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2 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
29 changed files with 513 additions and 322 deletions

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90
ai.lua
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@@ -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
@@ -19,44 +19,27 @@ spinOffset={
{2,0,1},--I
}for i=1,7 do spinOffset[i][0]=0 end
local count=0
RowFree={}for i=1,16 do RowFree[i]={}end
function getNewRow(len)
count=count+1
if count==17 then count=1 end
for i=1,len do
RowFree[count][i]=0
end
return RowFree[count]
end
--Cache manage
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,ifOrigion)
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
if ifOrigion then
field[i]=f0[i]
else
field[i]={}
for j=1,10 do
field[i][j]=f0[i][j]
end
f[i]=getNewRow()
for j=1,10 do
f[i][j]=f0[i][j]
end
end
end
function getScore(field,cb,cx,cy)
local highest=0
local height=getNewRow(0)
local height=getNewRow()
local rough=0
local clear=0
local hole=0
@@ -67,7 +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
@@ -81,62 +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]=getNewRow(10)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
resetField(field_org,cy,true)--True reset,no temp pointer
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
@@ -146,7 +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

@@ -13,7 +13,7 @@ Buttons={
{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 25",code=function()startGame("tetris25")end,up=2,down=8,left=4,right=6},
{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},
@@ -38,21 +38,39 @@ Buttons={
{x=640,y=590,w=180,h=60,rgb=color.white,t="Back",code=function()back()end,up=6},
},
setting2={
{x=420,y=70,w=190,h=45,rgb=color.white,t=function()return setting.key[1]end,code=function()keysetting=1 end,down=2,right=10},
{x=420,y=130,w=190,h=45,rgb=color.white,t=function()return setting.key[2]end,code=function()keysetting=2 end,up=1,down=3,right=10},
{x=420,y=190,w=190,h=45,rgb=color.white,t=function()return setting.key[3]end,code=function()keysetting=3 end,up=2,down=4,right=10},
{x=420,y=250,w=190,h=45,rgb=color.white,t=function()return setting.key[4]end,code=function()keysetting=4 end,up=3,down=5,right=10},
{x=420,y=310,w=190,h=45,rgb=color.white,t=function()return setting.key[5]end,code=function()keysetting=5 end,up=4,down=6,right=10},
{x=420,y=370,w=190,h=45,rgb=color.white,t=function()return setting.key[6]end,code=function()keysetting=6 end,up=5,down=7,right=10},
{x=420,y=430,w=190,h=45,rgb=color.white,t=function()return setting.key[7]end,code=function()keysetting=7 end,up=6,down=8,right=10},
{x=420,y=490,w=190,h=45,rgb=color.white,t=function()return setting.key[8]end,code=function()keysetting=8 end,up=7,down=9,right=10},
{x=420,y=550,w=190,h=45,rgb=color.white,t=function()return setting.key[9]end,code=function()keysetting=9 end,up=8,down=14,right=15},
{x=745,y=90,w=40,h=40,rgb=color.white,t="-",code=function()setting.das=(setting.das-1)%31 end,hold=true,left=1,right=11,down=15},
{x=910,y=90,w=40,h=40,rgb=color.white,t="+",code=function()setting.das=(setting.das+1)%31 end,hold=true,left=10,right=12,down=15},
{x=960,y=90,w=40,h=40,rgb=color.white,t="-",code=function()setting.arr=(setting.arr-1)%16 end,hold=true,left=11,right=13,down=15},
{x=1125,y=90,w=40,h=40,rgb=color.white,t="+",code=function()setting.arr=(setting.arr+1)%16 end,hold=true,left=12,down=15},
{x=420,y=630,w=120,h=55,rgb=color.white,t="Reset",code=function()for i=1,#setting.key do setting.key[i]=gameEnv0.key[i] end end,up=9,right=15},
{x=640,y=590,w=180,h=60,rgb=color.white,t="Back",code=function()keysetting=nil;back()end,left=9,up=9},
{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=640,y=590,w=180,h=60,rgb=color.white,t="Back",code=function()back()end},
@@ -60,32 +78,34 @@ 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
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
}
for i=1,#gamePad do
gamePad[i].press=false
gamePad[i].r=gamePad[i].r^2
--[[
{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

@@ -7,9 +7,9 @@ function love.conf(t)
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 Alpha"
t.window.title="Techmino V0.2"
t.window.icon="/image/icon.png"
t.window.width=1280
t.window.height=720
@@ -23,27 +23,27 @@ 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

@@ -1,75 +1,152 @@
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=i
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)
mx,my=mouseConvert(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]
if B.hold then Buttons.pressing=max(Buttons.pressing,1)end
B.code()
B.alpha=1
Buttons.sel=nil
love.mousemoved(x,y)
SFX("button")
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
elseif k==3 then
back()
end
end
function love.mousereleased(x,y,k)
Buttons.pressing=0
function love.mousereleased(x,y,k,t,num)
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 not touching then
touching=id
love.mousemoved(x,y)
end
mouseShow=false
end
function love.touchmoved(id,x,y,dx,dy)
end
function love.keypressed(i)
if scene~="play"or scene=="setting2"and not keysetting then
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]
if B.hold then Buttons.pressing=max(Buttons.pressing,1)end
B.code()
B.alpha=1
SFX("button")
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
end
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
if keyDown[scene]then return keyDown[scene](i)
elseif i=="escape"then return back()
end
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.keypressed(i)
if keyDown[scene]then keyDown[scene](i)
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
@@ -10,25 +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"
resetGameData()
SFX("ready")
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}

310
main.lua
View File

@@ -4,17 +4,55 @@ int,ceil,abs,rnd,max,min,sin,cos,atan,pi=math.floor,math.ceil,math.abs,math.rand
sub,gsub,find,format,byte,char=string.sub,string.gsub,string.find,string.format,string.byte,string.char
ins,rem,sort=table.insert,table.remove,table.sort
--{0,0,0,0,0,0,0,0,0,0}s in freeRow are reset in resetGameData()
function getNewRow(val)
if not val then val=0 end
local t=rem(freeRow)
for i=1,10 do
t[i]=val or 0
end
--clear a row and move to active list
if #freeRow==0 then
for i=1,20 do
ins(freeRow,{0,0,0,0,0,0,0,0,0,0})
end
end
--prepare new rows
return t
end
function removeRow(t,k)
ins(freeRow,rem(t,k))
end
function restockRow()
for p=1,#players do
local f,f2=players[p].field,players[p].visTime
while #f>0 do
removeRow(f,1)
removeRow(f2,1)
end
end
end
--to save cache,all rows pruduced and removed here!
function sortByTime(a,b)
return a.time>b.time
end
ww,wh=gc.getWidth(),gc.getHeight()
Timer=tm.getTime
mx,my,mouseShow=-10,-10,true
pause=0--pause countdown(frame)
Timer=tm.getTime--Easy get time
mx,my,mouseShow=-20,-20,false
focus=true
touches={}--touch ids
do
local l={
Windows=1,
Android=2,
}
system=l[love.system.getOS()]
touching=nil--touching ID
l=nil
end
scene=""
gamemode=""
@@ -26,7 +64,10 @@ languages={"eng"}
prevMenu={
load=love.event.quit,
ready="mode",
play="mode",
play=function()
restockRow()
gotoScene("mode")
end,
mode="main",
help="main",
stat="main",
@@ -128,12 +169,6 @@ bgm={
"push",
"reason",
}
img={
title={
eng=gc.newImage("/image/title/eng.png"),
chi=gc.newImage("/image/title/chi.png"),
}
}
FX={
flash=0,--Black screen(frame)
shake=0,--Screen shake(frame)
@@ -199,38 +234,30 @@ color={
}
attackColor={
{color.red,color.yellow},
{color.red,color.cyan},
{color.red,color.purple},
{color.blue,color.white},
animate={
function(t)
gc.setColor(1,t,0)
end,
function(t)
gc.setColor(1-t,t,t)
gc.setColor(1,0,t)
end,
function(t)
gc.setColor(t,t,1)
end,
}
}--3 animation-colorsets of attack buffer bar
}
-- for k,v in pairs(color) do
-- v[1],v[2],v[3]=255*v[1],255*v[2],255*v[3]
-- end
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"}
actName_show={"move left","move right","rotate right","rotate left","rotate flip","hard drop","soft drop","hold","restart","toLeft","toRight"}
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}
require("TRS")--load block&TRS kick
marathon_drop={[0]=60,48,40,30,24,18,15,12,10,8,7,6,5,4,3,2,1,1,0,0}
require("lists")
gameEnv0={
das=6,arr=1,
das=10,arr=2,
sddas=0,sdarr=2,
ghost=true,center=true,
drop=30,lock=45,
wait=0,fall=20,
@@ -238,7 +265,8 @@ gameEnv0={
sequence=1,visible=1,
_20G=false,target=9e99,
freshLimit=9e99,
key={"left","right","x","z","c","up","down","space","LEFT","RIGHT"},
key={"left","right","x","z","c","up","down","space","r","LEFT","RIGHT","DOWN"},
gamepad={"dpleft","dpright","a","b","y","dpup","dpdown","rightshoulder","leftshoulder","LEFT","RIGHT","DOWN"},
reach=function()end,--Called when reach row target
}
randomMethod={
@@ -341,7 +369,7 @@ loadmode={
curBG="game2"
BGM("push")
end,
tetris25=function()
tetris21=function()
modeEnv={
wait=1,
fall=1,
@@ -444,30 +472,17 @@ Event={
end
end,
death_reach=function()
if gameEnv.target==50 then
gameEnv.lock=9
gameEnv.wait=5
gameEnv.fall=8
showText("STAGE 2","fly",80,-100)
elseif gameEnv.target==100 then
gameEnv.lock=8
gameEnv.wait=4
gameEnv.fall=6
showText("STAGE 3","fly",80,-100)
elseif gameEnv.target==150 then
gameEnv.lock=7
gameEnv.wait=3
gameEnv.fall=5
showText("STAGE 4","fly",80,-100)
elseif gameEnv.target==200 then
gameEnv.lock=6
gameEnv.wait=2
gameEnv.fall=4
showText("STAGE 5","fly",80,-100)
gameEnv.target=250
if gameEnv.target==250 then
Event.gameover.win()
else
gameEnv.target=gameEnv.target+50
local t=gameEnv.target/50
gameEnv.lock=death_lock[t]
gameEnv.wait=death_wait[t]
gameEnv.fall=death_fall[t]
showText("STAGE "..t,"fly",80,-120)
SFX("reach")
end
gameEnv.target=gameEnv.target+50
SFX("reach")
end,
task={
win=function()
@@ -522,7 +537,7 @@ mesDisp={
death=function()
mStr(P.cstat.row.."/"..gameEnv.target,-75,250)
end,
tetris25=function()
tetris21=function()
gc.print("Remain",-140,450)
gc.print("Attack",-130,305)
setFont(80)
@@ -554,9 +569,11 @@ setting={
sfx=true,bgm=true,
fullscreen=false,
lang="eng",
das=5,arr=0,
das=10,arr=2,
sddas=0,sdarr=2,
ghost=true,center=true,
key={"left","right","x","z","c","up","down","space","r","LEFT","RIGHT"},
key={"left","right","x","z","c","up","down","space","r","LEFT","RIGHT","DOWN"},
gamepad={"dpleft","dpright","a","b","y","dpup","dpdown","rightshoulder","leftshoulder","LEFT","RIGHT","DOWN"},
}
stat={
run=0,
@@ -605,18 +622,38 @@ function nextLanguage()
end
end
function mStr(s,x,y)gc.printf(s,x-500,y,1000,"center")end
function mouseConvert(x,y)
if wh/ww<=720/1280 then
return 640+(x-ww*.5)*720/wh,y*720/wh
else
return x*1280/ww,360+(y-wh*.5)*1280/ww
function convert(x,y)
return x*screenK,(y-screenM)*screenK
end
function sysSFX(s,v)
if setting.sfx then
local n=1
while sfx[s][n]:isPlaying()do
n=n+1
if not sfx[s][n]then
sfx[s][n]=sfx[s][n-1]:clone()
sfx[s][n]:seek(0)
end
end
sfx[s][n]:setVolume(v or 1)
sfx[s][n]:play()
end
end
function SFX(s,v)
if setting.sfx then
sfx[s]:stop()
sfx[s]:setVolume(v or 1)
sfx[s]:play()
local n=1
while sfx[s][n]:isPlaying()do
n=n+1
if not sfx[s][n]then
sfx[s][n]=sfx[s][n-1]:clone()
sfx[s][n]:seek(0)
end
end
if P.id>1 then
v=1/(#players.alive-1)
end
sfx[s][n]:setVolume(v or 1)
sfx[s][n]:play()
end
end
function BGM(s)
@@ -640,6 +677,7 @@ function gotoScene(s,style)
end
end
function resetGameData()
if players then restockRow()end--Avoid first start game error
players={alive={}}
loadmode[gamemode]()
@@ -652,6 +690,11 @@ function resetGameData()
PTC.dust[i]:start()
end
stat.game=stat.game+1
freeRow={}
for i=1,50*#players do
freeRow[i]={0,0,0,0,0,0,0,0,0,0}
end
collectgarbage()
end
function startGame(mode)
@@ -691,9 +734,9 @@ function loaddata()
for i=#v+1,8 do v[i]="N/A"end
setting.key=v
--Settings
elseif t=="das"or t=="arr"then
elseif t=="das"or t=="arr"or t=="sddas"or t=="sdarr"then
v=toN(v)if not v or v<0 then v=0 end
setting[t]=v
setting[t]=int(v)
elseif t=="ghost"or t=="center"then
setting[t]=v=="true"
elseif t=="run"or t=="game"or t=="gametime"or t=="piece"or t=="row"or t=="atk"or t=="key"or t=="rotate"or t=="hold"or t=="spin"then
@@ -723,6 +766,8 @@ function savedata()
t=t..stringPack("spin=",stat.spin)
t=t..stringPack("das=",setting.das)
t=t..stringPack("arr=",setting.arr)
t=t..stringPack("sddas=",setting.sddas)
t=t..stringPack("sdarr=",setting.sdarr)
t=t..stringPack("keyset=",string.concat(setting.key))
--t=love.math.compress(t,"zlib"):getString()
userdata:open("w")
@@ -1081,7 +1126,7 @@ end
function lock()
for i=1,r do
local y=cy+i-1
if not P.field[y]then P.field[y],P.visTime[y]={0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0}end
if not P.field[y]then P.field[y],P.visTime[y]=getNewRow(),getNewRow()end
for j=1,c do
if cb[i][j]~=0 then
P.field[y][cx+j-1]=P.bn
@@ -1106,8 +1151,8 @@ function garbageRelease()
local atk=P.atkBuffer[i]
if not atk.sent and atk.countdown==0 then
for j=1,atk.amount do
ins(P.field,1,{13,13,13,13,13,13,13,13,13,13})
ins(P.visTime,1,{t,t,t,t,t,t,t,t,t,t})
ins(P.field,1,getNewRow(13))
ins(P.visTime,1,getNewRow(t))
for k=1,#atk do
P.field[1][atk[k]]=0
end
@@ -1138,10 +1183,13 @@ end
function keyDown.setting2(key)
if key=="escape"then
back()
keysetting,gamepadsetting=nil
elseif keysetting then
setting.key[keysetting]=key
keysetting,gamepadsetting=nil
else
buttonControl_key(key)
end
keysetting=nil
end
keyUp={}
function keyUp.play(key)
@@ -1153,7 +1201,40 @@ function keyUp.play(key)
end
end
end
gamepadDown={}
function gamepadDown.play(key)
local k=players[1].gameEnv.gamepad
for i=1,11 do
if key==k[i]then
pressKey(i,players[1])
break
end
end
if key=="escape"then back()end
end
function gamepadDown.setting2(key)
if key=="back"then
back()
keysetting,gamepadsetting=nil
elseif gamepadsetting then
setting.gamepad[gamepadsetting]=key
keysetting,gamepadsetting=nil
else
buttonControl_gamepad(key)
end
end
gamepadUp={}
function gamepadUp.play(key)
local k=players[1].gameEnv.gamepad
for i=1,10 do
if key==k[i]then
releaseKey(i,players[1])
break
end
end
end
wheelmoved={}
--Warning,these are not system callbacks!
require("BGblock")--BG block module
require("ai")--AI module
@@ -1181,28 +1262,6 @@ function love.update(dt)
end
--Background blocks update
for i=1,#touches do
local x,y=tc.getPosition(touches[i])
for K=1,#gamePad do
local b=gamePad[K]
local press=false
if (x-b.x)^2+(y-b.y)^2<b.r then--Radios already squared
press=true
end
if b.press~=press then
(press and pressKey or releaseKey)(K)
b.press=press
end
end
end
--Touch system
if Buttons.pressing>0 then
Buttons.pressing=Buttons.pressing+1
if Buttons.pressing>35 and Buttons.pressing%6==0 then love.mousepressed(ms.getX(),ms.getY(),1)end
end
--DAP button
if sceneSwaping then
sceneSwaping.time=sceneSwaping.time-1
if sceneSwaping.time==sceneSwaping.mid then
@@ -1211,7 +1270,6 @@ function love.update(dt)
end--Reset buttons' state
game[sceneSwaping.tar]()
Buttons.sel=nil
love.mousemoved(ms.getX(),ms.getY())
elseif sceneSwaping.time==0 then
sceneSwaping=nil
end
@@ -1220,7 +1278,7 @@ function love.update(dt)
end
--scene swapping & Timer
end
function love.draw()
function love.draw()print(mouseShow)
Pnt.BG[curBG]()
gc.setColor(1,1,1,.3)
for n=1,#BGblock do
@@ -1235,56 +1293,50 @@ function love.draw()
if Pnt[scene]then Pnt[scene]()end
setFont(40)
drawButton()
if mouseShow then
gc.setColor(1,.5,0,.7)
gc.circle("fill",mx,my,6)
if mouseShow and not touching then
gc.setColor(1,1,1)
gc.draw(mouseIcon,mx,my,nil,nil,nil,10,10)
end
if sceneSwaping then sceneSwaping.draw()end
gc.setColor(0,0,0)
if wh/ww>=720/1280 then
gc.rectangle("fill",0,0,1280,-(wh*1280/ww-720)*.5)
gc.rectangle("fill",0,720,1280,(wh*1280/ww-720)*.5)
else
gc.rectangle("fill",0,0,-(ww*720/wh-1280)*.5,720)
gc.rectangle("fill",1280,0,(ww*720/wh-1280)*.5,720)
if screenM>0 then
gc.rectangle("fill",0,0,1280,-screenM)
gc.rectangle("fill",0,720,1280,screenM)
end--Draw black side
numFont(20)gc.setColor(1,1,1)
gc.print(tm.getFPS(),0,700)
gc.print(gcinfo(),0,670)
gc.print(gcinfo(),0,680)
-- numFont(80)
-- gc.print(gcinfo(),400,370)
--if gcinfo()>500 then collectgarbage()end
end
function love.resize(x,y)
ww,wh=x,y
screenK=1280/gc.getWidth()
screenM=(gc.getHeight()*16/9-gc.getWidth())/2
gc.origin()
gc.translate(ww*.5,wh*.5)
if wh/ww>=.6 then
gc.scale(ww/1280)
else
gc.scale(wh/720)
end
gc.translate(-640,-360)
gc.scale(1/screenK,1/screenK)
gc.translate(0,screenM)
end
function love.focus(f)
focus=f
if f then
focus=true
ms.setVisible(false)
if bgmPlaying then bgm[bgmPlaying]:play()end
else
if scene=="play"then pause=20 end
focus=false
ms.setVisible(true)
if bgmPlaying then bgm[bgmPlaying]:pause()end
end
end
function love.run()
local frameT,dt=Timer()
love.focus(true)
local frameT=Timer()
tm.step()
love.resize(1280,720)
game.load()--Launch
math.randomseed(os.time()*626)--true ultheur's naim!
-- while true do
love.resize(nil,gc.getHeight())
game.load()--System scene Launch
math.randomseed(os.time()*626)--true A-lthour's ID!
return function()
love.event.pump()
for name,a,b,c,d,e,f in love.event.poll()do
@@ -1294,15 +1346,13 @@ function love.run()
end
love.handlers[name](a,b,c,d,e,f)
end
if focus or pause==20 then
-- if focus then
tm.step()
love.update(tm.getDelta())
if gc.isActive()then
gc.clear(1,1,1)
love.draw()--Draw all things
gc.present()
end
end
gc.clear(1,1,1)
love.draw()
gc.present()
-- end
while Timer()-frameT<1/60 do end
frameT=Timer()
end
@@ -1310,6 +1360,7 @@ end
--System callbacks
do--Texture/Image
mouseIcon=gc.newImage("/image/mouseIcon.png")
local p=gc.newImage("/image/block.png")
local l={}
gc.setColor(1,1,1)
@@ -1327,6 +1378,11 @@ do--Texture/Image
gc.draw(p,nil,nil,nil,12,12)
end
background=l
gamepadIcon={}
for i=1,9 do
gamepadIcon[i]=gc.newImage("/image/gamepadIcon/"..(actName[i])..".png")
end
titleImage=gc.newImage("/image/title.png")
gc.setCanvas()
end
do--Particle
@@ -1342,19 +1398,19 @@ do--Particle
--Dust particles
PTC.attack={}
PTC.attack[1]=gc.newParticleSystem(gc.newImage("/image/attack_1.png"),200)
PTC.attack[1]=gc.newParticleSystem(gc.newImage("/image/attack/1.png"),200)
PTC.attack[1]:setParticleLifetime(.25)
PTC.attack[1]:setEmissionRate(0)
PTC.attack[1]:setSpin(10)
PTC.attack[1]:setColors(1,1,1,.7,1,1,1,0)
PTC.attack[2]=gc.newParticleSystem(gc.newImage("/image/attack_2.png"),200)
PTC.attack[2]=gc.newParticleSystem(gc.newImage("/image/attack/2.png"),200)
PTC.attack[2]:setParticleLifetime(.3)
PTC.attack[2]:setEmissionRate(0)
PTC.attack[2]:setSpin(8)
PTC.attack[2]:setColors(1,1,1,.7,1,1,1,0)
PTC.attack[3]=gc.newParticleSystem(gc.newImage("/image/attack_3.png"),200)
PTC.attack[3]=gc.newParticleSystem(gc.newImage("/image/attack/3.png"),200)
PTC.attack[3]:setParticleLifetime(.4)
PTC.attack[3]:setEmissionRate(0)
PTC.attack[3]:setSpin(6)

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
@@ -109,8 +109,11 @@ end
function Pnt.main()
gc.setColor(1,1,1)
setFont(30)
gc.print("Alpha 0.1.19727",370,150)
gc.draw(img.title[setting.lang],30,30)
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
@@ -264,19 +267,29 @@ function Pnt.play()
gc.draw(PTC.attack[i])
end
setmetatable(_G,nil)
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()
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,830,72)
mStr("ARR:"..setting.arr,1045,72)
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.help()
@@ -305,5 +318,5 @@ function Pnt.stat()
gc.print(stat.hold,600,380)
gc.print(stat.spin,600,420)
gc.draw(img.title[setting.lang],180,600,.2,.7+.05*sin(Timer()*2),nil,140,100)
gc.draw(img.title[setting.lang],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
@@ -55,11 +55,29 @@ function Tmr.play(dt)
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
@@ -70,7 +88,7 @@ function Tmr.play(dt)
end
setmetatable(_G,nil)
elseif count%60==0 then
SFX("ready")
sysSFX("ready")
end
if count then
@@ -131,8 +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
@@ -141,8 +168,8 @@ 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
@@ -176,8 +203,8 @@ 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
@@ -206,7 +233,7 @@ 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

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,