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5 Commits

Author SHA1 Message Date
MrZ_26
30bbf1b1db Alpha V0.2 2020-02-04 19:26:27 +08:00
MrZ_26
a85da670c8 Alpha V0.1+ 2020-02-04 19:26:04 +08:00
MrZ_26
2436a2d0bf 0.190727α 2020-02-04 19:25:11 +08:00
MrZ_26
17094b988b 0.190726α 2020-02-04 19:24:43 +08:00
MrZ_26
f62613638e 0.190721α 2020-02-04 19:24:00 +08:00
34 changed files with 1278 additions and 738 deletions

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14
BGblock.lua Normal file
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@@ -0,0 +1,14 @@
local count=0
BGblockList={}for i=1,16 do BGblockList[i]={}end
function getNewBlock()
count=count+1
if count==17 then count=1 end
local t=BGblockList[count]
t.bn,t.size=rnd(7),2+3*rnd()
t.b=blocks[t.bn][rnd(0,3)]
t.x=rnd(-#t.b[1]*t.size*30+100,1180)
t.y=-#t.b*30*t.size
t.v=t.size*(1+rnd())
return t
end

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75
SRS.lua
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@@ -1,75 +0,0 @@
blocks={
{[0]={{0,1,1},{1,1,0}},{{1,0},{1,1},{0,1}},{{0,1,1},{1,1,0}},{{1,0},{1,1},{0,1}}},--Z
{[0]={{1,1,0},{0,1,1}},{{0,1},{1,1},{1,0}},{{1,1,0},{0,1,1}},{{0,1},{1,1},{1,0}}},--S
{[0]={{1,1,1},{0,0,1}},{{1,1},{1,0},{1,0}},{{1,0,0},{1,1,1}},{{0,1},{0,1},{1,1}}},--L
{[0]={{1,1,1},{1,0,0}},{{1,0},{1,0},{1,1}},{{0,0,1},{1,1,1}},{{1,1},{0,1},{0,1}}},--J
{[0]={{1,1,1},{0,1,0}},{{1,0},{1,1},{1,0}},{{0,1,0},{1,1,1}},{{0,1},{1,1},{0,1}}},--T
{[0]={{1,1},{1,1}},{{1,1},{1,1}},{{1,1},{1,1}},{{1,1},{1,1}}},--O
{[0]={{1,1,1,1}},{{1},{1},{1},{1}},{{1,1,1,1}},{{1},{1},{1},{1}}},--I
}
do--SRS data
local K={0,0}
local D,E,L,S,R,Q,J,C={0,1},{1,1},{1,0},{1,-1},{0,-1},{-1,-1},{-1,0},{-1,1}
local B,I,P,F,M,T={-2,1},{-2,0},{-2,-1},{2,1},{2,0},{2,-1}
local X,Y,Z={-1,-2},{0,-2},{1,-2}
local F,G,N={-1,2},{0,2},{1,2}
scs={N,N,N,N,N,{1.5,1.5},{.5,2.5}}
SRS={
[1]={
[01]={K,J,C,Y,X,D},
[10]={K,L,S,G,N,R},
[12]={K,L,S,G,N},
[21]={K,J,C,Y,X},
[23]={K,L,E,Y,Z},
[32]={K,J,Q,G,F},
[30]={K,J,Q,G,F},
[03]={K,L,E,Y,Z},
[02]={K,L,J,R,D},
[20]={K,J,L,D,R},
[13]={K,D,R,J,L,G},
[31]={K,R,D,L,J,G},
},
[2]={
[01]={K,J,C,Y,X},
[10]={K,L,S,G,N},
[12]={K,L,S,G,N},
[21]={K,J,C,Y,X},
[23]={K,L,E,Y,Z},
[32]={K,J,Q,G,F},
[30]={K,J,Q,G,F,R},
[03]={K,L,E,Y,Z,D},
[02]={K,J,L,R,D},
[20]={K,L,J,D,R},
[13]={K,R,D,L,J,G},
[31]={K,D,R,J,L,G},
},
[5]={
[01]={K,J,C,Y,X},
[10]={K,L,S,G,N},
[12]={K,L,S,G,N},
[21]={K,J,C,Y,X},
[23]={K,L,E,Y,Z},
[32]={K,J,Q,G,F},
[30]={K,J,Q,G,F,R},
[03]={K,L,E,Y,Z,D},
[02]={K,J,L,R,D},
[20]={K,L,J,D,R},
[13]={K,R,D,L,J,G},
[31]={K,R,D,J,L,G},
},
[7]={
[01]={K,I,L,P,N},
[10]={K,M,J,F,X},
[12]={K,J,M,F,T},
[21]={K,L,I,Z,B},
[23]={K,M,J,F,X},
[32]={K,I,L,P,N},
[30]={K,L,I,Z,B},
[03]={K,J,M,F,T},
[02]={K,J,L,D},
[20]={K,L,J,R},
[13]={K,L},
[31]={K,J},
}
}SRS[3],SRS[4],SRS[6]=SRS[2],SRS[1],SRS[1]
end

78
TRS.lua Normal file
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@@ -0,0 +1,78 @@
blocks={
{[0]={{0,1,1},{1,1,0}},{{1,0},{1,1},{0,1}},{{0,1,1},{1,1,0}},{{1,0},{1,1},{0,1}}},--Z
{[0]={{1,1,0},{0,1,1}},{{0,1},{1,1},{1,0}},{{1,1,0},{0,1,1}},{{0,1},{1,1},{1,0}}},--S
{[0]={{1,1,1},{0,0,1}},{{1,1},{1,0},{1,0}},{{1,0,0},{1,1,1}},{{0,1},{0,1},{1,1}}},--L
{[0]={{1,1,1},{1,0,0}},{{1,0},{1,0},{1,1}},{{0,0,1},{1,1,1}},{{1,1},{0,1},{0,1}}},--J
{[0]={{1,1,1},{0,1,0}},{{1,0},{1,1},{1,0}},{{0,1,0},{1,1,1}},{{0,1},{1,1},{0,1}}},--T
{[0]={{1,1},{1,1}},{{1,1},{1,1}},{{1,1},{1,1}},{{1,1},{1,1}}},--O
{[0]={{1,1,1,1}},{{1},{1},{1},{1}},{{1,1,1,1}},{{1},{1},{1},{1}}},--I
}
do
scs={
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1.5,1.5},{1.5,1.5},{1.5,1.5},{1.5,1.5},},
{[0]={.5,2.5},{2.5,0.5},{1.5,2.5},{2.5,1.5}},
}
TRS={
[1]={
[01]={{0,0},{-1,0},{-1,1},{0,-2},{-1,-2},{0,1}},
[10]={{0,0},{1,0},{1,-1},{0,2},{1,2},{0,-1}},
[12]={{0,0},{1,0},{1,-1},{0,2},{1,2}},
[21]={{0,0},{-1,0},{-1,1},{0,-2},{-1,-2}},
[23]={{0,0},{1,0},{1,1},{0,-2},{1,-2}},
[32]={{0,0},{-1,0},{-1,-1},{0,2},{-1,2}},
[30]={{0,0},{-1,0},{-1,-1},{0,2},{-1,2}},
[03]={{0,0},{1,0},{1,1},{0,-2},{1,-2}},
[02]={{0,0},{1,0},{-1,0},{0,-1},{0,1}},
[20]={{0,0},{-1,0},{1,0},{0,1},{0,-1}},
[13]={{0,0},{0,1},{0,-1},{-1,0},{1,0},{0,2}},
[31]={{0,0},{0,-1},{0,1},{1,0},{-1,0},{0,2}},
},
[2]={
[01]={{0,0},{-1,0},{-1,1},{0,-2},{-1,-2}},
[10]={{0,0},{1,0},{1,-1},{0,2},{1,2}},
[12]={{0,0},{1,0},{1,-1},{0,2},{1,2}},
[21]={{0,0},{-1,0},{-1,1},{0,-2},{-1,-2}},
[23]={{0,0},{1,0},{1,1},{0,-2},{1,-2}},
[32]={{0,0},{-1,0},{-1,-1},{0,2},{-1,2}},
[30]={{0,0},{-1,0},{-1,-1},{0,2},{-1,2},{0,-1}},
[03]={{0,0},{1,0},{1,1},{0,-2},{1,-2},{0,1}},
[02]={{0,0},{-1,0},{1,0},{0,-1},{0,1}},
[20]={{0,0},{1,0},{-1,0},{0,1},{0,-1}},
[13]={{0,0},{0,-1},{0,1},{1,0},{-1,0},{0,2}},
[31]={{0,0},{0,1},{0,-1},{-1,0},{1,0},{0,2}},
},
[5]={
[01]={{0,0},{-1,0},{-1,1},{0,-2},{-1,-2}},
[10]={{0,0},{1,0},{1,-1},{0,2},{1,2}},
[12]={{0,0},{1,0},{1,-1},{0,2},{1,2}},
[21]={{0,0},{-1,0},{-1,1},{0,-2},{-1,-2}},
[23]={{0,0},{1,0},{1,1},{0,-2},{1,-2}},
[32]={{0,0},{-1,0},{-1,-1},{0,2},{-1,2}},
[30]={{0,0},{-1,0},{-1,-1},{0,2},{-1,2},{0,-1}},
[03]={{0,0},{1,0},{1,1},{0,-2},{1,-2},{0,1}},
[02]={{0,0},{-1,0},{1,0},{0,-1},{0,1}},
[20]={{0,0},{1,0},{-1,0},{0,1},{0,-1}},
[13]={{0,0},{0,-1},{0,1},{1,0},{-1,0},{0,2}},
[31]={{0,0},{0,-1},{0,1},{-1,0},{1,0},{0,2}},
},
[7]={
[01]={{0,0},{-2,0},{1,0},{-2,-1},{1,2}},
[10]={{0,0},{2,0},{-1,0},{2,1},{-1,-2}},
[12]={{0,0},{-1,0},{2,0},{-1,2},{2,-1}},
[21]={{0,0},{1,0},{-2,0},{1,-2},{-2,1}},
[23]={{0,0},{2,0},{-1,0},{2,1},{-1,-2}},
[32]={{0,0},{-2,0},{1,0},{-2,-1},{1,2}},
[30]={{0,0},{1,0},{-2,0},{1,-2},{-2,1}},
[03]={{0,0},{-1,0},{2,0},{-1,2},{2,-1}},
[02]={{0,0},{-1,0},{1,0},{0,1}},
[20]={{0,0},{1,0},{-1,0},{0,-1}},
[13]={{0,0},{1,0}},
[31]={{0,0},{-1,0}},
}
}TRS[3],TRS[4],TRS[6]=TRS[2],TRS[1],TRS[1]
end

71
ai.lua
View File

@@ -8,7 +8,7 @@ FilledLines
TetrisShape
BlockedWells;
]]
spinNeed={2,2,4,4,4,1,2}
dirCount={1,1,3,3,3,0,1}
spinOffset={
{1,0,0},--S
{1,0,0},--Z
@@ -18,27 +18,28 @@ spinOffset={
{0,0,0},--O
{2,0,1},--I
}for i=1,7 do spinOffset[i][0]=0 end
function ifoverlapAI(field,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
function ifoverlapAI(f,bk,x,y)
if y<1 then return true end
if y>#f then return nil end
for i=1,#bk do for j=1,#bk[1]do
if field[y+i-1]and bk[i][j]>0 and field[y+i-1][x+j-1]>0 then return true end
if f[y+i-1]and bk[i][j]>0 and f[y+i-1][x+j-1]>0 then return true end
end end
end
function resetField(f0,start)
while field[start]do
rem(field,start)
function resetField(f0,f,start)
while f[start]do
removeRow(f,start)
end
for i=start,#f0 do
field[i]={}
f[i]=getNewRow()
for j=1,10 do
field[i][j]=f0[i][j]
f[i][j]=f0[i][j]
end
end
end
function getScore(field,cb,cx,cy)
local highest=0
local height={}
local height=getNewRow()
local rough=0
local clear=0
local hole=0
@@ -49,7 +50,7 @@ function getScore(field,cb,cx,cy)
if field[i][j]==0 then f=false;break end
end
if f then
rem(field,i)
removeRow(field,i)
clear=clear+1
end
end
@@ -63,61 +64,67 @@ function getScore(field,cb,cx,cy)
if x>3 and x<8 and h>highest then highest=h end
if h>1 then
for h=h-1,1,-1 do
if field[h][x]==0 then hole=hole+1 end
if field[h][x]==0 then hole=hole+1 if hole>5 then break end end
end
end
end
for x=1,9 do
local dh=abs(height[x]-height[x])
if dh>1 then
rough=rough+dh^1.5
rough=rough+min(dh^2,10)
end
end
ins(freeRow,height)
return
-highest*5
-rough*15
-cy*15
+clear^2*3
-hole*20
-cy*20
-#cb*10
+clear^2*4
-hole*15
end
--controlname:mL,mR,rR,rL,rF,hD,sD,H,LL,RR
function AI_getControls(ctrl)
local field_org,cb,cx,cy={}
for i=1,#field do
field_org[i]={}
local Tfield={}--test field
local field_org=field
for i=1,#field_org do
Tfield[i]=getNewRow()
for j=1,10 do
field_org[i][j]=field[i][j]
Tfield[i][j]=field_org[i][j]
end
end
local best={x=1,dir=0,hold=false,score=-9e99}
for ifhold=0,1 do
local bn=ifhold==0 and bn or hn>0 and hn or nxt[1]
for dir=0,spinNeed[bn]-1 do--for each direction
cb=blocks[bn][dir]
for dir=0,dirCount[bn] do--for each direction
local cb=blocks[bn][dir]
for cx=1,11-#cb[1]do--for each positioon
cy=#field+1
while not ifoverlapAI(field,cb,cx,cy-1)do
local cy=#Tfield+1
while not ifoverlapAI(Tfield,cb,cx,cy-1)do
cy=cy-1
end--move to bottom
for i=1,#cb do
local y=cy+i-1
if not field[y]then field[y]={0,0,0,0,0,0,0,0,0,0}end
if not Tfield[y]then Tfield[y]=getNewRow()end
for j=1,#cb[1]do
if cb[i][j]~=0 then
field[y][cx+j-1]=1
Tfield[y][cx+j-1]=1
end
end
end--simulate lock
local score=getScore(field,cb,cx,cy)
local score=getScore(Tfield,cb,cx,cy)
if score>best.score then
best={bn=bn,x=cx,dir=dir,hold=ifhold==1,score=score}
end
resetField(field_org,cy)
resetField(field_org,Tfield,cy)
end
end
end--ifHold
end--ifHold loop
while #Tfield>0 do
removeRow(Tfield,1)
end--Release cache
cb,cx,cy=cb_org,cx_org,cy_org
if best.hold then
ins(ctrl,8)
end
@@ -127,7 +134,7 @@ function AI_getControls(ctrl)
ins(ctrl,5)
elseif best.dir==3 then
ins(ctrl,4)
end--rotate
end--hold&rotate
best.x=best.x-spinOffset[best.bn][best.dir]
local n=blockPos[best.bn]<best.x and 2 or 1
for i=1,abs(blockPos[best.bn]-best.x)do

View File

@@ -2,71 +2,110 @@ Buttons={
load={},
intro={},
main={
{x=500,y=300,w=320,h=60,rgb={1,0,0},alpha=0,t="Play",code=function()gotoScene("mode")end},
{x=500,y=380,w=320,h=60,rgb={0,0,1},alpha=0,t="Settings",code=function()gotoScene("setting")end},
{x=415,y=460,w=150,h=60,rgb={1,1,0},alpha=0,t="Help",code=function()gotoScene("help")end},
{x=585,y=460,w=150,h=60,rgb={0,1,1},alpha=0,t="Statistics",code=function()gotoScene("stat")end},
{x=500,y=540,w=320,h=60,rgb={.5,.5,.5},alpha=0,t="Quit",code=function()gotoScene("quit")end},
{x=250,y=300,w=330,h=60,rgb=color.red,t="Play",code=function()gotoScene("mode")end,down=2},
{x=250,y=380,w=330,h=60,rgb=color.blue,t="Settings",code=function()gotoScene("setting")end,up=1,down=3},
{x=165,y=460,w=160,h=60,rgb=color.yellow,t="Help",code=function()gotoScene("help")end,up=2,down=5,right=4},
{x=335,y=460,w=160,h=60,rgb=color.cyan,t="Statistics",code=function()gotoScene("stat")end,up=2,down=5,left=3},
{x=250,y=540,w=330,h=60,rgb=color.grey,t="Quit",code=function()gotoScene("quit")end,up=3},
},
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=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},
{x=500,y=350,w=250,h=70,rgb={1,1,1},alpha=0,t="AI Solo",code=function()startGame("solo")end},
{x=800,y=250,w=250,h=70,rgb={1,1,1},alpha=0,t="Blind",code=function()startGame("blind")end},
{x=800,y=350,w=250,h=70,rgb={1,1,1},alpha=0,t="Asymmetry Solo",code=function()startGame("asymsolo")end},
{x=500,y=520,w=350,h=80,rgb={1,1,1},alpha=0,t="Back",code=function()gotoScene("main")end},
{x=330,y=140,w=280,h=70,rgb=color.white,t="40 Lines",code=function()startGame("sprint")end,down=4,right=2},
{x=640,y=140,w=280,h=70,rgb=color.white,t="Zen",code=function()startGame("zen")end,down=5,left=1,right=3},
{x=950,y=140,w=280,h=70,rgb=color.white,t="GM Roll",code=function()startGame("gmroll")end,down=6,left=2},
{x=330,y=250,w=280,h=70,rgb=color.white,t="Marathon",code=function()startGame("marathon")end,up=1,down=7,right=5},
{x=640,y=250,w=280,h=70,rgb=color.white,t="Tetris 21",code=function()startGame("tetris21")end,up=2,down=8,left=4,right=6},
{x=950,y=250,w=280,h=70,rgb=color.white,t="Blind",code=function()startGame("blind")end,up=3,down=9,left=5},
{x=330,y=360,w=280,h=70,rgb=color.white,t="Death",code=function()startGame("death")end,up=4,down=10,right=8},
{x=640,y=360,w=280,h=70,rgb=color.white,t="AI Solo",code=function()startGame("solo")end,up=5,down=10,right=9,left=7},
{x=950,y=360,w=280,h=70,rgb=color.white,t="Asymmetry Solo",code=function()startGame("asymsolo")end,up=6,down=10,left=8},
{x=640,y=590,w=180,h=60,rgb=color.white,t="Back",code=function()gotoScene("main")end,up=8},
},
play={
{x=950,y=30,w=80,h=40,rgb={1,1,1},alpha=0,t="Back",code=function()gotoScene("mode")end},
},
setting={
{x=120,y=80,w=30,h=30,rgb={1,1,1},alpha=0,t="-",code=function()setting.das=(setting.das-1)%31 end,hold=true},
{x=280,y=80,w=30,h=30,rgb={1,1,1},alpha=0,t="+",code=function()setting.das=(setting.das+1)%31 end,hold=true},
{x=320,y=80,w=30,h=30,rgb={1,1,1},alpha=0,t="-",code=function()setting.arr=(setting.arr-1)%16 end,hold=true},
{x=480,y=80,w=30,h=30,rgb={1,1,1},alpha=0,t="+",code=function()setting.arr=(setting.arr+1)%16 end,hold=true},
{x=200,y=200,w=190,h=40,rgb={1,1,1},alpha=0,t=function()return setting.ghost and"Ghost ON"or"Ghost OFF"end,code=function()setting.ghost=not setting.ghost end},
{x=400,y=200,w=190,h=40,rgb={1,1,1},alpha=0,t=function()return setting.center and"Center ON"or"Center OFF"end,code=function()setting.center=not setting.center end},
{x=700,y=80,w=280,h=50,rgb={1,1,1},alpha=0,t=function()return setting.sfx and"Disable SFX"or"Enable SFX"end,code=function()setting.sfx=not setting.sfx end},
{x=700,y=150,w=280,h=50,rgb={1,1,1},alpha=0,t=function()return setting.bgm and"Disable BGM"or"Enable BGM"end,
code=function()
setting.bgm=not setting.bgm
if setting.bgm then BGM("blank")else BGM()end
end
},
{x=700,y=220,w=280,h=50,rgb={1,1,1},alpha=0,t=function()return setting.fullscreen and"Disable fullscreen"or"Enable fullscreen"end,
{x=330,y=100,w=200,h=60,rgb=color.white,t=function()return setting.ghost and"Ghost ON"or"Ghost OFF"end,code=function()setting.ghost=not setting.ghost end,down=6,right=2},
{x=540,y=100,w=200,h=60,rgb=color.white,t=function()return setting.center and"Center ON"or"Center OFF"end,code=function()setting.center=not setting.center end,down=6,left=1,right=3},
{x=870,y=100,w=340,h=60,rgb=color.white,t=function()return setting.sfx and"Disable SFX"or"Enable SFX"end,code=function()setting.sfx=not setting.sfx end,down=4,left=2},
{x=870,y=180,w=340,h=60,rgb=color.white,t=function()return setting.bgm and"Disable BGM"or"Enable BGM"end,code=function()BGM()setting.bgm=not setting.bgm;BGM("blank")end,up=3,down=5,left=2},
{x=870,y=260,w=340,h=60,rgb=color.white,t=function()return setting.fullscreen and"Disable fullscreen"or"Enable fullscreen"end,
code=function()
setting.fullscreen=not setting.fullscreen
love.window.setFullscreen(setting.fullscreen)
end
end,
up=4,down=7,left=6
},
{x=300,y=400,w=230,h=50,rgb={1,1,1},alpha=0,t="More settings",code=function()gotoScene("setting2")end},
{x=500,y=500,w=100,h=50,rgb={1,1,1},alpha=0,t="Back",code=function()back()end},
{x=435,y=250,w=320,h=60,rgb=color.white,t="Advanced settings",code=function()gotoScene("setting2")end,up=1,down=7,right=5},
{x=640,y=590,w=180,h=60,rgb=color.white,t="Back",code=function()back()end,up=6},
},
setting2={
{x=350,y=70,w=210,h=43,rgb={1,1,1},alpha=0,t=function()return setting.key[1]end,code=function()keysetting=1 end},
{x=350,y=120,w=210,h=43,rgb={1,1,1},alpha=0,t=function()return setting.key[2]end,code=function()keysetting=2 end},
{x=350,y=170,w=210,h=43,rgb={1,1,1},alpha=0,t=function()return setting.key[3]end,code=function()keysetting=3 end},
{x=350,y=220,w=210,h=43,rgb={1,1,1},alpha=0,t=function()return setting.key[4]end,code=function()keysetting=4 end},
{x=350,y=270,w=210,h=43,rgb={1,1,1},alpha=0,t=function()return setting.key[5]end,code=function()keysetting=5 end},
{x=350,y=320,w=210,h=43,rgb={1,1,1},alpha=0,t=function()return setting.key[6]end,code=function()keysetting=6 end},
{x=350,y=370,w=210,h=43,rgb={1,1,1},alpha=0,t=function()return setting.key[7]end,code=function()keysetting=7 end},
{x=350,y=420,w=210,h=43,rgb={1,1,1},alpha=0,t=function()return setting.key[8]end,code=function()keysetting=8 end},
{x=350,y=470,w=210,h=43,rgb={1,1,1},alpha=0,t=function()return setting.key[9]end,code=function()keysetting=9 end},
{x=320,y=550,w=130,h=43,rgb={1,1,1},alpha=0,t="Reset",code=function()setting.key={"left","right","x","z","c","up","down","space","r","LEFT","RIGHT"}end},
{x=500,y=550,w=100,h=50,rgb={1,1,1},alpha=0,t="Back",code=function()back()end},
{x=290,y=70 ,w=160,h=45,rgb=color.white,t=function()return setting.key[1]end,code=function()keysetting,gamepadsetting=1 end,up=1,down=2,right=10},
{x=290,y=130,w=160,h=45,rgb=color.white,t=function()return setting.key[2]end,code=function()keysetting,gamepadsetting=2 end,up=1,down=3,right=11},
{x=290,y=190,w=160,h=45,rgb=color.white,t=function()return setting.key[3]end,code=function()keysetting,gamepadsetting=3 end,up=2,down=4,right=12},
{x=290,y=250,w=160,h=45,rgb=color.white,t=function()return setting.key[4]end,code=function()keysetting,gamepadsetting=4 end,up=3,down=5,right=13},
{x=290,y=310,w=160,h=45,rgb=color.white,t=function()return setting.key[5]end,code=function()keysetting,gamepadsetting=5 end,up=4,down=6,right=14},
{x=290,y=370,w=160,h=45,rgb=color.white,t=function()return setting.key[6]end,code=function()keysetting,gamepadsetting=6 end,up=5,down=7,right=15},
{x=290,y=430,w=160,h=45,rgb=color.white,t=function()return setting.key[7]end,code=function()keysetting,gamepadsetting=7 end,up=6,down=8,right=16},
{x=290,y=490,w=160,h=45,rgb=color.white,t=function()return setting.key[8]end,code=function()keysetting,gamepadsetting=8 end,up=7,down=9,right=17},
{x=290,y=550,w=160,h=45,rgb=color.white,t=function()return setting.key[9]end,code=function()keysetting,gamepadsetting=9 end,up=8,down=27,right=18},
--1~9
{x=540,y=70 ,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[1]end,code=function()gamepadsetting,keysetting=1 end,up=10,down=11,left=1,right=19},
{x=540,y=130,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[2]end,code=function()gamepadsetting,keysetting=2 end,up=10,down=12,left=2,right=19},
{x=540,y=190,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[3]end,code=function()gamepadsetting,keysetting=3 end,up=11,down=13,left=3,right=23},
{x=540,y=250,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[4]end,code=function()gamepadsetting,keysetting=4 end,up=12,down=14,left=4,right=23},
{x=540,y=310,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[5]end,code=function()gamepadsetting,keysetting=5 end,up=13,down=15,left=5,right=28},
{x=540,y=370,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[6]end,code=function()gamepadsetting,keysetting=6 end,up=14,down=16,left=6,right=28},
{x=540,y=430,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[7]end,code=function()gamepadsetting,keysetting=7 end,up=15,down=17,left=7,right=28},
{x=540,y=490,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[8]end,code=function()gamepadsetting,keysetting=8 end,up=16,down=18,left=8,right=28},
{x=540,y=550,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[9]end,code=function()gamepadsetting,keysetting=9 end,up=17,down=27,left=9,right=28},
--10~18
{x=745,y=90,w=40,h=40,rgb=color.white,t="-",code=function()setting.das=(setting.das-1)%31 end,left=10,right=20,down=23},
{x=910,y=90,w=40,h=40,rgb=color.white,t="+",code=function()setting.das=(setting.das+1)%31 end,left=19,right=21,down=24},
{x=960,y=90,w=40,h=40,rgb=color.white,t="-",code=function()setting.arr=(setting.arr-1)%16 end,left=20,right=22,down=25},
{x=1125,y=90,w=40,h=40,rgb=color.white,t="+",code=function()setting.arr=(setting.arr+1)%16 end,left=21,down=26},
--19~22
{x=745,y=150,w=40,h=40,rgb=color.white,t="-",code=function()setting.sddas=(setting.sddas-1)%11 end,up=19,down=28,left=10,right=24},
{x=910,y=150,w=40,h=40,rgb=color.white,t="+",code=function()setting.sddas=(setting.sddas+1)%11 end,up=20,down=28,left=23,right=25},
{x=960,y=150,w=40,h=40,rgb=color.white,t="-",code=function()setting.sdarr=(setting.sdarr-1)%6 end,up=21,down=28,left=24,right=26},
{x=1125,y=150,w=40,h=40,rgb=color.white,t="+",code=function()setting.sdarr=(setting.sdarr+1)%4 end,up=22,down=28,left=25},
--23~26
{x=405,y=630,w=130,h=60,rgb=color.white,t="Reset",code=function()for i=1,#setting.key do setting.key[i]=gameEnv0.key[i] end end,up=9,right=28},
{x=840,y=630,w=180,h=60,rgb=color.white,t="Back",code=function()keysetting=nil;back()end,up=9,left=27},
--27~28
},
help={
{x=500,y=500,w=200,h=60,rgb={1,1,1},alpha=0,t="Back",code=function()back()end},
{x=640,y=590,w=180,h=60,rgb=color.white,t="Back",code=function()back()end},
},
stat={
{x=500,y=500,w=200,h=60,rgb={1,1,1},alpha=0,t="Back",code=function()back()end},
{x=640,y=590,w=180,h=60,rgb=color.white,t="Back",code=function()back()end},
},
sel=nil,--selected button Obj
pressing=0,--pressing time
}
sel=nil,--selected button id(integer)
}
for k,v in pairs(Buttons)do
for i=1,#v do
v[i].alpha=0
end
end
gamepad={
{x=80,y=-80,r=80},--moveLeft
{x=240,y=-80,r=80},--moveRight
{x=-240,y=-80,r=80},--rotRight
{x=-400,y=-80,r=80},--rotLeft
{x=-240,y=-240,r=80},--rotFlip
{x=-80,y=-80,r=80},--hardDrop
{x=-80,y=-240,r=80},--softDrop
{x=-80,y=-400,r=80},--hold
{x=80,y=80,r=80},--restart
}
--[[
{x=0,y=0,r=0},--toLeft
{x=0,y=0,r=0},--toRight
{x=0,y=0,r=0},--toDown
]]
for i=1,#gamepad do
gamepad[i].press=false
if gamepad[i].x<0 then gamepad[i].x=1280+gamepad[i].x end
if gamepad[i].y<0 then gamepad[i].y=720+gamepad[i].y end
gamepad[i].r0=gamepad[i].r
gamepad[i].r=gamepad[i].r0^2
end

View File

@@ -2,48 +2,48 @@ function love.conf(t)
local X=nil
t.identity="Techmino"--The name of the save directory (string)
t.appendidentity=X--Search files in source directory before save directory (boolean)
t.version="11.2"
t.version="11.1"
t.console=X
t.accelerometerjoystick=X--Enable the accelerometer on iOS and Android by exposing it as a Joystick (boolean)
t.externalstorage=X
t.gammacorrect=true
-- t.audio.mixwithsystem=true--Keep background music playing when opening LOVE (boolean, iOS and Android only)
-- t.audio.mixwithsystem=true--Keep background music playing when opening LOVE (boolean, iOS and Android only)
t.window.title="Techmino"
t.window.title="Techmino V0.2"
t.window.icon="/image/icon.png"
t.window.width=1000
t.window.height=600
t.window.width=1280
t.window.height=720
t.window.borderless=X
t.window.resizable=true
t.window.minwidth=500
t.window.minheight=300
t.window.minwidth=640
t.window.minheight=360
t.window.fullscreen=X
t.window.fullscreentype="desktop"--Choose between "desktop" fullscreen or "exclusive" fullscreen mode (string)
t.window.vsync=0
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
t.window.display=1--Index of the monitor to show the window in (number)
t.window.vsync=1
t.window.msaa=X--The number of samples to use with multi-sampled antialiasing (number)
t.window.depth=X--The number of bits per sample in the depth buffer
t.window.stencil=1--The number of bits per sample in the stencil buffer
t.window.display=1--Monitor ID
t.window.highdpi=X--Enable high-dpi mode for the window on a Retina display (boolean)
t.window.x=nil
t.window.y=nil
t.modules.window=true
t.modules.system=true
t.modules.audio=true
t.modules.data=true
t.modules.event=true
t.modules.font=true
t.modules.graphics=true
t.modules.image=true
t.modules.joystick=X
t.modules.joystick=true
t.modules.keyboard=true
t.modules.math=true
t.modules.mouse=true
t.modules.physics=X
t.modules.sound=true
t.modules.system=true
t.modules.thread=X
t.modules.timer=true
t.modules.touch=X
t.modules.touch=true
t.modules.physics=X
t.modules.thread=X
t.modules.video=X
t.modules.window=true
end

View File

@@ -1,57 +1,152 @@
function love.mousemoved(x,y)
x,y=mouseConvert(x,y)
mx,my=x,y
Buttons.sel=nil
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
if not(B.hide and B.hide())then
if abs(x-B.x)<B.w*.5 and abs(y-B.y)<B.h*.5 then
Buttons.sel=B
return nil
function buttonControl_key(i)
if i=="up"or i=="down"or i=="left"or i=="right"then
if not Buttons.sel then
Buttons.sel=1
else
Buttons.sel=Buttons[scene][Buttons.sel][i]or Buttons.sel
end
elseif i=="space"or i=="return"then
if not sceneSwaping and Buttons.sel then
local B=Buttons[scene][Buttons.sel]
B.code()
B.alpha=1
sysSFX("button")
end
end
mouseShow=false
end
function buttonControl_gamepad(i)
if i=="dpup"or i=="dpdown"or i=="dpleft"or i=="dpright"then
if not Buttons.sel then
Buttons.sel=1
mouseShow=false
else
Buttons.sel=Buttons[scene][Buttons.sel][i=="dpup"and"up"or i=="dpdown"and"down"or i=="dpleft"and"left"or"right"]or Buttons.sel
end
elseif i=="start"then
if not sceneSwaping and Buttons.sel then
local B=Buttons[scene][Buttons.sel]
B.code()
B.alpha=1
sysSFX("button")
end
end
mouseShow=false
end
function love.mousemoved(x,y,dx,dy,t)
if not t then
mouseShow=true
mx,my=convert(x,y)
Buttons.sel=nil
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
if not(B.hide and B.hide())then
if abs(mx-B.x)<B.w*.5 and abs(my-B.y)<B.h*.5 then
Buttons.sel=i
return nil
end
end
end
end
if not Buttons.sel then Buttons.pressing=0 end
end
function love.mousepressed(x,y,k)
x,y=mouseConvert(x,y)
if mouseDown[scene]then mouseDown[scene](x,y,k)end
if k==1 then
if not sceneSwaping and Buttons.sel then
local B=Buttons.sel
if B.hold then Buttons.pressing=max(Buttons.pressing,1)end
function love.mousepressed(x,y,k,t,num)
if not t then
mouseShow=true
mx,my=convert(x,y)
if mouseDown[scene]then mouseDown[scene](mx,my,k)end
if k==1 then
if not sceneSwaping and Buttons.sel then
local B=Buttons[scene][Buttons.sel]
B.code()
B.alpha=1
Buttons.sel=nil
love.mousemoved(x,y)
sysSFX("button")
end
elseif k==3 then
back()
end
end
end
function love.mousereleased(x,y,k,t,num)
end
function love.touchpressed(id,x,y)
if not touching then
touching=id
love.mousemoved(x,y)
end
mouseShow=false
end
function love.touchreleased(id,x,y)
if id==touching then
touching=nil
if Buttons.sel then
local B=Buttons[scene][Buttons.sel]
B.code()
B.alpha=1
Buttons.sel=nil
love.mousemoved(mx,my)
SFX("button")
end
elseif k==3 then
back()
Buttons.sel=nil
mouseShow=false
end
if scene=="play"and #tc.getTouches()==0 then
for K=1,#gamepad do
if gamepad[K].press then
releaseKey(K)
break
end
end
end
end
function love.mousereleased(x,y,k)
Buttons.pressing=0
end
--[[
function love.touchpressed(id,x,y)
local i=love.touch.getTouches
if #i==1 then
love.mousemoved(x,y)
function love.touchmoved(id,x,y,dx,dy)
love.mousemoved(x,y)
mouseShow=false
if not Buttons.sel then
touching=nil
end
end
function love.touchrealeased(id,x,y)
love.mousepressed(x,y,1)
end]]
function love.keypressed(i)
if keyDown[scene]then keyDown[scene](i)
elseif i=="escape"then back()
elseif i=="escape"or i=="back"then back()
else buttonControl_key(i)
end
end
function love.keyreleased(i)
if keyUp[scene]then keyUp[scene](i)
end
end
function love.gamepadpressed(joystick,i)
if scene~="play"or scene=="setting2"and not gamepadsetting then
if i=="dpup"or i=="dpdown"or i=="dpleft"or i=="dpright"then
if not Buttons.sel then
Buttons.sel=1
mouseShow=false
else
Buttons.sel=Buttons[scene][Buttons.sel][i]or Buttons.sel
end
elseif i=="start"then
if not sceneSwaping and Buttons.sel then
local B=Buttons[scene][Buttons.sel]
B.code()
B.alpha=1
sysSFX("button")
end
end
end
if gamepadDown[scene]then return gamepadDown[scene](i)
elseif i=="back"then return back()
else buttonControl_gamepad(i)
end
end
function love.gamepadreleased(joystick,i)
if gamepadUp[scene]then gamepadUp[scene](i)
end
end
function love.wheelmoved(x,y)
if wheelmoved[scene]then wheelmoved[scene](x,y)end
end

View File

@@ -2,7 +2,6 @@ game={}
function game.load()
scene="load"
curBG="none"
mouseShow=true
loading=1--Loading mode
loadnum=1--Loading counter
loadprogress=0--Loading bar
@@ -10,24 +9,23 @@ end
function game.intro()
scene="intro"
curBG="none"
mouseShow=true
end
function game.main()
scene="main"
curBG="none"
mouseShow=true
BGM("blank")
end
function game.mode()
scene="mode"
curBG="none"
mouseShow=true
BGM("blank")
end
function game.play()
scene="play"
--curBG="game1"
SFX("ready")
resetGameData()
sysSFX("ready")
mouseShow=false
end
function game.setting()
scene="setting"

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13
lists.lua Normal file
View File

@@ -0,0 +1,13 @@
loseReason={"Finished","Block out"}
blockName={"Z","S","L","J","T","O","I"}
clearName={"Single","Double","Triple"}
actName={"moveLeft","moveRight","rotRight","rotLeft","rotFlip","hardDrop","softDrop","hold","restart","toLeft","toRight","toDown"}
actName_show={"move left","move right","rotate right","rotate left","rotate flip","hard drop","soft drop","hold","restart","toLeft","toRight","toDown"}
blockPos={4,4,4,4,4,5,4}
renATK={[0]=0,0,0,1,1,2,2,3,3,3}--4 else
b2bATK={3,5,8}
marathon_drop={[0]=60,48,40,30,24,18,15,12,10,8,7,6,5,4,3,2,1,1,0,0}
death_lock={10,9,8,7,6}
death_wait={6,5,4,3,2}
death_fall={10,8,7,6,5}

948
main.lua

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335
paint.lua
View File

@@ -1,73 +1,119 @@
Pnt={BG={}}
function Pnt.BG.none()
gc.clear(.2,.2,.2)
end
function Pnt.BG.menu()
gc.setLineWidth(40)
gc.setColor(1,.9,.9)
local t=(Timer()%1)*100
for i=-6,9 do
gc.line(t+100*i,-50,t+100*i+600,650)
end
gc.setLineWidth(2)
end
function Pnt.BG.game1()
gc.setColor(1,1,1)
gc.draw(background[1],500,300,Timer()*.15,nil,nil,600,600)
end
function Pnt.BG.game2()
gc.setColor(1,.5,.5)
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()
end
function Pnt.BG.game4()
local t=215+sin(Timer()*6)*40
gc.setColor(255,t,t)
gc.rectangle("fill",0,0,1000,600)
end
function Pnt.BG.game5()
gc.setColor(1,.9,.9)
local t=(Timer()%1)*50
for x=0,20 do
for y=0,12 do
if(x+y)%2==0 then
gc.rectangle("fill",50*x-t,50*y-t,50,50)
swapDeck_data={
{4,0,1,1},{6,0,15,1},{5,0,9,1},{6,0,6,1},
{1,0,3,1},{3,0,12,1},{1,1,8,1},{2,1,4,2},
{3,2,13,2},{4,1,12,2},{5,2,1,2},{7,1,11,2},
{2,1,9,3},{3,0,6,3},{4,2,14,3},{1,0,4,4},
{7,1,1,4},{6,0,2,4},{5,2,6,4},{6,0,14,5},
{3,3,15,5},{4,0,7,6},{7,1,10,5},{5,0,2,6},
{2,1,1,7},{1,0,4,6},{4,1,13,5},{1,1,6,7},
{5,3,11,5},{3,2,11,7},{6,0,8,7},{4,2,12,8},
{7,0,8,9},{1,0,2,8},{5,2,4,8},{6,0,15,8},
}--Block id [ZSLJTOI] ,dir,x,y
swap={
none={2,1,d=function()end},
flash={8,1,d=function()gc.clear(1,1,1)end},
deck={42,1,d=function()
local t=sceneSwaping.time
gc.setColor(1,1,1)
if t>6 then
for i=1,43-t do
local bn=swapDeck_data[i][1]
local b=blocks[bn][swapDeck_data[i][2]]
local cx,cy=swapDeck_data[i][3],swapDeck_data[i][4]
for y=1,#b do for x=1,#b[1]do
if b[y][x]>0 then
gc.draw(blockSkin[bn],80*(cx+x-2),80*(10-cy-y),nil,8/3)
end
end end
end
else
gc.clear(1,1,1)
end
end
},
}--Scene swapping animations
function drawButton()
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
if not(B.hide and B.hide())then
local t=i==Buttons.sel and .3 or 0
B.alpha=abs(B.alpha-t)>.02 and(B.alpha+(B.alpha<t and .02 or -.02))or t
if B.alpha>t then B.alpha=B.alpha-.02 elseif B.alpha<t then B.alpha=B.alpha+.02 end
gc.setColor(B.rgb[1],B.rgb[2],B.rgb[3],B.alpha)
gc.rectangle("fill",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
local t=B.t
if type(t)=="function"then t=t()
end
gc.setColor(B.rgb[1],B.rgb[2],B.rgb[3],.3)
gc.setLineWidth(5)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
mStr(t,B.x-1,B.y-1-currentFont*.5)
mStr(t,B.x-1,B.y+1-currentFont*.5)
mStr(t,B.x+1,B.y-1-currentFont*.5)
mStr(t,B.x+1,B.y+1-currentFont*.5)
gc.setColor(B.rgb)
gc.setLineWidth(3)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
mStr(t,B.x,B.y-currentFont*.5)
end
end
end
function drawDial(x,y,speed)
gc.push("transform")
gc.translate(x,y)
gc.setColor(1,1,1)
mStr(int(speed),0,-14)
gc.setColor(.6,.6,.6)gc.setLineWidth(5)
gc.circle("line",0,0,30)
gc.setColor(1,1,1)gc.setLineWidth(2)
gc.circle("line",0,0,30)
gc.rotate(2.0944+(speed<=175 and .020944*speed or 4.712389-52.35988/(speed-125)))
gc.setColor(.4,.4,.4,.5)gc.setLineWidth(5)
gc.line(0,0,22,0)
gc.setColor(.6,.6,.6,.5)gc.setLineWidth(3)
gc.line(0,0,22,0)
gc.pop()
end
function drawPixel(y,x,id,alpha)
gc.setColor(1,1,1,alpha)
gc.draw(blockSkin[id],30*x-30,600-30*y)
end
Pnt={BG={}}
function Pnt.BG.none()
gc.clear(.1,.1,.1)
end
function Pnt.BG.game1()
gc.setColor(1,1,1)
gc.draw(background[1],640,360,Timer()*.15,nil,nil,768,768)
end
function Pnt.BG.game2()
gc.setColor(1,.5,.5)
gc.draw(background[1],640,360,Timer()*.2,nil,nil,768,768)
end
function Pnt.BG.game3()
gc.setColor(.6,.6,1)
gc.draw(background[1],640,360,Timer()*.25,nil,nil,768,768)
end
function Pnt.load()
if loadprogress then
gc.setLineWidth(3)
gc.setColor(.8,.8,.8)
gc.rectangle("fill",200,280,loadprogress*600,40)
gc.setColor(1,1,1)
gc.rectangle("line",200,280,600,40)
setFont(30)
mStr("Loading...",500,285)
end
end
function Pnt.intro()
gc.setLineWidth(4)
gc.setColor(1,1,1,.5)
gc.rectangle("fill",340,340,loadprogress*640,40)
gc.setColor(1,1,1)
gc.draw(img.title[setting.lang],500,300,nil,nil,nil,250,100)
gc.rectangle("line",340,340,640,40)
setFont(30)
mStr(Text.load[loading],640,345)
setFont(20)
mStr("not animation,real loading!",640,392)
end
function Pnt.main()
gc.setColor(1,1,1)
gc.draw(img.title[setting.lang],500,120,nil,nil,nil,250,60)
setFont(30)
gc.print("Alpha V0.2",370,150)
if system==2 then
gc.print("Android",530,110)
end
gc.draw(titleImage,30,30)
end
function Pnt.play()
for p=1,#players do
@@ -75,10 +121,10 @@ function Pnt.play()
setmetatable(_G,P.index)
gc.push("transform")
gc.translate(x,y)gc.scale(size)--Scale
gc.setColor(0,0,0,.8)gc.rectangle("fill",0,0,620,690)--Black Background
gc.setColor(0,0,0,.8)gc.rectangle("fill",0,0,600,690)--Black Background
gc.setLineWidth(3)
gc.setColor(1,1,1)gc.rectangle("line",0,0,620,690)--Big frame
gc.translate(160,70)
gc.setColor(1,1,1)gc.rectangle("line",0,0,600,690)--Big frame
gc.translate(150,70)
gc.stencil(stencil_field, "replace", 1)
gc.translate(0,fieldBeneath)
love.graphics.setStencilTest("equal",1)
@@ -91,34 +137,41 @@ function Pnt.play()
end
else
gc.setColor(1,1,1,falling/gameEnv.fall)
gc.rectangle("fill",0,600-30*j,300,30)
gc.rectangle("fill",0,600-30*j,320,30)
end
end--Field
if waiting<=0 then
if gameEnv.ghost then
for i=1,r do for j=1,c do
if cb[i][j]>0 then
drawPixel(i+y_img-1,j+cx-1,gameEnv.color[bn],.4)
drawPixel(i+y_img-1,j+cx-1,bn,.3)
end
end end
end--Ghost
gc.setColor(1,1,1,lockDelay/gameEnv.lock)
for i=1,r do for j=1,c do
if cb[i][j]>0 then
gc.rectangle("fill",30*(j+cx-1)-35,595-30*(i+cy-1),40,40)
gc.rectangle("fill",30*(j+cx-1)-34,596-30*(i+cy-1),38,38)
end
end end--BlockShade(lockdelay indicator)
for i=1,r do for j=1,c do
if cb[i][j]>0 then
drawPixel(i+cy-1,j+cx-1,gameEnv.color[bn],1)
drawPixel(i+cy-1,j+cx-1,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.setColor(1,1,1,.5)
gc.circle("fill",x,600-30*(y_img+sc[1]-1)+15,4)
end--Rotate center
end
gc.setColor(1,1,1)
gc.draw(PTC.dust[p])--Draw game field
love.graphics.setStencilTest()--In-field mask
love.graphics.setStencilTest()--In-playField mask
gc.translate(0,-fieldBeneath)
gc.setColor(1,1,1)gc.rectangle("line",-1,-1,300,600)--Draw boarder
gc.setColor(1,1,1)gc.rectangle("line",-2,-12,304,614)--Draw boarder
local h=0
for i=1,#atkBuffer do
local a=atkBuffer[i]
@@ -129,26 +182,34 @@ function Pnt.play()
--Appear
end
if a.countdown>0 then
gc.setColor(1,0,0)
gc.rectangle("fill",302,600-h,8,-bar+5)
gc.setColor(1,1,0)
gc.rectangle("fill",302,600-h+(-bar+5),8,-(-bar+5)*(1-a.countdown/a.cd0))
--Time count
gc.setColor(attackColor[a.lv][1])
gc.rectangle("fill",305,600-h,8,-bar+5)
gc.setColor(attackColor[a.lv][2])
gc.rectangle("fill",305,600-h+(-bar+5),8,-(-bar+5)*(1-a.countdown/a.cd0))
--Timing
else
gc.setColor(1,(sin((Timer()-i)*20)+1)*.5,0)
gc.rectangle("fill",302,600-h,8,-bar+5)
--warning
attackColor.animate[a.lv]((sin((Timer()-i)*20)+1)*.5)
gc.rectangle("fill",305,600-h,8,-bar+5)
--Warning
end
else
gc.setColor(1,0,0)
gc.setColor(attackColor[a.lv][1])
bar=bar*(20-a.time)*.05
gc.rectangle("fill",302,600-h,8,-bar+5)
gc.rectangle("fill",305,600-h,8,-bar+5)
--Disappear
end
h=h+bar
if h>600 then break end
end--Buffer line
gc.setColor(1,1,1)
gc.rectangle("fill",-15,600,10,-b2b1)
gc.setColor(1,.4,.4)
gc.rectangle("line",-20,600-100,15,2)
gc.setColor(.4,.4,1)
gc.rectangle("line",-20,600-480,15,2)
--B2B bar
setFont(40)
if gameEnv.hold then
gc.setColor(1,1,1)
@@ -156,7 +217,7 @@ function Pnt.play()
for i=1,#hb do
for j=1,#hb[1] do
if hb[i][j]>0 then
drawPixel(i+17.5-#hb*.5,j-2.5-#hb[1]*.5,holded and 13 or gameEnv.color[hn],1)
drawPixel(i+17.5-#hb*.5,j-2.5-#hb[1]*.5,holded and 13 or hn,1)
end
end
end
@@ -168,7 +229,7 @@ function Pnt.play()
for i=1,#b do
for j=1,#b[1] do
if b[i][j]>0 then
drawPixel(i+20-2.4*N-#b*.5,j+12.5-#b[1]*.5,gameEnv.color[nxt[N]],1)
drawPixel(i+20-2.4*N-#b*.5,j+12.5-#b[1]*.5,nxt[N],1)
end
end
end
@@ -185,75 +246,77 @@ function Pnt.play()
for i=1,#bonus do
bonus[i]:draw()
end--Effects
if mesDisp[gamemode]then mesDisp[gamemode]()end--Draw message
setFont(45)
gc.translate(380,550)
gc.setColor(1,1,1)
mStr(int(dropSpeed),0,-21)
gc.setColor(.6,.6,.6)gc.setLineWidth(5)
gc.circle("line",0,0,50)
gc.setColor(1,1,1)gc.setLineWidth(2)
gc.circle("line",0,0,50)
gc.rotate(2.0944+(dropSpeed<=175 and .020944*dropSpeed or 4.712389-52.35988/(dropSpeed-125)))
gc.setColor(.4,.4,.4,.5)gc.setLineWidth(5)
gc.line(0,0,40,0)
gc.setColor(.6,.6,.6,.5)gc.setLineWidth(3)
gc.line(0,0,40,0)
--Speed dial
gc.setColor(1,1,1)
setFont(40)
gc.print(format("%0.2f",time),-125,530)--Draw time
if mesDisp[gamemode]then mesDisp[gamemode]()end--Draw other message
setFont(15)
gc.setColor(1,1,1)
gc.print("BPM",380,490)
gc.print("KPM",335,580)
setFont(30)
drawDial(350,520,dropSpeed)
drawDial(400,570,keySpeed)
--Speed dials
gc.pop()
end--Draw players
gc.setLineWidth(3)
for i=1,#FX.beam do
local b=FX.beam[i]
local t=b.t/30
if t<.25 then
t=t*4
gc.setColor(1,1,1,4*t)
gc.line(b[1],b[2],b[1]+t*(b[3]-b[1]),b[2]+t*(b[4]-b[2]))
elseif t<.75 then
gc.setColor(1,1,1)
gc.line(b[1],b[2],b[3],b[4])
else
t=4*t-3
gc.setColor(1,1,1,4-4*t)
gc.line(b[1]+t*(b[3]-b[1]),b[2]+t*(b[4]-b[2]),b[3],b[4])
end
gc.setColor(1,1,1)
for i=1,3 do
gc.draw(PTC.attack[i])
end
setmetatable(_G,nil)
end
function Pnt.setting()
setFont(30)
gc.setColor(1,1,1)
mStr("DAS:"..setting.das,200,65)
mStr("ARR:"..setting.arr,400,65)
if system==2 then
gc.setColor(1,1,1,.8)
gc.setLineWidth(5)
for i=1,#gamepad do
local k=gamepad[i]
gc.circle("line",k.x,k.y,k.r0)
gc.draw(gamepadIcon[i],k.x,k.y,nil,3,nil,18,18)
end
end
end
function Pnt.setting2()
setFont(30)
gc.setColor(1,1,1)
setFont(18)
mStr("softdropDAS:"..setting.sddas,828,140)
mStr("softdropARR:"..setting.sdarr,1043,140)
setFont(35)
mStr("DAS:"..setting.das,828,73)
mStr("ARR:"..setting.arr,1043,73)
for i=1,9 do
gc.printf(actName_[i]..":",80,5+50*i,150,"right")
gc.printf(actName_show[i]..":",0,60*i-8,180,"right")
end
if keysetting then
setFont(35)
gc.print("<<",470,50*keysetting)
if keysetting or gamepadsetting then
gc.print("<<",keysetting and 380 or 670,60*(keysetting or gamepadsetting)-10)
end
end
function Pnt.help()
setFont(32)
gc.setColor(1,1,1)
gc.draw(img.title[setting.lang],60,420,.2,.5+.05*sin(Timer()*2))
for i=1,11 do
mStr(Text.help[i],640,15+43*i)
end
gc.draw(img.title[setting.lang],180,600,.2,.7+.05*sin(Timer()*2),nil,140,100)
end
function Pnt.stat()
setFont(30)
gc.setColor(1,1,1)
gc.print(Text.stat[1],250,60)
gc.print(Text.stat[2],250,100)
gc.print(Text.stat[3],250,140)
gc.print(Text.stat[4],250,180)
gc.print(stat.game,600,60)
gc.print(format("%0.2f",stat.gametime).."s",600,100)
gc.print(stat.piece,600,140)
gc.print(stat.row,600,180)
gc.draw(img.title[setting.lang],60,420,.2,.5+.05*sin(Timer()*2))
for i=1,10 do
gc.print(Text.stat[i],250,20+40*i)
end
gc.print(stat.run,600,60)
gc.print(stat.game,600,100)
gc.print(format("%0.2f",stat.gametime).."s",600,140)
gc.print(stat.piece,600,180)
gc.print(stat.row,600,220)
gc.print(stat.atk,600,260)
gc.print(stat.key,600,300)
gc.print(stat.rotate,600,340)
gc.print(stat.hold,600,380)
gc.print(stat.spin,600,420)
gc.draw(img.title[setting.lang],260,570,.2+.07*sin(Timer()*3),.8,nil,250,60)
end

110
timer.lua
View File

@@ -22,47 +22,93 @@ function Tmr.load()
end
elseif loading==3 then
if loadnum<=#sfx then
sfx[sfx[loadnum]]=love.audio.newSource("/SFX/"..sfx[loadnum]..".ogg","static")
sfx[sfx[loadnum]]={love.audio.newSource("/SFX/"..sfx[loadnum]..".ogg","static")}
loadprogress=loadnum/#sfx
loadnum=loadnum+1
else
for i=1,#sfx do sfx[i]=nil end
loading=4
loadnum=1
loadnum=0
end
elseif loading==4 then
loadnum=loadnum+1
if loadnum==20 then
if loadnum==15 then
gotoScene("main")
end
end
end
function Tmr.play(dt)
frame=frame+1
stat.gametime=stat.gametime+dt
for i=#FX.beam,1,-1 do
local b=FX.beam[i]
b.t=b.t+1
local t=b.t*.025
PTC.attack[b.lv]:setPosition(b[1]+(b[3]-b[1])*t,b[2]+(b[4]-b[2])*t-100*(4*t*(1-t)))
PTC.attack[b.lv]:emit(1)
if t==1 then
rem(FX.beam,i)
end
end
for i=1,3 do
PTC.attack[i]:update(dt)
end
-- Update attack beam
local list=tc.getTouches()
for K=1,#gamepad do
local b=gamepad[K]
local press=false
for k,v in ipairs(list)do
local x,y=convert(tc.getPosition(v))
if (x-b.x)^2+(y-b.y)^2<b.r then
press=true
end
end
if b.press~=press then
(press and pressKey or releaseKey)(K)
b.press=press
end
end
--Touch system
if count then
count=count-1
if count==0 then
count=nil
SFX("start")
sysSFX("start")
for P=1,#players do
P=players[P]
_G.P=P
setmetatable(_G,P.index)
P.control=true
P.timing=true
resetblock()
end
setmetatable(_G,nil)
elseif count%60==0 then
SFX("ready")
sysSFX("ready")
end
return nil
end
if count then
for p=1,#players do
P=players[p]
setmetatable(_G,P.index)
if keyPressing[1]or keyPressing[2]then
P.moving=moving+sgn(moving)
else
P.moving=0
end
end
return nil
end
end--Start counting,include pre-das
for p=1,#players do
P=players[p]
setmetatable(_G,P.index)
if timing then P.time=time+dt end
if alive then
if control then P.time=time+dt end
local v=0
for i=2,10 do v=v+i*(i-1)*7.2/(frame-keyTime[i])end P.keySpeed=keySpeed*.99+v*.1
v=0 for i=2,10 do v=v+i*(i-1)*7.2/(frame-dropTime[i])end P.dropSpeed=dropSpeed*.99+v*.1
@@ -103,8 +149,17 @@ function Tmr.play(dt)
P.moving=0
end
if keyPressing[7]then
act.softDrop()
P.downing=downing+1
local d=abs(downing)-gameEnv.sddas
if d>1 then
if gameEnv.sdarr>0 then
if d%gameEnv.sdarr==0 then
act.down1()
end
else
act.toDown()
end
end
else
P.downing=0
end
@@ -113,11 +168,12 @@ function Tmr.play(dt)
if falling<=0 then
if #field>clearing[1]then SFX("fall")end
for i=1,#clearing do
rem(field,clearing[i])
rem(visTime,clearing[i])
removeRow(field,clearing[i])
removeRow(visTime,clearing[i])
end
P.clearing={}
end
--Rows cleared drop
elseif waiting>0 then
P.waiting=waiting-1
if waiting<=0 then
@@ -137,7 +193,26 @@ function Tmr.play(dt)
end
end
end
end--If alive
if P.b2b>480 then P.b2b=P.b2b-1 end
else--Alive
P.keySpeed=keySpeed*.96+cstat.key/time*60*.04
P.dropSpeed=dropSpeed*.96+cstat.piece/time*60*.04
--Final average speeds
if falling>0 then
P.falling=falling-1
if falling<=0 then
if #field>clearing[1]then SFX("fall")end
for i=1,#clearing do
removeRow(field,clearing[i])
removeRow(visTime,clearing[i])
end
P.clearing={}
end
end--Rows cleared drop
for j=1,#field do for i=1,10 do
if visTime[j][i]<20 then P.visTime[j][i]=visTime[j][i]+.5 end
end end--Make field visible
end--Dead
for i=#bonus,1,-1 do
bonus[i].t=bonus[i].t+1
if bonus[i].t>60 then rem(bonus,i)end
@@ -158,14 +233,9 @@ function Tmr.play(dt)
end
end
end
if fieldBeneath>0 then P.fieldBeneath=fieldBeneath-2 end
if fieldBeneath>0 then P.fieldBeneath=fieldBeneath-3 end
P.b2b1=P.b2b1*.95+P.b2b*.05
PTC.dust[p]:update(dt)
end
for i=#FX.beam,1,-1 do
FX.beam[i].t=FX.beam[i].t+1
if FX.beam[i].t>30 then
rem(FX.beam,i)
end
end
setmetatable(_G,nil)
end

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()
@@ -34,7 +31,7 @@ act={
end
end,
softDrop=function()
act.toDown()
if cy~=y_img then P.cy=cy-1 end
P.downing=1
end,
rotRight=function()spin(1)end,
@@ -43,11 +40,12 @@ act={
hold=hold,
--Player movements
restart=function()
startGame(gamemode)
resetGameData()
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,
down1=function()if cy~=y_img then P.cy=cy-1 end end,
down4=function()for i=1,4 do if cy~=y_img then P.cy=cy-1 else break end end 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,