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...

28 Commits

Author SHA1 Message Date
MrZ626
4b221c2eb5 版本推进 2021-11-15 15:52:16 +08:00
MrZ626
ed45bebfa0 添加转盘模块和实验性每日转盘小程序 2021-11-15 15:47:05 +08:00
MrZ626
fa0bc3805f 整理代码,Zframework添加数学扩展模块 2021-11-15 15:46:57 +08:00
MrZ626
7710f0b70f 修正词典 2021-11-15 02:13:56 +08:00
C₂₉H₂₅N₃O₅
0277ddadb5 微调词典 (#456) 2021-11-14 12:05:00 -06:00
MrZ626
88e23e32f5 piano小程序支持shift/ctrl升降半音,左右alt变调,补充更多键位 2021-11-15 02:00:04 +08:00
MrZ626
8ab5b4a17a SFX模块新增音高获取音名的方法
整理代码
2021-11-15 02:00:04 +08:00
MrZ626
503dfd69ef 再调整SFX.playSample方法,支持用数字代表绝对音高,但是移除最后的音量参数 2021-11-15 01:40:53 +08:00
ParticleG
ae61ec26c0 - Remove upload to server 2021-11-15 01:39:37 +08:00
MrZ626
00bc24bd50 新增piano小程序(目前只支持键盘操作) 2021-11-14 22:19:45 +08:00
MrZ626
abd15d6307 table扩展模块新增一个函数 2021-11-14 22:09:44 +08:00
MrZ626
c01ac546d1 再修正播放采样的超音域问题 2021-11-14 21:48:02 +08:00
MrZ626
af77221ba2 修复换准备音效播放方式后ultra模式倒计时没声 2021-11-14 17:34:41 +08:00
MrZ626
204f0938d3 播放准备音效的函数可调音量 2021-11-14 17:32:10 +08:00
MrZ626
ad39d1408c 音乐室输入首字母自动跳转 2021-11-14 17:31:49 +08:00
MrZ626
ed011173f6 版本推进 2021-11-14 16:53:43 +08:00
MrZ626
491fcb5860 添加缓冲区和消失区两个词条
Co-authored-by: C₂₉H₂₅N₃O₅ <cgu52@wisc.edu>
2021-11-14 16:45:53 +08:00
MrZ626
c2d5537d8d 经典模式添加干旱计数器 close #452 2021-11-14 16:45:50 +08:00
MrZ626
7d5037ae87 竞速-效率显示剩余行数 2021-11-14 12:37:39 +08:00
MrZ626
07d7714317 修正无尽模式标题首字母大小写错误 close #454 2021-11-14 12:19:26 +08:00
MrZ626
2cab97f37d 修复0arr时自动移动时声音特别响 2021-11-14 11:49:41 +08:00
MrZ626
d184778c9a 修正string扩展模块时间转换函数可能出现1分60(截断小数点后两位防止被向上取整) 2021-11-14 11:24:11 +08:00
MrZ626
9fd3b3008d 新增物品数据,每日登录新增加一个zTicket 2021-11-13 22:33:25 +08:00
MrZ626
71aa35b214 修正统计里的日期每次启动都被刷新了导致单日统计时间不对 2021-11-13 17:32:54 +08:00
MrZ626
4443dc9d3e table扩展模块添加一个方法(未来会整理类似数据表更新函数) 2021-11-13 17:29:17 +08:00
MrZ626
839e357301 修改更新历史 2021-11-13 16:31:46 +08:00
MrZ626
ac56c5a415 修改竞速-效率左侧信息栏 2021-11-13 16:23:27 +08:00
MrZ626
36e3343341 TRS的J5和L5新增一个180度踢墙 2021-11-13 16:14:36 +08:00
31 changed files with 429 additions and 223 deletions

View File

@@ -1,54 +0,0 @@
name: "upload artifact"
description: "upload file with webdav"
inputs:
WEBDAV_USERNAME:
required: true
description: "webdav username"
WEBDAV_PASSWORD:
required: true
description: "webdav password"
ARTIFACT_TYPE:
required: true
description: "file build type"
ARTIFACT_PLATFORM:
required: true
description: "file platform"
ARTIFACT_NAME:
required: true
description: "file name"
runs:
using: "composite"
steps:
- uses: actions/setup-python@v2
with:
python-version: '3.9'
- name: Install Webdav 4
shell: bash
run: |
pip install webdav4
- name: Update release
shell: python
run: |
import re
from webdav4.client import Client
client = Client(
"http://mc.yuhao7370.top:5212/dav",
auth=("${{ inputs.WEBDAV_USERNAME }}", "${{ inputs.WEBDAV_PASSWORD }}"),
timeout=None,
)
if '${{ inputs.ARTIFACT_TYPE }}' == 'release':
print('Removing previous ${{ inputs.ARTIFACT_PLATFORM }} release file...')
for file in client.ls('Techmino distribution'):
if re.search(r'(Techmino_a[0-9]+\.[0-9]+\.[0-9]_${{ inputs.ARTIFACT_PLATFORM }}.*)', file['name']):
client.remove(file['name'])
print('Uploading new ${{ inputs.ARTIFACT_PLATFORM }} release file...')
client.upload_file("${{ inputs.ARTIFACT_NAME }}", 'Techmino distribution/${{ inputs.ARTIFACT_NAME }}')
if '${{ inputs.ARTIFACT_TYPE }}' == 'test':
print('Removing previous ${{ inputs.ARTIFACT_PLATFORM }} test file...')
for file in client.ls('Techmino Snapshot'):
if re.search(r'(Techmino_pre[0-9]+\.[0-9]+\.[0-9]_[0-9a-z]{7}_${{ inputs.ARTIFACT_PLATFORM }}.*)', file['name']):
client.remove(file['name'])
print('Uploading new ${{ inputs.ARTIFACT_PLATFORM }} test file...')
client.upload_file("${{ inputs.ARTIFACT_NAME }}", 'Techmino Snapshot/${{ inputs.ARTIFACT_NAME }}')

View File

@@ -56,14 +56,6 @@ jobs:
with:
name: ${{ needs.get-info.outputs.updateTitle }}
files: Techmino_a${{ needs.get-info.outputs.release }}_Win64.zip
- name: Upload artifact to server
uses: ./.github/actions/upload-artifact
with:
WEBDAV_USERNAME: ${{ secrets.WEBDAV_USERNAME }}
WEBDAV_PASSWORD: ${{ secrets.WEBDAV_PASSWORD }}
ARTIFACT_TYPE: release
ARTIFACT_PLATFORM: Win64
ARTIFACT_NAME: Techmino_a${{ needs.get-info.outputs.release }}_Win64.zip
build-windows-x86:
runs-on: windows-latest
@@ -85,14 +77,6 @@ jobs:
with:
name: ${{ needs.get-info.outputs.updateTitle }}
files: Techmino_a${{ needs.get-info.outputs.release }}_Win32.zip
- name: Upload artifact to server
uses: ./.github/actions/upload-artifact
with:
WEBDAV_USERNAME: ${{ secrets.WEBDAV_USERNAME }}
WEBDAV_PASSWORD: ${{ secrets.WEBDAV_PASSWORD }}
ARTIFACT_TYPE: release
ARTIFACT_PLATFORM: Win32
ARTIFACT_NAME: Techmino_a${{ needs.get-info.outputs.release }}_Win32.zip
build-linux:
runs-on: ubuntu-20.04
@@ -109,14 +93,6 @@ jobs:
with:
name: ${{ needs.get-info.outputs.updateTitle }}
files: Techmino_a${{ needs.get-info.outputs.release }}_Linux.AppImage
- name: Upload artifact to server
uses: ./.github/actions/upload-artifact
with:
WEBDAV_USERNAME: ${{ secrets.WEBDAV_USERNAME }}
WEBDAV_PASSWORD: ${{ secrets.WEBDAV_PASSWORD }}
ARTIFACT_TYPE: release
ARTIFACT_PLATFORM: Linux
ARTIFACT_NAME: Techmino_a${{ needs.get-info.outputs.release }}_Linux.AppImage
build-android:
runs-on: ubuntu-20.04
@@ -139,14 +115,6 @@ jobs:
with:
name: ${{ needs.get-info.outputs.updateTitle }}
files: Techmino_a${{ needs.get-info.outputs.release }}_Android.apk
- name: Upload artifact to server
uses: ./.github/actions/upload-artifact
with:
WEBDAV_USERNAME: ${{ secrets.WEBDAV_USERNAME }}
WEBDAV_PASSWORD: ${{ secrets.WEBDAV_PASSWORD }}
ARTIFACT_TYPE: release
ARTIFACT_PLATFORM: Android
ARTIFACT_NAME: Techmino_a${{ needs.get-info.outputs.release }}_Android.apk
build-macOS:
runs-on: macos-10.15
@@ -174,14 +142,6 @@ jobs:
with:
name: ${{ needs.get-info.outputs.updateTitle }}
files: Techmino_a${{ needs.get-info.outputs.release }}_MacOS.dmg
- name: Upload artifact to server
uses: ./.github/actions/upload-artifact
with:
WEBDAV_USERNAME: ${{ secrets.WEBDAV_USERNAME }}
WEBDAV_PASSWORD: ${{ secrets.WEBDAV_PASSWORD }}
ARTIFACT_TYPE: release
ARTIFACT_PLATFORM: MacOS
ARTIFACT_NAME: Techmino_a${{ needs.get-info.outputs.release }}_MacOS.dmg
build-iOS:
runs-on: macos-latest
@@ -216,14 +176,6 @@ jobs:
with:
name: ${{ needs.get-info.outputs.updateTitle }}
files: Techmino_a${{ needs.get-info.outputs.release }}_iOS.ipa
- name: Upload artifact to server
uses: ./.github/actions/upload-artifact
with:
WEBDAV_USERNAME: ${{ secrets.WEBDAV_USERNAME }}
WEBDAV_PASSWORD: ${{ secrets.WEBDAV_PASSWORD }}
ARTIFACT_TYPE: release
ARTIFACT_PLATFORM: iOS
ARTIFACT_NAME: Techmino_a${{ needs.get-info.outputs.release }}_iOS.ipa
Add-Release-note:
runs-on: ubuntu-20.04

View File

@@ -49,20 +49,7 @@ jobs:
with:
name: Techmino_pre${{ needs.get-info.outputs.release }}_${{ needs.get-info.outputs.commit }}_Windows
path: love
- name: Pack Techmino
run: 7z a -tzip .\Techmino_pre${{ needs.get-info.outputs.release }}_${{ needs.get-info.outputs.commit }}_Windows.zip .\love
- name: Upload artifact to server
uses: ./.github/actions/upload-artifact
with:
WEBDAV_USERNAME: ${{ secrets.WEBDAV_USERNAME }}
WEBDAV_PASSWORD: ${{ secrets.WEBDAV_PASSWORD }}
ARTIFACT_TYPE: test
ARTIFACT_PLATFORM: Windows
ARTIFACT_NAME: Techmino_pre${{ needs.get-info.outputs.release }}_${{ needs.get-info.outputs.commit }}_Windows.zip
# - name: Upload artifact to server
# run: |
# curl --user "${{ secrets.WEBDAV_USERNAME }}:${{ secrets.WEBDAV_PASSWORD }}" -T Techmino_pre${{ needs.get-info.outputs.release }}_${{ needs.get-info.outputs.commit }}_Windows.zip http://mc.yuhao7370.top:5212/dav/Techmino%20Snapshots/ -v
build-linux:
runs-on: ubuntu-20.04
needs: get-info
@@ -80,16 +67,6 @@ jobs:
with:
name: Techmino_pre${{ needs.get-info.outputs.release }}_${{ needs.get-info.outputs.commit }}_Linux
path: Techmino.AppImage
- name: Pack Techmino
run: mv Techmino.AppImage Techmino_pre${{ needs.get-info.outputs.release }}_${{ needs.get-info.outputs.commit }}_Linux.AppImage
- name: Upload artifact to server
uses: ./.github/actions/upload-artifact
with:
WEBDAV_USERNAME: ${{ secrets.WEBDAV_USERNAME }}
WEBDAV_PASSWORD: ${{ secrets.WEBDAV_PASSWORD }}
ARTIFACT_TYPE: test
ARTIFACT_PLATFORM: Linux
ARTIFACT_NAME: Techmino_pre${{ needs.get-info.outputs.release }}_${{ needs.get-info.outputs.commit }}_Linux.AppImage
build-android:
runs-on: ubuntu-20.04
@@ -115,16 +92,6 @@ jobs:
with:
name: Techmino_pre${{ needs.get-info.outputs.release }}_${{ needs.get-info.outputs.commit }}_Android
path: Techmino_Snapshot.apk
- name: Pack Techmino
run: mv Techmino_Snapshot.apk Techmino_pre${{ needs.get-info.outputs.release }}_${{ needs.get-info.outputs.commit }}_Android.apk
- name: Upload artifact to server
uses: ./.github/actions/upload-artifact
with:
WEBDAV_USERNAME: ${{ secrets.WEBDAV_USERNAME }}
WEBDAV_PASSWORD: ${{ secrets.WEBDAV_PASSWORD }}
ARTIFACT_TYPE: test
ARTIFACT_PLATFORM: Android
ARTIFACT_NAME: Techmino_pre${{ needs.get-info.outputs.release }}_${{ needs.get-info.outputs.commit }}_Android.apk
build-macOS:
runs-on: macos-10.15
@@ -152,16 +119,6 @@ jobs:
with:
name: Techmino_pre${{ needs.get-info.outputs.release }}_${{ needs.get-info.outputs.commit }}_MacOS
path: Techmino.dmg
- name: Pack Techmino
run: mv Techmino.dmg Techmino_pre${{ needs.get-info.outputs.release }}_${{ needs.get-info.outputs.commit }}_MacOS.dmg
- name: Upload artifact to server
uses: ./.github/actions/upload-artifact
with:
WEBDAV_USERNAME: ${{ secrets.WEBDAV_USERNAME }}
WEBDAV_PASSWORD: ${{ secrets.WEBDAV_PASSWORD }}
ARTIFACT_TYPE: test
ARTIFACT_PLATFORM: MacOS
ARTIFACT_NAME: Techmino_pre${{ needs.get-info.outputs.release }}_${{ needs.get-info.outputs.commit }}_MacOS.dmg
build-iOS:
runs-on: macos-latest
@@ -195,13 +152,3 @@ jobs:
with:
name: Techmino_pre${{ needs.get-info.outputs.release }}_${{ needs.get-info.outputs.commit }}_iOS
path: Techmino.ipa
- name: Pack Techmino
run: mv Techmino.ipa Techmino_pre${{ needs.get-info.outputs.release }}_${{ needs.get-info.outputs.commit }}_iOS.ipa
- name: Upload artifact to server
uses: ./.github/actions/upload-artifact
with:
WEBDAV_USERNAME: ${{ secrets.WEBDAV_USERNAME }}
WEBDAV_PASSWORD: ${{ secrets.WEBDAV_PASSWORD }}
ARTIFACT_TYPE: test
ARTIFACT_PLATFORM: iOS
ARTIFACT_NAME: Techmino_pre${{ needs.get-info.outputs.release }}_${{ needs.get-info.outputs.commit }}_iOS.ipa

View File

@@ -4,6 +4,7 @@ LOADED=false
ERRDATA={}
--Pure lua modules (basic)
MATH= require'Zframework.mathExtend'
COLOR= require'Zframework.color'
TABLE= require'Zframework.tableExtend'
STRING= require'Zframework.stringExtend'

19
Zframework/mathExtend.lua Normal file
View File

@@ -0,0 +1,19 @@
local MATH={}for k,v in next,math do MATH[k]=v end
local rnd=math.random
MATH.tau=2*math.pi
function MATH.sign(a)
return a>0 and 1 or a<0 and -1 or 0
end
function MATH.coin(a,b)
if rnd()<.5 then
return a
else
return b
end
end
return MATH

View File

@@ -1,5 +1,5 @@
local type,rem=type,table.remove
local rnd=math.random
local int,rnd=math.floor,math.random
local sfxList={}
local packSetting={}
@@ -7,7 +7,7 @@ local Sources={}
local volume=1
local stereo=1
local noteName={
local noteVal={
C=1,c=1,
D=3,d=3,
E=5,e=5,
@@ -16,10 +16,11 @@ local noteName={
A=10,a=10,
B=12,b=12,
}
local noteName={'C','C#','D','D#','E','F','F#','G','G#','A','A#','B'}
local function _getTuneHeight(tune)
local octave=tonumber(tune:sub(-1,-1))
if octave then
local tuneHeight=noteName[tune:sub(1,1)]
local tuneHeight=noteVal[tune:sub(1,1)]
if tuneHeight then
tuneHeight=tuneHeight+(octave-1)*12
local s=tune:sub(2,2)
@@ -79,21 +80,30 @@ function SFX.setStereo(v)
stereo=v
end
function SFX.playSample(pack,...)--vol-2, sampSet1, vol-3, sampSet2, vol-1
function SFX.getNoteName(note)
if note<1 then
return'---'
else
note=note-1
local octave=int(note/12)+1
return noteName[note%12+1]..octave
end
end
function SFX.playSample(pack,...)--vol-1, sampSet1, vol-2, sampSet2
if ... then
local arg={...}
local vol
if type(arg[#arg])=='number'then vol=rem(arg)end
for i=1,#arg do
if type(arg[i])=='number'then
vol=arg[i]
local a=arg[i]
if type(a)=='number'and a<=1 then
vol=a
else
local base=packSetting[pack].base
local top=packSetting[pack].top
local tune=_getTuneHeight(arg[i])--Absolute tune in number
local tune=type(a)=='string'and _getTuneHeight(a)or a--Absolute tune in number
local playTune=tune+rnd(-2,2)
if playTune<base then--Too low notes
playTune=base
if playTune<=base then--Too low notes
playTune=base+1
elseif playTune>top then--Too high notes
playTune=top
end

View File

@@ -63,9 +63,9 @@ function STRING.time(t)
if t<60 then
return format("%.3f\"",t)
elseif t<3600 then
return format("%d'%05.2f\"",int(t/60),t%60)
return format("%d'%05.2f\"",int(t/60),int(t%60*100)/100)
else
return format("%d:%.2d'%05.2f\"",int(t/3600),int(t/60%60),t%60)
return format("%d:%.2d'%05.2f\"",int(t/3600),int(t/60%60),int(t%60*100)/100)
end
end

View File

@@ -46,6 +46,18 @@ function TABLE.cover(new,old)
end
end
--For all things in new, push to old
function TABLE.coverR(new,old)
for k,v in next,new do
if type(v)=='table'and type(old[k])=='table'then
TABLE.coverR(v,old[k])
else
old[k]=v
end
end
end
--For all things in new if same type in old, push to old
function TABLE.update(new,old)
for k,v in next,new do
@@ -90,6 +102,11 @@ function TABLE.find(t,val)
for i=1,#t do if t[i]==val then return i end end
end
--Retuen next value of [1~#]
function TABLE.next(t,val)
for i=1,#t do if t[i]==val then return t[i%#t+1]end end
end
--Find value in whole table
function TABLE.search(t,val)
for k,v in next,t do if v==val then return k end end

View File

@@ -205,7 +205,7 @@ Z.setOnQuit(destroyPlayers)
TABLE.cover (FILE.load('conf/user')or{},USER)
TABLE.cover (FILE.load('conf/unlock')or{},RANKS)
TABLE.update(FILE.load('conf/settings')or{},SETTING)
TABLE.update(FILE.load('conf/data')or{},STAT)
TABLE.coverR(FILE.load('conf/data')or{},STAT)
TABLE.cover (FILE.load('conf/key')or{},KEY_MAP)
TABLE.cover (FILE.load('conf/virtualkey')or{},VK_ORG)

View File

@@ -353,8 +353,8 @@ do
[21]={'+0+0','-1+0','-1+1','+0+1','-1+2','+0+2','-1-1','+1+0','+0-2','-1-2'},
[32]={'+0+0','-1+0','-1+1','-1-1','+1+0','+0+2','-1+2','+0-2'},
[23]={'+0+0','+1+0','+1-1','+1+1','-1+0','+0-2','+1-2','+0+2'},
[02]={'+0+0','+0-1','+1-1','-1+0','+2-1'},
[20]={'+0+0','+0+1','-1+1','+1+0','-2+1'},
[02]={'+0+0','+0-1','-1-1','+1-1','-1+0','+2-1'},
[20]={'+0+0','+0+1','+1+1','-1+1','+1+0','-2+1'},
[13]={'+0+0','-1+0','-1-1','+0+1','-1-2'},
[31]={'+0+0','+1+0','+1+1','+0-1','+1+2'},
},--J5

View File

@@ -1,3 +1,4 @@
local gc_setColor=love.graphics.setColor
return{
das=16,arr=6,
sddas=6,sdarr=6,
@@ -18,12 +19,24 @@ return{
mStr(r<10 and 9 or r<30 and r or("%02x"):format(r*10-300),63,210)
mText(TEXTOBJ.speedLV,63,290)
PLY.draw.drawProgress(P.stat.row,P.modeData.target)
if P.modeData.drought>7 then
if P.modeData.drought<=14 then
gc_setColor(1,1,1,P.modeData.drought/7-1)
else
local gb=P.modeData.drought<=21 and 2-P.modeData.drought/14 or .5
gc_setColor(1,gb,gb)
end
setFont(50)
mStr(P.modeData.drought,63,130)
mDraw(MODES.drought_l.icon,63,200,nil,.5)
end
end,
task=function(P)
P.modeData.target=10
end,
hook_drop=function(P)
local D=P.modeData
D.drought=P.lastPiece.id==7 and 0 or D.drought+1
if P.stat.row>=D.target then
if D.target==110 then
P.gameEnv.drop,P.gameEnv.lock=5,5

View File

@@ -1,3 +1,4 @@
local gc_setColor=love.graphics.setColor
return{
das=16,arr=6,
sddas=3,sdarr=3,
@@ -15,9 +16,20 @@ return{
mesDisp=function(P)
setFont(75)
local r=P.modeData.target/10
mStr(r<11 and 18 or r<22 and r+8 or("%02x"):format(r*10-220),63,210)
mStr(r<10 and 9 or r<30 and r or("%02x"):format(r*10-300),63,210)
mText(TEXTOBJ.speedLV,63,290)
PLY.draw.drawProgress(P.stat.row,P.modeData.target)
if P.modeData.drought>7 then
if P.modeData.drought<=14 then
gc_setColor(1,1,1,P.modeData.drought/7-1)
else
local gb=P.modeData.drought<=21 and 2-P.modeData.drought/14 or .5
gc_setColor(1,gb,gb)
end
setFont(50)
mStr(P.modeData.drought,63,130)
mDraw(MODES.drought_l.icon,63,200,nil,.5)
end
end,
task=function(P)
P.modeData.target=10

View File

@@ -1,3 +1,4 @@
local gc_setColor=love.graphics.setColor
return{
das=16,arr=6,
sddas=1,sdarr=1,
@@ -15,9 +16,20 @@ return{
mesDisp=function(P)
setFont(75)
local r=P.modeData.target/10
mStr(r==1 and 29 or("%02x"):format(r*10-20),63,210)
mStr(r<10 and 9 or r<30 and r or("%02x"):format(r*10-300),63,210)
mText(TEXTOBJ.speedLV,63,290)
PLY.draw.drawProgress(P.stat.row,P.modeData.target)
if P.modeData.drought>7 then
if P.modeData.drought<=14 then
gc_setColor(1,1,1,P.modeData.drought/7-1)
else
local gb=P.modeData.drought<=21 and 2-P.modeData.drought/14 or .5
gc_setColor(1,gb,gb)
end
setFont(50)
mStr(P.modeData.drought,63,130)
mDraw(MODES.drought_l.icon,63,200,nil,.5)
end
end,
task=function(P)
P.modeData.target=10

View File

@@ -0,0 +1,19 @@
return{
mesDisp=function(P)
setFont(55)
local r=40-P.stat.row
if r<0 then r=0 end
mStr(r,63,170)
PLY.draw.drawTargetLine(P,r)
setFont(45)
mStr(("%.1f"):format(P.stat.atk),63,270)
mText(TEXTOBJ.atk,63,323)
mStr(("%.2f"):format(P.stat.atk/P.stat.row),63,370)
mText(TEXTOBJ.eff,63,423)
end,
hook_drop=function(P)
if P.stat.row>=40 then
P:win('finish')
end
end
}

View File

@@ -16,9 +16,9 @@ return{
if P.stat.frame/60>=warnTime[P.modeData.stage]then
if P.modeData.stage<9 then
P.modeData.stage=P.modeData.stage+1
SFX.play('ready',.7+P.modeData.stage*.03)
playReadySFX(3,.7+P.modeData.stage*.03)
else
SFX.play('start')
playReadySFX(0,.7+P.modeData.stage*.03)
P:win('finish')
return
end

View File

@@ -206,34 +206,30 @@ function playClearSFX(cc)
end
end
end
function playReadySFX(i)
function playReadySFX(i,vol)
if i==3 then
Snd('bass','A3')
Snd('lead','A4')
Snd('bass','A3',vol)
Snd('lead','A4',vol)
elseif i==2 then
Snd('bass','F3')
Snd('lead','A4')
Snd('lead','D5')
Snd('bass','F3',vol)
Snd('lead','A4',vol)
Snd('lead','D5',vol)
elseif i==1 then
Snd('bass','G3')
Snd('lead','B4')
Snd('lead','E5')
Snd('bass','G3',vol)
Snd('lead','B4',vol)
Snd('lead','E5',vol)
elseif i==0 then
Snd('bass','A3')
Snd('lead','A4')
Snd('lead','E5')
Snd('lead','A5')
Snd('bass','A3',vol)
Snd('lead','A4',vol)
Snd('lead','E5',vol)
Snd('lead','A5',vol)
end
end
--Game
function coin(a,b)
if rnd()<.5 then
return a
else
return b
end
function getItem(itemName,amount)
STAT.item[itemName]=STAT.item[itemName]+(amount or 1)
end
function generateLine(hole)
return 1023-2^(hole-1)
@@ -275,9 +271,11 @@ function freshDate(mode)
if STAT.date~=date then
STAT.date=date
STAT.todayTime=0
getItem('zTicket',1)
if not mode:find'q'then
MES.new('info',text.newDay)
end
saveStats()
return true
end
end

View File

@@ -726,6 +726,10 @@ do--Userdata tables
spin=(function()local L={}for i=1,29 do L[i]={0,0,0,0,0,0,0}end return L end)(),
pc=0,hpc=0,b2b=0,b3b=0,score=0,
lastPlay='sprint_10l',--Last played mode ID
item=setmetatable({},{__index=function(self,k)
self[k]=0
return 0
end}),
date=false,
todayTime=0,
}

View File

@@ -4,7 +4,7 @@ return{
{"Translator Note 1",
"",
"help",
"This translation of the TetroDictionary is provided by me, User670 (Discord: User670#9501).\n\nThe translation may not completely reflect the contents of the original Chinese text.\n\nCorrected by C₂₉H₂₅N₃O₅.\n\nTo view the list of contributors or make contributions, feel free to visit the GitHub page.",
"This translation of the TetroDictionary is provided by me, User670 (Discord: User670#9501).\n\nThe translation may not completely reflect the contents of the original Chinese text.\n\nCorrected by C₂₉H₂₅N₃O₅ (Discord: C29H25N3O5#1606).\n\nTo view the list of contributors or make contributions, feel free to visit the GitHub page.",
"https://github.com/26F-Studio/Techmino/blob/main/parts/language/dict_en.lua",
},
{"Official Website",
@@ -16,7 +16,7 @@ return{
{"To New Players",
"guide newbie noob",
"help",
"To new players that want to get better at the game:\n\tTwo principles:\n\t1. find a version with good controls (e.g. Techmino, Tetr.io, Tetris Online, Jstris, Tetr.js). Do not use those version used for programming practice.\n\t2. Build foundations in your skills (stable Techrashes using next queue to aid decisions), don't go for fancy T-Spins from the start.\n\n\tTwo main techniques:\n\t1. familiarize yourself with spawn locations of pieces, and the controls to move the piece into each location\n\t2. Plan ahead of where to put the pieces\nWe recommend that you read this article titled \"Words to newbies from a Tetris Pro\" (Click \"Open URL\". In Simplified Chinese)",
"To new players that want to get better at the game:\n\tTwo principles:\n\t1. find a version with good controls (e.g. Techmino, Tetr.io, Tetris Online, Jstris, Tetr.js). Do not use those version used for programming practice.\n\t2. Build foundations in your skills (stable Techrashes using next queue to aid decisions), don't go for fancy T-Spins from the start.\n\n\tTwo main techniques:\n\t1. familiarize yourself with spawn locations of pieces, and the controls to move the piece into each location\n\t2. Plan ahead of where to put the pieces\nHere is a article written by a well-known player in Chinese Tetris community talking about advices to new players. Click the globe if you can read simplified Chinese.",
"https://bilibili.com/read/cv2352939",
},
{"Learning T-spins",
@@ -65,7 +65,7 @@ return{
{"Communities",
"community communities",
"org",
"Join Tetris communities and talk with other players!\n\nChina: [QQ] Tetris Research: 112897780\nGlobal: [Discord] Hard Drop: discord.gg/harddrop (click \"Open URL\").",
"Join Tetris communities and talk with other players!\n\nChina: [QQ] Tetris Research: 112897780\nGlobal: [Discord] Hard Drop: discord.gg/harddrop (click the globe icon to open).",
"https://discord.gg/harddrop"
},
{"Mew",
@@ -77,7 +77,7 @@ return{
{"Tetris OL Servers",
"tetrisonline servers",
"org",
"Google \"Tetris Online Poland\" for the Poland server.\nClick \"Open URL\" for information about the Tetris Online Study server.",
"Google \"Tetris Online Poland\" for the Poland server.\nClick on the globe icon for information about the Tetris Online Study server.",
"http://teatube.ltd/tos",
},
@@ -660,7 +660,18 @@ return{
{"Topping out",
"die death topout toppingout",
"term",
"Modern Tetris games have three different conditions in which the player tops out:\n1. Block out: when a piece spawned overlaps with the existing blocks in the field;\n2. Lock out: when a piece locks entirely above the skyline;\n3. Garbage out: when the stack exceeds 40 lines in height (often due to incoming garbage).\nTechmino does not check for locking out and garbage out.",
"Modern Tetris games have three different conditions in which the player tops out:\n1. Block out: when a piece spawned overlaps with the existing blocks in the field;\n2. Lock out: when a piece locks entirely above the skyline;\n3. Top out: when the stack exceeds 40 lines in height (often due to incoming garbage).\nTechmino does not check for locking out and topping out.",
},
{"Buffer zone",
"buffer zone above super invisible disappear",
"term",
"Refers to 21st-40th lines above the visible field. Because the blocks in the field could go over the visible field (this usually happens when multiple garbage lines come in) so the buffer zone was created so those blocks could go back to the field when garbage lines are cleared. Also, the buffer zone is usually located at 21st-40th lines because this is sufficient for most cases. Refer to \"Vanish Zone\" to learn more.",
},
{"Vanish zone",
"vanish zone disappear gone cut die",
"term",
"Refers to the area located above the 40th line. This is usually realised by combining c4w and multiple garbage lines. In many games, when any block reaches the vanish zone, the game is terminated immediately.\nHowever, this area can have different behaviours in different games. Some games are flawed because the game could crash when the blocks enter the vanish zone (e.g. Tetris Online). Wierd behaviours could also happen when the blocks enter the vanish zone (you can refer to this video, click on the globe icon to open the link).\n\nFurthermore, the vanish zone in Jstris is located above the 22nd line, and any blocks locked above the 21st line will disappear. ",
"https://youtu.be/z4WtWISkrdU",
},
{"Falling speed",
"fallingspeed",

View File

@@ -4,7 +4,7 @@ return{
{"新人须知",
"新人须知 xinren new noob readme",
"help",
"致想深入玩下去的新人:\n\n\t两大根本原则:\n\t\t1. 选手感好的版本Tech/Tetr.io/Jstris/TOP/Tetr.js别用编程练习渣版本\n\t\t2. 踏实打好基础预判next稳定消四等别总想着炫酷T旋对未来发展没好处。\n\t两大主要技巧:\n\t\t1. 熟悉初始位置以及到各个位置的初始操作;\n\t\t2. 提前计算好下一块能放哪。\n\n推荐阅读专栏《给TOP新人的几点建议》\n\n[点击右下角按钮打开链接]",
"致想深入玩下去的新人:\n\n\t两大根本原则:\n\t\t1. 选手感好的版本Tech/Tetr.io/Jstris/TOP/Tetr.js别用编程练习渣版本\n\t\t2. 踏实打好基础预判next稳定消四等别总想着炫酷T旋对未来发展没好处。\n\t两大主要技巧:\n\t\t1. 熟悉初始位置以及到各个位置的初始操作;\n\t\t2. 提前计算好下一块能放哪。\n\n推荐阅读专栏《给TOP新人的几点建议》\n\n[点击右下角地球按钮打开链接]",
"https://bilibili.com/read/cv2352939",
},
{"关于T-spin学习",
@@ -685,7 +685,18 @@ return{
{"死亡判定",
"死亡判定 die death siwang",
"term",
"现代方块普遍使用的死亡判定:\n1. 新出现的方块和场地方块有重叠(窒息,Top Outc4w比s4w强的原因因为被打进18行都不会窒息\n2. 方块锁定时完全在场地的外面(Block Out\n3. 场地内现存方块总高度大于40。部分游戏可能没有这条判定而是会自动“切除”场地内所有高度大于40的部分Vanish Zone\n\n注:本游戏使用的死亡判定不包含上述的第二条和第三条。",
"现代方块普遍使用的死亡判定:\n1. 新出现的方块和场地方块有重叠(窒息,Block Outc4w比s4w强的原因因为被打进18行都不会窒息\n2. 方块锁定时完全在场地的外面(Lock Out\n3. 场地内现存方块总高度大于40。超高Top Out\n\n注:本游戏使用的死亡判定不包含上述的第二条和第三条。",
},
{"缓冲区",
"缓冲区 buffer zone huanchongqu",
"term",
"不是所有游戏都有这个概念指10×20可见场地之上的21~40行。因为垃圾行顶起后两边堆高的方块可能会超出屏幕消行后这些方块要重新回到场地内所以需要保存下来由于程序上要求场地尺寸有限部分游戏可以无限故设定为40一般都够用。\n\n另见“消失区”词条。",
},
{"消失区",
"消失区 vanish zone xiaoshiqu",
"term",
"在缓冲区的基础上指比40行缓冲区还高的区域。\n标准的死亡判定涉及了这个概念在垃圾行升起后如果场地上有任何方块超出了40高的缓冲区也就是达到了消失区时游戏直接结束。\n但事实上这块区域在不同游戏中表现不同甚至有设计者考虑不周导致方块挪到40行以上但是程序没考虑导致方块接触消失区直接报错闪退的游戏。通常出现在玩家堆了c4w然后被打入大量垃圾行时才会考虑这个概念。其他游戏中方块进入消失区可能直接导致游戏结束也有可能会出现一些奇怪的bug附带链接是ppt的复制40行无限ren视频\n\nJstris中22行及以上可以理解为消失区锁定在21行之外的格子会消失。",
"https://www.bilibili.com/video/BV1ZE411Y7GD",
},
{"下落速度",
"下落速度 重力 drop speed zhongli gravity",

View File

@@ -749,7 +749,7 @@ return{
['sprintEff']= {"Sprint", "Efficiency", "Send more attack in 40lines!"},
['zen']= {'Zen', "200", "A 200-line run without a time limit"},
['ultra']= {'Ultra', "EXTRA", "A 2-minute score attack"},
['infinite']= {'infinite', "", "Just a sandbox"},
['infinite']= {"Infinite", "", "Just a sandbox"},
['infinite_dig']= {"Infinite: Dig", "", "Dig-diggin'-dug"},
['marathon_inf']= {"Marathon", "INFINITE", "Infinite marathon."},

View File

@@ -1,7 +1,7 @@
return{
env={
drop=60,lock=60,
eventSet='checkLine_40',
eventSet='sprintEff_40',
bg='bg2',bgm='race',
},
score=function(P)return{P.stat.atk/P.stat.row,P.stat.time}end,

View File

@@ -578,7 +578,7 @@ function Player:changeAtk(R)
self.atking=false
end
end
function Player:freshBlock(mode)--string mode: push/move/fresh/newBlock
function Player:freshBlock(mode,ifTele)--string mode: push/move/fresh/newBlock
local ENV=self.gameEnv
--Fresh ghost
if(mode=='move'or mode=='newBlock'or mode=='push')and self.cur then
@@ -643,7 +643,7 @@ function Player:freshBlock(mode)--string mode: push/move/fresh/newBlock
end
--Play sound if touch ground
if mode=='move'then
if mode=='move'and not ifTele then
self:checkTouchSound()
end
end
@@ -2600,10 +2600,11 @@ function Player:act_insLeft(auto)
while not self:ifoverlap(self.cur.bk,self.curX-1,self.curY)do
self:createMoveFX('left')
self.curX=self.curX-1
self:freshBlock('move')
self:freshBlock('move',true)
end
if self.curX~=x0 then
self.spinLast=false
self:checkTouchSound()
end
if self.gameEnv.shakeFX then
self.swingOffset.vx=-1.5
@@ -2624,10 +2625,11 @@ function Player:act_insRight(auto)
while not self:ifoverlap(self.cur.bk,self.curX+1,self.curY)do
self:createMoveFX('right')
self.curX=self.curX+1
self:freshBlock('move')
self:freshBlock('move',true)
end
if self.curX~=x0 then
self.spinLast=false
self:checkTouchSound()
end
if self.gameEnv.shakeFX then
self.swingOffset.vx=1.5

View File

@@ -611,6 +611,16 @@ local commands={}do
scene='app_arithmetic',
description="Arithmetic"
},
{
code="piano",
scene='app_piano',
description="A simple keyboard piano"
},
{
code="spin",
scene='app_spin',
description="???"
},
}
commands.app={
code=function(name)

View File

@@ -7,7 +7,6 @@ local setFont,mStr=FONT.set,GC.mStr
local int,rnd,abs=math.floor,math.random,math.abs
local max,min=math.max,math.min
local ins,rem=table.insert,table.remove
local function sign(a)return a>0 and 1 or a<0 and -1 or 0 end
local levels={
{c=6,r=3,color=3},
@@ -289,7 +288,7 @@ function scene.update(dt)
if state==1 then
time=TIME()-startTime
comboTime=max(comboTime-dt,0)
score1=score1+sign(score-score1)+int((score-score1)*.1+.5)
score1=score1+MATH.sign(score-score1)+int((score-score1)*.1+.5)
end
if sure>0 then sure=sure-dt end

View File

@@ -0,0 +1,53 @@
local gc=love.graphics
local kb=love.keyboard
local instList={'lead','bell','bass'}
local keys={
['1']=61,['2']=63,['3']=65,['4']=66,['5']=68,['6']=70,['7']=72,['8']=73,['9']=75,['0']=77,['-']=78,['=']=80,['backspace']=82,
['q']=49,['w']=51,['e']=53,['r']=54,['t']=56,['y']=58,['u']=60,['i']=61,['o']=63,['p']=65,['[']=66,[']']=68,['\\']=70,
['a']=37,['s']=39,['d']=41,['f']=42,['g']=44,['h']=46,['j']=48,['k']=49,['l']=51,[';']=53,["'"]=54,['return']=56,
['z']=25,['x']=27,['c']=29,['v']=30,['b']=32,['n']=34,['m']=36,[',']=37,['.']=39,['/']=41,
}
local inst
local offset
local scene={}
function scene.sceneInit()
inst='lead'
offset=0
end
function scene.touchDown(x,y,k)
--TODO
end
scene.mouseDown=scene.touchDown
function scene.keyDown(key,isRep)
if not isRep and keys[key]then
local note=keys[key]+offset
if kb.isDown('lshift','rshift')then note=note+1 end
if kb.isDown('lctrl','rctrl')then note=note-1 end
SFX.playSample(inst,note)
TEXT.show(SFX.getNoteName(note),math.random(150,1130),math.random(140,500),60,'score',.8)
elseif key=='tab'then
inst=TABLE.next(instList,inst)
elseif key=='lalt'then
offset=math.max(offset-1,-12)
elseif key=='ralt'then
offset=math.min(offset+1,12)
elseif key=='escape'then
SCN.back()
end
end
function scene.draw()
setFont(30)
gc.print(inst,40,60)
gc.print(offset,40,100)
end
scene.widgetList={
WIDGET.newButton{name="back", x=1140,y=640,w=170,h=80,font=60,fText=CHAR.icon.back,code=backScene},
}
return scene

48
parts/scenes/app_spin.lua Normal file
View File

@@ -0,0 +1,48 @@
local spinner=require'parts/spinner'.new({
{font=45,disp=CHAR.icon.retry_spin,item='zTicket',amount=1,freq=30},
{font=60,disp=CHAR.mino.Z,item='Zfrag',amount=1,freq=10},
{font=60,disp=CHAR.mino.S,item='Sfrag',amount=1,freq=10},
{font=60,disp=CHAR.mino.J,item='Jfrag',amount=1,freq=10},
{font=60,disp=CHAR.mino.L,item='Lfrag',amount=1,freq=10},
{font=60,disp=CHAR.mino.T,item='Tfrag',amount=1,freq=10},
{font=60,disp=CHAR.mino.O,item='Ofrag',amount=1,freq=10},
{font=60,disp=CHAR.mino.I,item='Ifrag',amount=1,freq=10},
},function(item,amount)
getItem(item,amount)
saveStats()
end)
local scene={}
function scene.keyDown(key,isRep)
if isRep then return end
if key=='space'or key=='return'then
if STAT.item.zTicket>0 then
if spinner:start()then
STAT.item.zTicket=STAT.item.zTicket-1
saveStats()
end
else
MES.new('info',"Not enough zTicket")
end
elseif key=='escape'then
SCN.back()
end
end
function scene.update(dt)
spinner:update(dt)
end
function scene.draw()
setFont(40)
love.graphics.print("zTickets: "..STAT.item.zTicket,90,80)
spinner:draw(640,360)
end
scene.widgetList={
WIDGET.newButton{name="spin", x=1140,y=360,w=120,font=60,fText=CHAR.icon.retry_spin,code=pressKey"space"},
WIDGET.newButton{name="back", x=1140,y=640,w=170,h=80,font=60,fText=CHAR.icon.back,code=backScene},
}
return scene

View File

@@ -14,9 +14,9 @@ local widgetX0={
}
local enterConsole=coroutine.wrap(function()
while true do
Snd('bell',.6,'A4',.7,'E5',1,coin('A5','B5'))YIELD()
Snd('bell',.6,'A4',.7,'F5',1,coin('C6','D6'))YIELD()
Snd('bell',.6,'A4',.7,'G5',1,coin('E6','G6'))YIELD()
Snd('bell',.6,'A4',.7,'E5',1,MATH.coin('A5','B5'))YIELD()
Snd('bell',.6,'A4',.7,'F5',1,MATH.coin('C6','D6'))YIELD()
Snd('bell',.6,'A4',.7,'G5',1,MATH.coin('E6','G6'))YIELD()
Snd('bell',.6,'A4',.7,'A5',1,'A6')SFX.play('ren_mega')SCN.go('app_console')YIELD()
end
end)

View File

@@ -63,6 +63,11 @@ function scene.keyDown(key,isRep)
SCN.swapTo('launchpad','none')
elseif key=="escape"then
SCN.back()
elseif #key==1 and key:find'[0-9a-z]'then
for _=1,#bgmList do
selected=selected%#bgmList+1
if bgmList[selected]:sub(1,1)==key then break end
end
end
end
end

112
parts/spinner.lua Normal file
View File

@@ -0,0 +1,112 @@
local gc=love.graphics
local Spinner={
data={},
totalFreq=0,
spinning=false,
angle=0,
angV=0,
chosen=false,
light=0,
}
Spinner.__index=Spinner
function Spinner:start()
if not self.spinning then
self.spinning=true
self.angle=MATH.tau*math.random()
self.angV=.62+.26*math.random()
return true
end
end
function Spinner:update(dt)
if self.spinning then
self.angle=(self.angle+self.angV*dt*60)%MATH.tau
local dV=
self.angV>.26 and .0026 or
self.angV>.12 and .0012 or
self.angV>.04 and .0004 or
.0001
self.angV=self.angV-dV*dt*60
if self.angV<=0 then
self.angV=0
self.spinning=false
local freq=self.angle%MATH.tau/MATH.tau*self.totalFreq
for i=1,#self.data do
local D=self.data[i]
freq=freq-D.freq
if freq<=0 then
self.chosen=D
self.light=1
if D.item then
self.hook_stop(D.item,D.amount)
end
break
end
end
end
else
if self.light>0 then
self.light=self.light-dt
end
end
end
function Spinner:draw(x,y)
gc.push('transform')
gc.translate(x,y)
--Draw circle
gc.setColor(1,1,1)
gc.setLineWidth(3)
gc.circle('line',0,0,300)
--Draw areas
gc.setLineWidth(1)
local freq=0
for i=1,#self.data do
gc.line(10,0,290,0)
local D=self.data[i]
freq=freq+D.freq
if D==self.chosen then
gc.setColor(1,1,1,.5*self.light)
gc.arc('fill','pie',0,0,300,0,-D.freq*MATH.tau/self.totalFreq)
gc.setColor(1,1,1)
end
local dAng=-MATH.tau*D.freq/self.totalFreq
gc.rotate(dAng*.5)
if D.amount>0 then
setFont(D.font)
if D.amount==1 then
mStr(D.disp,170,-D.font*.7)
else
mStr(D.disp.."x"..D.amount,170,-D.font*.7)
end
end
gc.rotate(dAng*.5)
end
gc.pop()
--Draw target pin
gc.setLineWidth(2)
gc.setColor(1,.3,.3)
gc.line(x,y,x+200*math.cos(self.angle),y-200*math.sin(self.angle))
end
function Spinner.new(data,hook_stop)
local self={}
setmetatable(self,Spinner)
local sum=0
for i=1,#data do
sum=sum+data[i].freq
if not data[i].font then data[i].font=30 end
end
self.data=data
self.totalFreq=sum
self.hook_stop=hook_stop
return self
end
return Spinner

View File

@@ -1,18 +1,15 @@
return[=[
未来模式:
任务树; 大爆炸; 拼方形; 限高无尽挖掘; 连击练习; 极简教程/考试
未来小游戏:
Tetro-1010(四/五连块, 2C2N, 若干回合改变重力方向); Tetra-link(桌游)
噗哟; 泡泡龙; 求合体; 坦克大战; 扫雷; 接水管; 数字记忆; 听声记忆
Tetro-1010(2C2N, 重力); Tetra-link(桌游)
噗哟; 泡泡龙; 求合体; 坦克大战; 扫雷; 接水管; 记忆
其他未来内容:
组队战; 实时统计数据可视化; 教学关; 从录像继续
重做模式选择UI; 重做模组UI; 加速下落; spike相关统计数据
支持更多手柄; 场地格边缘线; 模式数据分析; 高级自定义序列
等级系统; 成就系统; Domain状态; 手势操作; C2连击; 特殊控件(虚拟摇杆等)
方块位移/旋转动画; 更细节的DAS选项; 拓展主题系统; 无用货币
等级系统; 成就系统; 手势操作; C2连击; 特殊控件(虚拟摇杆等)
方块位移/旋转动画; 更细节的DAS选项; 拓展主题系统
可调攻击系统; 更多消除方式; 可调场地宽度; 新联网游戏场景切换逻辑
工程编译到字节码; task-Z(新AI)
收集向抽奖; 自适应UI; 多方块
工程编译到字节码; task-Z(新AI); 自适应UI; 多方块
0.16.5: 新世界 New World
新增:
@@ -23,21 +20,29 @@ return[=[
新BGM:peak(暂未使用)
新BGM:1989(用于经典模式,by C₂₉H₂₅N₃O₅)
删除节奏模式(之后会有全新音游模式)
音乐室输入首字母自动跳转
移除模式标题的颜色
改动:
移动音效改为触地音效,在方块因重力或旋转触地时也会播放
新增piano小程序(目前只支持键盘操作)
再调整场地晃动的阻力,看起来更舒服
TRS的J5和L5新增一个180度踢墙
重做全局颜色表(by C₂₉H₂₅N₃O₅)
经典模式添加干旱计数器 #452
重新安排一些模式的BGM
堆积模式移出地图,修改规则可以消超过20行
堆积模式移出地图,修改规则可以消超过20行 #449
只在更新后触发自动转换以旧版本模式名存储的数据
再次更换字体
代码:
播放乐器采样更自然并允许超过音源范围
添加数学扩展模块
添加死亡事件触发器
修复:
堆积模式超级消除有时报错
词典导出词条保留了替换敏感词的特殊字符
修改准备音效后ultra倒计时声音不见了
0arr时自动移动时声音特别响
时间转换函数可能输出1分60 #451
堆积模式超级消除有时报错
0.16.4: 虫洞 Wormhole
新增:

View File

@@ -1,5 +1,5 @@
return{
["apkCode"]=398,
["apkCode"]=400,
["code"]=1605,
["string"]="V0.16.5",
["room"]="ver A-0",