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4 Commits

Author SHA1 Message Date
MrZ_26
dd7beca9ce Alpha V0.3+ 2020-02-04 19:26:49 +08:00
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
46 changed files with 1002 additions and 574 deletions

14
BGblock.lua Normal file
View File

@@ -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

Binary file not shown.

10
TRS.lua
View File

@@ -8,7 +8,15 @@ blocks={
{[0]={{1,1,1,1}},{{1},{1},{1},{1}},{{1,1,1,1}},{{1},{1},{1},{1}}},--I
}
do
scs={{1,2},{1,2},{1,2},{1,2},{1,2},{1.5,1.5},{.5,2.5}}
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}},

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*20
-cy*15
-rough*15
-cy*20
-#cb*10
+clear^2*4
-hole*20
-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

@@ -2,57 +2,107 @@ Buttons={
load={},
intro={},
main={
{x=240,y=300,w=320,h=60,rgb=color.red,t="Play",code=function()gotoScene("mode")end},
{x=240,y=380,w=320,h=60,rgb=color.blue,t="Settings",code=function()gotoScene("setting")end},
{x=155,y=460,w=150,h=60,rgb=color.yellow,t="Help",code=function()gotoScene("help")end},
{x=325,y=460,w=150,h=60,rgb=color.cyan,t="Statistics",code=function()gotoScene("stat")end},
{x=240,y=540,w=320,h=60,rgb=color.grey,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=330,y=140,w=280,h=70,rgb=color.white,t="40 Lines",code=function()startGame("sprint")end},
{x=640,y=140,w=280,h=70,rgb=color.white,t="Zen",code=function()startGame("zen")end},
{x=950,y=140,w=280,h=70,rgb=color.white,t="GM Roll",code=function()startGame("gmroll")end},
{x=330,y=250,w=280,h=70,rgb=color.white,t="Marathon",code=function()startGame("marathon")end},
{x=330,y=360,w=280,h=70,rgb=color.white,t="Death",code=function()startGame("death")end},
{x=640,y=250,w=280,h=70,rgb=color.white,t="Tetris 25",code=function()startGame("tetris25")end},
{x=640,y=360,w=280,h=70,rgb=color.white,t="AI Solo",code=function()startGame("solo")end},
{x=950,y=250,w=280,h=70,rgb=color.white,t="Blind",code=function()startGame("blind")end},
{x=950,y=360,w=280,h=70,rgb=color.white,t="Asymmetry Solo",code=function()startGame("asymsolo")end},
{x=640,y=590,w=180,h=60,rgb=color.white,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=1230,y=30,w=80,h=40,rgb=color.white,t="Back",code=function()gotoScene("mode")end},
},
setting={
{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},
{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},
{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},
{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.bgmBGM("blank")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=390,y=250,w=320,h=60,rgb=color.white,t="Advanced settings",code=function()gotoScene("setting2")end},
{x=640,y=590,w=180,h=60,rgb=color.white,t="Back",code=function()back()end},
{x=435,y=220,w=320,h=60,rgb=color.green,t="Advanced settings",code=function()gotoScene("setting2")end,up=1,down=7,right=5},
{x=435,y=300,w=320,h=60,rgb=color.yellow,t="Touch settings",code=function()gotoScene("setting3")end,up=6,down=8,right=5},
{x=640,y=590,w=210,h=60,rgb=color.white,t="Save&Back",code=function()back()end,up=6},
},
setting2={
{x=850,y=90,w=40,h=40,rgb=color.white,t="-",code=function()setting.das=(setting.das-1)%31 end,hold=true},
{x=1210,y=90,w=40,h=40,rgb=color.white,t="+",code=function()setting.das=(setting.das+1)%31 end,hold=true},
{x=1260,y=90,w=40,h=40,rgb=color.white,t="-",code=function()setting.arr=(setting.arr-1)%16 end,hold=true},
{x=1430,y=90,w=40,h=40,rgb=color.white,t="+",code=function()setting.arr=(setting.arr+1)%16 end,hold=true},
{x=420,y=70,w=190,h=45,rgb=color.white,t=function()return setting.key[1]end,code=function()keysetting=1 end},
{x=420,y=130,w=190,h=45,rgb=color.white,t=function()return setting.key[2]end,code=function()keysetting=2 end},
{x=420,y=190,w=190,h=45,rgb=color.white,t=function()return setting.key[3]end,code=function()keysetting=3 end},
{x=420,y=250,w=190,h=45,rgb=color.white,t=function()return setting.key[4]end,code=function()keysetting=4 end},
{x=420,y=310,w=190,h=45,rgb=color.white,t=function()return setting.key[5]end,code=function()keysetting=5 end},
{x=420,y=370,w=190,h=45,rgb=color.white,t=function()return setting.key[6]end,code=function()keysetting=6 end},
{x=420,y=430,w=190,h=45,rgb=color.white,t=function()return setting.key[7]end,code=function()keysetting=7 end},
{x=420,y=490,w=190,h=45,rgb=color.white,t=function()return setting.key[8]end,code=function()keysetting=8 end},
{x=420,y=550,w=190,h=45,rgb=color.white,t=function()return setting.key[9]end,code=function()keysetting=9 end},
{x=420,y=630,w=120,h=55,rgb=color.white,t="Reset",code=function()setting.key={"left","right","x","z","c","up","down","space","r","LEFT","RIGHT"}end},
{x=640,y=590,w=180,h=60,rgb=color.white,t="Back",code=function()keysetting=nil;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=23},
{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=24,left=27},
--27~28
},
setting3={
{x=500,y=310,w=120,h=80,rgb=color.white,t="Reset",code=function()
for K=1,#virtualkey do
local b,b0=virtualkey[K],gameEnv0.virtualkey[K]
b[1],b[2],b[3],b[4]=b0[1],b0[2],b0[3],b0[4]
end--Reset virtualkey
end,down=4,right=2},
{x=640,y=310,w=120,h=80,rgb=color.white,t="Snap",code=function()
for K=1,#virtualkey do
local b=virtualkey[K]
b[1],b[2]=int(b[1]*.025+.5)*40,int(b[2]*.025+.5)*40
end--Make virtualkey neat
end,down=5,left=1,right=3},
{x=780,y=310,w=120,h=80,rgb=color.white,t=function()return percent0to5[setting.virtualkeyAlpha]end,code=function()
setting.virtualkeyAlpha=(setting.virtualkeyAlpha+1)%6
--Adjust virtualkey alpha
end,down=6,left=2},
{x=500,y=410,w=120,h=80,rgb=color.white,t="Icon",code=function()
setting.virtualkeyIcon=not setting.virtualkeyIcon
--Switch virtualkey icon
end,up=1,right=6},
{x=640,y=410,w=120,h=80,rgb=color.white,t="Back",code=function()back()end,up=2,left=4,right=3},
{x=780,y=410,w=120,h=80,rgb=color.white,t="Size",code=function()
for K=1,#virtualkey do
local b=virtualkey[K]
b[4]=b[4]+10
if b[4]==150 then b[4]=40 end
b[3]=b[4]^2
end
end,up=3,left=5},
},
help={
{x=640,y=590,w=180,h=60,rgb=color.white,t="Back",code=function()back()end},
@@ -60,32 +110,27 @@ Buttons={
stat={
{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
if type(v)=="table"then
for i=1,#v do
v[i].alpha=0
end
for i=1,#v do
v[i].alpha=0
end
end
gamePad={
{x=0,y=0,r=60},--moveLeft
{x=0,y=0,r=60},--moveRight
{x=0,y=0,r=60},--rotLeft
{x=0,y=0,r=60},--rotRight
{x=0,y=0,r=60},--rotFlip
{x=0,y=0,r=60},--hardDrop
{x=0,y=0,r=60},--softDrop
{x=0,y=0,r=60},--hold
{x=0,y=0,r=60},--restart
{x=0,y=0,r=60},--toLeft
{x=0,y=0,r=60},--toRight
{x=0,y=0,r=60},--toDown
}
for i=1,#gamePad do
gamePad[i].press=false
gamePad[i].r=gamePad[i].r^2
end
virtualkey={
{80,720-80,6400,80},--moveLeft
{240,720-80,6400,80},--moveRight
{1280-240,720-80,6400,80},--rotRight
{1280-400,720-80,6400,80},--rotLeft
{1280-240,720-240,6400,80},--rotFlip
{1280-80,720-80,6400,80},--hardDrop
{1280-80,720-240,6400,80},--softDrop
{1280-80,720-400,6400,80},--hold
{80,80,6400,80},--restart
--[[
{x=0,y=0,r=0},--toLeft
{x=0,y=0,r=0},--toRight
{x=0,y=0,r=0},--toDown
]]
}

View File

@@ -5,11 +5,10 @@ function love.conf(t)
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--Switch on to keep background music playing
t.window.title="Techmino Alpha"
t.window.title="Techmino V0.3"
t.window.icon="/image/icon.png"
t.window.width=1280
t.window.height=720
@@ -23,27 +22,28 @@ function love.conf(t)
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--Index of the monitor to show the window in (number)
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

@@ -1,77 +1,196 @@
function love.mousemoved(x,y)
mx,my=mouseConvert(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=B
return nil
function onVirtualkey(x,y)
local x,y=convert(x,y)
local d2,nearest,distance
for K=1,#virtualkey do
local b=virtualkey[K]
d2=(x-b[1])^2+(y-b[2])^2
if d2<b[3]then
if not nearest or d2<distance then
nearest,distance=K,d2
end
end
end
if not Buttons.sel then Buttons.pressing=0 end
return nearest
end
function love.mousepressed(x,y,k)
mx,my=mouseConvert(x,y)
if mouseDown[scene]then mouseDown[scene](mx,my,k)end
if k==1 then
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.sel
if B.hold then Buttons.pressing=max(Buttons.pressing,1)end
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
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)
mouseShow=false
end
if scene=="play"then
local t=onVirtualkey(x,y)
if t then
pressKey(t)
end
end
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(x,y)
SFX("button")
end
elseif k==3 then
back()
Buttons.sel=nil
mouseShow=false
end
end
function love.mousereleased(x,y,k)
Buttons.pressing=0
end
function love.touchpressed(id,x,y)
ins(touches,id)
end
function love.touchrealeased(id,x,y)
for i=1,#touches do
if touches[i]==id then rem(touches,i)break end
if scene=="play"then
local t=onVirtualkey(x,y)
if t then
releaseKey(t)
end
end
end
function love.touchmoved(id,x,y,dx,dy)
love.mousemoved(x,y)
mouseShow=false
if not Buttons.sel then
touching=nil
end
if scene=="play"then
local l=tc.getTouches()
for n=1,#virtualkey do
local b=virtualkey[n]
local p=false
for i=1,#l do
local x,y=convert(tc.getPosition(l[i]))
if(x-b[1])^2+(y-b[2])^2<=b[3]then
p=true
break
end
end
if not p and players[1].keyPressing then
releaseKey(n)
end
end
elseif scene=="setting3"then
x,y=convert(x,y)
dx,dy=dx*screenK,dy*screenK
for K=1,#virtualkey do
local b=virtualkey[K]
if (x-b[1])^2+(y-b[2])^2<b[3]then
b[1],b[2]=b[1]+dx,b[2]+dy
end
end
end
end
function love.keypressed(i)
--[[
if Buttons.sel then
local b=Buttons.sel
if i=="up"then b.y=b.y-10
elseif i=="down"then b.y=b.y+10
elseif i=="left"then b.x=b.x-10
elseif i=="right"then b.x=b.x+10
elseif i=="k"then b.w=b.w-10
elseif i=="l"then b.w=b.w+10
elseif i==","then b.h=b.h-10
elseif i=="."then b.h=b.h+10
elseif i=="s"then
print("")
for i=1,#Buttons[scene]do
local b=Buttons[scene][i]
print(b.t,b.x,b.y,b.w,b.h)
end
end
end]]
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
@@ -10,38 +9,44 @@ end
function game.intro()
scene="intro"
curBG="none"
mouseShow=true
end
function game.main()
scene="main"
curBG="none"
mouseShow=true
BGM("blank")
collectgarbage()
end
function game.mode()
savedata()
if players then restockRow()end--recycle row used in-game
scene="mode"
curBG="none"
mouseShow=true
BGM("blank")
end
function game.play()
scene="play"
--curBG="game1"
resetGameData()
collectgarbage()
SFX("ready")
sysSFX("ready")
mouseShow=false
end
function game.setting()
scene="setting"
curBG="none"
BGM("blank")
end
end--Normal setting
function game.setting2()
scene="setting2"
curBG="none"
keyssetting=nil
BGM("blank")
end
end--Advanced setting and keyboard&joystick setting
function game.setting3()
scene="setting3"
curBG="game1"
keyssetting=nil
BGM("blank")
end--Touch setting
function game.help()
scene="help"
curBG="none"

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14
lists.lua Normal file
View File

@@ -0,0 +1,14 @@
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]=0,0,0,1,1,2,2,3,3,4,4,4}--3 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}
percent0to5={[0]="0%","20%","40%","60%","80%","100%",}

732
main.lua

File diff suppressed because it is too large Load Diff

226
paint.lua
View File

@@ -10,26 +10,26 @@ swapDeck_data={
{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
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
else
gc.clear(1,1,1)
end
end
},
}--Scene swapping animations
@@ -37,7 +37,7 @@ function drawButton()
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
if not(B.hide and B.hide())then
local t=B==Buttons.sel and .3 or 0
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)
@@ -77,40 +77,69 @@ function drawPixel(y,x,id,alpha)
gc.setColor(1,1,1,alpha)
gc.draw(blockSkin[id],30*x-30,600-30*y)
end
function drawVirtualkey()
gc.setLineWidth(10)
gc.setColor(1,1,1,setting.virtualkeyAlpha*.2)
for i=1,#virtualkey do
local b=virtualkey[i]
gc.circle("line",b[1],b[2],b[4]-5)
if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],b[2],nil,2*b[4]*.0125,nil,18,18)end
end
end
Pnt={BG={}}
function Pnt.BG.none()
gc.clear(.1,.1,.1)
gc.clear(.2,.2,.2)
end
function Pnt.BG.glow()
local t=((sin(Timer()*.5)+sin(Timer()*.7)+sin(Timer()*.9+1)+sin(Timer()*1.5)+sin(Timer()*2+3))+5)*.05
gc.clear(t,t,t)
end
function Pnt.BG.game1()
gc.setColor(1,1,1)
gc.draw(background[1],640,360,Timer()*.15,nil,nil,768,768)
gc.draw(background[1],640,360,Timer()*.15,12,nil,64,64)
end
function Pnt.BG.game2()
gc.setColor(1,.5,.5)
gc.draw(background[1],640,360,Timer()*.15,nil,nil,768,768)
gc.draw(background[1],640,360,Timer()*.2,12,nil,64,64)
end
function Pnt.BG.game3()
gc.setColor(.6,.6,1)
gc.draw(background[1],640,360,Timer()*.15,nil,nil,768,768)
gc.draw(background[1],640,360,Timer()*.25,12,nil,64,64)
end
function Pnt.BG.rgb()
gc.clear(
sin(Timer()*1.2)*.15+.5,
sin(Timer()*1.5)*.15+.5,
sin(Timer()*1.9)*.15+.5
)
end
function Pnt.BG.strap()
gc.setColor(1,1,1)
local x=Timer()%32*40
gc.draw(background[2],x,0,nil,10)
gc.draw(background[2],x-1280,0,nil,10)
end
function Pnt.load()
if loadprogress then
gc.setLineWidth(4)
gc.setColor(.8,.8,.8)
gc.rectangle("fill",340,340,loadprogress*640,40)
gc.setColor(1,1,1)
gc.rectangle("line",340,340,640,40)
setFont(30)
mStr("Loading...",640,345)
end
gc.setLineWidth(4)
gc.setColor(1,1,1,.5)
gc.rectangle("fill",340,340,loadprogress*640,40)
gc.setColor(1,1,1)
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)
setFont(30)
gc.print("Alpha 0.0.19726",370,150)
gc.draw(img.title[setting.lang],30,30)
gc.print("Alpha V0.3",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
@@ -118,7 +147,7 @@ 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",0,0,600,690)--Black Background
gc.setColor(0,0,0,.7)gc.rectangle("fill",0,0,600,690)--Black Background
gc.setLineWidth(3)
gc.setColor(1,1,1)gc.rectangle("line",0,0,600,690)--Big frame
gc.translate(150,70)
@@ -167,7 +196,7 @@ function Pnt.play()
gc.draw(PTC.dust[p])--Draw game field
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
@@ -179,26 +208,34 @@ 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))
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)
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)
@@ -236,52 +273,56 @@ function Pnt.play()
bonus[i]:draw()
end--Effects
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
if P.size>.3 then
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
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
end
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)
if system==2 then
drawVirtualkey()
end
end
function Pnt.setting2()
gc.setColor(1,1,1)
setFont(18)
mStr("softdropDAS:"..setting.sddas,828,140)
mStr("softdropARR:"..setting.sdarr,1043,140)
setFont(35)
gc.setColor(1,1,1)
mStr("DAS:"..setting.das,330,72)
mStr("ARR:"..setting.arr,545,72)
gc.setColor(1,1,1)
mStr("DAS:"..setting.das,828,73)
mStr("ARR:"..setting.arr,1043,73)
for i=1,9 do
gc.printf(actName_show[i]..":",100,60*i-8,200,"right")
gc.printf(actName_show[i]..":",0,60*i-8,180,"right")
end
if keysetting then
setFont(35)
gc.print("<<",550,60*keysetting-10)
if keysetting or gamepadsetting then
gc.print("<<",keysetting and 380 or 670,60*(keysetting or gamepadsetting)-10)
end
end
function Pnt.setting3()
drawVirtualkey()
gc.setLineWidth(3)
gc.setColor(1,1,1,sin(Timer()*4)*.1+.1)
for i=1,31 do
gc.line(40*i,0,40*i,720)
end
for i=1,17 do
gc.line(0,40*i,1280,40*i)
end
end
function Pnt.help()
@@ -290,20 +331,25 @@ function Pnt.help()
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)
gc.draw(titleImage,180,600,.2,.7+.05*sin(Timer()*2),nil,140,100)
end
function Pnt.stat()
setFont(30)
gc.setColor(1,1,1)
for i=1,6 do
gc.print(Text.stat[i],250,20+40*i)
for i=1,10 do
gc.print(Text.stat[i],350,20+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.draw(img.title[setting.lang],180,600,.2,.7+.05*sin(Timer()*2),nil,140,100)
gc.print(stat.run,650,60)
gc.print(stat.game,650,100)
gc.print(format("%0.2f",stat.gametime).."s",650,140)
gc.print(stat.piece,650,180)
gc.print(stat.row,650,220)
gc.print(stat.atk,650,260)
gc.print(stat.key,650,300)
gc.print(stat.rotate,650,340)
gc.print(stat.hold,650,380)
gc.print(stat.spin,650,420)
gc.draw(titleImage,260,570,.2+.07*sin(Timer()*3),.8,nil,250,60)
end

View File

@@ -22,7 +22,7 @@ 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
@@ -40,11 +40,27 @@ 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
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
@@ -55,10 +71,22 @@ function Tmr.play(dt)
end
setmetatable(_G,nil)
elseif count%60==0 then
SFX("ready")
sysSFX("ready")
end
return nil
end--Start counting
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)
@@ -104,8 +132,17 @@ 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
@@ -114,8 +151,8 @@ 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
@@ -139,6 +176,7 @@ function Tmr.play(dt)
end
end
end
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
@@ -148,16 +186,15 @@ 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
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 end--Make field visible
end--Dead
for i=#bonus,1,-1 do
bonus[i].t=bonus[i].t+1
@@ -179,14 +216,9 @@ 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

@@ -31,7 +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,
@@ -43,8 +43,8 @@ act={
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,
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,