From e281634f72f687e9e54472d9d34fd8e4c3141c9f Mon Sep 17 00:00:00 2001 From: MrZ_26 Date: Tue, 4 Feb 2020 19:30:30 +0800 Subject: [PATCH] Alpha V0.7.4 --- ai.lua | 38 +- call&sys.lua | 119 +++-- conf.lua | 8 +- gamefunc.lua | 534 ++++++++++++++++------- image/icon.png | Bin 4531 -> 36420 bytes image/mess/{title1.png => miniTitle.png} | Bin image/virtualkey/swap.png | Bin 0 -> 300 bytes list.lua | 156 +++---- main.lua | 353 ++++++++------- paint.lua | 193 +++++--- scene.lua | 26 +- sysfunc.lua | 199 --------- texture.lua | 81 +++- timer.lua | 182 ++++---- toolfunc.lua | 19 +- 15 files changed, 1031 insertions(+), 877 deletions(-) rename image/mess/{title1.png => miniTitle.png} (100%) create mode 100644 image/virtualkey/swap.png delete mode 100644 sysfunc.lua diff --git a/ai.lua b/ai.lua index 70400d9b..644f6c31 100644 --- a/ai.lua +++ b/ai.lua @@ -21,26 +21,26 @@ spinOffset={ --[[ controlname: 1~5:mL,mR,rR,rL,rF, - 6~9:hD,sD,H,R, - 10~12:LL,RR,DD + 6~10:hD,sD,H,A,R, + 11~13:LL,RR,DD ]] FCL={ [1]={ - {{10},{10,2},{1},{},{2},{2,2},{11,1},{11}}, - {{10,4},{10,3},{10,2,3},{4},{3},{2,3},{2,2,3},{11,4},{11,3}}, + {{11},{11,2},{1},{},{2},{2,2},{12,1},{12}}, + {{11,4},{11,3},{11,2,3},{4},{3},{2,3},{2,2,3},{12,4},{12,3}}, }, [3]={ - {{10},{10,2},{1},{},{2},{2,2},{11,1},{11},}, - {{3,10},{10,3},{10,2,3},{1,3},{3},{2,3},{2,2,3},{11,1,3},{11,3},}, - {{10,5},{10,2,5},{1,5},{5},{2,5},{2,2,5},{11,1,5},{11,5},}, - {{10,4},{10,2,4},{1,4},{4},{2,4},{2,2,4},{11,1,4},{11,4},{4,11},}, + {{11},{11,2},{1},{},{2},{2,2},{12,1},{12},}, + {{3,11},{11,3},{11,2,3},{1,3},{3},{2,3},{2,2,3},{12,1,3},{12,3},}, + {{11,5},{11,2,5},{1,5},{5},{2,5},{2,2,5},{12,1,5},{12,5},}, + {{11,4},{11,2,4},{1,4},{4},{2,4},{2,2,4},{12,1,4},{12,4},{4,12},}, }, [6]={ - {{10},{10,2},{1,1},{1},{},{2},{2,2},{11,1},{11},}, + {{11},{11,2},{1,1},{1},{},{2},{2,2},{12,1},{12},}, }, [7]={ - {{10},{10,2},{1},{},{2},{11,1},{11},}, - {{4,10},{10,4},{10,3},{1,4},{4},{3},{2,3},{11,4},{11,3},{3,11},}, + {{11},{11,2},{1},{},{2},{12,1},{12},}, + {{4,11},{11,4},{11,3},{1,4},{4},{3},{2,3},{12,4},{12,3},{3,12},}, }, } FCL[2]=FCL[1] @@ -115,14 +115,14 @@ function getScore(field,bn,cb,cx,cy) -cy*40 -#cb*25 +clearScore[clear]*(8+#field) - -hole*40 + -hole*50 if #field>6 then score=score-highest*5 end if mh1>3 then score=score-50-mh1*40 end return score end function AI_getControls(ctrl) local Tfield={}--test field - local field_org=field + local field_org=P.field for i=1,#field_org do Tfield[i]=getNewRow() for j=1,10 do @@ -130,8 +130,8 @@ function AI_getControls(ctrl) end end local best={x=1,dir=0,hold=false,score=-9e99} - for ifhold=0,gameEnv.hold and 1 or 0 do - local bn=ifhold==0 and bn or hn>0 and hn or nxt[1] + for ifhold=0,P.gameEnv.hold and 1 or 0 do + local bn=ifhold==0 and P.bn or P.hn>0 and P.hn or P.nxt[1] for dir=0,dirCount[bn] do--each dir local cb=blocks[bn][dir] for cx=1,11-#cb[1]do--each pos @@ -155,20 +155,16 @@ function AI_getControls(ctrl) resetField(field_org,Tfield,cy) end end - end--ifHold loop - + end while #Tfield>0 do removeRow(Tfield,1) end--Release cache - if best.hold then ins(ctrl,8) end - local l=FCL[best.bn][best.dir+1][best.x] for i=1,#l do ins(ctrl,l[i]) end - - ins(ctrl,6)--harddrop + ins(ctrl,6) end \ No newline at end of file diff --git a/call&sys.lua b/call&sys.lua index 59122bbd..82ce144a 100644 --- a/call&sys.lua +++ b/call&sys.lua @@ -1,5 +1,5 @@ function onVirtualkey(x,y) - local x,y=convert(x,y) + local x,y=xOy:inverseTransformPoint(x,y) local d2,nearest,distance for K=1,#virtualkey do local b=virtualkey[K] @@ -28,7 +28,6 @@ function buttonControl_key(i) sysSFX("button") end end - mouseShow=false end function buttonControl_gamepad(i) if i=="dpup"or i=="dpdown"or i=="dpleft"or i=="dpright"then @@ -50,7 +49,21 @@ function buttonControl_gamepad(i) end mouseDown={} +function mouseDown.intro(x,y,k) + if k==2 then + back() + else + gotoScene("main") + end +end keyDown={} +function keyDown.intro(key) + if key=="escape"then + back() + else + gotoScene("main") + end +end function keyDown.mode(key) if key=="down"then if modeSel<#modeID then modeSel=modeSel+1 end @@ -90,7 +103,7 @@ function keyDown.setting2(key) end elseif keyboardSetting then for l=1,8 do - for y=1,12 do + for y=1,13 do if setting.keyMap[l][y]==key then setting.keyMap[l][y]="" end @@ -103,7 +116,7 @@ function keyDown.setting2(key) elseif key=="up"then keyboardSet=max(keyboardSet-1,1) elseif key=="down"then - keyboardSet=min(keyboardSet+1,12) + keyboardSet=min(keyboardSet+1,13) elseif key=="left"then curBoard=max(curBoard-1,1) elseif key=="right"then @@ -141,6 +154,13 @@ function keyUp.play(key) end end gamepadDown={} +function gamepadDown.intro(key) + if key=="back"then + back() + else + gotoScene("main") + end +end function gamepadDown.mode(key) if key=="dpdown"then if modeSel<#modeID then modeSel=modeSel+1 end @@ -186,10 +206,10 @@ function gamepadDown.play(key) local m=setting.keyMap for p=1,4 do local lib=setting.keyLib[p] - for s=1,#l[p]do + for s=1,#lib do for k=1,12 do if key==m[8+lib[s]][k]then - pressKey(k) + pressKey(k,players[p]) return nil end end @@ -201,10 +221,10 @@ function gamepadUp.play(key) local m=setting.keyMap for p=1,4 do local lib=setting.keyLib[p] - for s=1,#l[p]do + for s=1,#lib do for k=1,12 do if key==m[8+lib[s]][k]then - pressKey(k) + releaseKey(k,players[p]) return nil end end @@ -221,7 +241,7 @@ end function love.mousemoved(x,y,dx,dy,t) if not t then mouseShow=true - mx,my=convert(x,y) + mx,my=xOy:inverseTransformPoint(x,y) Buttons.sel=nil for i=1,#Buttons[scene]do local B=Buttons[scene][i] @@ -237,19 +257,22 @@ end function love.mousepressed(x,y,k,t,num) if not t then mouseShow=true - mx,my=convert(x,y) - --if mouseDown[scene]then mouseDown[scene](mx,my,k)end - if k==1 then - if not sceneSwaping and Buttons.sel then - local B=Buttons[scene][Buttons.sel] - B.code() - B.alpha=1 - Buttons.sel=nil - love.mousemoved(x,y) - sysSFX("button") + mx,my=xOy:inverseTransformPoint(x,y) + if mouseDown[scene]then + mouseDown[scene](mx,my,k) + else + if k==1 then + if not sceneSwaping and Buttons.sel then + local B=Buttons[scene][Buttons.sel] + B.code() + B.alpha=1 + Buttons.sel=nil + love.mousemoved(x,y) + sysSFX("button") + end + elseif k==2 then + back() end - elseif k==2 then - back() end end end @@ -261,19 +284,23 @@ function love.touchpressed(id,x,y) love.mousemoved(x,y) mouseShow=false end - if scene=="play"and setting.virtualkeySwitch then - local t=onVirtualkey(x,y) - if t then - pressKey(t,players[1]) + if scene=="play"then + if setting.virtualkeySwitch then + local t=onVirtualkey(x,y) + if t then + pressKey(t,players[1]) + end end elseif scene=="setting3"then - x,y=convert(x,y) + x,y=xOy:inverseTransformPoint(x,y) for K=1,#virtualkey do local b=virtualkey[K] if (x-b[1])^2+(y-b[2])^2.5625 then gc.setColor(0,0,0) - gc.rectangle("fill",0,0,1280,ww*.5625-wh) - gc.rectangle("fill",0,720,1280,wh-ww*.5625) + gc.rectangle("fill",0,0,1280,ww*9/16-wh) + gc.rectangle("fill",0,720,1280,wh-ww*9/16) elseif wh/ww<.5625 then gc.setColor(0,0,0) gc.rectangle("fill",0,0,wh*16/9-ww,720) gc.rectangle("fill",1280,0,ww-wh*16/9,720) end setFont(20)gc.setColor(1,1,1) - gc.print(tm.getFPS(),0,700) + gc.print(tm.getFPS(),5,700) if devMode then - gc.print(gcinfo(),0,680) - gc.print(freeRow and #freeRow or 0,0,660) + gc.print(gcinfo(),5,680) + gc.print(freeRow and #freeRow or 0,5,660) end end function love.resize(w,h) @@ -485,9 +519,12 @@ function love.run() ms.setVisible(true) if bgmPlaying then bgm[bgmPlaying]:pause()end if scene=="play"then - for i=1,#players[1].keyPressing do - if players[1].keyPressing[i]then - releaseKey(i) + for i=1,#players.alive do + local l=players.alive[i].keyPressing + for j=1,#l do + if l[j]then + releaseKey(j,players.alive[i]) + end end end end diff --git a/conf.lua b/conf.lua index 49df0be4..9b75cb56 100644 --- a/conf.lua +++ b/conf.lua @@ -4,12 +4,12 @@ function love.conf(t) t.appendidentity=X--Search files in source directory before save directory (boolean) t.version="11.1" t.console=X - t.accelerometerjoystick=X--Enable the accelerometer on iOS and Android by exposing it as a Joystick (boolean) + t.accelerometerjoystick=X--If exposing accelerometer on iOS and Android as a Joystick t.gammacorrect=X - t.audio.mixwithsystem=true--Switch on to keep background music playing + t.audio.mixwithsystem=true--Switch on to keep sysBGM local W=t.window - W.title="Techmino V0.7.3" + W.title="Techmino V0.7.4" W.icon="/image/icon.png" W.width,W.height=1280,720 W.borderless=X @@ -19,7 +19,7 @@ function love.conf(t) W.fullscreen=X W.vsync=X--0 to set ∞fps W.msaa=X--The number of samples to use with multi-sampled antialiasing (number) - W.depth=X--The number of bits per sample in the depth buffer + W.depth=X--Bits per sample in the depth buffer W.stencil=8--The number of bits per sample in the stencil buffer W.display=1--Monitor ID W.highdpi=X--Enable high-dpi mode for the window on a Retina display (boolean) diff --git a/gamefunc.lua b/gamefunc.lua index f882e406..76175509 100644 --- a/gamefunc.lua +++ b/gamefunc.lua @@ -1,19 +1,31 @@ function resetGameData() + frame=0 + players={alive={}} loadmode[gamemode]() - frame=0 - count=179 FX.beam={} for k,v in pairs(PTC.dust)do - if k~=0 then v:release()end + v:release() end for i=1,#players do if not players[i].small then - PTC.dust[i]=PTC.dust[0]:clone() + PTC.dust[i]=PTC.dust0:clone() PTC.dust[i]:start() end end + if modeEnv.royaleMode then + for i=1,#players do + local P=players[i] + if not P.atking then + repeat + P.atking=players.alive[rnd(#players.alive)] + until P.atking~=P + end + end + mostBadge=nil + mostDangerous=nil + end for i=1,#virtualkey do virtualkey[i].press=false end @@ -25,13 +37,29 @@ function resetGameData() freeRow[i]={0,0,0,0,0,0,0,0,0,0} end end +function gameStart() + sysSFX("start") + for P=1,#players do + P=players[P] + _G.P=P + P.control=true + P.timing=true + resetblock() + end + setmetatable(_G,nil) +end function createPlayer(id,x,y,size,AIspeed,data) players[id]={id=id} - ins(players.alive,id) local P=players[id] + ins(players.alive,P) P.index={__index=P} P.x,P.y,P.size=x,y,size or 1 P.small=P.size<.3 + if P.small then + P.centerX,P.centerY=P.x+150*P.size,P.y+300*P.size + else + P.centerX,P.centerY=P.x+300*P.size,P.y+670*P.size + end if AIspeed then P.ai={ @@ -50,7 +78,11 @@ function createPlayer(id,x,y,size,AIspeed,data) P.dropTime={}for i=1,10 do P.dropTime[i]=-1e5 end P.dropSpeed=0 P.field,P.visTime,P.atkBuffer={},{},{} - P.badge,P.strength,P.lastRecv=0,0,nil + + + P.ko,P.badge,P.strength=0,0,0 + P.atkMode,P.swappingAtkMode,P.atking,P.lastRecv=1,20 + --Royale-related P.gameEnv={}--Game setting vars,like dropDelay setting for k,v in pairs(gameEnv0)do @@ -106,13 +138,12 @@ function showText(text,type,font,dy,inf) ins(P.bonus,{t=0,text=text,draw=FX[type],font=font,dy=dy or 0,inf=inf,solid=inf}) end end -function createBeam(s,r,lv)--Player id - S,R=players[s],players[r] +function createBeam(S,R,lv)--Player id local x1,y1,x2,y2 if S.small then - x1,y1=S.x+(30*(cx+sc[2]-1)+15)*S.size,S.y+(600-30*(cy+sc[1]-1)+15)*S.size + x1,y1=S.x+(30*(P.cx+P.sc[2]-1)+15)*S.size,S.y+(600-30*(P.cy+P.sc[1]-1)+15)*S.size else - x1,y1=S.x+(30*(cx+sc[2]-1)-30+15+150)*S.size,S.y+(600-30*(cy+sc[1]-1)+15+70)*S.size + x1,y1=S.x+(30*(P.cx+P.sc[2]-1)-30+15+150)*S.size,S.y+(600-30*(P.cy+P.sc[1]-1)+15+70)*S.size end if R.small then x2,y2=R.x+150*R.size,R.y+300*R.size @@ -121,141 +152,162 @@ function createBeam(s,r,lv)--Player id end ins(FX.beam,{x1,y1,x2,y2,t=0,lv=lv}) end -function throwBadge(s,r,amount)--Player id - s,r=players[s],players[r] +function throwBadge(S,R,amount)--Player id local x1,y1,x2,y2 - if s.small then - x1,y1=s.x+150*s.size,s.y+300*s.size + if S.small then + x1,y1=S.x+150*S.size,S.y+300*S.size else - x1,y1=s.x+308*s.size,s.y+450*s.size + x1,y1=S.x+308*S.size,S.y+450*S.size end - if r.small then - x2,y2=r.x+150*r.size,r.y+300*r.size + if R.small then + x2,y2=R.x+150*R.size,R.y+300*R.size else - x2,y2=r.x+308*r.size,r.y+450*r.size + x2,y2=R.x+308*R.size,R.y+450*R.size end ins(FX.badge,{x1,y1,x2,y2,t=0,size=(10+min(amount,10))*.1}) end +function freshRoyaleTarget() + local b,sec=0 + for i=1,#players.alive do + if players.alive[i].badge>b then + mostBadge,secBadge=players.alive[i],mostBadge + b=players[i].badge + end + end + for i=1,#players.alive do + if P.atkMode==2 then + P.atking=P~=mostBadge and mostBadge or secBadge + end + end + h,sec=0 + for i=1,#players.alive do + if #players.alive[i].field>h then + mostDangerous,secDangerous=players.alive[i],mostBadge + h=#players[i].field + end + end + for i=1,#players.alive do + if P.atkMode==3 then + P.atking=P~=mostDangerous and mostDangerous or secDangerous + end + end +end function freshgho() - if P.gameEnv._20G or keyPressing[7]and gameEnv.sdarr==0 then - while not ifoverlap(cb,cx,cy-1)do + if P.gameEnv._20G or P.keyPressing[7]and P.gameEnv.sdarr==0 then + while not ifoverlap(P.cb,P.cx,P.cy-1)do P.cy=P.cy-1 P.spinLast=false end P.y_img=P.cy else - P.y_img=P.cy>#field+1 and #field+1 or P.cy - while not ifoverlap(cb,cx,y_img-1)do + P.y_img=P.cy>#P.field+1 and #P.field+1 or P.cy + while not ifoverlap(P.cb,P.cx,P.y_img-1)do P.y_img=P.y_img-1 end end end function freshLockDelay() - if P.lockDelay11 or y<1 then return true end - if y>#field then return nil end + if y>#P.field then return nil end for i=1,#bk do for j=1,#bk[1]do - if field[y+i-1]and bk[i][j]>0 and field[y+i-1][x+j-1]>0 then return true end + if P.field[y+i-1]and bk[i][j]>0 and P.field[y+i-1][x+j-1]>0 then return true end end end end function ckfull(i) - for j=1,10 do if field[i][j]==0 then return nil end end + for j=1,10 do if P.field[i][j]==0 then return nil end end return true end function checkrow(s,num)--(cy,r) local c=0--rows cleared - for i=s,s+num-1 do if ckfull(i)then - ins(clearing,1,i) - P.falling=gameEnv.fall - c=c+1--row cleared+1 - if not P.small then - for k=1,250 do - PTC.dust[P.id]:setPosition(rnd(300),600-30*i+rnd(30)) - PTC.dust[P.id]:emit(1) + for i=s,s+num-1 do + if ckfull(i)then + ins(P.clearing,1,i) + P.falling=P.gameEnv.fall + c=c+1--row cleared+1 + if not P.small then + for k=1,250 do + PTC.dust[P.id]:setPosition(rnd(300),600-30*i+rnd(30)) + PTC.dust[P.id]:emit(1) + end end end - end end + end return c end function solid(x,y) if x<1 or x>10 or y<1 then return true end - if y>#field then return false end - return field[y][x]>0 + if y>#P.field then return false end + return P.field[y][x]>0 end function resetblock() P.holded=false P.spinLast=false P.freshNext() - P.sc,P.dir=scs[bn][0],0 - P.r,P.c=#cb,#cb[1] - P.cx,P.cy=blockPos[bn],21+ceil(fieldBeneath/30) - P.dropDelay,P.lockDelay,P.freshTime=gameEnv.drop,gameEnv.lock,0 + P.sc,P.dir=scs[P.bn][0],0 + P.r,P.c=#P.cb,#P.cb[1] + P.cx,P.cy=blockPos[P.bn],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2) + P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,0 - if keyPressing[8]then hold(true)end - if abs(moving)-gameEnv.das>1 then - if not ifoverlap(cb,cx+sgn(moving),cy)then - P.cx=cx+sgn(moving) + if P.keyPressing[8]then hold(true)end + if abs(P.moving)-P.gameEnv.das>1 then + if not ifoverlap(P.cb,P.cx+sgn(P.moving),P.cy)then + P.cx=P.cx+sgn(P.moving) end end - if keyPressing[3]then spin(1,true)end - if keyPressing[4]then spin(-1,true)end - if keyPressing[5]then spin(2,true)end + if P.keyPressing[3]then spin(1,true)end + if P.keyPressing[4]then spin(-1,true)end + if P.keyPressing[5]then spin(2,true)end - if ifoverlap(cb,cx,cy)then lock()Event.gameover.lose()end + if ifoverlap(P.cb,P.cx,P.cy)then lock()Event.gameover.lose()end freshgho() - if keyPressing[6]then act.hardDrop()P.keyPressing[6]=false end + if P.keyPressing[6]then act.hardDrop()P.keyPressing[6]=false end end -function pressKey(i,player) - P=player or players[1] - setmetatable(_G,P.index) +function pressKey(i,P) P.keyPressing[i]=true - if i==9 then + if i==10 then act.restart() - elseif alive then - if control and waiting<=0 then + elseif P.alive then + if P.control and P.waiting<=0 then act[actName[i]]() - if i>2 and i<6 then keyPressing[i]=false end + if i>2 and i<7 then P.keyPressing[i]=false end elseif i==1 then P.moving=-1 elseif i==2 then P.moving=1 end - - ins(keyTime,1,frame)rem(keyTime,11) - cstat.key=cstat.key+1 + ins(P.keyTime,1,frame)rem(P.keyTime,11) + P.cstat.key=P.cstat.key+1 if P.id==1 then stat.key=stat.key+1 end - --Key count end - -- if playmode=="recording"then ins(rec,{i,frame})end + --ins(rec,{i,frame}) end function releaseKey(i,player) - P=player or players[1] - setmetatable(_G,P.index) - P.keyPressing[i]=false + (player or players[1]).keyPressing[i]=false -- if playmode=="recording"then ins(rec,{-i,frame})end end function spin(d,ifpre) - if bn==6 then - freshgho()--May cancel spinLast + local idir=(P.dir+d)%4 + if P.bn==6 then freshLockDelay() SFX(ifpre and"prerotate"or"rotate") - if id==1 then + if P.id==1 then stat.rotate=stat.rotate+1 end return nil end - local icb=blocks[bn][(dir+d)%4] - local isc=d==1 and{c-sc[2]+1,sc[1]}or d==-1 and{sc[2],r-sc[1]+1}or{r-sc[1]+1,c-sc[2]+1} + local icb=blocks[P.bn][idir] + local isc=scs[P.bn][idir] local ir,ic=#icb,#icb[1] - local ix,iy=cx+sc[2]-isc[2],cy+sc[1]-isc[1] - local t--succssful num - local iki=TRS[bn][dir*10+(dir+d)%4] - for i=1,#iki do + local ix,iy=P.cx+P.sc[2]-isc[2],P.cy+P.sc[1]-isc[1] + local t--succssful test + local iki=TRS[P.bn][P.dir*10+idir] + for i=1,P.freshTime<=1.2*P.gameEnv.freshLimit and #iki or 1 do if not ifoverlap(icb,ix+iki[i][1],iy+iki[i][2])then ix,iy=ix+iki[i][1],iy+iki[i][2] t=i @@ -263,41 +315,40 @@ function spin(d,ifpre) end end if t then - P.cx,P.cy=ix,iy - P.sc,P.cb=isc,icb + P.cx,P.cy,P.dir=ix,iy,idir + P.sc,P.cb=scs[P.bn][idir],icb P.r,P.c=ir,ic - P.dir=(dir+d)%4 - P.spinLast=t - freshgho()--May cancel spinLast + P.spinLast=testScore[t==2 and -d or d] + freshgho() freshLockDelay() - SFX(ifpre and"prerotate"or ifoverlap(cb,cx,cy+1)and ifoverlap(cb,cx-1,cy)and ifoverlap(cb,cx+1,cy)and"rotatekick"or"rotate") + SFX(ifpre and"prerotate"or ifoverlap(P.cb,P.cx,P.cy+1)and ifoverlap(P.cb,P.cx-1,P.cy)and ifoverlap(P.cb,P.cx+1,P.cy)and"rotatekick"or"rotate") if id==1 then stat.rotate=stat.rotate+1 end end end function hold(ifpre) - if not holded and waiting<=0 and gameEnv.hold then - P.hn,P.bn=bn,hn - P.hb,P.cb=blocks[hn][0],hb + if not P.holded and P.waiting<=0 and P.gameEnv.hold then + P.hn,P.bn=P.bn,P.hn + P.hb,P.cb=blocks[P.hn][0],P.hb - if bn==0 then freshNext()end - P.sc,P.dir=scs[bn][0],0 - P.r,P.c=#cb,#cb[1] - P.cx,P.cy=blockPos[bn],21+ceil(fieldBeneath/30) + if P.bn==0 then P.freshNext()end + P.sc,P.dir=scs[P.bn][0],0 + P.r,P.c=#P.cb,#P.cb[1] + P.cx,P.cy=blockPos[P.bn],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2) - if abs(moving)-gameEnv.das>1 then - if not ifoverlap(cb,cx+sgn(moving),cy)then - P.cx=cx+sgn(moving) + if abs(P.moving)-P.gameEnv.das>1 then + if not ifoverlap(P.cb,P.cx+sgn(P.moving),P.cy)then + P.cx=P.cx+sgn(P.moving) end end freshgho() - P.dropDelay,P.lockDelay,P.freshTime=gameEnv.drop,gameEnv.lock,0 - if ifoverlap(cb,cx,cy) then lock()Event.gameover.lose()end - P.holded=true + P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,0 + if ifoverlap(P.cb,P.cx,P.cy) then lock()Event.gameover.lose()end + P.holded=P.gameEnv.oncehold SFX(ifpre and"prehold"or"hold") - if id==1 then + if P.id==1 then stat.hold=stat.hold+1 end end @@ -306,34 +357,51 @@ function drop() if P.cy==P.y_img then ins(P.dropTime,1,frame)rem(P.dropTime,11)--update speed dial P.waiting=P.gameEnv.wait - - local dospin=bn~=6 and ifoverlap(cb,cx-1,cy)and ifoverlap(cb,cx+1,cy)and ifoverlap(cb,cx,cy+1)and 1 or 0 - if bn<6 and spinLast then - local x,y=cx+sc[2]-1,cy+sc[1]-1 - local c=0 - if solid(x-1,y+1)then c=c+1 end - if solid(x+1,y+1)then c=c+1 end - if c>0 then - if solid(x-1,y-1)then c=c+1 end - if solid(x+1,y-1)then c=c+1 end - if c>2 then - dospin=dospin+(spinLast==2 and 1 or 2) + local dospin=0 + if P.spinLast then + if P.bn<6 then + local x,y=P.cx+P.sc[2]-1,P.cy+P.sc[1]-1 + local c=0 + if solid(x-1,y+1)then c=c+1 end + if solid(x+1,y+1)then c=c+1 end + if c>0 then + if solid(x-1,y-1)then c=c+1 end + if solid(x+1,y-1)then c=c+1 end + if c>2 then + dospin=dospin+1 + end end - end - end--Three point - if dospin==0 then dospin=false end + end--Three point + if P.bn~=6 and ifoverlap(P.cb,P.cx-1,P.cy)and ifoverlap(P.cb,P.cx+1,P.cy)and ifoverlap(P.cb,P.cx,P.cy+1)then + dospin=dospin+2 + end--Immobile + end lock() - local cc,csend,exblock,sendTime=checkrow(cy,r),0,0,0--Currect clear&send&sendTime - local mini=bn<6 and dospin==1 and cc<3 and cc0 and dospin>0 then + dospin=dospin+P.spinLast + end + if not P.spinLast then + dospin=false + elseif cc==0 then + if dospin==0 then + dospin=false + end + elseif dospin<2 then + dospin=false + elseif dospin==2 then + mini=P.bn<6 and cc<3 and cc480 then + if P.b2b>480 then showText("Techrash B2B2B","fly",70) csend=6 sendTime=80 exblock=exblock+1 - elseif b2b>=30 then + elseif P.b2b>=30 then showText("Techrash B2B","drive",70) sendTime=70 csend=5 @@ -346,15 +414,15 @@ function drop() P.cstat.techrash=P.cstat.techrash+1 elseif cc>0 then if dospin then - if b2b>480 then - showText(spinName[cc][bn].." B2B2B","spin",40) + if P.b2b>480 then + showText(spinName[cc][P.bn].." B2B2B","spin",40) csend=b2bATK[cc]+1 exblock=exblock+1 - elseif b2b>=30 then - showText(spinName[cc][bn].." B2B","spin",40) + elseif P.b2b>=30 then + showText(spinName[cc][P.bn].." B2B","spin",40) csend=b2bATK[cc] else - showText(spinName[cc][bn],"spin",50) + showText(spinName[cc][P.bn],"spin",50) csend=2*cc end sendTime=20+csend*20 @@ -367,10 +435,10 @@ function drop() P.b2b=P.b2b+b2bPoint[cc] end SFX(spin_n[cc]) - if id==1 then + if P.id==1 then stat.spin=stat.spin+1 end - elseif #clearing<#field then + elseif #P.clearing<#P.field then P.b2b=P.b2b-150-cc*50 showText(clearName[cc],"appear",50) csend=cc-1 @@ -379,41 +447,57 @@ function drop() else P.combo=0 if dospin then - showText(spinName[0][bn],"appear",50) + showText(spinName[0][P.bn],"appear",50) SFX("spin_0") P.b2b=P.b2b+15 end end - if cc>0 and #clearing==#field then + if cc>0 and #P.clearing==#P.field then showText("Perfect Clear","flicker",70,-80) csend=csend+min(6+P.cstat.pc,10) exblock=exblock+2 sendTime=sendTime+30 - SFX("perfectclear") - if cstat.piece>10 then + if P.cstat.row>10 then P.b2b=600 end + SFX("perfectclear") P.cstat.pc=P.cstat.pc+1 end - csend=csend+(renATK[combo]or 4) - if combo>2 then - showText(renName[min(combo,20)],combo<10 and"appear"or"flicker",20+combo*3,60) + csend=csend+(renATK[P.combo]or 4) + if P.combo>2 then + showText(renName[min(P.combo,20)],P.combo<10 and"appear"or"flicker",20+P.combo*3,60) end - sendTime=sendTime+20*combo + sendTime=sendTime+20*P.combo if cc>0 then SFX(clear_n[cc]) - SFX(ren_n[min(combo,11)]) + SFX(ren_n[min(P.combo,11)]) + end + P.b2b=max(min(P.b2b,600),0) + + if cc>0 and modeEnv.royaleMode then + local atker=0 + for i=1,#players.alive do + if players.alive[i].atking==P then + atker=atker+1 + if atker==9 then + break + end + end + end + if atker>1 then + csend=csend+ceil(atker*.5) + exblock=exblock+int(atker*.5) + end end - P.b2b=max(min(b2b,600),0) if csend>0 then if exblock then exblock=int(exblock*(1+P.strength*.25))end csend=csend*(1+P.strength*.25) if mini then csend=csend end csend=int(csend) - --Buffs + --Badge Buff P.cstat.atk=P.cstat.atk+csend if P.id==1 then stat.atk=stat.atk+csend end @@ -436,8 +520,33 @@ function drop() end if csend>0 then showText(csend,"zoomout",25,70) - if #players.alive>1 then - garbageSend(P.id,csend,sendTime) + if modeEnv.royaleMode then + if #players.alive>1 then + if P.atkMode==4 then + for i=1,#players.alive do + if players.alive[i].atking==P then + garbageSend(P,players.alive[i],csend,sendTime) + end + end + else + if P.atkMode==1 and rnd()<.2 or not P.atking then + local r + repeat + r=players.alive[rnd(#players.alive)] + until r~=P + P.atking=r + end + if P.atking then + garbageSend(P,P.atking,csend,sendTime) + end + end + end + elseif #players.alive>1 then + local r + repeat + r=players.alive[rnd(#players.alive)] + until r~=P + garbageSend(P,r,csend,sendTime) end end elseif cc==0 then @@ -450,38 +559,34 @@ function drop() stat.piece,stat.row=stat.piece+1,stat.row+cc end P.cstat.piece,P.cstat.row=P.cstat.piece+1,P.cstat.row+cc - if P.cstat.row>=gameEnv.target then - gameEnv.reach() + if P.cstat.row>=P.gameEnv.target then + P.gameEnv.reach() end P.spinLast=dospin and cc>0 else - P.cy=cy-1 + P.cy=P.cy-1 P.spinLast=false end end function lock() - for i=1,r do - local y=cy+i-1 + for i=1,P.r do + local y=P.cy+i-1 if not P.field[y]then P.field[y],P.visTime[y]=getNewRow(),getNewRow()end - for j=1,c do - if cb[i][j]~=0 then - P.field[y][cx+j-1]=P.bn - P.visTime[y][cx+j-1]=P.showTime + for j=1,P.c do + if P.cb[i][j]~=0 then + P.field[y][P.cx+j-1]=P.bn + P.visTime[y][P.cx+j-1]=P.showTime end end end end -function garbageSend(sender,send,time) - local pos,r=rnd(10) +function garbageSend(S,R,send,time) + local pos=rnd(10) local level=send<4 and 1 or send<7 and 2 or 3 - repeat - r=players.alive[rnd(#players.alive)] - until r~=P.id - createBeam(sender,r,level) - players[r].lastRecv=sender - if #players[r].atkBuffer<20 then - ins(players[r].atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=level}) - sort(players[r].atkBuffer,timeSort) + createBeam(S,R,level) + R.lastRecv=S + if #R.atkBuffer<15 then + ins(R.atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=level}) end end function garbageRelease() @@ -501,4 +606,125 @@ function garbageRelease() P.fieldBeneath=P.fieldBeneath+atk.amount*30 end end -end \ No newline at end of file +end +act={ + moveLeft=function(auto) + if P.keyPressing[9]then + if P.atkMode~=1 then + P.atkMode=1 + end + else + if not auto then + P.moving=-1 + end + if not ifoverlap(P.cb,P.cx-1,P.cy)then + P.cx=P.cx-1 + freshgho() + freshLockDelay() + if P.cy==P.y_img then SFX("move")end + P.spinLast=false + end + end + end, + moveRight=function(auto) + if P.keyPressing[9]then + if P.atkMode~=2 then + P.atkMode=2 + P.atking=mostBadge + end + else + if not auto then + P.moving=1 + end + if not ifoverlap(P.cb,P.cx+1,P.cy)then + P.cx=P.cx+1 + freshgho() + freshLockDelay() + if P.cy==P.y_img then SFX("move")end + P.spinLast=false + end + end + end, + rotRight=function()spin(1)end, + rotLeft=function()spin(-1)end, + rotFlip=function()spin(2)end, + hardDrop=function() + if P.keyPressing[9]then + if P.atkMode~=3 then + P.atkMode=3 + P.atking=mostDangerous + end + else + if P.waiting<=0 then + if P.cy~=P.y_img then + P.cy=P.y_img + P.spinLast=false + SFX("drop") + end + drop() + end + end + end, + softDrop=function() + if P.keyPressing[9]then + if P.atkMode~=4 then + P.atkMode=4 + P.atking=nil + end + else + if P.cy~=P.y_img then + P.cy=P.cy-1 + P.spinLast=false + end + P.downing=1 + end + end, + hold=function()hold()end, + --Player movements + swap=function() + if modeEnv.royaleMode then + for i=1,#P.keyPressing do + if P.keyPressing[i]then + P.keyPressing[i]=false + end + end + P.keyPressing[9]=true + else + P.keyPressing[9]=false + end + end, + restart=function() + resetGameData() + end, + insDown=function()if P.cy~=P.y_img then P.cy,P.lockDelay,P.spinLast=P.y_img,P.gameEnv.lock,false end end, + insLeft=function() + while not ifoverlap(P.cb,P.cx-1,P.cy)do + P.cx,P.lockDelay=P.cx-1,P.gameEnv.lock + freshgho() + end + end, + insRight=function() + while not ifoverlap(P.cb,P.cx+1,P.cy)do + P.cx,P.lockDelay=P.cx+1,P.gameEnv.lock + freshgho() + end + end, + down1=function() + if P.cy~=P.y_img then + P.cy=P.cy-1 + P.spinLast=false + end + end, + down4=function() + for i=1,4 do + if P.cy~=P.y_img then + P.cy=P.cy-1 + P.spinLast=false + else + break + end + end + end, + quit=function()Event.gameover.lose()end, + --System movements +} \ No newline at end of file diff --git a/image/icon.png b/image/icon.png index 21828886969126da02c81c4fa2adb1e37227f42d..5750e68768a398af16fd51430ecc01030ae9cd48 100644 GIT binary patch literal 36420 zcmV)7K*zs{P)J?GwY&&7Z-{2i1gz~JH#UmthAZv%9` zO~ms+^4a2RosXmQ(dXCk_khE7eqRB&=7scnJkfj|Lf5+gUL>9~u9>^T9;&-PD zpKnZZ@k+c%>4i!=WUh7Tw-dh?pVsfxyM;isZ;tR|)MNKGp6|ozwRV<|PsL z*vtH$0jI}^Z=63)Jhs81`7`HDP!9%!$G5G&U#~5m*=5~4VsS6}!0>qOvfiC}n26Lu zstpkLWd5!9MdEAjG8b`OgSf6Py%G5tB^RRhVVDO}EPR)IaEt#14uyyTuJaXpyvI7V z=4%ws4LqNIt~c$A>jsF-3!YbK#QLid!72Rqxysw 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z7srr@!*|02`C1it79aT?U-|y|%oj$C>E;(|6@@P4<~9bgIlC-TanbEQTGa3$Q17G%w7~I<_Vlb~VKc}4G-D4BJmpQuYV$Lo-S-0LTtn|WZz5|)P|MFA?FKxPK zu{U*B=*6IR)&~)v<^{k0I{))RO~1QVRaxGVYgZXWrCv(Bmbrdy%Q4+!y^nT$zrsCh z>9gLIE^bFR2rWmodeEnv.royale[atker.strength+1]do - atker.strength=atker.strength+1 - end - end for i=1,#players.alive do - if players.alive[i]==P.id then + if players.alive[i]==P then rem(players.alive,i) if #players.alive==1 then - ins(players[players.alive[1]].task,Event.task.winTrigger) + ins(players.alive[1].task,Event.task.winTrigger) end break end end + if modeEnv.royaleMode then + if P.lastRecv and P.lastRecv.alive then + if P.lastRecv.id==1 then + throwBadge(P,P.lastRecv,P.badge) + end + local A=P.lastRecv + A.ko,A.badge=A.ko+1,A.badge+P.badge+1 + for i=A.strength+1,4 do + if A.badge>=modeEnv.royale[i]then + A.strength=i + end + end + end + for i=1,#players.alive do + if players.alive[i].atking==P then + players.alive[i].atking=nil + end + end + freshRoyaleTarget() + end for i=1,#P.atkBuffer do P.atkBuffer[i].sent=true P.atkBuffer[i].time=0 end - for i=1,#field do + for i=1,#P.field do for j=1,10 do - visTime[i][j]=min(visTime[i][j],20) + P.visTime[i][j]=min(P.visTime[i][j],20) end end if P.id==1 and players[2]and players[2].ai then SFX("fail")end - ins(task,Event.task.lose) + ins(P.task,Event.task.lose) end, }, marathon_reach=function() - local s=int(cstat.row*.1) + local s=int(P.cstat.row*.1) if s>=20 then Event.gameover.win() else - gameEnv.drop=marathon_drop[s] - if s==18 then gameEnv._20G=true end - gameEnv.target=s*10+10 + P.gameEnv.drop=marathon_drop[s] + if s==18 then P.gameEnv._20G=true end + P.gameEnv.target=s*10+10 SFX("reach") end end, death_reach=function() - if gameEnv.target==250 then + if P.gameEnv.target==250 then Event.gameover.win() else - gameEnv.target=gameEnv.target+50 - local t=gameEnv.target/50 - gameEnv.lock=death_lock[t] - gameEnv.wait=death_wait[t] - gameEnv.fall=death_fall[t] + P.gameEnv.target=P.gameEnv.target+50 + local t=P.gameEnv.target/50 + P.gameEnv.lock=death_lock[t] + P.gameEnv.wait=death_wait[t] + P.gameEnv.fall=death_fall[t] showText("STAGE "..t,"fly",80,-120) SFX("reach") end end, tsd_reach=function() - if not(#clearing==2 and bn==5 and P.spinLast)then + if not(#P.clearing==2 and P.bn==5 and P.spinLast)then Event.gameover.lose() else P.gameEnv.target=P.gameEnv.target+2 @@ -474,10 +598,10 @@ Event={ ins(P.task,Event.task.PC) local s=P.cstat.pc*.5 if int(s)==s and s>0 then - P.gameEnv.drop=pc_drop[s]or 0 - P.gameEnv.lock=pc_lock[s]or 10 + P.gameEnv.drop=pc_drop[s]or 10 + P.gameEnv.lock=pc_lock[s]or 20 P.gameEnv.fall=pc_fall[s]or 5 - if s==15 then + if s==10 then showText("Max speed","appear",80,-120) else showText("Speed up","appear",30,-130) @@ -495,17 +619,17 @@ Event={ win=function() P.counter=P.counter+1 if P.counter>60 then - for i=1,#field do + for i=1,#P.field do for j=1,10 do - if visTime[i][j]>0 then - visTime[i][j]=visTime[i][j]-1 + if P.visTime[i][j]>0 then + P.visTime[i][j]=P.visTime[i][j]-1 end end end if P.counter==100 then - for i=1,#field do - removeRow(field) - removeRow(visTime) + for i=1,#P.field do + removeRow(P.field) + removeRow(P.visTime) end return true end @@ -537,7 +661,7 @@ Event={ local P=players[1] P.counter=P.counter+1 if P.counter==21 then - gameEnv.target=gameEnv.target+4 + P.gameEnv.target=P.gameEnv.target+4 local t=P.cstat.pc%2 for i=1,4 do local r=getNewRow() @@ -556,95 +680,6 @@ Event={ end, }, } -mesDisp={ - --Default:font=40,white - sprint=function() - setFont(75) - mStr(max(40-P.cstat.row,0),-75,280) - end, - zen=function() - setFont(75) - mStr(max(200-P.cstat.row,0),-75,280) - end, - infinite=function() - setFont(50) - mStr(cstat.atk,-75,320) - mStr(format("%.2f",2.5*cstat.atk/cstat.piece),-75,430) - setFont(20) - gc.print("Attack",-100,360) - gc.print("Efficiency",-108,472) - end, - solo=function() - setFont(50) - mStr(cstat.atk,-75,320) - setFont(20) - gc.print("Attack",-100,360) - end, - gmroll=function() - setFont(25) - gc.print("Techrash",-120,420) - setFont(80) - mStr(cstat.techrash,-75,350) - end, - marathon=function() - setFont(50) - mStr(P.cstat.row,-75,330) - mStr(gameEnv.target,-75,380) - gc.rectangle("fill",-120,376,90,4) - end, - death=function() - setFont(50) - mStr(P.cstat.row,-75,330) - mStr(gameEnv.target,-75,380) - gc.rectangle("fill",-120,376,90,4) - end, - tsd=function() - setFont(35) - gc.print("TSD",-105,405) - setFont(80) - mStr((P.gameEnv.target-1)*.5,-75,330) - end, - pc=function() - setFont(25) - gc.print("Perfect Clear",-138,400) - setFont(80) - mStr(cstat.pc,-75,330) - end, - techmino41=function() - gc.draw(badgeIcon,-120,150,nil,1.5) - setFont(50) - gc.print(badge,-65,150) - mStr(cstat.atk,-75,320) - mStr(#players.alive,-75,430) - setFont(20) - gc.print("Attack",-100,360) - gc.print("Remain",-105,472) - end, - techmino99=function() - gc.draw(badgeIcon,-120,150,nil,1.5) - setFont(50) - gc.print(badge,-65,150) - mStr(cstat.atk,-75,320) - mStr(#players.alive,-75,430) - setFont(20) - gc.print("Attack",-100,360) - gc.print("Remain",-105,472) - end, - blind=function() - setFont(25) - gc.print("Rows",-100,300) - gc.print("Techrash",-120,420) - setFont(80) - mStr(P.cstat.row,-75,230) - mStr(cstat.techrash,-75,350) - end, - custom=function() - if gameEnv.target<1e4 then - setFont(75) - mStr(max(gameEnv.target-P.cstat.row,0),-75,280) - end - end -} --Game system Data setting={ @@ -656,22 +691,22 @@ setting={ sddas=0,sdarr=2, ghost=true,center=true, keyMap={ - {"left","right","x","z","c","up","down","space","r","","",""}, - {"","","","","","","","","","","",""}, - {"","","","","","","","","","","",""}, - {"","","","","","","","","","","",""}, - {"","","","","","","","","","","",""}, - {"","","","","","","","","","","",""}, - {"","","","","","","","","","","",""}, - {"","","","","","","","","","","",""}, - {"dpleft","dpright","a","b","y","dpup","dpdown","rightshoulder","leftshoulder","","",""}, - {"","","","","","","","","","","",""}, - {"","","","","","","","","","","",""}, - {"","","","","","","","","","","",""}, - {"","","","","","","","","","","",""}, - {"","","","","","","","","","","",""}, - {"","","","","","","","","","","",""}, - {"","","","","","","","","","","",""}, + {"left","right","x","z","c","up","down","space","tab","r","","",""}, + {"","","","","","","","","","","","",""}, + {"","","","","","","","","","","","",""}, + {"","","","","","","","","","","","",""}, + {"","","","","","","","","","","","",""}, + {"","","","","","","","","","","","",""}, + {"","","","","","","","","","","","",""}, + {"","","","","","","","","","","","",""}, + {"dpleft","dpright","a","b","y","dpup","dpdown","rightshoulder","x","leftshoulder","","",""}, + {"","","","","","","","","","","","",""}, + {"","","","","","","","","","","","",""}, + {"","","","","","","","","","","","",""}, + {"","","","","","","","","","","","",""}, + {"","","","","","","","","","","","",""}, + {"","","","","","","","","","","","",""}, + {"","","","","","","","","","","","",""}, },--keyboard & joystick keyLib={ {1}, diff --git a/paint.lua b/paint.lua index 428066c8..a36cb2e3 100644 --- a/paint.lua +++ b/paint.lua @@ -12,11 +12,12 @@ swapDeck_data={ swap={ none={2,1,d=function()end}, flash={8,1,d=function()gc.clear(1,1,1)end}, - deck={42,1,d=function() + deck={50,8,d=function() local t=sceneSwaping.time gc.setColor(1,1,1) - if t>6 then - for i=1,43-t do + if t>8 then + local t=max(t,15) + for i=1,51-t do local bn=swapDeck_data[i][1] local b=blocks[bn][swapDeck_data[i][2]] local cx,cy=swapDeck_data[i][3],swapDeck_data[i][4] @@ -26,8 +27,10 @@ swap={ end end end end - else - gc.clear(1,1,1) + end + if t<17 then + gc.setColor(1,1,1,(8-abs(t-8))*.125) + gc.rectangle("fill",0,0,1280,720) end end }, @@ -138,6 +141,10 @@ function drawPixel(y,x,id,alpha) gc.setColor(1,1,1,alpha) gc.draw(blockSkin[id],30*x-30,600-30*y) end +function drawPixelmini(y,x,id,alpha) + gc.setColor(1,1,1,alpha) + gc.draw(blockSkinmini[id],30*x-30,600-30*y,nil,2.5) +end function drawVirtualkey(s) gc.setLineWidth(10) if s then @@ -214,10 +221,27 @@ function Pnt.load() setFont(20) mStr("not animation,real loading!",640,392) end +function Pnt.intro() + gc.push() + gc.translate(250,150) + gc.scale(30) + gc.setColor(1,1,1,min(count,80)*.005) + gc.draw(miniTitle) + gc.setColor(1,1,1) + gc.stencil(stencil_miniTitle,"replace",1) + gc.setStencilTest("equal",1) + gc.pop() + gc.setColor(1,1,1,.125) + for i=19,5,-2 do + gc.setLineWidth(i) + gc.line(250+(count-80)*25,150,(count-80)*25-150,570) + end + gc.setStencilTest() +end function Pnt.main() gc.setColor(1,1,1) setFont(30) - gc.print("Alpha V0.7.3",370,150) + gc.print("Alpha V0.7.4",370,150) gc.print(system,530,110) gc.draw(titleImage,30,30) end @@ -259,26 +283,37 @@ end function Pnt.play() for p=1,#players do P=players[p] - setmetatable(_G,P.index) if P.small then gc.push("transform") - gc.translate(x,y)gc.scale(size)--Scale + gc.translate(P.x,P.y)gc.scale(P.size)--Scale gc.setColor(0,0,0,.5)gc.rectangle("fill",0,0,300,600)--Black Background gc.setLineWidth(13) - gc.stencil(stencil_field_small, "replace",1) - gc.translate(0,fieldBeneath) + gc.stencil(stencil_field_small,"replace",1) + gc.translate(0,P.fieldBeneath) gc.setStencilTest("equal",1) - for j=int(fieldBeneath/30+1),#field do - if falling<=0 or without(clearing,j)then + if P.result then + for j=int(P.fieldBeneath/30+1),#P.field do + if P.falling<=0 or without(P.clearing,j)then for i=1,10 do - if field[j][i]>0 then - drawPixel(j,i,field[j][i],min(visTime[j][i],20)*.05) + if P.field[j][i]>0 then + drawPixelmini(j,i,P.field[j][i],min(P.visTime[j][i],20)*.05) end end end - end--Field + end + else + for j=int(P.fieldBeneath/30+1),#P.field do + if P.falling<=0 or without(P.clearing,j)then + for i=1,10 do + if P.field[j][i]>0 then + drawPixelmini(j,i,P.field[j][i],1) + end + end + end + end + end gc.setStencilTest()--In-playField mask - gc.translate(0,-fieldBeneath) + gc.translate(0,-P.fieldBeneath) gc.setColor(frameColor[P.strength])gc.rectangle("line",-7,-7,314,614)--Draw boarder if P.result then @@ -289,61 +324,70 @@ function Pnt.play() gc.pop() else gc.push("transform") - gc.translate(x,y)gc.scale(size)--Scale + gc.translate(P.x,P.y)gc.scale(P.size)--Scale gc.setColor(0,0,0,.7)gc.rectangle("fill",0,0,600,690)--Black Background gc.setLineWidth(7) gc.setColor(frameColor[P.strength])gc.rectangle("line",0,0,600,690)--Big frame - gc.translate(150,70) - gc.stencil(stencil_field, "replace", 1) - gc.translate(0,fieldBeneath) + gc.stencil(stencil_field,"replace", 1) + gc.translate(150,70+P.fieldBeneath) gc.setStencilTest("equal",1) - for j=int(fieldBeneath/30+1),#field do - if falling<=0 or without(clearing,j)then + for j=int(P.fieldBeneath/30+1),#P.field do + if P.falling<=0 or without(P.clearing,j)then for i=1,10 do - if field[j][i]>0 then - drawPixel(j,i,field[j][i],min(visTime[j][i],20)*.05) + if P.field[j][i]>0 then + drawPixel(j,i,P.field[j][i],min(P.visTime[j][i],20)*.05) end end else - gc.setColor(1,1,1,falling/gameEnv.fall) + gc.setColor(1,1,1,P.falling/P.gameEnv.fall) gc.rectangle("fill",0,600-30*j,320,30) end end--Field - if waiting<=0 then - if gameEnv.ghost then - for i=1,r do for j=1,c do - if cb[i][j]>0 then - drawPixel(i+y_img-1,j+cx-1,bn,.3) + if P.waiting<=0 then + if P.gameEnv.ghost then + for i=1,P.r do for j=1,P.c do + if P.cb[i][j]>0 then + drawPixel(i+P.y_img-1,j+P.cx-1,P.bn,.3) end end end end--Ghost - gc.setColor(1,1,1,lockDelay/gameEnv.lock) - for i=1,r do for j=1,c do - if cb[i][j]>0 then - gc.rectangle("fill",30*(j+cx-1)-34,596-30*(i+cy-1),38,38) + gc.setColor(1,1,1,P.lockDelay/P.gameEnv.lock) + for i=1,P.r do for j=1,P.c do + if P.cb[i][j]>0 then + gc.rectangle("fill",30*(j+P.cx-1)-34,596-30*(i+P.cy-1),38,38) end end end--BlockShade(lockdelay indicator) - for i=1,r do for j=1,c do - if cb[i][j]>0 then - drawPixel(i+cy-1,j+cx-1,bn,1) + for i=1,P.r do for j=1,P.c do + if P.cb[i][j]>0 then + drawPixel(i+P.cy-1,j+P.cx-1,P.bn,1) end end end--Block - if gameEnv.center then - local x=30*(cx+sc[2]-1)-30+15 - gc.draw(spinCenter,x,600-30*(cy+sc[1]-1)+15,nil,nil,nil,4,4) + if P.gameEnv.center then + local x=30*(P.cx+P.sc[2]-1)-30+15 + gc.draw(spinCenter,x,600-30*(P.cy+P.sc[1]-1)+15,nil,nil,nil,4,4) gc.setColor(1,1,1,.5) - gc.draw(spinCenter,x,600-30*(y_img+sc[1]-1)+15,nil,nil,nil,4,4) + gc.draw(spinCenter,x,600-30*(P.y_img+P.sc[1]-1)+15,nil,nil,nil,4,4) end--Rotate center end gc.setColor(1,1,1) gc.draw(PTC.dust[p])--Draw game field gc.setStencilTest()--In-playField mask - gc.translate(0,-fieldBeneath) + gc.translate(0,-P.fieldBeneath) gc.setColor(1,1,1)gc.rectangle("line",-3,-13,306,616)--Draw boarder + if modeEnv.royale then + if P.atkMode then + gc.setColor(1,.8,0,P.swappingAtkMode*.02) + gc.rectangle("fill",RCPB[2*P.atkMode-1],RCPB[2*P.atkMode],90,35,8,4) + end + gc.setColor(1,1,1,P.swappingAtkMode*.025) + gc.draw(royaleCtrlPad) + --Draw selector + end + local h=0 - for i=1,#atkBuffer do - local a=atkBuffer[i] + for i=1,#P.atkBuffer do + local a=P.atkBuffer[i] local bar=a.amount*30 if h+bar>600 then bar=600-h end if not a.sent then @@ -372,8 +416,8 @@ function Pnt.play() if h>=600 then break end end--Buffer line - gc.setColor(b2b<40 and color.white or b2b<=480 and color.lightRed or color.lightBlue) - gc.rectangle("fill",-17,600,10,-b2b1) + gc.setColor(P.b2b<40 and color.white or P.b2b<=480 and color.lightRed or color.lightBlue) + gc.rectangle("fill",-17,600,10,-P.b2b1) gc.setColor(color.red) gc.rectangle("fill",-23,600-40,16,5) gc.setColor(color.blue) @@ -382,28 +426,29 @@ function Pnt.play() setFont(40) gc.setColor(1,1,1) - if gameEnv.hold then + if P.gameEnv.hold then gc.print("Hold",-113,0) - for i=1,#hb do - for j=1,#hb[1] do - if hb[i][j]>0 then - drawPixel(i+17.5-#hb*.5,j-2.5-#hb[1]*.5,holded and 13 or hn,1) + for i=1,#P.hb do + for j=1,#P.hb[1] do + if P.hb[i][j]>0 then + drawPixel(i+17.5-#P.hb*.5,j-2.5-#P.hb[1]*.5,P.holded and 13 or P.hn,1) end end end end--Hold gc.print("Next",336,0) - for N=1,min(gameEnv.next,#nxt)do - local b=nb[N] + for N=1,P.gameEnv.next do + local b=P.nb[N] for i=1,#b do for j=1,#b[1] do if b[i][j]>0 then - drawPixel(i+20-2.4*N-#b*.5,j+12.5-#b[1]*.5,nxt[N],1) + drawPixel(i+20-2.4*N-#b*.5,j+12.5-#b[1]*.5,P.nxt[N],1) end end end end--Next - if count then + if frame<180 then + local count=180-frame gc.push("transform") gc.translate(155,220) gc.setColor(1,1,1) @@ -412,13 +457,13 @@ function Pnt.play() mStr(int(count/60+1),0,0) gc.pop() end--Draw starting counter - for i=1,#bonus do - bonus[i]:draw(min((30-abs(bonus[i].t-30))*.05,1)*(not bonus[i].solid and #field>(9-bonus[i].dy*.03333)and .7 or 1)) + for i=1,#P.bonus do + P.bonus[i]:draw(min((30-abs(P.bonus[i].t-30))*.05,1)*(not P.bonus[i].solid and #P.field>(9-P.bonus[i].dy*.03333)and .7 or 1)) end--Effects gc.setColor(1,1,1) setFont(40) - gc.print(format("%.2f",time),-130,530)--Draw time + gc.print(format("%.2f",P.time),-130,530)--Draw time if mesDisp[gamemode]then mesDisp[gamemode]()end--Draw other message setFont(15) @@ -426,8 +471,8 @@ function Pnt.play() gc.print("BPM",380,490) gc.print("KPM",335,580) setFont(30) - drawDial(350,520,dropSpeed) - drawDial(400,570,keySpeed) + drawDial(350,520,P.dropSpeed) + drawDial(400,570,P.keySpeed) --Speed dials gc.pop() end @@ -442,10 +487,24 @@ function Pnt.play() gc.setColor(1,1,1,b.t<10 and b.t*.1 or b.t<50 and 1 or(60-b.t)*.1) gc.draw(badgeIcon,b[1]+(b[3]-b[1])*t,b[2]+(b[4]-b[2])*t,nil,b.size,nil,14,14) end - setmetatable(_G,nil) if setting.virtualkeySwitch then drawVirtualkey() end + if modeEnv.royaleMode then + gc.setLineWidth(5) + gc.setColor(1,1,0,.2) + P=players[1] + for i=1,#players.alive do + local p=players.alive[i] + if p.atking==players[1]then + gc.line(p.centerX,p.centerY,P.centerX,P.centerY) + end + end + if P.atking then + gc.setColor(0,.5,1,.2+(sin(Timer()*7)+1)*.1) + gc.line(P.centerX,P.centerY,P.atking.centerX,P.atking.centerY) + end + end end function Pnt.setting() gc.setColor(1,1,1) @@ -471,10 +530,8 @@ function Pnt.setting2() gc.rectangle("fill",440,40*joystickSet-10,200,40) gc.setColor(1,1,1) - setFont(40) - gc.print("< P"..curBoard.."/P8 >",430,530) setFont(25) - for y=1,12 do + for y=1,13 do mStr(actName_show[y],150,40*y) for x=1,2 do mStr(setting.keyMap[curBoard+x*8-8][y],200*x+140,40*y) @@ -482,11 +539,13 @@ function Pnt.setting2() gc.line(40,40*y-10,640,40*y-10) end for x=1,4 do - gc.line(200*x-160,30,200*x-160,510) + gc.line(200*x-160,30,200*x-160,550) end - gc.line(40,510,640,510) + gc.line(40,550,640,550) gc.print("Keyboard | Joystick",330,3) - gc.print("Arrowkey to select/change slot,Enter to change,Esc back",50,580) + gc.print("Arrowkey to select/change slot,Enter to change,Esc back",50,620) + setFont(40) + gc.print("< P"..curBoard.."/P8 >",430,570) end function Pnt.setting3() drawVirtualkey(sel) diff --git a/scene.lua b/scene.lua index 57b26acc..b0afcd42 100644 --- a/scene.lua +++ b/scene.lua @@ -7,10 +7,16 @@ function game.load() loadnum=1--Loading counter loadprogress=0--Loading bar end +function game.intro() + scene="intro" + curBG="none" + count=0 + keeprun=true +end function game.main() scene="main" curBG="none" - keeprun=false + keeprun=true BGM("blank") collectgarbage() end @@ -19,17 +25,20 @@ function game.mode() modeSel=modeSel or 1 scene="mode" curBG="none" + keeprun=true BGM("blank") end function game.custom() optSel=optSel or 1 scene="custom" curBG="matrix" + keeprun=true BGM("blank") end function game.play() scene="play" --curBG="game1" + keeprun=false resetGameData() sysSFX("ready") mouseShow=false @@ -37,21 +46,24 @@ end function game.setting() scene="setting" curBG="none" + keeprun=true BGM("blank") end function game.setting2() scene="setting2" curBG="none" - curBoard=1 - keyboardSet=1 - joystickSet=1 - keyboardSetting=false - joystickSetting=false + keeprun=true + curBoard=1 + keyboardSet=1 + joystickSet=1 + keyboardSetting=false + joystickSetting=false BGM("blank") end--Control settings function game.setting3() scene="setting3" curBG="game1" + keeprun=true sel=nil keyssetting=nil snapLevel=1 @@ -60,11 +72,13 @@ end--Touch setting function game.help() scene="help" curBG="none" + keeprun=true BGM("blank") end function game.stat() scene="stat" curBG="none" + keeprun=true BGM("blank") end function game.quit() diff --git a/sysfunc.lua b/sysfunc.lua deleted file mode 100644 index 68ebeba3..00000000 --- a/sysfunc.lua +++ /dev/null @@ -1,199 +0,0 @@ -function sysSFX(s,v) - if setting.sfx then - local n=1 - while sfx[s][n]:isPlaying()do - n=n+1 - if not sfx[s][n]then - sfx[s][n]=sfx[s][n-1]:clone() - sfx[s][n]:seek(0) - end - end - sfx[s][n]:setVolume(v or 1) - sfx[s][n]:play() - end -end -function SFX(s,v) - if setting.sfx and not P.ai then - local n=1 - while sfx[s][n]:isPlaying()do - n=n+1 - if not sfx[s][n]then - sfx[s][n]=sfx[s][n-1]:clone() - sfx[s][n]:seek(0) - break - end - end - sfx[s][n]:setVolume(v or 1) - sfx[s][n]:play() - end -end -function BGM(s) - if setting.bgm and bgmPlaying~=s then - for k,v in pairs(bgm)do v:stop()end - if s then bgm[s]:play()end - bgmPlaying=s - end -end -function gotoScene(s,style) - if not sceneSwaping and s~=scene then - style=style or"deck" - sceneSwaping={ - tar=s,style=style, - time=swap[style][1],mid=swap[style][2], - draw=swap[style].d - } - Buttons.sel=nil - end -end -function startGame(mode) - --rec="" - gamemode=mode - gotoScene("play") -end -function back() - local t=prevMenu[scene] - if type(t)=="string"then - gotoScene(t) - else - t() - end -end -function loadData() - userData:open("r") - --local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n") - local t=string.splitS(userData:read(),"\r\n") - userData:close() - for i=1,#t do - local i=t[i] - if find(i,"=")then - local t=sub(i,1,find(i,"=")-1) - local v=sub(i,find(i,"=")+1) - if t=="run"or t=="game"or t=="gametime"or t=="piece"or t=="row"or t=="atk"or t=="key"or t=="rotate"or t=="hold"or t=="spin"then - v=toN(v)if not v or v<0 then v=0 end - stat[t]=v - end - end - end -end -function saveData() - local t=table.concat({ - stringPack("run=",stat.run), - stringPack("game=",stat.game), - stringPack("gametime=",stat.gametime), - stringPack("piece=",stat.piece), - stringPack("row=",stat.row), - stringPack("atk=",stat.atk), - stringPack("key=",stat.key), - stringPack("rotate=",stat.rotate), - stringPack("hold=",stat.hold), - stringPack("spin=",stat.spin), - },"\r\n") - --t=love.math.compress(t,"zlib"):getString() - userData:open("w") - userData:write(t) - userData:close() -end -function loadSetting() - userSetting:open("r") - --local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n") - local t=string.splitS(userSetting:read(),"\r\n") - userSetting:close() - for i=1,#t do - local i=t[i] - if find(i,"=")then - local t=sub(i,1,find(i,"=")-1) - local v=sub(i,find(i,"=")+1) - if t=="sfx"or t=="bgm"then - setting[t]=v=="true" - elseif t=="fullscreen"then - setting.fullscreen=v=="true" - love.window.setFullscreen(setting.fullscreen) - elseif t=="bgblock"then - setting.bgblock=v=="true" - elseif t=="keymap"then - v=string.splitS(v,"/") - for i=1,16 do - local v1=string.splitS(v[i],",") - for j=1,#v1 do - setting.keyMap[i][j]=v1[j] - end - end - elseif t=="keylib"then - v=string.splitS(v,"/") - for i=1,4 do - local v1=string.splitS(v[i],",") - for j=1,#v1 do - setting.keyLib[i][j]=toN(v1[j]) - end - for j=1,#setting.keyLib[i]do - local v=setting.keyLib[i][j] - if int(v)~=v or v>=9 or v<=0 then - setting.keyLib[i]={i} - break - end - end - end - elseif t=="virtualkey"then - v=string.splitS(v,"/") - for i=1,9 do - virtualkey[i]=string.splitS(v[i],",") - for j=1,4 do - virtualkey[i][j]=toN(virtualkey[i][j]) - end - end - elseif t=="virtualkeyAlpha"then - setting.virtualkeyAlpha=int(abs(toN(v))) - elseif t=="virtualkeyIcon"then - setting.virtualkeyIcon=v=="true" - elseif t=="virtualkeySwitch"then - setting.virtualkeySwitch=v=="true" - elseif t=="frameMul"then - v=min(max(toN(v)or 100,0),100) - setting.frameMul=v - elseif t=="das"or t=="arr"or t=="sddas"or t=="sdarr"then - v=toN(v)if not v or v<0 then v=0 end - setting[t]=int(v) - elseif t=="ghost"or t=="center"then - setting[t]=v=="true" - end - end - end -end -function saveSetting() - local vk={} - for i=1,9 do - for j=1,4 do - virtualkey[i][j]=int(virtualkey[i][j]+.5) - end--Saving a integer is better? - vk[i]=table.concat(virtualkey[i],",") - end--pre-pack virtualkey setting - local map={} - for i=1,16 do - map[i]=table.concat(setting.keyMap[i],",") - end - local lib={} - for i=1,4 do - lib[i]=table.concat(setting.keyLib[i],",") - end - local t=table.concat({ - stringPack("sfx=",setting.sfx), - stringPack("bgm=",setting.bgm), - stringPack("fullscreen=",setting.fullscreen), - stringPack("bgblock=",setting.bgblock), - stringPack("das=",setting.das), - stringPack("arr=",setting.arr), - stringPack("sddas=",setting.sddas), - stringPack("sdarr=",setting.sdarr), - stringPack("keymap=",table.concat(map,"/")), - stringPack("keylib=",table.concat(lib,"/")), - stringPack("virtualkey=",table.concat(vk,"/")), - stringPack("virtualkeyAlpha=",setting.virtualkeyAlpha), - stringPack("virtualkeyIcon=",setting.virtualkeyIcon), - stringPack("virtualkeySwitch=",setting.virtualkeySwitch), - stringPack("frameMul=",setting.frameMul), - },"\r\n") - --t=love.math.compress(t,"zlib"):getString() - userSetting:open("w") - userSetting:write(t) - userSetting:close() -end \ No newline at end of file diff --git a/texture.lua b/texture.lua index 3d39191e..e4b7416c 100644 --- a/texture.lua +++ b/texture.lua @@ -2,43 +2,79 @@ local N=gc.newImage function C(x,y) c=gc.newCanvas(x,y) gc.setCanvas(c) + return c end -titleImage=N("/image/mess/title.png") -mouseIcon=N("/image/mess/mouseIcon.png") -spinCenter=N("/image/mess/spinCenter.png") -dialCircle=N("/image/mess/dialCircle.png") -dialNeedle=N("/image/mess/dialNeedle.png") -badgeIcon=N("/image/mess/badge.png") -blockSkin={} -local img=N("/image/block/1.png") -for i=1,13 do - C(30,30) - gc.draw(img,30-30*i,0) - blockSkin[i]=c +gc.setDefaultFilter("nearest","nearest") + miniTitle=C(26,14) + gc.setColor(1,1,1) + for i=1,#miniTitle_pixel do + gc.rectangle("fill",unpack(miniTitle_pixel[i])) + end +gc.setDefaultFilter("linear","linear") + titleImage=N("/image/mess/title.png") + spinCenter=N("/image/mess/spinCenter.png") + dialCircle=N("/image/mess/dialCircle.png") + dialNeedle=N("/image/mess/dialNeedle.png") + badgeIcon=N("/image/mess/badge.png") + + +RCPB={10,33,200,33,105,5,105,60} +do royaleCtrlPad=C(300,100) + gc.setColor(1,1,1) + setFont(25) + gc.setLineWidth(2) + for i=1,4 do + gc.rectangle("line",RCPB[2*i-1],RCPB[2*i],90,35,8,4) + mStr(atkModeName[i],RCPB[2*i-1]+45,RCPB[2*i]+6) + end +end + +do local img=N("/image/block/1.png") + blockSkin,blockSkinmini={},{} + for i=1,13 do + C(30,30) + gc.draw(img,30-30*i,0) + blockSkin[i]=c + C(12,12) + gc.draw(img,12-12*i,0,nil,.4) + blockSkinmini[i]=c + end + img:release() end -img:release() -background={} -gc.setColor(1,1,1) background={ N("/image/BG/bg1.jpg"), N("/image/BG/bg2.png"), } +gc.setDefaultFilter("nearest","nearest") + virtualkeyIcon={} -for i=1,9 do +for i=1,10 do virtualkeyIcon[i]=N("/image/virtualkey/"..actName[i]..".png") end +gc.setColor(1,1,1) +mouseBlock={} +for i=1,7 do + local b=blocks[i][0] + mouseBlock[i]=C(#b[1],#b) + gc.setColor(blockColor[i]) + for x=1,#b[1]do for y=1,#b do + if b[y][x]==1 then + gc.rectangle("fill",x-1,#b-y,1,1) + end + end end +end PTC={dust={}}--Particle systems C(6,6) gc.clear(1,1,1) -PTC.dust[0]=gc.newParticleSystem(c,1000) -PTC.dust[0]:setParticleLifetime(.2,.3) -PTC.dust[0]:setEmissionRate(0) -PTC.dust[0]:setLinearAcceleration(-1500,-200,1500,200) -PTC.dust[0]:setColors(1,1,1,.5,1,1,1,0) +PTC.dust0=gc.newParticleSystem(c,1000) +PTC.dust0:setParticleLifetime(.2,.3) +PTC.dust0:setEmissionRate(0) +PTC.dust0:setLinearAcceleration(-1500,-200,1500,200) +PTC.dust0:setColors(1,1,1,.5,1,1,1,0) c:release() --Dust particles @@ -62,5 +98,6 @@ PTC.attack[3]:setSpin(6) PTC.attack[3]:setColors(1,1,1,.7,1,1,1,0) --Attack particles +c=nil gc.setCanvas() -c=nil \ No newline at end of file +gc.setDefaultFilter("linear","linear") \ No newline at end of file diff --git a/timer.lua b/timer.lua index 3683e56c..ac350614 100644 --- a/timer.lua +++ b/timer.lua @@ -34,10 +34,14 @@ function Tmr.load() loadnum=loadnum+1 if loadnum==15 then stat.run=stat.run+1 - gotoScene("main") + gotoScene("intro","none") end end end +function Tmr.intro() + count=count+1 + if count==200 then count=80 end +end function Tmr.play(dt) frame=frame+1 stat.gametime=stat.gametime+dt @@ -65,55 +69,40 @@ function Tmr.play(dt) end -- Update attack beam - if count then - count=count-1 - if count==0 then - count=nil - sysSFX("start") - for P=1,#players do - P=players[P] - _G.P=P - setmetatable(_G,P.index) - P.control=true - P.timing=true - resetblock() - end - setmetatable(_G,nil) - elseif count%60==0 then + if frame<180 then + if frame==179 then + gameStart() + elseif frame%60==0 then sysSFX("ready") end - - if count then - for p=1,#players do - P=players[p] - setmetatable(_G,P.index) - if keyPressing[1]or keyPressing[2]then - P.moving=moving+sgn(moving) - else - P.moving=0 - end + for p=1,#players do + P=players[p] + if P.keyPressing[1]or P.keyPressing[2]then + P.moving=P.moving+sgn(P.moving) + else + P.moving=0 end - return nil end - end--Start counting,include pre-das + return nil + end--Counting,include pre-das for p=1,#players do P=players[p] - setmetatable(_G,P.index) - if timing then P.time=time+dt end - if alive then + if P.timing then P.time=P.time+dt end + if P.alive then local v=0 - for i=2,10 do v=v+i*(i-1)*7.2/(frame-keyTime[i])end P.keySpeed=keySpeed*.99+v*.1 - v=0 for i=2,10 do v=v+i*(i-1)*7.2/(frame-dropTime[i])end P.dropSpeed=dropSpeed*.99+v*.1 + for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.keyTime[i])end P.keySpeed=P.keySpeed*.99+v*.1 + v=0 + for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.dropTime[i])end P.dropSpeed=P.dropSpeed*.99+v*.1 --Update speeds - if P.ai and waiting<=0 then + if P.ai and P.waiting<=0 then P.ai.controlDelay=P.ai.controlDelay-1 if P.ai.controlDelay==0 then if #P.ai.controls>0 then pressKey(P.ai.controls[1],P) releaseKey(P.ai.controls[1],P) rem(P.ai.controls,1) - P.ai.controlDelay=P.ai.controlDelay0+rnd(3) + P.ai.controlDelay=P.ai.controlDelay0+2 else AI_getControls(P.ai.controls) P.ai.controlDelay=2*P.ai.controlDelay0 @@ -121,31 +110,31 @@ function Tmr.play(dt) end end - for j=1,#field do for i=1,10 do - if visTime[j][i]>0 then P.visTime[j][i]=visTime[j][i]-1 end + for j=1,#P.field do for i=1,10 do + if P.visTime[j][i]>0 then P.visTime[j][i]=P.visTime[j][i]-1 end end end --Fresh visible time - if keyPressing[1]or keyPressing[2]then - P.moving=moving+sgn(moving) - local d=abs(moving)-gameEnv.das + if P.keyPressing[1]or P.keyPressing[2]then + P.moving=P.moving+sgn(P.moving) + local d=abs(P.moving)-P.gameEnv.das if d>1 then - if gameEnv.arr>0 then - if d%gameEnv.arr==0 then - act[moving>0 and"moveRight"or"moveLeft"](true) + if P.gameEnv.arr>0 then + if d%P.gameEnv.arr==0 then + act[P.moving>0 and"moveRight"or"moveLeft"](true) end else - act[moving>0 and"insRight"or"insLeft"]() + act[P.moving>0 and"insRight"or"insLeft"]() end end else P.moving=0 end - if keyPressing[7]then - P.downing=downing+1 - local d=abs(downing)-gameEnv.sddas + if P.keyPressing[7]and not P.keyPressing[9]then + P.downing=P.downing+1 + local d=abs(P.downing)-P.gameEnv.sddas if d>1 then - if gameEnv.sdarr>0 then - if d%gameEnv.sdarr==0 then + if P.gameEnv.sdarr>0 then + if d%P.gameEnv.sdarr==0 then act.down1() end else @@ -155,37 +144,44 @@ function Tmr.play(dt) else P.downing=0 end - if falling>0 then - P.falling=falling-1 - if falling<=0 then - if #field>clearing[1]then SFX("fall")end - for i=1,#clearing do - removeRow(field,clearing[i]) - removeRow(visTime,clearing[i]) + if modeEnv.royaleMode then + if P.keyPressing[9]then + P.swappingAtkMode=min(P.swappingAtkMode+2,30) + else + P.swappingAtkMode=P.swappingAtkMode+((#P.field>15 and P.swappingAtkMode>4 or P.swappingAtkMode>8)and -1 or 1) + end + end + if P.falling>0 then + P.falling=P.falling-1 + if P.falling<=0 then + if #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 - while #clearing>0 do - rem(clearing) + while #P.clearing>0 do + rem(P.clearing) end end --Rows cleared drop - elseif waiting>0 then - P.waiting=waiting-1 - if waiting<=0 then + elseif P.waiting>0 then + P.waiting=P.waiting-1 + if P.waiting<=0 then resetblock() end else - if cy~=y_img then - if dropDelay>0 then - P.dropDelay=dropDelay-1 + if P.cy~=P.y_img then + if P.dropDelay>0 then + P.dropDelay=P.dropDelay-1 else drop() - P.dropDelay=gameEnv.drop - if P.freshTime<=gameEnv.freshLimit then - P.lockDelay=gameEnv.lock + P.dropDelay=P.gameEnv.drop + if P.freshTime<=P.gameEnv.freshLimit then + P.lockDelay=P.gameEnv.lock end end else - if lockDelay>0 then P.lockDelay=lockDelay-1 + if P.lockDelay>0 then P.lockDelay=P.lockDelay-1 else drop() end end @@ -193,43 +189,44 @@ function Tmr.play(dt) P.b2b1=P.b2b1*.92+P.b2b*.08 --Alive else - P.keySpeed=keySpeed*.96+cstat.key/time*60*.04 - P.dropSpeed=dropSpeed*.96+cstat.piece/time*60*.04 + P.keySpeed=P.keySpeed*.96+P.cstat.key/P.time*60*.04 + P.dropSpeed=P.dropSpeed*.96+P.cstat.piece/P.time*60*.04 --Final average speeds - if falling>0 then - P.falling=falling-1 - if falling<=0 then - if #field>clearing[1]then SFX("fall")end - for i=1,#clearing do - removeRow(field,clearing[i]) - removeRow(visTime,clearing[i]) + if P.falling>0 then + P.falling=P.falling-1 + if P.falling<=0 then + if #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 P.clearing={} end end--Rows cleared drop if P.counter<40 then - for j=1,#field do for i=1,10 do - if visTime[j][i]<20 then P.visTime[j][i]=visTime[j][i]+.5 end + for j=1,#P.field do for i=1,10 do + if P.visTime[j][i]<20 then P.visTime[j][i]=P.visTime[j][i]+.5 end end end--Make field visible end if P.b2b1>0 then P.b2b1=max(P.b2b1-3,0)end --Dead end - for i=#bonus,1,-1 do - if bonus[i].inf then - if bonus[i].t<30 then - bonus[i].t=bonus[i].t+1 + for i=#P.bonus,1,-1 do + local b=P.bonus[i] + if b.inf then + if b.t<30 then + b.t=b.t+1 end else - bonus[i].t=bonus[i].t+1 - if bonus[i].t==60 then rem(bonus,i)end + b.t=b.t+1 + if b.t==60 then rem(P.bonus,i)end end end - for i=#task,1,-1 do - if task[i]()then rem(task,i)end + for i=#P.task,1,-1 do + if P.task[i]()then rem(P.task,i)end end - for i=#atkBuffer,1,-1 do - local atk=atkBuffer[i] + for i=#P.atkBuffer,1,-1 do + local atk=P.atkBuffer[i] atk.time=atk.time+1 if not atk.sent then if atk.countdown>0 then @@ -237,14 +234,17 @@ function Tmr.play(dt) end else if atk.time>20 then - rem(atkBuffer,i) + rem(P.atkBuffer,i) end end end - if fieldBeneath>0 then P.fieldBeneath=fieldBeneath-3 end + if P.fieldBeneath>0 then P.fieldBeneath=P.fieldBeneath-3 end if not P.small then PTC.dust[p]:update(dt) end end + if modeEnv.royale and frame%120==0 then + freshRoyaleTarget() + end setmetatable(_G,nil) end \ No newline at end of file diff --git a/toolfunc.lua b/toolfunc.lua index fe0e744e..89b7abb0 100644 --- a/toolfunc.lua +++ b/toolfunc.lua @@ -18,9 +18,6 @@ end function mStr(s,x,y) gc.printf(s,x-500,y,1000,"center") end -function convert(x,y) - return xOy:inverseTransformPoint(x,y) -end function getNewRow(val) if not val then val=0 end @@ -55,17 +52,23 @@ function getNewBlock() BGblock.next=BGblock.next%7+1 return t end +--Background animation function timeSort(a,b) return a.time>b.time end +function stencil_miniTitle() + for i=1,#miniTitle_pixel do + gc.rectangle("fill",unpack(miniTitle_pixel[i])) + end +end function stencil_field() - gc.rectangle("fill",0,-10,300,610) + gc.rectangle("fill",150,60,300,610) end function stencil_field_small() gc.rectangle("fill",0,0,300,600) end ---Single use +--Single-usage funcs function sysSFX(s,v) if setting.sfx then @@ -204,11 +207,13 @@ function loadSetting() end elseif t=="virtualkey"then v=string.splitS(v,"/") - for i=1,9 do + for i=1,10 do + if not v[i]then goto continue end virtualkey[i]=string.splitS(v[i],",") for j=1,4 do virtualkey[i][j]=toN(virtualkey[i][j]) end + ::continue:: end elseif t=="virtualkeyAlpha"then setting.virtualkeyAlpha=int(abs(toN(v))) @@ -230,7 +235,7 @@ function loadSetting() end function saveSetting() local vk={} - for i=1,9 do + for i=1,10 do for j=1,4 do virtualkey[i][j]=int(virtualkey[i][j]+.5) end--Saving a integer is better?