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Author SHA1 Message Date
MrZ_26
f62613638e 0.190721α 2020-02-04 19:24:00 +08:00
5 changed files with 147 additions and 79 deletions

View File

@@ -11,6 +11,7 @@ Buttons={
mode={
{x=200,y=150,w=250,h=70,rgb={1,1,1},alpha=0,t="40 Lines",code=function()startGame("sprint")end},
{x=500,y=150,w=250,h=70,rgb={1,1,1},alpha=0,t="Zen",code=function()startGame("zen")end},
{x=800,y=150,w=250,h=70,rgb={1,1,1},alpha=0,t="GM Roll",code=function()startGame("gmroll")end},
{x=200,y=250,w=250,h=70,rgb={1,1,1},alpha=0,t="Marathon",code=function()startGame("marathon")end},
{x=200,y=350,w=250,h=70,rgb={1,1,1},alpha=0,t="Death",code=function()startGame("death")end},
{x=500,y=250,w=250,h=70,rgb={1,1,1},alpha=0,t="Tetris 25",code=function()startGame("tetris25")end},

View File

@@ -19,7 +19,7 @@ function love.conf(t)
t.window.minheight=300
t.window.fullscreen=X
t.window.fullscreentype="desktop"--Choose between "desktop" fullscreen or "exclusive" fullscreen mode (string)
t.window.vsync=0
t.window.vsync=1
t.window.msaa=0--The number of samples to use with multi-sampled antialiasing (number)
t.window.depth=nil--The number of bits per sample in the depth buffer
t.window.stencil=nil--The number of bits per sample in the stencil buffer

186
main.lua
View File

@@ -132,6 +132,11 @@ FX={
gc.setColor(1,1,1,min((30-abs(t.t-30))*.05,1)*(#field>9 and .7 or 1))
mStr(t.text,150,250-t.font*.5+t.dy)
end,
fly=function(t)
setFont(t.font)
gc.setColor(1,1,1,min((30-abs(t.t-30))*.05,1)*(#field>9 and .7 or 1))
mStr(t.text,150+(t.t-15)^3*.005,250-t.font*.5+t.dy)
end,
stretch=function(t)
gc.push("transform")
setFont(t.font)
@@ -163,7 +168,7 @@ FX={
end,
flicker=function(t)
setFont(t.font)
gc.setColor(1,1,1,min((30-abs(t.t-30))*.05,1)*(#field>9 and .7 or 1)*(rnd()+.5))
gc.setColor(1,1,1,min((30-abs(t.t-30))*.05,1)*(#field>9 and .8 or 1)*(rnd()+.5))
mStr(t.text,150,250-t.font*.5+t.dy)
end,
}
@@ -172,16 +177,17 @@ function stencil_field()
end
--System data
list={
blockName={"Z","S","L","J","T","O","I"},
clearname={"Single","Double","Triple"},
reason={[0]="Escape","Block out","Lock out","Finished","Top out"},
method={"Bag7","His4","Rnd"},
}
actName={"moveLeft","moveRight","rotRight","rotLeft","rotFlip","hardDrop","softDrop","hold","restart","toLeft","toRight"}
actName_={"move left","move right","rotate right","rotate left","rotate flip","hard drop","soft drop","hold","restart","toLeft","toRight"}
name={"Z","S","L","J","T","O","I"}
blockPos={4,4,4,4,4,5,4}
renATK={[0]=0,0,0,1,1,1,2,2,2,3,3,3}
require"SRS"
b2bATK={3,5,8}
require"SRS"--load bolck&SRS data
gameEnv0={
das=6,arr=1,
ghost=true,center=true,
@@ -193,7 +199,8 @@ gameEnv0={
freshLimit=9e99,
color={1,5,2,8,10,3,7,13},
key={"left","right","x","z","c","up","down","space","LEFT","RIGHT"},
reach=function()end
spinList={true,true,true,true,true,false,false},
reach=function()end,--Called when reach row target
}
randomMethod={
function()
@@ -251,6 +258,21 @@ loadmode={
curBG="game1"
BGM("reason")
end,
gmroll=function()
modeEnv={
drop=0,
lock=15,
wait=10,
fall=15,
_20G=true,
visible=0,
freshLimit=15,
arr=1,
}
createPlayer(1,190,20,.8)
curBG="game3"
BGM("push")
end,
marathon=function()
modeEnv={
drop=60,
@@ -258,7 +280,7 @@ loadmode={
fall=20,
target=10,
reach=Event.marathon_reach,
freshLimit=20,
freshLimit=15,
}
createPlayer(1,190,20,.8)
curBG="game1"
@@ -273,7 +295,7 @@ loadmode={
fall=10,
target=50,
reach=Event.death_reach,
freshLimit=13,
freshLimit=15,
arr=1,
}
createPlayer(1,190,20,.8)
@@ -322,7 +344,7 @@ loadmode={
wait=1,
fall=1,
visible=0,
freshLimit=5,
freshLimit=8,
}
createPlayer(1,190,20,.8)
@@ -382,33 +404,35 @@ Event={
Event.gameover.win()
else
gameEnv.drop=Data.marathon_drop[s]
if s==18 then gameEnv._20G=true end
gameEnv.target=s*10+10
end
end,
death_reach=function()
if gameEnv.target==50 then
gameEnv.lock=9
gameEnv.wait=4
gameEnv.wait=5
gameEnv.fall=8
showText("STAGE 2","drive",80,-80)
showText("STAGE 2","fly",80,-100)
elseif gameEnv.target==100 then
gameEnv.lock=8
gameEnv.wait=3
gameEnv.wait=4
gameEnv.fall=6
showText("STAGE 3","drive",80,-80)
showText("STAGE 3","fly",80,-100)
elseif gameEnv.target==150 then
gameEnv.lock=7
gameEnv.wait=3
gameEnv.fall=5
showText("STAGE 4","drive",80,-80)
showText("STAGE 4","fly",80,-100)
elseif gameEnv.target==200 then
gameEnv.lock=6
gameEnv.wait=2
gameEnv.fall=4
showText("STAGE 5","drive",80,-80)
showText("STAGE 5","fly",80,-100)
gameEnv.target=250
end
gameEnv.target=gameEnv.target+50
SFX("reach")
end,
task={
win=function()
@@ -443,7 +467,7 @@ Event={
},
}
Data={
marathon_drop={[0]=60,50,40,30,25,20,18,16,14,12,10,8,7,6,5,4,3,2,1,1},
marathon_drop={[0]=60,48,40,30,24,18,15,12,10,8,7,6,5,4,3,2,1,1,0,0},
shirase_drop={[0]=0},
shirase_lock={[0]=0},
shirase_are={[0]=0},
@@ -464,6 +488,15 @@ mesDisp={
setFont(75)
mStr(max(200-P.cstat.row,0),-80,280)
end,
gmroll=function()
gc.setColor(1,1,1)
setFont(40)
gc.print(format("%0.2f",time),-130,530)
setFont(35)
gc.print("Tetris",-120,390)
setFont(80)
mStr(cstat.tetris,-77,420)
end,
marathon=function()
gc.setColor(1,1,1)
setFont(40)
@@ -478,15 +511,17 @@ mesDisp={
end,
tetris25=function()
gc.setColor(1,1,1)
setFont(80)
mStr(#players.alive,-80,440)
setFont(40)
gc.print("Remain",-142,510)
gc.print("Attack",-132,365)
setFont(80)
mStr(#players.alive,-77,440)
mStr(cstat.atk,-77,300)
end,
blind=function()
gc.setColor(1,1,1)
setFont(40)
gc.print(P.cstat.row,-80,250)
setFont(80)
mStr(P.cstat.row,-80,250)
end,
}
--Game system Data
@@ -619,7 +654,7 @@ function createPlayer(id,x,y,size,AIspeed,data)
P.alive=true
P.control=false
P.time=0
P.cstat={piece=0,row=0,atk=0}--Current gamestat
P.cstat={piece=0,row=0,atk=0,tetris=0}--Current gamestat
P.keyTime={}for i=1,10 do P.keyTime[i]=-1e5 end P.keySpeed=0
P.dropTime={}for i=1,10 do P.dropTime[i]=-1e5 end P.dropSpeed=0
@@ -641,6 +676,7 @@ function createPlayer(id,x,y,size,AIspeed,data)
P.nxt,P.nb={},{}
P.dropDelay,P.lockDelay=P.gameEnv.drop,P.gameEnv.lock
P.freshTime=0
P.lastSpin=false
local bag1={1,2,3,4,5,6,7}
for i=1,7 do
@@ -767,10 +803,17 @@ function freshgho()
else
while not ifoverlap(cb,cx,cy-1)do
P.cy=P.cy-1
P.spinLast=false
end
P.y_img=P.cy
end
end
function freshLockDelay()
if P.lockDelay<gameEnv.lock and P.freshTime<=gameEnv.freshLimit then
P.lockDelay=gameEnv.lock
P.freshTime=P.freshTime+1
end
end
function ifoverlap(bk,x,y)
if x<1 or x+#bk[1]>11 or y<1 then return true end
if y>#field then return nil end
@@ -778,18 +821,41 @@ function ifoverlap(bk,x,y)
if field[y+i-1]and bk[i][j]>0 and 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
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
for k=1,1000 do
PTC.dust[P.id]:setPosition(rnd(0,300),600-30*i+rnd(30))
PTC.dust[P.id]:emit(1)
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
end
function resetblock()
P.holded=false
P.spinLast=false
P.freshNext()
P.sc={scs[bn][1],scs[bn][2]}P.dir=0
P.r,P.c=#cb,#cb[1]
P.cx,P.cy=blockPos[bn],21+ceil(fieldBeneath/30)
freshgho()
P.dropDelay,P.lockDelay,P.freshTime=gameEnv.drop,gameEnv.lock,0
if keyPressing[8]then hold(true)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
freshgho()
if ifoverlap(cb,cx,cy)then Event.gameover.lose()end
if keyPressing[6]then act.hardDrop()P.keyPressing[6]=false end
end
@@ -797,7 +863,9 @@ function pressKey(i,player)
P=player or players[1]
setmetatable(_G,P.index)
P.keyPressing[i]=true
if alive then
if i==9 then
act.restart()
elseif alive then
if control and waiting<=0 then
act[actName[i]]()
if i>2 and i<6 then keyPressing[i]=false end
@@ -808,8 +876,6 @@ function pressKey(i,player)
end
P.cstat.key=stat.key+1;ins(keyTime,1,frame)rem(keyTime,11)
stat.key=stat.key+1
elseif i==9 then
act[actName[i]]()
end
-- if playmode=="recording"then ins(rec,{i,frame})end
end
@@ -820,12 +886,12 @@ function releaseKey(i,player)
-- if playmode=="recording"then ins(rec,{-i,frame})end
end
function spin(d,ifpre)
if bn==6 then return nil end
-- if bn==6 then return nil end--Ignore O spin
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 ir,ic=#icb,#icb[1]
local ix,iy=cx+sc[2]-isc[2],cy+sc[1]-isc[1]
local t=false
local t=false--if spin available
local iki=SRS[bn][dir*10+(dir+d)%4]
for i=1,#iki do
if not ifoverlap(icb,ix+iki[i][1],iy+iki[i][2])then
@@ -839,11 +905,9 @@ function spin(d,ifpre)
P.sc,P.cb=isc,icb
P.r,P.c=ir,ic
P.dir=(dir+d)%4
freshgho()
P.freshTime=P.freshTime+1
if P.freshTime<=gameEnv.freshLimit then
P.lockDelay=gameEnv.lock
end
P.spinLast=true
freshgho()--May cancel spinLast
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")
stat.rotate=stat.rotate+1
end
@@ -867,11 +931,26 @@ function hold(ifpre)
end
function drop()
if cy==y_img then
ins(dropTime,1,frame)rem(dropTime,11)--update speed dial
P.waiting=gameEnv.wait
local dospin=ifoverlap(cb,cx,cy+1)and ifoverlap(cb,cx-1,cy)and ifoverlap(cb,cx+1,cy)
ins(dropTime,1,frame)rem(dropTime,11)
local canSpin=gameEnv.spinList[bn]
local dospin=canSpin and ifoverlap(cb,cx-1,cy)and ifoverlap(cb,cx+1,cy)and ifoverlap(cb,cx,cy+1)
if canSpin and not dospin and 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=true
end
end
end--Triangle spin system
lock()
local cc,csend=checkrow(cy,r),0--Currect clear&send
local mini=dospin and cc<r
P.combo=P.combo+1--combo=0 is under
if cc==4 then
@@ -883,13 +962,17 @@ function drop()
csend=4
P.b2b=true
end
P.cstat.tetris=P.cstat.tetris+1
elseif cc>0 then
if dospin then
local t=list.blockName[bn].." spin "..list.clearname[cc]
if mini then showText("Mini","drive",40,10)end
if b2b then
showText(name[bn].." spin "..list.clearname[cc].." B2B","spin",40)
csend=2*cc+1
t=t.." B2B"
showText(t,"spin",40)
csend=b2bATK[cc]
else
showText(name[bn].." spin "..list.clearname[cc],"spin",50)
showText(t,"spin",50)
csend=2*cc
P.b2b=true
end
@@ -903,7 +986,7 @@ function drop()
else
P.combo=0
if dospin then
showText(name[bn].." spin","appear",50)
showText(list.blockName[bn].." spin","appear",50)
SFX("spin_0")
end
end
@@ -918,6 +1001,13 @@ function drop()
SFX("ren_"..min(combo,11))
end
if csend>0 then
if mini then csend=int(csend*.7)end
--mini attack decrease
stat.atk=stat.atk+csend
P.cstat.atk=P.cstat.atk+csend
--ATK statistics
while csend>0 and P.atkBuffer[1]do
csend=csend-1
P.atkBuffer[1].amount=P.atkBuffer[1].amount-1
@@ -929,14 +1019,15 @@ function drop()
elseif cc==0 then
garbageRelease()
end--Send attack
stat.piece,stat.row,stat.atk=stat.piece+1,stat.row+cc,stat.atk+csend
P.cstat.piece,P.cstat.row,P.cstat.atk=P.cstat.piece+1,P.cstat.row+cc,P.cstat.atk+csend
stat.piece,stat.row=stat.piece+1,stat.row+cc
P.cstat.piece,P.cstat.row=P.cstat.piece+1,P.cstat.row+cc
if P.cstat.row>=gameEnv.target then
gameEnv.reach()
if control then SFX("reach")end
end
else
if cy>y_img then P.cy=cy-1 end
P.cy=cy-1
P.spinLast=false
end
end
function lock()
@@ -951,23 +1042,6 @@ function lock()
end
end
end
function ckfull(i)
for j=1,10 do if 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
for k=1,1000 do
PTC.dust[P.id]:setPosition(rnd(0,300),600-30*i+rnd(30))
PTC.dust[P.id]:emit(1)
end
end end
return c
end
function garbageSend(sender,send,time)
local pos,r=rnd(10)
repeat

View File

@@ -20,18 +20,8 @@ function Pnt.BG.game2()
gc.draw(background[1],500,300,Timer()*.15,nil,nil,600,600)
end
function Pnt.BG.game3()
gc.push("transform")
gc.translate(500,300)
gc.scale(1,.6)
gc.setColor(1,.9,.9)
gc.setLineWidth(30)
local t=(Timer()%1)*60
for x=0,8 do
local d=60*x+t
gc.rectangle("line",-d,-d,2*d,2*d)
end
gc.setLineWidth(2)
gc.pop()
gc.setColor(.5,.7,1)
gc.draw(background[1],500,300,Timer()*.15,nil,nil,600,600)
end
function Pnt.BG.game4()
local t=215+sin(Timer()*6)*40
@@ -98,7 +88,7 @@ function Pnt.play()
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,gameEnv.color[bn],.4)
drawPixel(i+y_img-1,j+cx-1,gameEnv.color[bn],.3)
end
end end
end--Ghost
@@ -113,6 +103,11 @@ function Pnt.play()
drawPixel(i+cy-1,j+cx-1,gameEnv.color[bn],1)
end
end end--Block
if gameEnv.center then
local x=30*(cx+sc[2]-1)-30+15
gc.circle("fill",x,600-30*(cy+sc[1]-1)+15,4)
gc.circle("fill",x,600-30*(y_img+sc[1]-1)+15,4)
end
end
gc.draw(PTC.dust[p])--Draw game field
love.graphics.setStencilTest()--In-field mask

View File

@@ -4,11 +4,9 @@ act={
if not ifoverlap(cb,cx-1,cy)then
P.cx=cx-1
freshgho()
P.freshTime=P.freshTime+1
if P.freshTime<=gameEnv.freshLimit then
P.lockDelay=gameEnv.lock
end
freshLockDelay()
if cy==y_img then SFX("move")end
P.spinLast=false
end
end,
moveRight=function(auto)
@@ -16,17 +14,16 @@ act={
if not ifoverlap(cb,cx+1,cy)then
P.cx=cx+1
freshgho()
P.freshTime=P.freshTime+1
if P.freshTime<=gameEnv.freshLimit then
P.lockDelay=gameEnv.lock
end
freshLockDelay()
if cy==y_img then SFX("move")end
P.spinLast=false
end
end,
hardDrop=function()
if P.waiting<=0 then
if cy~=y_img then
P.cy=y_img
P.spinLast=false
SFX("drop")
end
drop()
@@ -44,10 +41,11 @@ act={
--Player movements
restart=function()
startGame(gamemode)
count=60+26--Althour'z neim
end,
down1=function()drop()end,
down4=function()for i=1,4 do if cy~=y_img then drop()else break end end end,
toDown=function()P.cy,P.lockDelay=y_img,gameEnv.lock end,
toDown=function()if cy~= y_img then P.cy,P.lockDelay,P.spinLast=y_img,gameEnv.lock,false end end,
toLeft=function()while not ifoverlap(cb,cx-1,cy)do P.cx,P.lockDelay=cx-1,gameEnv.lock;freshgho()end end,
toRight=function()while not ifoverlap(cb,cx+1,cy)do P.cx,P.lockDelay=cx+1,gameEnv.lock;freshgho()end end,
quit=function()Event.gameover.lose()end,