,300*P.size)
ENV.lock=13
ENV.wait=6
ENV.fall=6
P:setNext(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
P:setNext(6)
P:setHold(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+1
ENV.lock=10
P:setHold(true)
P:setInvisible(180)
ENV.target=226
SFX.play("reach")
elseif T==226 then--Stage 8: final invisible
P.life=P.life+2
ENV.bone=false
P:setInvisible(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:setInvisible(40)
ENV.lock=15
P.curMission=1
ENV.mission={4,4,4,4,4,4,4,4}
ENV.missionKill=false
ENV.target=260
p=260
SFX.play("blip_2")
else
p=260
end
end
P.modeData.point=p
end,
mission={4,4,4,64},
missionKill=true,
freshLimit=12,