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8 Commits
pre0.16.3
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pre0.16.3-
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c485c26c93 | ||
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137d9296cd | ||
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11b144da74 | ||
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25ef9d9886 | ||
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0e1e279209 | ||
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a960897a83 | ||
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69ab7849c5 | ||
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bc55c3d892 |
@@ -50,9 +50,6 @@ local botMeta={__index=_undefMethod}
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local BOT={}
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local AISpeed={60,50,40,30,20,14,10,6,4,3}
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-- For CC bot:
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-- TODO you still need to switch20G() at the right time.
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-- since it's not cc-specific I'm not dealing with it for now
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--[[
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arg={
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next: number of nexts
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Binary file not shown.
@@ -405,7 +405,7 @@ return{
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"term",
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"In most cases, it's a meme.\nThe shape and position of the O Tetromino (a.k.a. the Square) does not change upon rotation, thus making it lack interesting spins/kicks that other Tetrominoes have, or be stuck in a place unable to get out.\nAs a joke, some people have made heavily edited videos or even programmed games where the O pieces can change shape and \"spin\" into different positions.\nTechmino also supports O-Spin in most modes.",
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},
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{"Rotation Systems",
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{"Rotation Systems",--Editted
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"wallkick rotationsystem",
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"term",
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"Systems that determine how pieces rotate.\n\nRotation systems usually handle two things: basic rotation and kicks.\n\nBasic rotation refers to how pieces rotate in an open area. Because rotating pieces on their geometric center will usually cause the piece to be misaligned from the grid, rotation systems need to specify alternative rotation centers or rotation offsets to align rotated pieces back to the grid.\n\nKicks refer to offsets applied if the rotated piece overlaps with the border of the matrix or other blocks. While older games, like the ones on NES and Gameboy, lack kicks, people soon realized that if a piece is too close to the wall, the floor or other pieces, the piece can (unintuitively) fail to rotate due to overlapping. Games started to implement systems that allow pieces close to walls/floors to rotate, and move them away from the wall/floor into a valid position (\"kicking off the wall/floor\"), and such movements, or offsets used in said movements, are referred to as (wall/floor) kicks.\n\nWhile Super Rotation System (SRS) is the current standard for modern official Tetris games, older games and unofficial games may have their own rotation systems, implementing different basic rotations and kicks.",
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@@ -445,7 +445,7 @@ return{
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"term",
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"Nintendo Rotation System\nThe rotation system used in the Tetris games on the NES and Game Boy.\nIt has two mirrored versions; the left-handed version is used on Game Boy, and the right-handed version on the NES.",
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},
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{"SRS",
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{"SRS",--Editted
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"srs superrotationsystem",
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"term",
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"Super Rotation System\nThe rotation system used in modern, official Tetris games.\nEach Tetromino has a rotation center for the piece to rotate around. Should a Tetromino overlap with the wall, floor or another mino on the field after rotation, a few offset positions will be checked, allowing pieces to kick off walls and floors. This also allows pieces to rotate into openings that are otherwise unreachable.\n\nMany unofficial games implement some modification of this rotation system that adds a kick for 180 spins. In Techmino, such a modification is called SRS+.",
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@@ -636,6 +636,16 @@ return{
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"term",
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"The delay between block touching the ground and locking down (i.e. can no longer be controlled, and the next piece spawns).\nModern Tetris games often have forgiving lockdown delay mechanics where you can reset this delay by moving or rotating (up to 15 times), and you can sometimes stall for time by doing this. Classic Tetris games often have a far less forgiving lockdown delay.",
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},
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{"ARE",
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"are spawn appearance delay",
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"term",
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"Sometimes called the Entry Delay. ARE refers to the delay between the lockdown of one piece and the spawn of another piece.",
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},
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{"line ARE",
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"line are appearance delay",
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"term",
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"The delay between the start of a line clear animation to the spawn of the next piece.",
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},
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{"Finesse",
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"finesse",
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"term",
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@@ -691,6 +701,21 @@ return{
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"term",
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"A way to generate pieces, notably used in Tetris: The Grand Master games. Every time a random Tetromino is selected, but if this Tetromino is the same as one of the few previous pieces, then reroll until a different piece is rolled or until a reroll limit is reached.\nFor example, a \"his 4 roll 6\" (h4r6) generator rerolls when the piece is the same as one of the 4 previous pieces and rerolls up to 6 times.\nThere are other variations as well, such as \"his4 roll6 pool35\", which further reduces the randomness of the piece sequence.\n\nIn Techmino, the max. reroll count is half of the sequence length, rounded up.",
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},
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{"HisPool generator",
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"hisPool history pool",
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"term",
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"History Pool, a generator based on the His generator. It introduced a mechanism called \"Pool\". When generating a new piece, HisPool randomly selects a piece from the Pool and increase the probability of spawning of the least frequent piece.\n\nThis mechanism makes the sequence more stable and ensures that the drought won't last forever.",
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},
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{"bagES generator",
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"bages easy start",
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"term",
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"*Techmino-exclusive*\nBag Easy-Start, an improved Bag generator. The first piece in the first bag won't be those hard-to-place pieces (S/Z/O/S5/Z5/F/E/W/X/N/H).",
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},
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{"Reverb generator",
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"reverb",
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"term",
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"*Techmino-exclusive*\nA generator derived from Bag. Based on Bag generator, the Reverb generator repeats each piece several times. The probability of repetition decreases when a certain piece repeats too frequently and vice versa. ",
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},
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{"Hypertapping",
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"hypertapping",
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"term",
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@@ -408,7 +408,7 @@ return{
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{"旋转系统(踢墙)",
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"旋转系统 踢墙 xuanzhuanxitong wallkick tiqiang",
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"term",
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"(部分游戏中)方块旋转后可能和场地或者墙壁有碰撞,此时系统可能会给方块施加偏移,让方块不会因此被卡住而不能操作。这个偏移就是踢墙。\n建议阅读SRS词条。",
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"现代方块游戏中,方块可以绕着旋转中心(在本游戏中可见)旋转(部分游戏没有固定中心),如果旋转后和场地或墙壁有重合,会根据<从哪个方向转到哪个方向>进行一些偏移测试(这个偏移称为踢墙),不会卡住转不动,同时也可以让方块钻进入一些特定形状的洞",
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},
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{"ARS",
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"旋转系统 ars rotate",
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@@ -458,7 +458,7 @@ return{
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{"SRS",
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"超级旋转系统 srs rotate",
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"term",
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"Super Rotation System\n现代方块最常用的旋转系统,也是不少自制旋转系统的设计模板。\n简单原理介绍:每个方块都有一个旋转中心,旋转后如果和场地有重合,会根据<从哪个方向转到哪个方向>进行一些偏移测试,可以让方块钻进入一些特定形状的洞。\n注:对于SRS,每个方块有四个方向,可以朝两边转(180°不算,设计的时候还没有,所以不能踢墙),所以总共8种,对应8个偏移表,具体数据去Wiki上查,这里就不放了",
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"Super Rotation System\n现代方块最常用的旋转系统,也是不少自制旋转系统的设计模板。\n对于SRS,每个方块有四个方向,可以朝两边转(180°不算,最开始没有这个设计),所以总共8种,对应8个偏移表,具体数据去Wiki上查,这里就不放了",
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},
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{"SRS+",
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"超级旋转系统 srs+ srsplus rotate",
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@@ -662,6 +662,16 @@ return{
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"term",
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"方块<碰到地面到锁定>之间的时间。经典块仅方块下落一格时刷新倒计时,而现代方块中往往任何操作都将重置该倒计时(但是方块本身必须可以移动/旋转),所以连续移动和操作可以让方块不马上锁定,拖一会时间(本游戏和部分游戏重置次数有限,一般是15)。",
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},
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{"出块延迟",
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"出块延迟 are delay chukuaiyanchi",
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"term",
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"方块<锁定完成到下一个方块出现>之间的时间,英文是ARE。",
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},
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{"消行延迟",
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"消行延迟 line are delay xiaohangyanchi",
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"term",
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"方块<锁定完成能消行时的消行动画>占据的时间,英文是line ARE。",
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},
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{"Finesse",
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"极简操作 最简操作 finesse jijiancaozuo zuijiancaozuo",
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"term",
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@@ -134,7 +134,10 @@ function scene.keyDown(key)
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MES.new('info',text.copyDone)
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return
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else
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return
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if not WIDGET.isFocus(inputBox)then
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WIDGET.focus(inputBox)
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end
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WIDGET.keyPressed(key)
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end
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end
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@@ -12,7 +12,7 @@ local setFont,mStr=FONT.set,GC.mStr
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local noTouch,noKey=false,false
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local touchMoveLastFrame=false
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local trigGameRate,gameRate
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local modeTextPos
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local modeTextPos,modeTextWidK
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local replaying
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local repRateStrings={[0]="pause",[.125]="0.125x",[.5]="0.5x",[1]="1x",[2]="2x",[5]="5x"}
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@@ -23,10 +23,14 @@ local function _updateMenuButtons()
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WIDGET.active.restart.hide=replaying
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local pos=(GAME.tasUsed or replaying)and'right'or SETTING.menuPos
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if GAME.replaying or pos=='right'then
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modeTextWidK=math.min(280/TEXTOBJ.modeName:getWidth(),1)
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if GAME.replaying then
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WIDGET.active.pause.x=1195
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modeTextPos=1185-TEXTOBJ.modeName:getWidth()*modeTextWidK
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elseif pos=='right'then
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WIDGET.active.restart.x=1125
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WIDGET.active.pause.x=1195
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modeTextPos=1100-TEXTOBJ.modeName:getWidth()
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modeTextPos=1115-TEXTOBJ.modeName:getWidth()*modeTextWidK
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elseif pos=='middle'then
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WIDGET.active.restart.x=360
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WIDGET.active.pause.x=860
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@@ -34,7 +38,7 @@ local function _updateMenuButtons()
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elseif pos=='left'then
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WIDGET.active.restart.x=120
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WIDGET.active.pause.x=190
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modeTextPos=1200-TEXTOBJ.modeName:getWidth()
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modeTextPos=1200-TEXTOBJ.modeName:getWidth()*modeTextWidK
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end
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end
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local function _updateRepButtons()
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@@ -357,7 +361,7 @@ function scene.draw()
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--Mode info
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gc_setColor(1,1,1,.82)
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gc_draw(TEXTOBJ.modeName,modeTextPos,10)
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gc_draw(TEXTOBJ.modeName,modeTextPos,10,0,modeTextWidK,1)
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local M=GAME.curMode
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if M and M.score and M.records[1]then
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setFont(15)
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@@ -33,7 +33,7 @@ return[=[
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计算器可以弹琴了
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词典添加一些词条
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控制台可以查看日志
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暂时取消导入存档的版本限制(过早存档请不要导入!前两三个版本的不会有问题)
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暂时取消导入存档的版本限制(过早存档请不要导入!只能保证近两三个版本一定能用)
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修改TRS的JL踢墙表的0-R和R-0最后几项(可能会导致部分录像无法正常播放)
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代码:
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SFX模块大升级,支持播放乐器采样
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@@ -43,6 +43,7 @@ return[=[
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生成AI玩家时没刷新20G开关
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小程序uttt和calc的问题
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"就这"语言的词典是英文
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游戏场景ui微调
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miku语音小修正
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0.16.2: 曲率引擎 Warp drive
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@@ -1,5 +1,5 @@
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return{
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["apkCode"]=387,
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["apkCode"]=388,
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["code"]=1603,
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["string"]="V0.16.3@DEV",
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["room"]="ver A-0",
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Reference in New Issue
Block a user