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1 Commits
v0.0.19071
...
v0.0.19072
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
f62613638e |
@@ -11,6 +11,7 @@ Buttons={
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mode={
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{x=200,y=150,w=250,h=70,rgb={1,1,1},alpha=0,t="40 Lines",code=function()startGame("sprint")end},
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{x=500,y=150,w=250,h=70,rgb={1,1,1},alpha=0,t="Zen",code=function()startGame("zen")end},
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{x=800,y=150,w=250,h=70,rgb={1,1,1},alpha=0,t="GM Roll",code=function()startGame("gmroll")end},
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{x=200,y=250,w=250,h=70,rgb={1,1,1},alpha=0,t="Marathon",code=function()startGame("marathon")end},
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{x=200,y=350,w=250,h=70,rgb={1,1,1},alpha=0,t="Death",code=function()startGame("death")end},
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{x=500,y=250,w=250,h=70,rgb={1,1,1},alpha=0,t="Tetris 25",code=function()startGame("tetris25")end},
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2
conf.lua
2
conf.lua
@@ -19,7 +19,7 @@ function love.conf(t)
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t.window.minheight=300
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t.window.fullscreen=X
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t.window.fullscreentype="desktop"--Choose between "desktop" fullscreen or "exclusive" fullscreen mode (string)
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t.window.vsync=0
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t.window.vsync=1
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t.window.msaa=0--The number of samples to use with multi-sampled antialiasing (number)
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t.window.depth=nil--The number of bits per sample in the depth buffer
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t.window.stencil=nil--The number of bits per sample in the stencil buffer
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186
main.lua
186
main.lua
@@ -132,6 +132,11 @@ FX={
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gc.setColor(1,1,1,min((30-abs(t.t-30))*.05,1)*(#field>9 and .7 or 1))
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mStr(t.text,150,250-t.font*.5+t.dy)
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end,
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fly=function(t)
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setFont(t.font)
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gc.setColor(1,1,1,min((30-abs(t.t-30))*.05,1)*(#field>9 and .7 or 1))
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mStr(t.text,150+(t.t-15)^3*.005,250-t.font*.5+t.dy)
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end,
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stretch=function(t)
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gc.push("transform")
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setFont(t.font)
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@@ -163,7 +168,7 @@ FX={
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end,
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flicker=function(t)
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setFont(t.font)
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gc.setColor(1,1,1,min((30-abs(t.t-30))*.05,1)*(#field>9 and .7 or 1)*(rnd()+.5))
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gc.setColor(1,1,1,min((30-abs(t.t-30))*.05,1)*(#field>9 and .8 or 1)*(rnd()+.5))
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mStr(t.text,150,250-t.font*.5+t.dy)
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end,
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}
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@@ -172,16 +177,17 @@ function stencil_field()
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end
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--System data
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list={
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blockName={"Z","S","L","J","T","O","I"},
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clearname={"Single","Double","Triple"},
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reason={[0]="Escape","Block out","Lock out","Finished","Top out"},
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method={"Bag7","His4","Rnd"},
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}
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actName={"moveLeft","moveRight","rotRight","rotLeft","rotFlip","hardDrop","softDrop","hold","restart","toLeft","toRight"}
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actName_={"move left","move right","rotate right","rotate left","rotate flip","hard drop","soft drop","hold","restart","toLeft","toRight"}
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name={"Z","S","L","J","T","O","I"}
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blockPos={4,4,4,4,4,5,4}
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renATK={[0]=0,0,0,1,1,1,2,2,2,3,3,3}
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require"SRS"
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b2bATK={3,5,8}
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require"SRS"--load bolck&SRS data
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gameEnv0={
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das=6,arr=1,
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ghost=true,center=true,
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@@ -193,7 +199,8 @@ gameEnv0={
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freshLimit=9e99,
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color={1,5,2,8,10,3,7,13},
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key={"left","right","x","z","c","up","down","space","LEFT","RIGHT"},
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reach=function()end
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spinList={true,true,true,true,true,false,false},
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reach=function()end,--Called when reach row target
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}
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randomMethod={
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function()
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@@ -251,6 +258,21 @@ loadmode={
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curBG="game1"
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BGM("reason")
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end,
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gmroll=function()
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modeEnv={
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drop=0,
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lock=15,
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wait=10,
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fall=15,
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_20G=true,
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visible=0,
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freshLimit=15,
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arr=1,
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}
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createPlayer(1,190,20,.8)
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curBG="game3"
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BGM("push")
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end,
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marathon=function()
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modeEnv={
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drop=60,
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@@ -258,7 +280,7 @@ loadmode={
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fall=20,
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target=10,
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reach=Event.marathon_reach,
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freshLimit=20,
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freshLimit=15,
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}
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createPlayer(1,190,20,.8)
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curBG="game1"
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@@ -273,7 +295,7 @@ loadmode={
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fall=10,
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target=50,
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reach=Event.death_reach,
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freshLimit=13,
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freshLimit=15,
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arr=1,
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}
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createPlayer(1,190,20,.8)
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@@ -322,7 +344,7 @@ loadmode={
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wait=1,
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fall=1,
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visible=0,
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freshLimit=5,
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freshLimit=8,
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}
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createPlayer(1,190,20,.8)
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@@ -382,33 +404,35 @@ Event={
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Event.gameover.win()
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else
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gameEnv.drop=Data.marathon_drop[s]
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if s==18 then gameEnv._20G=true end
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gameEnv.target=s*10+10
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end
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end,
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death_reach=function()
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if gameEnv.target==50 then
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gameEnv.lock=9
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gameEnv.wait=4
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gameEnv.wait=5
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gameEnv.fall=8
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showText("STAGE 2","drive",80,-80)
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showText("STAGE 2","fly",80,-100)
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elseif gameEnv.target==100 then
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gameEnv.lock=8
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gameEnv.wait=3
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gameEnv.wait=4
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gameEnv.fall=6
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showText("STAGE 3","drive",80,-80)
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showText("STAGE 3","fly",80,-100)
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elseif gameEnv.target==150 then
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gameEnv.lock=7
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gameEnv.wait=3
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gameEnv.fall=5
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showText("STAGE 4","drive",80,-80)
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showText("STAGE 4","fly",80,-100)
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elseif gameEnv.target==200 then
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gameEnv.lock=6
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gameEnv.wait=2
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gameEnv.fall=4
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showText("STAGE 5","drive",80,-80)
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showText("STAGE 5","fly",80,-100)
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gameEnv.target=250
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end
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gameEnv.target=gameEnv.target+50
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SFX("reach")
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end,
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task={
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win=function()
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@@ -443,7 +467,7 @@ Event={
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},
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}
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Data={
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marathon_drop={[0]=60,50,40,30,25,20,18,16,14,12,10,8,7,6,5,4,3,2,1,1},
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marathon_drop={[0]=60,48,40,30,24,18,15,12,10,8,7,6,5,4,3,2,1,1,0,0},
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shirase_drop={[0]=0},
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shirase_lock={[0]=0},
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shirase_are={[0]=0},
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@@ -464,6 +488,15 @@ mesDisp={
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setFont(75)
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mStr(max(200-P.cstat.row,0),-80,280)
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end,
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gmroll=function()
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gc.setColor(1,1,1)
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setFont(40)
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gc.print(format("%0.2f",time),-130,530)
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setFont(35)
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gc.print("Tetris",-120,390)
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setFont(80)
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mStr(cstat.tetris,-77,420)
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end,
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marathon=function()
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gc.setColor(1,1,1)
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setFont(40)
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@@ -478,15 +511,17 @@ mesDisp={
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end,
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tetris25=function()
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gc.setColor(1,1,1)
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setFont(80)
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mStr(#players.alive,-80,440)
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setFont(40)
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gc.print("Remain",-142,510)
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gc.print("Attack",-132,365)
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setFont(80)
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mStr(#players.alive,-77,440)
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mStr(cstat.atk,-77,300)
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end,
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blind=function()
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gc.setColor(1,1,1)
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setFont(40)
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gc.print(P.cstat.row,-80,250)
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setFont(80)
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mStr(P.cstat.row,-80,250)
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end,
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}
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--Game system Data
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@@ -619,7 +654,7 @@ function createPlayer(id,x,y,size,AIspeed,data)
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P.alive=true
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P.control=false
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P.time=0
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P.cstat={piece=0,row=0,atk=0}--Current gamestat
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P.cstat={piece=0,row=0,atk=0,tetris=0}--Current gamestat
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P.keyTime={}for i=1,10 do P.keyTime[i]=-1e5 end P.keySpeed=0
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P.dropTime={}for i=1,10 do P.dropTime[i]=-1e5 end P.dropSpeed=0
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@@ -641,6 +676,7 @@ function createPlayer(id,x,y,size,AIspeed,data)
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P.nxt,P.nb={},{}
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P.dropDelay,P.lockDelay=P.gameEnv.drop,P.gameEnv.lock
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P.freshTime=0
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P.lastSpin=false
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local bag1={1,2,3,4,5,6,7}
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for i=1,7 do
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@@ -767,10 +803,17 @@ function freshgho()
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else
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while not ifoverlap(cb,cx,cy-1)do
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P.cy=P.cy-1
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P.spinLast=false
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end
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P.y_img=P.cy
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end
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end
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function freshLockDelay()
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if P.lockDelay<gameEnv.lock and P.freshTime<=gameEnv.freshLimit then
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P.lockDelay=gameEnv.lock
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P.freshTime=P.freshTime+1
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end
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end
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function ifoverlap(bk,x,y)
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if x<1 or x+#bk[1]>11 or y<1 then return true end
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if y>#field then return nil end
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@@ -778,18 +821,41 @@ function ifoverlap(bk,x,y)
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if field[y+i-1]and bk[i][j]>0 and field[y+i-1][x+j-1]>0 then return true end
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end end
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end
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function ckfull(i)
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for j=1,10 do if field[i][j]==0 then return nil end end
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return true
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end
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function checkrow(s,num)--(cy,r)
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local c=0--rows cleared
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for i=s,s+num-1 do if ckfull(i)then
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ins(clearing,1,i)
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P.falling=gameEnv.fall
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c=c+1--row cleared+1
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for k=1,1000 do
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PTC.dust[P.id]:setPosition(rnd(0,300),600-30*i+rnd(30))
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PTC.dust[P.id]:emit(1)
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end
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end end
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return c
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end
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function solid(x,y)
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if x<1 or x>10 or y<1 then return true end
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if y>#field then return false end
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return field[y][x]>0
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end
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function resetblock()
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P.holded=false
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P.spinLast=false
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P.freshNext()
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P.sc={scs[bn][1],scs[bn][2]}P.dir=0
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P.r,P.c=#cb,#cb[1]
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P.cx,P.cy=blockPos[bn],21+ceil(fieldBeneath/30)
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freshgho()
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P.dropDelay,P.lockDelay,P.freshTime=gameEnv.drop,gameEnv.lock,0
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if keyPressing[8]then hold(true)end
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if keyPressing[3]then spin(1,true)end
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if keyPressing[4]then spin(-1,true)end
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if keyPressing[5]then spin(2,true)end
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freshgho()
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if ifoverlap(cb,cx,cy)then Event.gameover.lose()end
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if keyPressing[6]then act.hardDrop()P.keyPressing[6]=false end
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end
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@@ -797,7 +863,9 @@ function pressKey(i,player)
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P=player or players[1]
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setmetatable(_G,P.index)
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P.keyPressing[i]=true
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if alive then
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if i==9 then
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act.restart()
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elseif alive then
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if control and waiting<=0 then
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act[actName[i]]()
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if i>2 and i<6 then keyPressing[i]=false end
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@@ -808,8 +876,6 @@ function pressKey(i,player)
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end
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P.cstat.key=stat.key+1;ins(keyTime,1,frame)rem(keyTime,11)
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stat.key=stat.key+1
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elseif i==9 then
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act[actName[i]]()
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end
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-- if playmode=="recording"then ins(rec,{i,frame})end
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end
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@@ -820,12 +886,12 @@ function releaseKey(i,player)
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-- if playmode=="recording"then ins(rec,{-i,frame})end
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end
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function spin(d,ifpre)
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if bn==6 then return nil end
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-- if bn==6 then return nil end--Ignore O spin
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local icb=blocks[bn][(dir+d)%4]
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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}
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local ir,ic=#icb,#icb[1]
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local ix,iy=cx+sc[2]-isc[2],cy+sc[1]-isc[1]
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local t=false
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local t=false--if spin available
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local iki=SRS[bn][dir*10+(dir+d)%4]
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for i=1,#iki do
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if not ifoverlap(icb,ix+iki[i][1],iy+iki[i][2])then
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@@ -839,11 +905,9 @@ function spin(d,ifpre)
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P.sc,P.cb=isc,icb
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P.r,P.c=ir,ic
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P.dir=(dir+d)%4
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freshgho()
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P.freshTime=P.freshTime+1
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if P.freshTime<=gameEnv.freshLimit then
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P.lockDelay=gameEnv.lock
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end
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P.spinLast=true
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freshgho()--May cancel spinLast
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freshLockDelay()
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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")
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stat.rotate=stat.rotate+1
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end
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@@ -867,11 +931,26 @@ function hold(ifpre)
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end
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function drop()
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if cy==y_img then
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ins(dropTime,1,frame)rem(dropTime,11)--update speed dial
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P.waiting=gameEnv.wait
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local dospin=ifoverlap(cb,cx,cy+1)and ifoverlap(cb,cx-1,cy)and ifoverlap(cb,cx+1,cy)
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ins(dropTime,1,frame)rem(dropTime,11)
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local canSpin=gameEnv.spinList[bn]
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local dospin=canSpin and ifoverlap(cb,cx-1,cy)and ifoverlap(cb,cx+1,cy)and ifoverlap(cb,cx,cy+1)
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if canSpin and not dospin and bn<6 and spinLast then
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local x,y=cx+sc[2]-1,cy+sc[1]-1
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local c=0
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if solid(x-1,y+1)then c=c+1 end
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if solid(x+1,y+1)then c=c+1 end
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if c>0 then
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if solid(x-1,y-1)then c=c+1 end
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if solid(x+1,y-1)then c=c+1 end
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if c>2 then
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dospin=true
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end
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end
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end--Triangle spin system
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lock()
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local cc,csend=checkrow(cy,r),0--Currect clear&send
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local mini=dospin and cc<r
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P.combo=P.combo+1--combo=0 is under
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if cc==4 then
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@@ -883,13 +962,17 @@ function drop()
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csend=4
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P.b2b=true
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end
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P.cstat.tetris=P.cstat.tetris+1
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elseif cc>0 then
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if dospin then
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local t=list.blockName[bn].." spin "..list.clearname[cc]
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if mini then showText("Mini","drive",40,10)end
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if b2b then
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showText(name[bn].." spin "..list.clearname[cc].." B2B","spin",40)
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csend=2*cc+1
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t=t.." B2B"
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showText(t,"spin",40)
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csend=b2bATK[cc]
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else
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showText(name[bn].." spin "..list.clearname[cc],"spin",50)
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showText(t,"spin",50)
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csend=2*cc
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P.b2b=true
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end
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@@ -903,7 +986,7 @@ function drop()
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else
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P.combo=0
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if dospin then
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showText(name[bn].." spin","appear",50)
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showText(list.blockName[bn].." spin","appear",50)
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SFX("spin_0")
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end
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end
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@@ -918,6 +1001,13 @@ function drop()
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SFX("ren_"..min(combo,11))
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end
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if csend>0 then
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if mini then csend=int(csend*.7)end
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--mini attack decrease
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|
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stat.atk=stat.atk+csend
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P.cstat.atk=P.cstat.atk+csend
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--ATK statistics
|
||||
|
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while csend>0 and P.atkBuffer[1]do
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csend=csend-1
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||||
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
|
||||
|
||||
21
paint.lua
21
paint.lua
@@ -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
|
||||
|
||||
@@ -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,
|
||||
|
||||
Reference in New Issue
Block a user