Compare commits

...

211 Commits

Author SHA1 Message Date
MrZ626
5604ba5416 0.12.4: 网战预备 2020-12-14 23:26:29 +08:00
MrZ626
32b0383689 TASK.remove系列函数严谨化 2020-12-14 23:26:29 +08:00
MrZ626
9b33f56456 修复BGM.stop调用方法不正确(类型错误)直接爆炸 2020-12-14 23:26:29 +08:00
MrZ626
5341a0fc3b 混战时随机攻击模式会打出攻击后切目标而不是打出前 2020-12-14 23:26:29 +08:00
MrZ626
649a1b3032 整理代码 2020-12-14 23:26:29 +08:00
MrZ626
73e1dabe14 修复部分老版本超时空更新后进不去游戏的问题 2020-12-14 23:26:28 +08:00
MrZ626
0372fc18ee cubefield调整加分速度,后台不计分,方向线颜色再减淡,作者使用原名,改正作者标注语法 2020-12-14 23:26:28 +08:00
MrZ626
fbfe585766 整体下调震动强度 2020-12-14 23:26:28 +08:00
MrZ626
f0727c3361 触屏需要松开手指才开始游戏 2020-12-14 23:26:28 +08:00
MrZ626
c4d787cb27 task模块再升级,修复bgm模块没跟上task模块更新的bug 2020-12-14 23:26:28 +08:00
MrZ626
7bed61f210 删除一段无用注释 2020-12-14 23:26:28 +08:00
MrZ626
af3bc9427d 修正老版本场景系统残留代码 2020-12-14 23:26:28 +08:00
MrZ626
447c0cdf8d 评级标准调整 2020-12-14 23:26:28 +08:00
MrZ626
3ae9dfa323 优化聊天室ui和部分逻辑 2020-12-14 23:26:28 +08:00
MrZ626
03ae6c987e 修复naki语音文件编号错误 2020-12-14 23:26:28 +08:00
MrZ626
ca21591a4b 修复自定义复制带hold信息会错误 2020-12-14 23:26:28 +08:00
MrZ626
c201579f5d FILE.save用法调整 2020-12-14 23:26:28 +08:00
MrZ626
833343cf56 老版本不会丢失新版添加的设置项 2020-12-14 23:26:28 +08:00
MrZ626
d93eea4e56 整理代码 2020-12-14 23:26:28 +08:00
MrZ626
f7c2d5f9e7 修复登录场景返回乱跳 2020-12-14 23:26:27 +08:00
MrZ626
dcc887583f SCN.seq改名SCN.stack 2020-12-14 23:26:27 +08:00
MrZ626
d2e6631b46 调整log函数让linter不报错 2020-12-14 23:26:27 +08:00
MrZ626
ef1ebd509d 修复之前task模块重构后bgm淡入淡出的任务函数忘了改写 2020-12-14 23:26:27 +08:00
MrZ626
3a90089405 修复之前不让无成绩模式修改快速游戏的if条件错误 2020-12-14 23:26:27 +08:00
MrZ626
bcacee9d6e 整理tick函数,大多数不再是全局,而是直接放到使用的场景作为local变量 2020-12-14 23:26:27 +08:00
MrZ626
ebd2cce1db 改回场景先初始化再加载控件,修复之前调顺序致控件读错误scnTmp,chat场景使用task更改焦点 2020-12-14 23:26:27 +08:00
MrZ626
f72a287ab5 默认全屏,防止手机出现状态栏不消失问题 2020-12-14 23:26:27 +08:00
MrZ626
e61f7c33e3 混战模式丢徽章动画报错 2020-12-14 23:26:27 +08:00
MrZ626
b018e7b12b 整理切场景代码 2020-12-14 23:26:27 +08:00
MrZ626
0faadc979e 联网游戏按钮代码移至场景内 2020-12-14 23:26:27 +08:00
MrZ626
ebe3424b01 跳转空场景保护 2020-12-14 23:26:27 +08:00
MrZ626
f05dc45c03 修改SCN.push使用不当 2020-12-14 23:26:27 +08:00
MrZ626
51ca17735d 移除137926261379暗码 2020-12-14 23:26:27 +08:00
MrZ626
be1794049b 升级进出消息样式(服务器配合调整) 2020-12-14 23:26:27 +08:00
MrZ626
b23f005348 聊天室增加心跳包 2020-12-14 23:26:27 +08:00
MrZ626
2a5242aa6e 聊天室添加ui,websocket连接/断开功能拓展 2020-12-14 23:26:26 +08:00
MrZ626
f5d4866996 更改场景内更新和绘制的方法名 2020-12-14 23:26:26 +08:00
MrZ626
27d8aac39e 简易健康游戏时间提醒 2020-12-14 23:26:26 +08:00
MrZ626
ba4d3b09ff 登录界面添加登录按钮 2020-12-14 23:26:26 +08:00
MrZ626
d52e69ac9d 退出聊天室会断开连接 2020-12-14 23:26:26 +08:00
MrZ626
b6a4412c7b 修复mod选择界面文本显示错误和自定义场地按钮显示问题 2020-12-14 23:26:26 +08:00
MrZ626
af59709b4c 修复文本框输入时退格键的异常行为 2020-12-14 23:26:26 +08:00
MrZ626
8a754431cf 场景&事件系统重写 2020-12-14 23:26:26 +08:00
MrZ626
0b2abf71ea 整理代码 2020-12-14 23:26:26 +08:00
MrZ626
98629be450 Task模块全部改用协程 2020-12-14 23:26:26 +08:00
MrZ626
6f49341ba5 修复cubefield小游戏没有返回按钮 2020-12-14 23:26:26 +08:00
MrZ626
7bdc20f15c mod显示当前挡位在总数占比 2020-12-14 23:26:26 +08:00
MrZ626
a83bc31258 mod可关闭骨块 2020-12-14 23:26:26 +08:00
MrZ626
9d893f51c2 修复GM模式计时错误 2020-12-14 23:26:26 +08:00
MrZ626
deca116e13 修复Ultra模式计时错误 2020-12-14 23:26:26 +08:00
MrZ626
391b2a95d3 修正分支合并 2020-12-14 23:26:25 +08:00
Particle_G
37d7dd5fe0 Implemented chatting room (#17) 2020-12-14 23:26:25 +08:00
MrZ626
325c544e17 修正urlEncode函数 2020-12-14 23:26:25 +08:00
MrZ626
c88dd155dc 登录后自动跳转到登录后页面 2020-12-14 23:26:25 +08:00
MrZ626
d7b57a77c6 内部测试版本不会提示当前版本旧 2020-12-14 23:26:25 +08:00
MrZ626
a0fb59973c 文本框字号可调,能自动换行 2020-12-14 23:26:25 +08:00
MrZ626
1bb8df5db5 修正分支合并 2020-12-14 23:26:25 +08:00
Particle_G
ac701c4759 Update api path, add global table (#16) 2020-12-14 23:26:25 +08:00
MrZ626
cd3eab103c 无移动和无旋转模式的入口更改 2020-12-14 23:26:25 +08:00
MrZ626
6e0ecc584a 更新TL和TO的词条 2020-12-14 23:26:25 +08:00
MrZ626
f54154195d 手动实现dt变量,整理主循环 2020-12-14 23:26:25 +08:00
MrZ626
79e6477338 游戏内时间和真实时间独立计算 2020-12-14 23:26:25 +08:00
MrZ626
e8d9cb74ad 回放录像时可以暂停 2020-12-14 23:26:25 +08:00
MrZ626
7364a6c89c 修复统计时间计算错误(近似双倍) 2020-12-14 23:26:25 +08:00
MrZ626
28bc5e72e7 添加几条文本 2020-12-14 23:26:24 +08:00
MrZ626
30f4f7ba57 整理代码 2020-12-14 23:26:24 +08:00
MrZ626
f02c0b7d8b 新增聊天测试场景 2020-12-14 23:26:24 +08:00
MrZ626
d342a1d55c 文本框控件支持自定义字号 2020-12-14 23:26:24 +08:00
MrZ626
27b3e37e16 取消无移动/无旋转模式入口,新版清除记录 2020-12-14 23:26:24 +08:00
MrZ626
6331647a10 修复混战的攻击模式选择板微弱闪烁 2020-12-14 23:26:24 +08:00
MrZ626
42430e2dc7 模式文档初版 2020-12-14 23:26:24 +08:00
MrZ626
c80ecfe0cb 整理代码,强化录像转码函数功能 2020-12-14 23:26:24 +08:00
MrZ626
e096fb8e85 调整暂停页面排版,左侧文字不会重叠 2020-12-14 23:26:24 +08:00
MrZ626
584b3c1fc2 游戏启动会加载账户信息 2020-12-14 23:26:24 +08:00
MrZ626
8a2e6216d7 联网游戏按钮跳转到登录而不是注册 2020-12-14 23:26:24 +08:00
MrZ626
8ffff57b72 按钮在没有名字的情况下显示内部名 2020-12-14 23:26:24 +08:00
MrZ626
3bc5608476 简化超时检测 2020-12-14 23:26:24 +08:00
MrZ626
c63618a44c 添加录像信息转码函数 2020-12-14 23:26:24 +08:00
MrZ626
c33c2ab1ca 整理代码 2020-12-14 23:26:24 +08:00
MrZ626
086697dd2e 把Particle_G加入staff表 2020-12-14 23:26:23 +08:00
MrZ626
3b68f1571e 修复一点画面错误 2020-12-14 23:26:23 +08:00
MrZ626
a75f19f924 修复数据导入后不保存 2020-12-14 23:26:23 +08:00
user670
f1a5daf840 Update lang_en.lua 2020-12-14 23:26:23 +08:00
MrZ626
ca8dde28bf 优化FILE.save和dumpTable 2020-12-14 23:26:23 +08:00
MrZ626
2c247a599d 再修复json库问题 2020-12-14 23:26:23 +08:00
MrZ626
41a9f6f16d 整理代码 2020-12-14 23:26:23 +08:00
MrZ626
2381dca463 json库使用方式调整 2020-12-14 23:26:23 +08:00
MrZ626
f17724c7ef 修正merge 2020-12-14 23:26:23 +08:00
MrZ626
9c14005cde 微调player.drop函数逻辑 2020-12-14 23:26:23 +08:00
MrZ626
25aa0d4770 修复master-ph结算问题 2020-12-14 23:26:23 +08:00
Particle_G
5439f30f64 Change network functions 2020-12-14 23:26:23 +08:00
MrZ626
654a5b9dfe 文件模块重构 2020-12-14 23:26:23 +08:00
MrZ626
b6b87f5480 打字游戏新增两个模式 2020-12-14 23:26:22 +08:00
Particle_G
57f6249711 delete unused id 2020-12-14 23:26:22 +08:00
MrZ626
5a8bb432fe 0.12.3: 矩形 2020-12-14 23:26:22 +08:00
MrZ626
89bde6e6a1 修复溅射特效位置偏移 2020-12-14 23:26:22 +08:00
MrZ626
521dea8c0e 补充画面设置丢失的文字 2020-12-14 23:26:22 +08:00
MrZ626
eefd6af5a4 消除方块运动路径微调 2020-12-14 23:26:22 +08:00
MrZ626
e6cdb8dbb1 登录界面文本修正 2020-12-14 23:26:22 +08:00
Particle_G
114c348039 enable thread lib 2020-12-14 23:26:22 +08:00
Particle_G
ba7168edd4 Change global table "NETWORK" to "ACCOUNT" 2020-12-14 23:26:22 +08:00
Particle_G
9e6e170e49 Save table to file 2020-12-14 23:26:22 +08:00
MrZ626
1eba821522 json库微调 2020-12-14 23:26:22 +08:00
MrZ626
e0c639e145 修复demo玩家出块方向会被设置覆盖 2020-12-14 23:26:22 +08:00
MrZ626
bbc9dcb9e3 优化cubefield的画面和声音 2020-12-14 23:26:22 +08:00
MrZ626
e83159102f 井字棋棋子形状调整 2020-12-14 23:26:22 +08:00
MrZ626
6a2ac1e669 方块溅射特效机制升级,支持更高级的路径 2020-12-14 23:26:22 +08:00
MrZ626
ac76984052 新增方块溅射特效 2020-12-14 23:26:21 +08:00
MrZ626
373fc31408 调整sysFX的使用参数 2020-12-14 23:26:21 +08:00
MrZ626
9fbb248929 微调cubefield的ui 2020-12-14 23:26:21 +08:00
MrZ626
73ec8a51c2 新增小游戏:Cubefield 2020-12-14 23:26:21 +08:00
Particle_G
a2e3301dfd change server ip 2020-12-14 23:26:21 +08:00
Particle_G
b924656abd change "username" textbox in login scene to "email" textbox 2020-12-14 23:26:21 +08:00
Particle_G
8f2b62ccc0 implemented register and login function 2020-12-14 23:26:21 +08:00
MrZ626
9265101025 json库微调 2020-12-14 23:26:21 +08:00
MrZ626
1d2a4437e3 登录和注册页面分离 2020-12-14 23:26:21 +08:00
MrZ626
3116fff552 mod重新整理 2020-12-14 23:26:21 +08:00
MrZ626
8cc53bfb46 优化mod菜单显示 2020-12-14 23:26:21 +08:00
MrZ626
44b151c617 整理代码 2020-12-14 23:26:20 +08:00
MrZ626
914a962a94 增加骨块mod 2020-12-14 23:26:20 +08:00
MrZ626
7649d23ac4 暂停时显示所选mod 2020-12-14 23:26:20 +08:00
MrZ626
467c8f44d6 更改虚拟按键可见性的逻辑,修复mod不会影响虚拟按键的显示 2020-12-14 23:26:20 +08:00
MrZ626
b33cf65593 游戏开始时列出使用了的mod 2020-12-14 23:26:20 +08:00
MrZ626
3b717d4705 调整mod系统交互逻辑 2020-12-14 23:26:20 +08:00
MrZ626
fb5ea1643a 修复CC切换到20G模式报错 2020-12-14 23:26:20 +08:00
MrZ626
fb895f8bd4 修复进过井字棋导致音乐模块损坏 2020-12-14 23:26:20 +08:00
MrZ626
976814e039 整理代码,修复自定义模式用不了mod 2020-12-14 23:26:20 +08:00
MrZ626
2783a7978f PC挑战简单模式允许Ospin 2020-12-14 23:26:20 +08:00
MrZ626
4c0c777874 修复[两个c2踢墙表]的错误 2020-12-14 23:26:20 +08:00
MrZ626
0e9730d923 0.12.2: Mod更新 2020-12-14 23:26:20 +08:00
MrZ626
c3d9531f98 提高pc挑战模式评级要求 2020-12-14 23:26:20 +08:00
MrZ626
92f6826a6c 修复hold保存旋转状态(仅进序列时) 2020-12-14 23:26:20 +08:00
MrZ626
7c52eef041 随机序列的mod改为指定序列,调整一些mod颜色,NT不会成绩无效 2020-12-14 23:26:20 +08:00
MrZ626
73ccc1d7ed mod界面加入重置按钮 2020-12-14 23:26:19 +08:00
MrZ626
d023455f73 真·修复手机点不了mod 2020-12-14 23:26:19 +08:00
MrZ626
e72cd1751a 修复tunnel背景在手机显示错误 2020-12-14 23:26:19 +08:00
MrZ626
9d2a46ab87 整理代码,微调ui 2020-12-14 23:26:19 +08:00
MrZ626
f8c45302f9 自定义游戏添加mod入口 2020-12-14 23:26:19 +08:00
MrZ626
e78dc5d333 demo玩家不使用mod 2020-12-14 23:26:19 +08:00
MrZ626
538c3b90ea 修改四个mod名字 2020-12-14 23:26:19 +08:00
MrZ626
17f0cb2369 调整两个mod的位置 2020-12-14 23:26:19 +08:00
MrZ626
340b2ed8f4 修复重置mod后还会显示成绩无效字样 2020-12-14 23:26:19 +08:00
MrZ626
314e1de5f0 修改mod菜单的文本显示 2020-12-14 23:26:19 +08:00
MrZ626
8544279cb6 增加mod:多hold 2020-12-14 23:26:19 +08:00
MrZ626
95bee07317 触屏可以开关mod 2020-12-14 23:26:19 +08:00
MrZ626
046d173090 mod系统初版(三个mod未完成) 2020-12-14 23:26:19 +08:00
MrZ626
c38ef7c487 文本控件可以淡入淡出 2020-12-14 23:26:19 +08:00
MrZ626
59fbb8106c 多hold开启时cc不会抽风 2020-12-14 23:26:18 +08:00
MrZ626
8a34146028 修正代码格式 2020-12-14 23:26:18 +08:00
MrZ626
c38fd92029 断b2b即死条件改为b2b点数掉到50以下,补充遗漏文本 2020-12-14 23:26:18 +08:00
MrZ626
7e9f56a770 修复井字棋结束后还显示可走区域 2020-12-14 23:26:18 +08:00
MrZ626
3876169ce3 开场动画界面鼠标右键不退出 2020-12-14 23:26:18 +08:00
MrZ626
c91a79488d 添加断b2b即死规则,可在自定义模式打开 2020-12-14 23:26:17 +08:00
MrZ626
aa0f2ccdc6 整理玩家特效相关的生成代码,修复主菜单Demo玩家复活动画坐标不正确 2020-12-14 23:26:17 +08:00
MrZ626
8a9ae47d41 主菜单Demo玩家平滑下落显示 2020-12-14 23:26:17 +08:00
MrZ626
9442da2b44 整理代码,两个远古时期的游戏相关全局变量移入GAME 2020-12-14 23:26:17 +08:00
MrZ626
0456bf515e 简化resetGameData函数 2020-12-14 23:26:17 +08:00
MrZ626
7bfd362567 修复之前重构next和hold系统后ai的不正确行为 2020-12-14 23:26:17 +08:00
MrZ626
25b8098c02 词典微更新 2020-12-14 23:26:17 +08:00
MrZ626
f216e2d6e5 全局变量MODEENV移入全局变量GAME中,重构虚拟按键显示情况代码 2020-12-14 23:26:17 +08:00
MrZ626
1c31015fa8 default_data文件改名globalTables,main中全局table声明统一放到里面 2020-12-14 23:26:17 +08:00
MrZ626
55fc778d38 hold系统再调整 2020-12-14 23:26:17 +08:00
MrZ626
090ca861b9 新增几个多hold相关的tips 2020-12-14 23:26:16 +08:00
MrZ626
f275cc404b 自定义游戏默认打开ospin 2020-12-14 23:26:16 +08:00
MrZ626
22dcf9d84d 音效室字号调小 2020-12-14 23:26:16 +08:00
MrZ626
d167fecf07 微调自定义游戏-高级的ui 2020-12-14 23:26:16 +08:00
MrZ626
c000f5a3a1 修复多hold时hold槽填满有一个错误行为 2020-12-14 23:26:16 +08:00
MrZ626
50193ab149 主循环时序调整,不知道会不会提速 2020-12-14 23:26:16 +08:00
MrZ626
402636f70c 修复小游戏界面没字 2020-12-14 23:26:16 +08:00
MrZ626
340f636ea7 调整ai对多hold的支持 2020-12-14 23:26:16 +08:00
MrZ626
3b8a952c84 模式地图20G路线微调 2020-12-14 23:26:16 +08:00
MrZ626
4a84466ffe 模式规则忘了跟上使用holdCount变量名 2020-12-14 23:26:16 +08:00
MrZ626
feafb79529 自定义模式可以选择多hold,oncehold改名infHold 2020-12-14 23:26:16 +08:00
MrZ626
721fe74eec 整理代码 2020-12-14 23:26:16 +08:00
MrZ626
85c8239116 攻击缓冲区增加到26 2020-12-14 23:26:16 +08:00
MrZ626
6bd0843dd5 整理代码,freshTime改为倒计时,修复hold后锁延刷新次数错误问题 2020-12-14 23:26:16 +08:00
MrZ626
8291184ae6 整理代码 2020-12-14 23:26:16 +08:00
MrZ626
564dd1b20d 只对0.12以前的版本执行删除部分模式记录处理 2020-12-14 23:26:16 +08:00
MrZ626
c6b41c5913 增加五联块极简判定 2020-12-14 23:26:15 +08:00
MrZ626
8ea1b03ab2 两个无尽模式细节调整 2020-12-14 23:26:15 +08:00
MrZ626
e3f2a9c803 重构next和hold系统,支持多next 2020-12-14 23:26:15 +08:00
MrZ626
ccf47c3c2f 降低进攻-极限难度,降低进攻-困难评级要求 2020-12-14 23:26:15 +08:00
MrZ626
24a47f1e1e 整理代码 2020-12-14 23:26:15 +08:00
MrZ626
6a86c2d984 AIRS改名并支持无踢墙180度转,PC练习模式改用此旋转系统 2020-12-14 23:26:15 +08:00
MrZ626
909c265e51 允许选择旋转系统 2020-12-14 23:26:15 +08:00
MrZ626
d70e915557 sysFX模块改名SYSFX 2020-12-14 23:26:14 +08:00
MrZ626
a1f4b703e6 整理代码 2020-12-14 23:26:14 +08:00
MrZ626
538960ac04 模式和语言文件移入parts文件夹 2020-12-14 23:26:14 +08:00
MrZ626
a43a34fe10 多媒体文件整理到media文件夹内 2020-12-14 23:26:14 +08:00
MrZ626
db3c87f852 conf文件预留好安卓用麦克风开关 2020-12-14 23:26:13 +08:00
MrZ626
7cd5d19f31 所有setfont参数统一为5的倍数,节约内存占用 2020-12-14 23:26:13 +08:00
MrZ626
246def7525 整理代码 2020-12-14 23:26:13 +08:00
MrZ626
dda0f04b8d 小游戏场景名统一mg_开头,方便查找 2020-12-14 23:26:13 +08:00
MrZ626
1f45b420cc 把绘制方块贴图的函数local化,略微提升性能 2020-12-14 23:26:13 +08:00
MrZ626
2e6c4c3266 高速经典模式音效微调 2020-12-14 23:26:13 +08:00
MrZ626
890ef6c87b 模块文件名更清晰 2020-12-14 23:26:12 +08:00
MrZ626
025ef02e71 debug模式鼠标单击输出信息升级 2020-12-14 23:26:12 +08:00
MrZ626
b1c15750b4 SCR模块化 2020-12-14 23:26:12 +08:00
MrZ626
f1f2eb583f SHADER模块整理,初始化代码移至main 2020-12-14 23:26:12 +08:00
MrZ626
ba486b5de7 A to Z小游戏更难作弊 2020-12-14 23:26:12 +08:00
MrZ626
c96b1f6106 控件系统更强大,自定义序列支持tab切换模式 2020-12-14 23:26:12 +08:00
MrZ626
b5af572d93 修复音量设置界面BGM滑条有细微延迟 2020-12-14 23:26:12 +08:00
MrZ626
fe632b71d6 修复井字棋在平局结束游戏时不结算 2020-12-14 23:26:12 +08:00
MrZ626
234ee0c4d1 新增BGM:sugar fairy,修改newera文件名,三个音频模块的加载表移至模块外 2020-12-14 23:26:12 +08:00
MrZ626
1fb50e3f4e 修复音效室Zspin按钮没声音 2020-12-14 23:26:12 +08:00
MrZ626
f478184342 修复部分旋转系统旋转O后锁定就报错 2020-12-14 23:26:12 +08:00
MrZ626
c29a1e4c0d 新增小游戏:战略井字棋 2020-12-14 23:26:12 +08:00
MrZ626
aed9fb8a24 可变旋转系统准备工作完成 2020-12-14 23:26:12 +08:00
MrZ_26
f9bdd8433a Merge pull request #3 from MattMayuga/master
Update lang_en.lua
2020-12-14 23:26:11 +08:00
MrZ626
0b8de7f94a 降低两个PC练习模式的评级标准 2020-12-14 23:26:11 +08:00
MrZ626
e995d93bb2 赞助名单更新 2020-12-14 23:26:11 +08:00
481 changed files with 6309 additions and 3829 deletions

View File

@@ -1,55 +1,42 @@
local min=math.min
local function fadeOut(id)
local src=BGM.list[id]
local v=src:getVolume()-.025*SETTING.bgm
src:setVolume(v>0 and v or 0)
if v<=0 then
src:stop()
return true
local function fadeOut(src)
while true do
coroutine.yield()
local v=src:getVolume()-.025*SETTING.bgm
src:setVolume(v>0 and v or 0)
if v<=0 then
src:stop()
return true
end
end
end
local function fadeIn(id)
local src=BGM.list[id]
local v=SETTING.bgm
v=min(v,src:getVolume()+.025*v)
src:setVolume(v)
if v>=SETTING.bgm then return true end
local function fadeIn(src)
while true do
coroutine.yield()
local v=SETTING.bgm
v=min(v,src:getVolume()+.025*v)
src:setVolume(v)
if v>=SETTING.bgm then
return true
end
end
end
local function removeCurFadeOut(task,code,src)
return task.code==code and task.args[1]==src
end
local BGM={
--nowPlay=[str:playing ID]
--suspend=[str:pausing ID]
--playing=[src:playing SRC]
}
BGM.list={
"blank",--menu
"race",--sprint, solo
"infinite",--infinite norm/dig, ultra, zen, tech-finesse
"push",--marathon, round, tsd, blind-5/6
"way",--dig sprint
"reason",--drought, blind-1/2/3/4
"secret8th",--master-1, survivor-2
"secret7th",--master-2, survivor-3
"waterfall",--sprint Penta/MPH
"newera",--bigbang, survivor-1, tech-normal
"oxygen",--c4w/pc train
"truth",--pc challenge
"distortion",--master-3
"far",--GM
"shining terminal",--attacker
"storm",--defender, survivor-4/5
"down",--dig, tech-hard/lunatic
"rockblock",--classic, 49/99
"cruelty","final","8-bit happiness","end","how feeling",--49/99
}
BGM.len=#BGM.list
function BGM.set(L)
BGM.list=L
BGM.len=#L
end
function BGM.loadOne(N)
N=BGM.list[N]
local file="/BGM/"..N..".ogg"
local file="media/BGM/"..N..".ogg"
if love.filesystem.getInfo(file)then
BGM.list[N]=love.audio.newSource(file,"stream")
BGM.list[N]:setLooping(true)
@@ -65,19 +52,17 @@ function BGM.loadAll()
end
function BGM.play(s)
if SETTING.bgm==0 then
BGM.nowPlay=s
BGM.playing=BGM.list[s]
BGM.suspend,BGM.nowPlay=s
return
elseif not(s and BGM.list[s])then
return
end
if BGM.nowPlay~=s then
if BGM.nowPlay then TASK.new(fadeOut,BGM.nowPlay)end
TASK.changeCode(fadeIn,fadeOut)
TASK.removeTask_data(s)
if s and BGM.list[s]and BGM.nowPlay~=s then
if BGM.nowPlay then TASK.new(fadeOut,BGM.playing)end
TASK.removeTask_iterate(removeCurFadeOut,fadeOut,BGM.list[s])
TASK.removeTask_code(fadeIn)
BGM.nowPlay,BGM.suspend=s
TASK.new(fadeIn,s)
TASK.new(fadeIn,BGM.list[s])
BGM.nowPlay=s
BGM.playing=BGM.list[s]
BGM.playing:play()
end
@@ -87,23 +72,15 @@ function BGM.freshVolume()
local v=SETTING.bgm
if v>0 then
BGM.playing:setVolume(v)
if BGM.suspend then
BGM.playing:play()
BGM.nowPlay,BGM.suspend=BGM.suspend
end
else
if BGM.nowPlay then
BGM.playing:pause()
BGM.suspend,BGM.nowPlay=BGM.nowPlay
end
BGM.playing:play()
elseif BGM.nowPlay then
BGM.playing:pause()
end
end
end
function BGM.stop()
if BGM.nowPlay then
TASK.new(fadeOut,BGM.nowPlay)
end
TASK.changeCode(fadeIn,fadeOut)
BGM.playing,BGM.nowPlay=nil
TASK.removeTask_code(fadeIn)
if BGM.nowPlay then TASK.new(fadeOut,BGM.playing)end
BGM.nowPlay,BGM.playing=nil
end
return BGM

View File

@@ -1,153 +1,58 @@
local fs=love.filesystem
local files={
data= fs.newFile("data.dat"),
setting=fs.newFile("settings.dat"),
VK= fs.newFile("virtualkey.dat"),
keyMap= fs.newFile("key.dat"),
unlock= fs.newFile("unlock.dat"),
}
local FILE={}
function FILE.loadRecord(N)
local F=fs.newFile(N..".dat")
function FILE.load(name)
name=name..".dat"
local F=fs.newFile(name)
if F:open("r")then
local s=loadstring(F:read())
local s=F:read()
F:close()
if s then
setfenv(s,{})
return s()
if s:sub(1,6)=="return"then
s=loadstring(s)
if s then
setfenv(s,{})
return s()
else
LOG.print(name.." "..text.loadError,COLOR.red)
return{}
end
else
return{}
local res=json.decode(s)
if res then
return res
else
LOG.print(name.." "..text.loadError,COLOR.red)
return{}
end
end
end
end
function FILE.saveRecord(N,L)
local F=fs.newFile(N..".dat")
F:open("w")
local _,mes=F:write(dumpTable(L))
F:flush()F:close()
if not _ then
LOG.print(text.recSavingError..(mes or"unknown error"),COLOR.red)
function FILE.save(data,name,mode)
if not mode then mode=""end
name=name..".dat"
if mode:find("l")then
data=dumpTable(data)
if not data then
LOG.print(name.." "..text.saveError.."dump error","error")
return
end
else
data=json.encode(data)
if not data then
LOG.print(name.." "..text.saveError.."json error","error")
return
end
end
end
function FILE.delRecord(N)
fs.remove(N..".dat")
end
function FILE.loadUnlock()
local F=files.unlock
if F:open("r")then
local s=F:read()
if s:sub(1,6)~="return"then s="return{"..s.."}"end
s=loadstring(s)
F:close()
if s then
setfenv(s,{})
RANKS=s()
end
end
end
function FILE.saveUnlock()
local F=files.unlock
local F=fs.newFile(name)
F:open("w")
local _,mes=F:write(dumpTable(RANKS))
local success,mes=F:write(data)
F:flush()F:close()
if not _ then
LOG.print(text.unlockSavingError..(mes or"unknown error"),COLOR.red)
end
end
function FILE.loadData()
local F=files.data
if F:open("r")then
local s=F:read()
if s:sub(1,6)~="return"then
s="return{"..s:gsub("\n",",").."}"
if success then
if mode:find("q")then
LOG.print(text.saveDone,COLOR.green)
end
s=loadstring(s)
F:close()
if s then
setfenv(s,{})
local S=s()
addToTable(S,STAT)
end
end
end
function FILE.saveData()
local F=files.data
F:open("w")
local _,mes=F:write(dumpTable(STAT))
F:flush()F:close()
if not _ then
LOG.print(text.statSavingError..(mes or"unknown error"),COLOR.red)
end
end
function FILE.loadSetting()
local F=files.setting
if F:open("r")then
local s=F:read()
if s:sub(1,6)~="return"then
s="return{"..s:gsub("\n",",").."}"
end
s=loadstring(s)
F:close()
if s then
setfenv(s,{})
addToTable(s(),SETTING)
end
end
end
function FILE.saveSetting()
local F=files.setting
F:open("w")
local _,mes=F:write(dumpTable(SETTING))
F:flush()F:close()
if _ then LOG.print(text.settingSaved,COLOR.green)
else LOG.print(text.settingSavingError..(mes or"unknown error"),COLOR.red)
end
end
function FILE.loadKeyMap()
local F=files.keyMap
if F:open("r")then
local s=loadstring(F:read())
F:close()
if s then
setfenv(s,{})
addToTable(s(),keyMap)
end
end
end
function FILE.saveKeyMap()
local F=files.keyMap
F:open("w")
local _,mes=F:write(dumpTable(keyMap))
F:flush()F:close()
if _ then LOG.print(text.keyMapSaved,COLOR.green)
else LOG.print(text.keyMapSavingError..(mes or"unknown error"),COLOR.red)
end
end
function FILE.loadVK()
local F=files.VK
if F:open("r")then
local s=loadstring(F:read())
F:close()
if s then
setfenv(s,{})
addToTable(s(),VK_org)
end
end
end
function FILE.saveVK()
local F=files.VK
F:open("w")
local _,mes=F:write(dumpTable(VK_org))
F:flush()F:close()
if _ then LOG.print(text.VKSaved,COLOR.green)
else LOG.print(text.VKSavingError..(mes or"unknown error"),COLOR.red)
else
LOG.print(text.saveError..(mes or"unknown error"),"error")
end
end
return FILE

View File

@@ -32,7 +32,7 @@ function IMG.getCount()
end
function IMG.loadOne(_)
local N=list[_]
IMG[N]=love.graphics.newImage("/image/"..IMG[N])
IMG[N]=love.graphics.newImage("media/image/"..IMG[N])
end
function IMG.loadAll()
for i=1,count do

View File

@@ -1,26 +1,26 @@
COLOR= require("Zframework/color")
SCN= require("Zframework/scene")
LOG= require("Zframework/log")
require("Zframework/toolfunc")
SCR= require"Zframework/screen"
COLOR= require"Zframework/color"
SCN= require"Zframework/scene"
LOG= require"Zframework/log"
require"Zframework/toolfunc"
VIB= require("Zframework/vib")
SFX= require("Zframework/sfx")
VIB= require"Zframework/vibrate"
SFX= require"Zframework/sfx"
LIGHT= require("Zframework/light")
SHADER= require("Zframework/shader")
BG= require("Zframework/bg")
WIDGET= require("Zframework/widget")
TEXT= require("Zframework/text")
sysFX= require("Zframework/sysFX")
LIGHT= require"Zframework/light"
BG= require"Zframework/background"
WIDGET= require"Zframework/widget"
TEXT= require"Zframework/text"
SYSFX= require"Zframework/sysFX"
IMG= require("Zframework/img")
BGM= require("Zframework/bgm")
VOC= require("Zframework/voice")
IMG= require"Zframework/image"
BGM= require"Zframework/bgm"
VOC= require"Zframework/voice"
LANG= require("Zframework/languages")
TASK= require("Zframework/task")
FILE= require("Zframework/file")
PROFILE=require("Zframework/profile")
LANG= require"Zframework/languages"
TASK= require"Zframework/task"
FILE= require"Zframework/file"
PROFILE=require"Zframework/profile"
local ms,kb=love.mouse,love.keyboard
local gc=love.graphics
@@ -58,14 +58,14 @@ local function updatePowerInfo()
end
gc.rectangle("fill",76,6,pow*.22,14)
if pow<100 then
setFont(14)
setFont(15)
gc.setColor(0,0,0)
gc.print(pow,77,2)
gc.print(pow,77,4)
gc.print(pow,79,2)
gc.print(pow,79,4)
gc.print(pow,77,1)
gc.print(pow,77,3)
gc.print(pow,79,1)
gc.print(pow,79,3)
gc.setColor(1,1,1)
gc.print(pow,78,3)
gc.print(pow,78,2)
end
end
gc.draw(IMG.batteryImage,73,3)
@@ -75,37 +75,27 @@ local function updatePowerInfo()
gc.pop()gc.setCanvas()
end
-------------------------------------------------------------
Tmr,Pnt={},{}
mouseClick,touchClick={},{}
mouseDown,mouseMove,mouseUp,wheelMoved={},{},{},{}
touchDown,touchUp,touchMove={},{},{}
keyDown,keyUp={},{}
gamepadDown,gamepadUp={},{}
local Tmr,Pnt=Tmr,Pnt
local mouseClick,touchClick=mouseClick,touchClick
local mouseDown,mouseMove,mouseUp,wheelMoved=mouseDown,mouseMove,mouseUp,wheelMoved
local touchDown,touchUp,touchMove=touchDown,touchUp,touchMove
local keyDown,keyUp=keyDown,keyUp
local gamepadDown,gamepadUp=gamepadDown,gamepadUp
-------------------------------------------------------------
local lastX,lastY=0,0--Last clickDown pos
function love.mousepressed(x,y,k,touch)
if touch then return end
mouseShow=true
mx,my=xOy:inverseTransformPoint(x,y)
if devMode==1 then DBP(mx,my)end
if SCN.swapping then return end
if mouseDown[SCN.cur]then
mouseDown[SCN.cur](mx,my,k)
elseif k==2 then
SCN.back()
if devMode==1 then
local dx,dy=mx-lastX,my-lastY
DBP(("(%d,%d), D=(%d,%d)~~(%d,%d)(%d,%d)"):format(mx,my,dx,dy,int(mx/10)*10,int(my/10)*10,int(dx/10)*10,int(dy/10)*10))
end
if k==1 then
WIDGET.press(mx,my)
if not SCN.swapping then
if SCN.mouseDown then
SCN.mouseDown(mx,my,k)
elseif k==2 then
SCN.back()
end
if k==1 then
WIDGET.press(mx,my)
end
lastX,lastY=mx,my
SYSFX.newRipple(3,mx,my,30)
end
lastX,lastY=mx,my
sysFX.newRipple(.3,mx,my,30)
end
function love.mousemoved(x,y,dx,dy,t)
if t then return end
@@ -113,9 +103,7 @@ function love.mousemoved(x,y,dx,dy,t)
mx,my=xOy:inverseTransformPoint(x,y)
if SCN.swapping then return end
dx,dy=dx/SCR.k,dy/SCR.k
if mouseMove[SCN.cur]then
mouseMove[SCN.cur](mx,my,dx,dy)
end
if SCN.mouseMove then SCN.mouseMove(mx,my,dx,dy)end
if ms.isDown(1) then
WIDGET.drag(mx,my)
else
@@ -127,16 +115,12 @@ function love.mousereleased(x,y,k,touch)
mx,my=xOy:inverseTransformPoint(x,y)
WIDGET.release(mx,my)
WIDGET.moveCursor(mx,my)
if mouseUp[SCN.cur]then
mouseUp[SCN.cur](mx,my,k)
end
if lastX and(mx-lastX)^2+(my-lastY)^2<26 and mouseClick[SCN.cur]then
mouseClick[SCN.cur](mx,my,k)
end
if SCN.mouseUp then SCN.mouseUp(mx,my,k)end
if lastX and SCN.mouseClick and(mx-lastX)^2+(my-lastY)^2<26 then SCN.mouseClick(mx,my,k)end
end
function love.wheelmoved(x,y)
if SCN.swapping then return end
if wheelMoved[SCN.cur]then wheelMoved[SCN.cur](x,y)end
if SCN.wheelMoved then SCN.wheelMoved(x,y)end
end
function love.touchpressed(id,x,y)
@@ -148,17 +132,13 @@ function love.touchpressed(id,x,y)
end
x,y=xOy:inverseTransformPoint(x,y)
lastX,lastY=x,y
if touchDown[SCN.cur]then
touchDown[SCN.cur](id,x,y)
end
if SCN.touchDown then SCN.touchDown(id,x,y)end
if kb.hasTextInput()then kb.setTextInput(false)end
end
function love.touchmoved(id,x,y,dx,dy)
if SCN.swapping then return end
x,y=xOy:inverseTransformPoint(x,y)
if touchMove[SCN.cur]then
touchMove[SCN.cur](id,x,y,dx/SCR.k,dy/SCR.k)
end
if SCN.touchMove then SCN.touchMove(id,x,y,dx/SCR.k,dy/SCR.k)end
if WIDGET.sel then
if touching then
WIDGET.drag(x,y)
@@ -181,22 +161,17 @@ function love.touchreleased(id,x,y)
WIDGET.sel=nil
end
end
if touchUp[SCN.cur]then
touchUp[SCN.cur](id,x,y)
end
if SCN.touchUp then SCN.touchUp(id,x,y)end
if(x-lastX)^2+(y-lastY)^2<26 then
if touchClick[SCN.cur]then
touchClick[SCN.cur](x,y)
end
sysFX.newRipple(.3,x,y,30)
if SCN.touchClick then SCN.touchClick(x,y)end
SYSFX.newRipple(3,x,y,30)
end
end
function love.keypressed(i)
mouseShow=false
if devMode then
if i=="f1"then
PROFILE.switch()
if i=="f1"then PROFILE.switch()
elseif i=="f2"then
LOG.print("System:"..SYSTEM.."["..jit.arch.."]")
LOG.print("luaVer:".._VERSION)
@@ -249,7 +224,7 @@ function love.keypressed(i)
if i~="f8"then
if SCN.swapping then return end
if keyDown[SCN.cur]then keyDown[SCN.cur](i)
if SCN.keyDown then SCN.keyDown(i)
elseif i=="escape"then SCN.back()
else WIDGET.keyPressed(i)
end
@@ -260,7 +235,7 @@ function love.keypressed(i)
end
function love.keyreleased(i)
if SCN.swapping then return end
if keyUp[SCN.cur]then keyUp[SCN.cur](i)end
if SCN.keyUp then SCN.keyUp(i)end
end
function love.textedited(text)
EDITING=text
@@ -300,30 +275,29 @@ local keyMirror={
function love.gamepadpressed(_,i)
mouseShow=false
if SCN.swapping then return end
if gamepadDown[SCN.cur]then gamepadDown[SCN.cur](i)
elseif keyDown[SCN.cur]then keyDown[SCN.cur](keyMirror[i]or i)
if SCN.gamepadDown then SCN.gamepadDown(i)
elseif SCN.keyDown then SCN.keyDown(keyMirror[i]or i)
elseif i=="back"then SCN.back()
else WIDGET.gamepadPressed(i)
else WIDGET.gamepadPressed(keyMirror[i]or i)
end
end
function love.gamepadreleased(_,i)
if SCN.swapping then return end
if gamepadUp[SCN.cur]then gamepadUp[SCN.cur](i)
end
if SCN.gamepadUp then SCN.gamepadUp(i)end
end
--[[
function love.joystickpressed(JS,k)
mouseShow=false
if SCN.swapping then return end
if gamepadDown[SCN.cur]then gamepadDown[SCN.cur](i)
elseif keyDown[SCN.cur]then keyDown[SCN.cur](keyMirror[i]or i)
if SCN.gamepadDown then SCN.gamepadDown(i)
elseif SCN.keyDown then SCN.keyDown(keyMirror[i]or i)
elseif i=="back"then SCN.back()
else WIDGET.gamepadPressed(i)
end
end
function love.joystickreleased(JS,k)
if SCN.swapping then return end
if gamepadUp[SCN.cur]then gamepadUp[SCN.cur](i)
if SCN.gamepadUp then SCN.gamepadUp(i)
end
end
function love.joystickaxis(JS,axis,val)
@@ -386,7 +360,7 @@ function love.errorhandler(msg)
gc.reset()
local errScrShot
gc.captureScreenshot(function (_)errScrShot=gc.newImage(_)end)
gc.captureScreenshot(function(_)errScrShot=gc.newImage(_)end)
gc.present()
SFX.fplay("error",SETTING.voc*.8)
@@ -431,7 +405,7 @@ function love.errorhandler(msg)
setFont(100)gc.print(":(",100,40,0,1.2)
setFont(40)gc.printf(text.errorMsg,100,200,SCR.w0-100)
setFont(20)
gc.print(SYSTEM.."-"..VERSION,100,660)
gc.print(SYSTEM.."-"..VERSION_NAME,100,660)
gc.print("scene:"..SCN.cur,400,660)
gc.printf(err[1],626,360,1260-626)
gc.print("TRACEBACK",626,426)
@@ -454,21 +428,21 @@ local devColor={
local FPS=love.timer.getFPS
love.draw,love.update=nil--remove default draw/update
function love.run()
local SCN=SCN
local SETTING=SETTING
local Timer=love.timer.getTime
local STEP,WAIT=love.timer.step,love.timer.sleep
local MINI=love.window.isMinimized
local PUMP,POLL=love.event.pump,love.event.poll
local DISCARD=gc.discard
local PRESENT=gc.present
local T=love.timer
local Timer=T.getTime
local STEP,GETDelta,WAIT=T.step,T.getDelta,T.sleep
local mini=love.window.isMinimized
local PUMP,POLL=love.event.pump,love.event.poll
local frameTimeList={}
local lastFrame=Timer()
local lastFreshPow=lastFrame
local FCT=0--Framedraw counter
local FCT=0--Framedraw counter, from 0~99
love.resize(gc.getWidth(),gc.getHeight())
@@ -482,7 +456,9 @@ function love.run()
return function()
local _
lastFrame=Timer()
local T=Timer()
local dt=T-lastFrame
lastFrame=T
--EVENT
PUMP()
@@ -497,45 +473,45 @@ function love.run()
--UPDATE
STEP()
local dt=GETDelta()
TASK.update()
VOC.update()
BG.update(dt)
sysFX.update(dt)
SYSFX.update(dt)
TEXT.update()
_=Tmr[SCN.cur]if _ then _(dt)end--Scene Updater
if SCN.update then SCN.update(dt)end--Scene Updater
if SCN.swapping then SCN.swapUpdate()end--Scene swapping animation
WIDGET.update()--Widgets animation
LOG.update()
--DRAW
if not mini()then
if not MINI()then
FCT=FCT+SETTING.frameMul
if FCT>=100 then
FCT=FCT-100
DISCARD()--SPEED UPUPUP!
--Draw background
BG.draw()
gc.push("transform")
gc.replaceTransform(xOy)
--Draw scene contents
if Pnt[SCN.cur]then Pnt[SCN.cur]()end
if SCN.draw then SCN.draw()end
--Draw widgets
WIDGET.draw()
--Draw cursor
if mouseShow then
local r=Timer()*.5
local r=T*.5
local R=int(r)%7+1
_=SKIN.libColor[SETTING.skin[R]]
gc.setColor(_[1],_[2],_[3],min(1-abs(1-r%1*2),.3))
gc.draw(TEXTURE.miniBlock[R],mx,my,Timer()%3.1416*4,20,20,spinCenters[R][0][2]+.5,#BLOCKS[R][0]-spinCenters[R][0][1]-.5)
gc.draw(TEXTURE.miniBlock[R],mx,my,T%3.1416*4,20,20,spinCenters[R][0][2]+.5,#BLOCKS[R][0]-spinCenters[R][0][1]-.5)
gc.setColor(1,1,1,.5)gc.circle("fill",mx,my,5)
gc.setColor(1,1,1)gc.circle("fill",mx,my,3)
end
sysFX.draw()
SYSFX.draw()
TEXT.draw()
gc.pop()
@@ -554,8 +530,8 @@ function love.run()
--Draw network working
if TASK.netTaskCount>0 then
setFont(30)
gc.setColor(COLOR.rainbow(Timer()*5))
gc.print("E",1250,0,.26+.355*math.sin(Timer()*6.26))
gc.setColor(COLOR.rainbow(T*5))
gc.print("E",1250,0,.26+.355*math.sin(T*6.26))
end
--Draw FPS
@@ -584,6 +560,7 @@ function love.run()
LOG.draw()
PRESENT()
DISCARD()--SPEED UPUPUP!
end
end
@@ -595,7 +572,6 @@ function love.run()
end
if gc.getWidth()~=SCR.w then
love.resize(gc.getWidth(),gc.getHeight())
LOG.print("Screen Resized",COLOR.yellow)
end
end

View File

@@ -1,11 +1,11 @@
local langList={
require("LANG/lang_zh"),
require("LANG/lang_zh2"),
require("LANG/lang_en"),
require("LANG/lang_fr"),
require("LANG/lang_sp"),
require("LANG/lang_symbol"),
require("LANG/lang_yygq"),
require"parts/language/lang_zh",
require"parts/language/lang_zh2",
require"parts/language/lang_en",
require"parts/language/lang_fr",
require"parts/language/lang_sp",
require"parts/language/lang_symbol",
require"parts/language/lang_yygq",
--Add new language file to LANG folder. Attention, new language won't show in-game when you add language
}
local publicText={
@@ -40,6 +40,12 @@ local publicWidgetText={
symbol="?????",
yygq="就这?",
},
custom_field={
b0="",b1="",b2="",b3="",b4="",b5="",b6="",b7="",
b8="",b9="",b10="",b11="",b12="",b13="",b14="",b15="",b16="",
b17="[ ]",b18="N",b19="B",b20="_",b21="_",b22="_",b23="_",b24="_",
},
mg_cubefield={},
}
local function langFallback(T0,T)
for k,v in next,T0 do

View File

@@ -1,89 +0,0 @@
--LIGHT MODULE(Optimized by MrZ,Original on github/love2d community/simple-love-lights)
--Heavily based on mattdesl's libGDX implementation:
--https://github.com/mattdesl/lwjgl-basics/wiki/2D-Pixel-Perfect-Shadows
local gc=love.graphics
local C=gc.clear
local shadowMapShader=gc.newShader("Zframework/shader/shadowMap.glsl")--Shader for caculating the 1D shadow map.
local lightRenderShader=gc.newShader("Zframework/shader/lightRender.glsl")--Shader for rendering blurred lights and shadows.
local Lights={}--Lightsource objects
local function move(L,x,y)
L.x,L.y=x,y
end
local function setPow(L,pow)
L.size=pow
end
local function destroy(L)
L.blackCanvas:release()
L.shadowCanvas:release()
L.renderCanvas:release()
end
local function draw(L)
--Initialization
local r,g,b,a=love.graphics.getColor()
gc.setCanvas(L.blackCanvas)C()
gc.setCanvas(L.shadowCanvas)C()
gc.setCanvas(L.renderCanvas)C()
lightRenderShader:send("xresolution",L.size)
shadowMapShader:send("yresolution",L.size)
--Get up-left of light
local X=L.x-L.size*.5
local Y=L.y-L.size*.5
--Render solid
gc.translate(-X,-Y)
L.blackCanvas:renderTo(L.blackFn)
gc.translate(X,Y)
--Render shade canvas by solid
gc.setShader(shadowMapShader)
gc.setCanvas(L.shadowCanvas)
gc.draw(L.blackCanvas)
--Render light canvas by shade
gc.setShader(lightRenderShader)
gc.setCanvas(L.renderCanvas)
gc.draw(L.shadowCanvas,0,0,0,1,L.size)
--Ready to final render
gc.setShader()gc.setCanvas()gc.setBlendMode("add")
--Render to screes
gc.setColor(r,g,b,a)
gc.draw(L.renderCanvas,X,Y+L.size,0,1,-1)
--Reset
gc.setBlendMode("alpha")
end
local LIGHT={}
function LIGHT.draw()
for i=1,#Lights do
Lights[i]:draw()
end
end
function LIGHT.clear()
for i=#Lights,1,-1 do
Lights[i]:destroy()
Lights[i]=nil
end
end
function LIGHT.add(x,y,R,F)
local id=#Lights+1
Lights[id]={
--Methods
id=id,
x=x,y=y,size=R,
blackCanvas=gc.newCanvas(R,R),--Solid canvas
shadowCanvas=gc.newCanvas(R,1),--1D vis-depth canvas
renderCanvas=gc.newCanvas(R,R),--Light canvas
blackFn=F,--Solid draw funcion
move=move,
setPow=setPow,
draw=draw,
destroy=destroy,
}
end
return LIGHT

89
Zframework/light/init.lua Normal file
View File

@@ -0,0 +1,89 @@
--LIGHT MODULE (Optimized by MrZ, Original on github/love2d community/simple-love-lights)
--Heavily based on mattdesl's libGDX implementation:
--https://github.com/mattdesl/lwjgl-basics/wiki/2D-Pixel-Perfect-Shadows
local gc=love.graphics
local clear,translate=gc.clear,gc.translate
local setCanvas,setShader=gc.setCanvas,gc.setShader
local render=gc.draw
local shadowMapShader=gc.newShader("Zframework/light/shadowMap.glsl")--Shader for caculating the 1D shadow map.
local lightRenderShader=gc.newShader("Zframework/light/lightRender.glsl")--Shader for rendering blurred lights and shadows.
local Lights={}--Lightsource objects
local function move(L,x,y)
L.x,L.y=x,y
end
local function setPow(L,pow)
L.size=pow
end
local function destroy(L)
L.blackCanvas:release()
L.shadowCanvas:release()
L.renderCanvas:release()
end
local function draw(L)
--Initialization
local r,g,b,a=gc.getColor()
setCanvas(L.blackCanvas)clear()
setCanvas(L.shadowCanvas)clear()
setCanvas(L.renderCanvas)clear()
lightRenderShader:send("xresolution",L.size)
shadowMapShader:send("yresolution",L.size)
--Get up-left of light
local X=L.x-L.size*.5
local Y=L.y-L.size*.5
--Render solid
translate(-X,-Y)
L.blackCanvas:renderTo(L.blackFn)
translate(X,Y)
--Render shade canvas by solid
setShader(shadowMapShader)
setCanvas(L.shadowCanvas)
render(L.blackCanvas)
--Render light canvas by shade
setShader(lightRenderShader)
setCanvas(L.renderCanvas)
render(L.shadowCanvas,0,0,0,1,L.size)
--Ready to final render
setShader()setCanvas()gc.setBlendMode("add")
--Render to screes
gc.setColor(r,g,b,a)
render(L.renderCanvas,X,Y+L.size,0,1,-1)
--Reset
gc.setBlendMode("alpha")
end
local LIGHT={}
function LIGHT.draw()
for i=1,#Lights do
draw(Lights[i])
end
end
function LIGHT.clear()
for i=#Lights,1,-1 do
Lights[i]:destroy()
Lights[i]=nil
end
end
function LIGHT.add(x,y,radius,solidFunc)
local id=#Lights+1
Lights[id]={
id=id,
x=x,y=y,size=radius,
blackCanvas=gc.newCanvas(radius,radius),--Solid canvas
shadowCanvas=gc.newCanvas(radius,1),--1D vis-depth canvas
renderCanvas=gc.newCanvas(radius,radius),--Light canvas
blackFn=solidFunc,--Solid draw funcion
move=move,
setPow=setPow,
destroy=destroy,
}
end
return LIGHT

View File

@@ -1,29 +1,29 @@
#define PI 3.14159
extern float xresolution;
//sample from 1D vis-depth map
// Sample from 1D vis-depth map
float samp(vec2 coord,float r,Image u_texture){
return step(r,Texel(u_texture,coord).r);
}
vec4 effect(vec4 color,Image texture,vec2 texture_coords,vec2 screen_coords){
//cartesian to polar, y of 1D sample is always 0
// Cartesian to polar, y of 1D sample is always 0
vec2 norm=texture_coords.st*2.-1.;
vec2 tc=vec2((atan(norm.y,norm.x)+PI)/(2.*PI),0.);
float r=length(norm);
//enlarge blur parameter by distance, light scattering simulation
// Enlarge blur parameter by distance, light scattering simulation
float blur=(1./xresolution)*smoothstep(0.3,1.,r);
//Simple Gaussian blur
float sum=//brightness(0~1)
// Simple Gaussian blur
float sum=// Brightness(0~1)
samp(vec2(tc.x-3.*blur,tc.y),r,texture)*0.1
+samp(vec2(tc.x-2.*blur,tc.y),r,texture)*0.13
+samp(vec2(tc.x-1.*blur,tc.y),r,texture)*0.17
+samp(tc,r,texture)*0.2//The center tex coord,which gives us hard shadows.
+samp(tc,r,texture)*0.2// The center tex coord, which gives us hard shadows.
+samp(vec2(tc.x+1.*blur,tc.y),r,texture)*0.17
+samp(vec2(tc.x+2.*blur,tc.y),r,texture)*0.13
+samp(vec2(tc.x+3.*blur,tc.y),r,texture)*0.1;
//Multiply the distance to get a soft fading
// Multiply the distance to get a soft fading
return vec4(vec3(1.),sum*smoothstep(1.,0.,r));
}

View File

@@ -1,9 +1,9 @@
#define PI 3.14
extern float yresolution;
vec4 effect(vec4 color,Image texture,vec2 texture_coords,vec2 screen_coords){
//Iterate through the occluder map's y-axis.
// Iterate through the occluder map's y-axis.
for(float y=0.;y<yresolution;y++){
//cartesian to polar
// Cartesian to polar
// y/yresolution=distance to light source(0~1)
vec2 norm=vec2(texture_coords.s,y/yresolution)*2.-1.;
float theta=PI*1.5+norm.x*PI;
@@ -12,10 +12,9 @@ vec4 effect(vec4 color,Image texture,vec2 texture_coords,vec2 screen_coords){
//sample from solid
if(
Texel(texture,(
vec2(-r*sin(theta),-r*cos(theta))*0.5+0.5//coord of solid sampling
))
.a>0.1
)return vec4(vec3(y/yresolution),1.);//collision check, alpha>0.1 means transparent
vec2(-r*sin(theta),-r*cos(theta))*0.5+0.5// Coord of solid sampling
)).a>0.1
)return vec4(vec3(y/yresolution),1.);// Collision check, alpha>0.1 means transparent
}
return vec4(1.,1.,1.,1.);//return max distance 1
return vec4(1.);// Return max distance 1
}

View File

@@ -4,7 +4,7 @@ local ins,rem=table.insert,table.remove
local debugMesList={}
local debugMesHistory={
"Version: "..VERSION,
"Version: "..VERSION_NAME,
os.date("Launched at %Y/%m/%d %H:%M"),
}
local LOG={}

View File

@@ -15,21 +15,17 @@ local _ncalls = {}
-- list of internal profiler functions
local _internal = {}
local getInfo=debug.getinfo
local getInfo = debug.getinfo
function profile.hooker(event, line, info)
info = info or getInfo(2, 'fnS')
local f = info.func
-- ignore the profiler itself
if _internal[f] or info.what ~= "Lua" then
return
end
if _internal[f] or info.what ~= "Lua" then return end
-- get the function name if available
if info.name then
_labeled[f] = info.name
end
if info.name then _labeled[f] = info.name end
-- find the line definition
if not _defined[f] then
_defined[f] = info.short_src..":"..info.linedefined
_defined[f] = info.short_src .. ":" .. info.linedefined
_ncalls[f] = 0
_telapsed[f] = 0
end
@@ -49,13 +45,6 @@ function profile.hooker(event, line, info)
end
end
--- Sets a clock function to be used by the profiler.
-- @param f Clock function that returns a number
function profile.setclock(f)
assert(type(f) == "function", "clock must be a function")
clock = f
end
--- Starts collecting data.
function profile.start()
if rawget(_G, 'jit') then
@@ -68,15 +57,15 @@ end
--- Stops collecting data.
function profile.stop()
debug.sethook()
for f in next,_tcalled do
for f in next, _tcalled do
local dt = clock() - _tcalled[f]
_telapsed[f] = _telapsed[f] + dt
_tcalled[f] = nil
end
-- merge closures
local lookup = {}
for f, d in next,_defined do
local id = (_labeled[f] or '?')..d
for f, d in next, _defined do
local id = (_labeled[f] or '?') .. d
local f2 = lookup[id]
if f2 then
_ncalls[f2] = _ncalls[f2] + (_ncalls[f] or 0)
@@ -92,31 +81,22 @@ end
--- Resets all collected data.
function profile.reset()
for f in next,_ncalls do
_ncalls[f] = 0
end
for f in next,_telapsed do
_telapsed[f] = 0
end
for f in next,_tcalled do
_tcalled[f] = nil
end
for f in next, _ncalls do _ncalls[f] = 0 end
for f in next, _telapsed do _telapsed[f] = 0 end
for f in next, _tcalled do _tcalled[f] = nil end
collectgarbage('collect')
end
function profile.comp(a, b)
local dt = _telapsed[b] - _telapsed[a]
if dt == 0 then
return _ncalls[b] < _ncalls[a]
end
return dt < 0
return dt == 0 and _ncalls[b] < _ncalls[a] or dt < 0
end
--- Iterates all functions that have been called since the profile was started.
-- @param n Number of results (optional)
function profile.query(limit)
local t = {}
for f, n in next,_ncalls do
for f, n in next, _ncalls do
if n > 0 then
t[#t + 1] = f
end
@@ -132,12 +112,12 @@ function profile.query(limit)
if _tcalled[f] then
dt = clock() - _tcalled[f]
end
t[i] = { i, _labeled[f] or '?', _ncalls[f], _telapsed[f] + dt, _defined[f] }
t[i] = {i, _labeled[f] or '?', _ncalls[f], _telapsed[f] + dt, _defined[f]}
end
return t
end
local cols = { 3, 29, 11, 24, 32 }
local cols = {3, 29, 11, 24, 32}
function profile.report(n)
local out = {}
local report = profile.query(n)
@@ -148,7 +128,7 @@ function profile.report(n)
s = tostring(s)
local l1 = s:len()
if l1 < l2 then
s = s..(' '):rep(l2-l1)
s = s .. (' '):rep(l2 - l1)
elseif l1 > l2 then
s = s:sub(l1 - l2 + 1, l1)
end
@@ -159,14 +139,14 @@ function profile.report(n)
local row = " +-----+-------------------------------+-------------+--------------------------+----------------------------------+ \n"
local col = " | # | Function | Calls | Time | Code | \n"
local sz = row..col..row
local sz = row .. col .. row
if #out > 0 then
sz = sz..' | '..table.concat(out, ' | \n | ')..' | \n'
sz = sz .. ' | ' .. table.concat(out, ' | \n | ') .. ' | \n'
end
return '\n'..sz..row
return '\n' .. sz .. row
end
local switch=false
local switch = false
function profile.switch()
if switch then
profile.stop()
@@ -177,14 +157,12 @@ function profile.switch()
PROFILE.start()
LOG.print("profile start!")
end
switch=not switch
switch = not switch
end
-- store all internal profiler functions
for _, v in next,profile do
if type(v) == "function" then
_internal[v] = true
end
for _, v in next, profile do
if type(v) == "function" then _internal[v] = true end
end
return profile
return profile

View File

@@ -2,12 +2,10 @@ local gc=love.graphics
local abs=math.abs
local SCR=SCR
sceneInit,sceneBack={},{}
local sceneInit,sceneBack=sceneInit,sceneBack
sceneInit.quit=love.event.quit
local scenes={}
local SCN={
cur="load",--Current scene
cur="NULL",--Current scene name
swapping=false,--If Swapping
stat={
tar=nil, --Swapping target
@@ -16,9 +14,33 @@ local SCN={
time=nil, --Full swap time
draw=nil, --Swap draw func
},
seq={"quit","slowFade"},--Back sequence
stack={"quit","slowFade"},--Scene stack
scenes=scenes,
--Events
update=nil,
draw=nil,
mouseClick=nil,
touchClick=nil,
mouseDown=nil,
mouseMove=nil,
mouseUp=nil,
wheelMoved=nil,
touchDown=nil,
touchUp=nil,
touchMove=nil,
keyDown=nil,
keyUp=nil,
gamepadDown=nil,
gamepadUp=nil,
socketRead=nil,
}--Scene datas, returned
function SCN.add(name,scene)
scenes[name]=scene
end
function SCN.swapUpdate()
local S=SCN.stat
S.time=S.time-1
@@ -32,19 +54,39 @@ function SCN.swapUpdate()
end
end
function SCN.init(s,org)
if sceneInit[s]then sceneInit[s](org)end
local S=scenes[s]
SCN.cur=s
SCN.sceneInit=S.sceneInit
SCN.sceneBack=S.sceneBack
SCN.update=S.update
SCN.draw=S.draw
SCN.mouseClick=S.mouseClick
SCN.touchClick=S.touchClick
SCN.mouseDown=S.mouseDown
SCN.mouseMove=S.mouseMove
SCN.mouseUp=S.mouseUp
SCN.wheelMoved=S.wheelMoved
SCN.touchDown=S.touchDown
SCN.touchUp=S.touchUp
SCN.touchMove=S.touchMove
SCN.keyDown=S.keyDown
SCN.keyUp=S.keyUp
SCN.gamepadDown=S.gamepadDown
SCN.gamepadUp=S.gamepadUp
SCN.socketRead=S.socketRead
if S.sceneInit then S.sceneInit(org)end
WIDGET.set(s)
end
function SCN.push(tar,style)
if not SCN.swapping then
local m=#SCN.seq
SCN.seq[m+1]=tar or SCN.cur
SCN.seq[m+2]=style or"fade"
local m=#SCN.stack
SCN.stack[m+1]=tar or SCN.cur
SCN.stack[m+2]=style or"fade"
end
end
function SCN.pop()
local _=SCN.seq
local _=SCN.stack
_[#_],_[#_-1]=nil
end
@@ -86,27 +128,35 @@ local swap={
end},
}--Scene swapping animations
function SCN.swapTo(tar,style)--Parallel scene swapping, cannot back
local S=SCN.stat
if not SCN.swapping and tar~=SCN.cur then
if not style then style="fade"end
SCN.swapping=true
S.tar,S.style=tar,style
S.time,S.mid,S.draw=unpack(swap[style])
if scenes[tar]then
local S=SCN.stat
if not SCN.swapping and tar~=SCN.cur then
if not style then style="fade"end
SCN.swapping=true
S.tar,S.style=tar,style
S.time,S.mid,S.draw=unpack(swap[style])
end
else
LOG.print("No Scene: "..tar,"warn")
end
end
function SCN.go(tar,style)--Normal scene swapping, can back
SCN.push()
SCN.swapTo(tar,style)
if scenes[tar]then
SCN.push()
SCN.swapTo(tar,style)
else
LOG.print("No Scene: "..tar,"warn")
end
end
function SCN.back()
--Leave scene
if sceneBack[SCN.cur] then sceneBack[SCN.cur]()end
if SCN.sceneBack then SCN.sceneBack()end
--Poll&Back to previous Scene
local m=#SCN.seq
local m=#SCN.stack
if m>0 then
SCN.swapTo(SCN.seq[m-1],SCN.seq[m])
SCN.seq[m],SCN.seq[m-1]=nil
SCN.swapTo(SCN.stack[m-1],SCN.stack[m])
SCN.stack[m],SCN.stack[m-1]=nil
end
end
return SCN

14
Zframework/screen.lua Normal file
View File

@@ -0,0 +1,14 @@
local SCR={
w0=1280,h0=720,--Default Screen Size
x=0,y=0,--Up-left Coord on screen
w=0,h=0,--Fullscreen w/h in gc
W=0,H=0,--Fullscreen w/h in shader
rad=0,--Radius
k=1,--Scale size
dpi=1,--DPI from gc.getDPIScale()
xOy=love.math.newTransform(),--Screen transformation object
}
function SCR.setSize(w,h)
SCR.w0,SCR.h0=w,h
end
return SCR

View File

@@ -1,32 +1,13 @@
local rem=table.remove
local SFX={}
SFX.list={
"welcome_sfx",
"click","enter",
"finesseError","finesseError_long",
--Stereo sfxs(cannot set position)
"virtualKey",
"button","swipe",
"ready","start","win","fail","collect",
"spawn_1","spawn_2","spawn_3","spawn_4","spawn_5","spawn_6","spawn_7",
"move","rotate","rotatekick","hold",
"prerotate","prehold",
"lock","drop","fall",
"reach",
"ren_1","ren_2","ren_3","ren_4","ren_5","ren_6","ren_7","ren_8","ren_9","ren_10","ren_11","ren_mega",
"clear_1","clear_2","clear_3","clear_4",
"spin_0","spin_1","spin_2","spin_3",
"emit","blip_1","blip_2",
"clear",
"error",
--Mono sfxs
}
function SFX.set(L)
SFX.list=L
SFX.len=#L
end
function SFX.loadOne(_)
_,SFX.list[_]=SFX.list[_]
local N="/SFX/".._..".ogg"
local N="media/SFX/".._..".ogg"
if love.filesystem.getInfo(N)then
SFX.list[_]={love.audio.newSource(N,"static")}
else

View File

@@ -1,14 +0,0 @@
local function N(file)
return love.graphics.newShader("Zframework/shader/"..file..".glsl")
end
return{
-- glow=gc.newShader("Zframework/shader/glow.cs"),
alpha=N("alpha"),
warning=N("warning"),
aura=N("aura"),
gradient1=N("grad1"),--Horizonal red-blue gradient
gradient2=N("grad2"),--Vertical red-green gradient
rgb1=N("rgb1"),--Colorful RGB
rgb2=N("rgb2"),--Blue RGB
}

View File

@@ -1,5 +0,0 @@
extern float X,Y,W,H;
vec4 effect(vec4 C,Image Tx,vec2 pos,vec2 scr_pos){
C[3]=min((scr_pos.x-X)/W*0.3+(scr_pos.y-Y)/H*0.1,0.3)+0.5;
return C;
}

View File

@@ -1,10 +1,16 @@
local gc=love.graphics
local setColor,setWidth=gc.setColor,gc.setLineWidth
local max,min=math.max,math.min
local rnd=math.random
local rem=table.remove
local fx={}
local function normUpdate(S,dt)
S.t=S.t+dt*S.rate
return S.t>1
end
local FXupdate={}
function FXupdate.badge(S,dt)
S.t=S.t+dt
@@ -19,22 +25,22 @@ function FXupdate.badge(S,dt)
end
return S.t>=1
end
function FXupdate.attack(S,dt)
FXupdate.attack=normUpdate
FXupdate.ripple=normUpdate
FXupdate.rectRipple=normUpdate
FXupdate.shade=normUpdate
function FXupdate.cell(S,dt)
if S.vx then
S.x=S.x+S.vx*S.rate
S.y=S.y+S.vy*S.rate
if S.ax then
S.vx=S.vx+S.ax*S.rate
S.vy=S.vy+S.ay*S.rate
end
end
S.t=S.t+dt*S.rate
return S.t>1
end
function FXupdate.ripple(S,dt)
S.t=S.t+dt*S.rate
return S.t>=1
end
function FXupdate.rectRipple(S,dt)
S.t=S.t+dt*S.rate
return S.t>=1
end
function FXupdate.shade(S,dt)
S.t=S.t+dt*S.rate
return S.t>=1
end
local FXdraw={}
function FXdraw.badge(S)
@@ -78,22 +84,26 @@ function FXdraw.shade(S)
setColor(S.r,S.g,S.b,1-S.t)
gc.rectangle("fill",S.x,S.y,S.w,S.h,2)
end
function FXdraw.cell(S)
setColor(1,1,1,1-S.t)
gc.draw(S.image,S.x,S.y,nil,S.size,nil,S.cx,S.cy)
end
local sysFX={}
function sysFX.update(dt)
local SYSFX={}
function SYSFX.update(dt)
for i=#fx,1,-1 do
if fx[i]:update(dt) then
rem(fx,i)
end
end
end
function sysFX.draw()
function SYSFX.draw()
for i=1,#fx do
fx[i]:draw()
end
end
function sysFX.newBadge(x1,y1,x2,y2)
function SYSFX.newBadge(x1,y1,x2,y2)
fx[#fx+1]={
update=FXupdate.badge,
draw=FXdraw.badge,
@@ -103,7 +113,7 @@ function sysFX.newBadge(x1,y1,x2,y2)
x2=x2,y2=y2,
}
end
function sysFX.newAttack(rate,x1,y1,x2,y2,wid,r,g,b,a)
function SYSFX.newAttack(rate,x1,y1,x2,y2,wid,r,g,b,a)
fx[#fx+1]={
update=FXupdate.attack,
draw=FXdraw.attack,
@@ -115,32 +125,45 @@ function sysFX.newAttack(rate,x1,y1,x2,y2,wid,r,g,b,a)
r=r,g=g,b=b,a=a,
}
end
function sysFX.newRipple(duration,x,y,r)
function SYSFX.newRipple(rate,x,y,r)
fx[#fx+1]={
update=FXupdate.ripple,
draw=FXdraw.ripple,
t=0,
rate=1/duration,
rate=rate,
x=x,y=y,r=r,
}
end
function sysFX.newRectRipple(duration,x,y,w,h)
function SYSFX.newRectRipple(rate,x,y,w,h)
fx[#fx+1]={
update=FXupdate.rectRipple,
draw=FXdraw.rectRipple,
t=0,
rate=1/duration,
rate=rate,
x=x,y=y,w=w,h=h,
}
end
function sysFX.newShade(duration,r,g,b,x,y,w,h)
function SYSFX.newShade(rate,r,g,b,x,y,w,h)
fx[#fx+1]={
update=FXupdate.shade,
draw=FXdraw.shade,
t=0,
rate=1/duration,
rate=rate,
r=r,g=g,b=b,
x=x,y=y,w=w,h=h,
}
end
return sysFX
function SYSFX.newCell(rate,image,size,x,y,vx,vy,ax,ay)
fx[#fx+1]={
update=FXupdate.cell,
draw=FXdraw.cell,
t=0,
rate=rate*(.9+rnd()*.2),
image=image,size=size,
cx=image:getWidth()*.5,cy=image:getHeight()*.5,
x=x,y=y,
vx=vx,vy=vy,
ax=ax,ay=ay,
}
end
return SYSFX

View File

@@ -1,4 +1,6 @@
local rem=table.remove
local ct=coroutine
local assert=assert
local tasks={}
local TASK={
@@ -10,37 +12,54 @@ end
function TASK.update()
for i=#tasks,1,-1 do
local T=tasks[i]
if T.code(T.data)then
if T.data.net then
assert(ct.resume(T.thread))
if ct.status(T.thread)=="dead"then
if T.net then
TASK.netTaskCount=TASK.netTaskCount-1
end
rem(tasks,i)
end
end
end
function TASK.new(code,data)
tasks[#tasks+1]={
code=code,
data=data,
}
function TASK.new(code,...)
local thread=ct.create(code)
if ...~=nil then ct.resume(thread,...)end
if ct.status(thread)~="dead"then
tasks[#tasks+1]={
thread=thread,
code=code,
args={...},
}
end
end
function TASK.changeCode(c1,c2)
for i=#tasks,1,-1 do
if tasks[i].code==c1 then
tasks[i].code=c2
end
function TASK.newNet(code,...)
local thread=ct.create(code)
if ...~=nil then ct.resume(thread,...)end
if ct.status(thread)~="dead"then
tasks[#tasks+1]={
thread=thread,
code=code,
args={...},
net=true,
}
end
end
function TASK.removeTask_code(code)
for i=#tasks,1,-1 do
if tasks[i].code==code then
if tasks[i].net then
TASK.netTaskCount=TASK.netTaskCount-1
end
rem(tasks,i)
end
end
end
function TASK.removeTask_data(data)
function TASK.removeTask_iterate(func,...)
for i=#tasks,1,-1 do
if tasks[i].data==data then
if func(tasks[i],...)then
if tasks[i].net then
TASK.netTaskCount=TASK.netTaskCount-1
end
rem(tasks,i)
end
end

View File

@@ -131,6 +131,9 @@ do--dumpTable
else
s="return{\n"
t=1
if type(L)~="table"then
return
end
end
local count=1
for k,v in next,L do
@@ -163,27 +166,6 @@ do--dumpTable
return s..tabs[t-1].."}"
end
end
do--httpRequest
client=LOADLIB("NETlib")
httpRequest=
client and function(tick,api,method,header,body)
local task,err=client.httpraw{
url="http://47.103.200.40/"..api,
method=method or"GET",
header=header,
body=body,
}
if task then
TASK.new(tick,{task=task,time=0,net=true})
else
LOG.print("NETlib error: "..err,"warn")
end
TASK.netTaskCount=TASK.netTaskCount+1
end or
function()
LOG.print("[NO NETlib]",5,COLOR.yellow)
end
end
do--json
--
-- json.lua
@@ -302,7 +284,13 @@ do--json
end
function json.encode(val)
return pcall(encode,val)
local a,b=pcall(encode,val)
if a then
return b
else
LOG.print(text.jsonError..": "..(b or"uknErr"),"warn")
return
end
end
-------------------------------------------------------------------------------
@@ -529,37 +517,102 @@ do--json
return res
end
function json.decode(str)
return pcall(decode,str)
local a,b=pcall(decode,str)
if a then
return b
else
LOG.print(text.jsonError..": "..(b or"uknErr"),"warn")
return
end
end
end
do--urlencode
local rshift=bit.rshift
local b16={[0]="0","1","2","3","4","5","6","7","8","9","a","b","c","d","e","f"}
urlencode={}
function urlencode.encode(T)
local out={}
for k,v in next,T do
local k1=""
for i=1,#k do
if k:sub(i,i):match("[a-zA-Z0-9]")then
k1=k1..k:sub(i,i)
else
local b=k:byte(i)
k1=k1.."%"..b16[rshift(b,4)]..b16[b%16]
end
function urlEncode(str)
local out=""
for i=1,#str do
if str:sub(i,i):match("[a-zA-Z0-9]")then
out=out..str:sub(i,i)
else
local b=str:byte(i)
out=out.."%"..b16[rshift(b,4)]..b16[b%16]
end
local v1=""
for i=1,#v do
if v:sub(i,i):match("[a-zA-Z0-9]")then
v1=v1..v:sub(i,i)
else
local b=v:byte(i)
v1=v1.."%"..b16[rshift(b,4)]..b16[b%16]
end
end
ins(out,k1.."="..v1)
end
return table.concat(out,"&")
return out
end
end
do--httpRequest & wsConnect
client=LOADLIB("NETlib")
if client then
function httpRequest(tick,path,method,header,body)
local task,err=client.httpraw{
url="http://krakens.tpddns.cn:10026"..path,
method=method or"GET",
header=header,
body=body,
}
if task then
TASK.newNet(tick,task)
else
LOG.print("NETlib error: "..err,"warn")
end
TASK.netTaskCount=TASK.netTaskCount+1
end
function wsConnect(tick,path,header)
local task,err=client.wsraw{
url="ws://krakens.tpddns.cn:10026"..path,
origin="krakens.tpddns.cn",
header=header,
}
if task then
TASK.newNet(tick,task)
else
LOG.print("NETlib error: "..err,"warn")
end
TASK.netTaskCount=TASK.netTaskCount+1
end
function wsWrite(data)
if WSCONN then
local writeErr=client.write(WSCONN,data)
if writeErr then
LOG.print(writeErr,"error")
return
end
return true
else
LOG.print(text.wsNoConn,"warn")
end
end
else
local function noNetLib()
LOG.print("[NO NETlib]",5,COLOR.yellow)
end
httpRequest=noNetLib
wsConnect=noNetLib
wsWrite=noNetLib
end
end
do--wheelScroll
local floatWheel=0
function wheelScroll(y)
if y>0 then
if floatWheel<0 then floatWheel=0 end
floatWheel=floatWheel+y^1.2
elseif y<0 then
if floatWheel>0 then floatWheel=0 end
floatWheel=floatWheel-(-y)^1.2
end
while floatWheel>=1 do
love.keypressed("up")
floatWheel=floatWheel-1
end
while floatWheel<=-1 do
love.keypressed("down")
floatWheel=floatWheel+1
end
end
end
function copyList(org)

View File

@@ -1,8 +0,0 @@
local level={0,0,.015,.02,.03,.04,.05,.06,.07,.08}
local VIB=love.system.vibrate
return function(t)
local L=SETTING.vib
if L>0 then
VIB(level[L+t])
end
end

8
Zframework/vibrate.lua Normal file
View File

@@ -0,0 +1,8 @@
local level={0,0,.01,.015,.02,.03,.04,.05,.06,.07}
local vib=love.system.vibrate
return function(t)
local L=SETTING.vib
if L>0 then
vib(level[L+t])
end
end

View File

@@ -3,25 +3,21 @@ local rem=table.remove
local voiceQueue={free=0}
local bank={}--{vocName1={SRC1s},vocName2={SRC2s},...}
local VOC={}
VOC.name={
"zspin","sspin","lspin","jspin","tspin","ospin","ispin",
"single","double","triple","techrash",
"mini","b2b","b3b",
"perfect_clear","half_clear",
"win","lose","bye",
"test","happy","doubt","sad","egg",
"welcome_voc",
}
VOC.list={}
local function loadVoiceFile(N,vocName)
local fileName="VOICE/"..SETTING.cv.."/"..vocName..".ogg"
local fileName="media/VOICE/"..SETTING.cv.."/"..vocName..".ogg"
if love.filesystem.getInfo(fileName)then
bank[vocName]={love.audio.newSource(fileName,"static")}
table.insert(VOC.list[N],vocName)
return true
end
end
function VOC.set(L)
VOC.name=L
VOC.len=#L
end
function VOC.loadOne(name)
local N=VOC.name[name]
VOC.list[N]={}

View File

@@ -8,7 +8,6 @@ local ins=table.insert
local Timer=love.timer.getTime
local setFont,mStr=setFont,mStr
local Empty={}
local widgetList={}
local WIDGET={}
local widgetMetatable={
@@ -19,6 +18,7 @@ local widgetMetatable={
local text={
type="text",
alpha=0,
}
function text:reset()
if type(self.text)=="string"then
@@ -29,14 +29,26 @@ function text:reset()
self.font=self.font-10
end
end
function text:update()
if self.hideCon and self.hideCon()then
if self.alpha>0 then
self.alpha=self.alpha-.125
end
elseif self.alpha<1 then
self.alpha=self.alpha+.125
end
end
function text:draw()
gc.setColor(self.color)
if self.align=="M"then
gc.draw(self.text,self.x-self.text:getWidth()*.5,self.y)
elseif self.align=="L"then
gc.draw(self.text,self.x,self.y)
elseif self.align=="R"then
gc.draw(self.text,self.x-self.text:getWidth(),self.y)
if self.alpha>0 then
local c=self.color
gc.setColor(c[1],c[2],c[3],self.alpha)
if self.align=="M"then
gc.draw(self.text,self.x-self.text:getWidth()*.5,self.y)
elseif self.align=="L"then
gc.draw(self.text,self.x,self.y)
elseif self.align=="R"then
gc.draw(self.text,self.x-self.text:getWidth(),self.y)
end
end
end
function WIDGET.newText(D)--name,x,y[,color][,font=30][,align="M"][,hide]
@@ -47,9 +59,10 @@ function WIDGET.newText(D)--name,x,y[,color][,font=30][,align="M"][,hide]
color= D.color and(COLOR[D.color]or D.color)or COLOR.white,
font= D.font or 30,
align= D.align or"M",
hide= D.hide,
hideCon=D.hide,
}
for k,v in next,text do _[k]=v end
if not _.hideCon then _.alpha=1 end
setmetatable(_,widgetMetatable)
return _
end
@@ -102,8 +115,8 @@ function button:getCenter()
end
function button:FX()
local ATV=self.ATV
sysFX.newRectRipple(
.16,
SYSFX.newRectRipple(
6,
self.x-ATV,
self.y-ATV,
self.w+2*ATV,
@@ -140,11 +153,19 @@ function button:draw()
gc.printf(t,x+2,y0+2,w,"center")
gc.setColor(r*.5,g*.5,b*.5)
gc.printf(t,x,y0,w,"center")
else
self.text=self.name or"NONAME"
self.color=COLOR.dPurple
end
end
function button:getInfo()
return format("x=%d,y=%d,w=%d,h=%d,font=%d",self.x+self.w*.5,self.y+self.h*.5,self.w,self.h,self.font)
end
function button:press()
self.code()
self:FX()
SFX.play("button")
end
function WIDGET.newButton(D)--name,x,y,w[,h][,color][,font],code[,hide]
if not D.h then D.h=D.w end
local _={
@@ -220,6 +241,9 @@ end
function key:getInfo()
return format("x=%d,y=%d,w=%d,h=%d,font=%d",self.x+self.w*.5,self.y+self.h*.5,self.w,self.h,self.font)
end
function key:press()
self.code()
end
function WIDGET.newKey(D)--name,x,y,w[,h][,color][,font],code[,hide]
if not D.h then D.h=D.w end
local _={
@@ -304,6 +328,10 @@ end
function switch:getInfo()
return format("x=%d,y=%d,font=%d",self.x,self.y,self.font)
end
function switch:press()
self.code()
SFX.play("move")
end
function WIDGET.newSwitch(D)--name,x,y[,font][,disp],code,hide
local _={
name= D.name,
@@ -423,6 +451,37 @@ end
function slider:getInfo()
return format("x=%d,y=%d,w=%d",self.x,self.y,self.w)
end
function slider:drag(x)
if not x then return end
x=x-self.x
local p=self.disp()
local P=x<0 and 0 or x>self.w and self.unit or x/self.w*self.unit
if not self.smooth then
P=int(P+.5)
end
if p~=P then
self.code(P)
end
if self.change and Timer()-self.lastTime>.18 then
self.lastTime=Timer()
self.change()
end
end
function slider:release(x)
self.lastTime=0
self:drag(x)
end
function slider:arrowKey(isLeft)
local p=self.disp()
local u=(self.smooth and .01 or 1)
local P=isLeft and max(p-u,0)or min(p+u,self.unit)
if p==P or not P then return end
self.code(P)
if self.change and Timer()-self.lastTime>.18 then
self.lastTime=Timer()
self.change()
end
end
function WIDGET.newSlider(D)--name,x,y,w[,unit][,smooth][,font][,change],disp,code,hide
local _={
name= D.name,
@@ -542,7 +601,7 @@ function selector:draw()
end
--Text
setFont(28)
setFont(30)
t=self.text
if t then
gc.setColor(r,g,b)
@@ -554,6 +613,43 @@ end
function selector:getInfo()
return format("x=%d,y=%d,w=%d",self.x+self.w*.5,self.y+30,self.w)
end
function selector:press(x)
if x then
local s=self.select
if x<self.x+self.w*.5 then
if s>1 then
s=s-1
SYSFX.newShade(3,1,1,1,self.x,self.y,self.w*.5,60)
end
else
if s<#self.list then
s=s+1
SYSFX.newShade(3,1,1,1,self.x+self.w*.5,self.y,self.w*.5,60)
end
end
if self.select~=s then
self.code(self.list[s])
self.select=s
self.selText=self.list[s]
SFX.play("prerotate")
end
end
end
function selector:arrowKey(isLeft)
local s=self.select
if isLeft and s==1 or not isLeft and s==#self.list then return end
if isLeft then
s=s-1
SYSFX.newShade(3,1,1,1,self.x,self.y,self.w*.5,60)
else
s=s+1
SYSFX.newShade(3,1,1,1,self.x+self.w*.5,self.y,self.w*.5,60)
end
self.code(self.list[s])
self.select=s
self.selText=self.list[s]
SFX.play("prerotate")
end
function WIDGET.newSelector(D)--name,x,y,w[,color],list,disp,code,hide
local _={
name= D.name,
@@ -633,7 +729,7 @@ function textBox:draw()
gc.print("*",x-5+self.font*.5*i,y+h*.5-self.font*.7)
end
else
gc.print(self.value,x+10,y+h*.5-self.font*.7)
gc.printf(self.value,x+10,y,self.w,"left")
setFont(self.font-10)
if WIDGET.sel==self then
gc.print(EDITING,x+10,y+12-self.font*1.4)
@@ -643,6 +739,28 @@ end
function textBox:getInfo()
return format("x=%d,y=%d,w=%d,h=%d",self.x+self.w*.5,self.y+self.h*.5,self.w,self.h)
end
function textBox:press()
if MOBILE then
local _,y1=SCR.xOy:transformPoint(0,self.y+self.h)
kb.setTextInput(true,0,y1,1,1)
end
end
function textBox:keypress(k)
local t=self.value
if #t>0 and EDITING==""then
if k=="backspace"then
while t:byte(#t)>=128 and t:byte(#t)<192 do
t=sub(t,1,-2)
end
t=sub(t,1,-2)
SFX.play("lock")
elseif k=="delete"then
t=""
SFX.play("hold")
end
self.value=t
end
end
function WIDGET.newTextBox(D)--name,x,y,w[,h][,font][,secret][,regex],hide
local _={
name= D.name,
@@ -658,7 +776,7 @@ function WIDGET.newTextBox(D)--name,x,y,w[,h][,font][,secret][,regex],hide
D.x+D.w*.8,D.y,
},
font= int(D.h/7-1)*5,
font= D.font or int(D.h/7-1)*5,
secret= D.secret,
regex= D.regex,
hide= D.hide,
@@ -698,24 +816,24 @@ local indexMeta={
end
end
}
function WIDGET.init(scene,list)
function WIDGET.init(sceneName,list)
local L={}
for i=1,#list do
ins(L,list[i])
end
setmetatable(L,indexMeta)
widgetList[scene]=L
widgetList[sceneName]=L
end
function WIDGET.set(scene)
function WIDGET.set(sceneName)
local list=widgetList[sceneName]
kb.setTextInput(false)
WIDGET.sel=nil
scene=widgetList[scene]
WIDGET.active=scene or Empty
WIDGET.active=list or NONE
--Reset all widgets
if scene then
for i=1,#scene do
scene[i]:reset()
if list then
for i=1,#list do
list[i]:reset()
end
end
end
@@ -741,43 +859,10 @@ end
function WIDGET.press(x,y)
local W=WIDGET.sel
if not W then return end
if W.type=="button"then
W.code()
W:FX()
SFX.play("button")
elseif W.type=="key"then
W.code()
elseif W.type=="switch"then
W.code()
SFX.play("move")
if W.type=="button"or W.type=="key"or W.type=="switch"or W.type=="selector"or W.type=="textBox"then
W:press(x,y)
elseif W.type=="slider"then
WIDGET.drag(x,y)
elseif W.type=="selector"then
if x then
local s=W.select
if x<W.x+W.w*.5 then
if s>1 then
s=s-1
sysFX.newShade(.3,1,1,1,W.x,W.y,W.w*.5,60)
end
else
if s<#W.list then
s=s+1
sysFX.newShade(.3,1,1,1,W.x+W.w*.5,W.y,W.w*.5,60)
end
end
if W.select~=s then
W.code(W.list[s])
W.select=s
W.selText=W.list[s]
SFX.play("prerotate")
end
end
elseif W.type=="textBox"then
if MOBILE then
local _,y1=SCR.xOy:transformPoint(0,W.y+W.h)
kb.setTextInput(true,0,y1,1,1)
end
end
if W.hide and W.hide()then WIDGET.sel=nil end
end
@@ -785,20 +870,7 @@ function WIDGET.drag(x,y)
local W=WIDGET.sel
if not W then return end
if W.type=="slider"then
if not x then return end
x=x-W.x
local p=W.disp()
local P=x<0 and 0 or x>W.w and W.unit or x/W.w*W.unit
if not W.smooth then
P=int(P+.5)
end
if p~=P then
W.code(P)
end
if W.change and Timer()-W.lastTime>.18 then
W.lastTime=Timer()
W.change()
end
W:drag(x,y)
elseif not W:isAbove(x,y)then
WIDGET.sel=nil
end
@@ -807,44 +879,19 @@ function WIDGET.release(x,y)
local W=WIDGET.sel
if not W then return end
if W.type=="slider"then
W.lastTime=0
WIDGET.drag(x,y)
W:release(x,y)
end
end
function WIDGET.keyPressed(key)
if key=="space"or key=="return"then
function WIDGET.keyPressed(k)
if k=="space"or k=="return"then
WIDGET.press()
elseif kb.isDown("lshift","lalt","lctrl")and(key=="left"or key=="right")then
elseif kb.isDown("lshift","lalt","lctrl")and(k=="left"or k=="right")then
--When hold [↑], control slider with left/right
local W=WIDGET.sel
if not W then return end
local isLeft=key=="left"
if W.type=="slider"then
local p=W.disp()
local u=(W.smooth and .01 or 1)
local P=isLeft and max(p-u,0)or min(p+u,W.unit)
if p==P or not P then return end
W.code(P)
if W.change and Timer()-W.lastTime>.18 then
W.lastTime=Timer()
W.change()
end
elseif W.type=="selector"then
local s=W.select
if isLeft and s==1 or not isLeft and s==#W.list then return end
if isLeft then
s=s-1
sysFX.newShade(.3,1,1,1,W.x,W.y,W.w*.5,60)
else
s=s+1
sysFX.newShade(.3,1,1,1,W.x+W.w*.5,W.y,W.w*.5,60)
end
W.code(W.list[s])
W.select=s
W.selText=W.list[s]
SFX.play("prerotate")
if W and W.type=="slider"or W.type=="selector"then
W:arrowKey(k=="left")
end
elseif key=="up"or key=="down"or key=="left"or key=="right"then
elseif k=="up"or k=="down"or k=="left"or k=="right"then
if not WIDGET.sel then
for _,v in next,WIDGET.active do
if v.isAbove then
@@ -857,10 +904,10 @@ function WIDGET.keyPressed(key)
local W=WIDGET.sel
if not W.getCenter then return end
local WX,WY=W:getCenter()
local dir=(key=="right"or key=="down")and 1 or -1
local dir=(k=="right"or k=="down")and 1 or -1
local tar
local minDist=1e99
local swap_xy=key=="up"or key=="down"
local swap_xy=k=="up"or k=="down"
if swap_xy then WX,WY=WY,WX end -- note that we do not swap them back later
for _,W1 in ipairs(WIDGET.active)do
if W~=W1 and W1.resCtr then
@@ -882,20 +929,11 @@ function WIDGET.keyPressed(key)
if tar then
WIDGET.sel=tar
end
elseif WIDGET.sel and WIDGET.sel.type=="textBox"then
local t=WIDGET.sel.value
if #t==0 then return end
if key=="backspace"then
while t:byte(#t)>=128 and t:byte(#t)<192 do
t=sub(t,1,-2)
end
t=sub(t,1,-2)
SFX.play("lock")
elseif key=="delete"then
t=""
SFX.play("hold")
else
local W=WIDGET.sel
if W and W.type=="textBox"then
W:keypress(k)
end
WIDGET.sel.value=t
end
end
local keyMirror={

View File

@@ -1,4 +1,5 @@
VERSION="Alpha V0.12.1"
VERSION_CODE=1204
VERSION_NAME="Alpha V0.12.4"
love.setDeprecationOutput(false)
function love.conf(t)
t.identity="Techmino"--Saving folder
@@ -6,11 +7,14 @@ function love.conf(t)
t.gammacorrect=false
t.appendidentity=true--Search files in source then in save directory
t.accelerometerjoystick=false--Accelerometer=joystick on ios/android
if t.audio then t.audio.mixwithsystem=true end
if t.audio then
t.audio.mic=false
t.audio.mixwithsystem=true
end
local W=t.window
W.title="Techmino "..VERSION
W.icon="/image/icon.png"
W.title="Techmino "..VERSION_NAME
W.icon="media/image/icon.png"
W.width,W.height=1280,720
W.minwidth,W.minheight=640,360
W.borderless=false

144
document/mode.txt Normal file
View File

@@ -0,0 +1,144 @@
一个正确的模式文件应是一个合法lua程序其必须立刻返回一个table里面的内容包括
color:模式的颜色,用于点击地图图标后显示的提示文本
env:
必选
模式环境变量,决定了关卡的各项属性
table值:
drop:下落延迟(帧支持自然数和2的整数次幂)
lock:锁定延迟(帧)
wait:出块延迟(帧)
fall:下落延迟(帧)
bone:是否开启骨块模式
nextCount:显示next个数
nextStartPos:next从第几个开始显示
holdCount:hold个数,
infHold:是否能无限hold
ospin=是否能O-spin
RS:旋转系统名
das:DAS
arr:ARR
sddas:软降DAS
sdarr:软降ARR
mindas:允许的最小DAS
minarr:允许的最小ARR
minsdarr:允许的最小软降ARR
ihs:提前Hold
irs:提前旋转
ims:提前移动
maxNext:最大next数
skin:方块颜色,包含25个整数(1~16)的table
face:方块朝向,包含25个整数(0~3)的table
block:是否显示方块
ghost:影子透明度(0~1)
center:旋转中心透明度(0~1)
smooth:是否平滑下落
grid:是否显示网格
bagLine:是否显示包分界线
lockFX:特效等级(0,5)
dropFX:特效等级(0,5)
moveFX:特效等级(0,5)
clearFX:特效等级(0,5)
splashFX:特效等级(0,5)
shakeFX:特效等级(0,5)
atkFX:特效等级(0,5)
text:是否显示消行文本
score:是否显示落块分数
warn:是否开启死亡预警
highCam:是否开启超屏视野
nextPos:是否开启生成预览
sequence:序列模式,可以使用默认的几个函数用字符串表示,也可以自己写
freshMethod=放一块后对next序列的刷新函数不使用默认sequence的话就要自己写
bag:一包的方块(本质是基准序列,不一定是包)
mission:包含任务的table,说明暂时略
life:生命数,
pushSpeed:上涨速度
noTele:是否禁止10个高级按键,
visible:方块可见性,填写固定的几个字符串
freshLimit:锁延刷新次数限制
easyFresh:是否使用简单锁延刷新规则
Fkey:按下功能键后执行的函数
keyCancel:包含禁止使用的按键的id们的table
fineKill:是否开启非极简即死
b2bKill:是否开启断b2b即死
missionKill:是否开启强制任务
target:目标行数如果dropPiece使用了默认的几个通用通关函数或者自己有一个目标数字就要写
dropPiece:放一块后要执行的函数,输入玩家对象
bg:背景,只能填写默认背景的名字
bgm:背景音乐,只能填写默认音乐库的音乐名
noMod:是否禁用玩家开启mod
load:
必选
模式初始化函数,一般创建一个玩家即可
无输入和输出
mesDisp:
必选
模式显示信息,是一个绘图函数,坐标系原点是玩家对象最左上角
输入玩家对象
无输出
score:
可选(不填就没有分数保存和计算)
一局打完后要存储的数据
输入玩家对象
输出游戏结束瞬间返回一个包含直接决定该模式成绩的数据table会被强制加上date标签
scoreDisp:
可选(当模式不出现在地图上的时候)
是把score()存起来的table转换为字符串显示出来的函数
输入一个成绩table
输出一个字符串
comp:
可选当没有score函数的时候
是成绩table之间对比并排序的规则
输入两个成绩table
输出[第一个是不是排在第二个前面]的布尔值(可以类比"小于"运算)
getRank:
可选,模式评级函数
是用于评价玩家表现的函数
输入玩家对象
返回0~50表示除了记录到排行榜外什么都不做1/2/3/4/5表示D/C/B/A/S级能解锁连接的模式还会让模式图标在地图上显示不同的颜色
以下是40行的模式文件内容:
//sprint_40.lua
return{--返回一个table你也可以在之前定义一些常量或者函数什么的
color=COLOR.green,--颜色
env={--模式环境变量
drop=60,lock=60,
target=40,dropPiece=PLY.check_lineReach,
bg="bg2",bgm="race",
},
load=function()--生成玩家
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P)--40行模式需要显示的信息
setFont(55)
local r=40-P.stat.row
if r<0 then r=0 end
mStr(r,69,335)--把计算出来的剩余行数r显示出来
PLY.draw.drawTargetLine(P,r)--使用自带的境界高度线绘制函数
end,
score=function(P)return{P.stat.frame/60,P.stat.piece}end,--游戏结束时需要保存的本局关键信息
scoreDisp=function(D)return toTime(D[1]).." "..D[2].." Pieces"end,--把score返回的数据显示出来的方法
comp=function(a,b)return a[1]<b[1]or a[1]==b[1]and a[2]<b[2]end,--按照时间排序,时间一样就看块数
getRank=function(P)--计算评级
if P.stat.row<40 then return end--你总得打完40行对吧否则直接return空掉成绩都不记录
local T=P.stat.frame/60
return
T<=26 and 5 or--时间小于等于26秒S级要求至于为什么是26秒不解释
T<=32.6 and 4 or--A级要求
T<=52.6 and 3 or--B级要求
T<=92.9 and 2 or--C级要求
T<=183 and 1 or--D级要求是解锁别的模式的最低标准
0--打完了40行那成绩就给你记一下
end,
}

246
main.lua
View File

@@ -12,127 +12,113 @@ local fs=love.filesystem
--?
NONE={}function NULL()end
DBP=print--use this if need debugging print
DBP=print--Use this in permanent code
SYSTEM=love.system.getOS()
MOBILE=SYSTEM=="Android"or SYSTEM=="iOS"
SAVEDIR=fs.getSaveDirectory()
--Global Vars & Settings
MARKING=true
LOADED=false
NOGAME=false
LOGIN=false
EDITING=""
WSCONN=nil
--Global Setting & Vars
math.randomseed(os.time()*626)
love.keyboard.setKeyRepeat(true)
love.keyboard.setTextInput(false)
love.mouse.setVisible(false)
SCR={
w0=1280,h0=720,--Default Screen Size
x=0,y=0,--Up-left Coord on screen
w=0,h=0,--Fullscreen w/h in gc
W=0,H=0,--Fullscreen w/h in shader
rad=0,--Radius
k=1,--Scale size
dpi=1,--DPI from gc.getDPIScale()
xOy=love.math.newTransform(),--Screen transformation object
}
CUSTOMENV={
--Basic
drop=60,
lock=60,
wait=0,
fall=0,
next=6,
hold=true,
oncehold=true,
--Visual
block=true,
ghost=.3,
center=1,
bagLine=false,
highCam=false,
nextPos=false,
bone=false,
--Rule
mindas=0,
minarr=0,
minsdarr=0,
sequence="bag",
ospin=false,
noTele=false,
fineKill=false,
missionKill=false,
easyFresh=true,
visible="show",
target=1e99,
freshLimit=1e99,
opponent=0,
life=0,
pushSpeed=3,
--Else
bg="none",
bgm="race"
}
FIELD={}--Field(s) for custom game
BAG={}--Sequence for custom game
MISSION={}--Clearing mission for custom game
GAME={
frame=0, --Frame count
result=false, --Game result (string)
pauseTime=0, --Time paused
pauseCount=0, --Pausing count
garbageSpeed=1, --Garbage timing speed
warnLVL0=0, --Warning level
warnLVL=0, --Warning level (show)
recording=false, --If recording
replaying=false, --If replaying
seed=math.random(2e6),--Game seed
setting={}, --Game settings
rec={}, --Recording list, key,time,key,time...
rank=nil, --Rank reached
prevBG=nil, --Previous background, for restore BG when quit setting page
--Data for royale mode
stage=nil, --Game stage
mostBadge=nil, --Most badge owner
secBadge=nil, --Second badge owner
mostDangerous=nil, --Most dangerous player
secDangerous=nil, --Second dangerous player
}--Global game data
PLAYERS={alive={}}--Players data
CURMODE=nil--Current mode object
RANKS={sprint_10=0}
--Load modules
require("Zframework")
require"Zframework"
require("parts/list")
require("parts/default_data")
require("parts/gametoolfunc")
require"parts/list"
require"parts/globalTables"
require"parts/gametoolfunc"
SCR.setSize(1280,720)--Initialize Screen size
FIELD[1]=newBoard()--Initialize field[1]
BLOCKS= require("parts/mino")
AIBUILDER= require("parts/AITemplate")
FREEROW= require("parts/freeRow")
BLOCKS= require"parts/mino"
AIBUILDER= require"parts/AITemplate"
FREEROW= require"parts/freeRow"
TEXTURE=require("parts/texture")
SKIN= require("parts/skin")
PLY= require("parts/player")
AIFUNC= require("parts/ai")
MODES= require("parts/modes")
TICK= require("parts/tick")
TEXTURE=require"parts/texture"
SKIN= require"parts/skin"
PLY= require"parts/player"
AIFUNC= require"parts/ai"
MODES= require"parts/modes"
TICK= require"parts/tick"
--Initialize sound libs
SFX.set{
--Stereo sfxs(cannot set position)
"welcome_sfx",
"click","enter",
"finesseError","finesseError_long",
--Mono sfxs
"virtualKey",
"button","swipe",
"ready","start","win","fail","collect",
"spawn_1","spawn_2","spawn_3","spawn_4","spawn_5","spawn_6","spawn_7",
"move","rotate","rotatekick","hold",
"prerotate","prehold",
"lock","drop","fall",
"reach",
"ren_1","ren_2","ren_3","ren_4","ren_5","ren_6","ren_7","ren_8","ren_9","ren_10","ren_11","ren_mega",
"clear_1","clear_2","clear_3","clear_4",
"spin_0","spin_1","spin_2","spin_3",
"emit","blip_1","blip_2",
"clear",
"error",
}
BGM.set{
"blank",--menu
"race",--sprint, solo
"infinite",--infinite norm/dig, ultra, zen, tech-finesse
"push",--marathon, round, tsd, blind-5/6
"way",--dig sprint
"reason",--drought, blind-1/2/3/4
"secret8th",--master-1, survivor-2
"secret7th",--master-2, survivor-3
"waterfall",--sprint Penta/MPH
"new era",--bigbang, survivor-1, tech-normal
"oxygen",--c4w/pc train
"truth",--pc challenge
"sugar fairy",--classic2
"distortion",--master-3
"far",--GM
"shining terminal",--attacker
"storm",--defender, survivor-4/5
"down",--dig, tech-hard/lunatic
"rockblock",--classic, 49/99
"cruelty","final","8-bit happiness","end","how feeling",--49/99
}
VOC.set{
"zspin","sspin","lspin","jspin","tspin","ospin","ispin",
"single","double","triple","techrash",
"mini","b2b","b3b",
"perfect_clear","half_clear",
"win","lose","bye",
"test","happy","doubt","sad","egg",
"welcome_voc",
}
--Load shader files from SOURCE ONLY
SHADER={}
for _,v in next,love.filesystem.getDirectoryItems("parts/shaders")do
if love.filesystem.getRealDirectory("parts/shaders/"..v)~=SAVEDIR then
local name=v:sub(1,-6)
SHADER[name]=love.graphics.newShader("parts/shaders/"..name..".glsl")
else
LOG.print("Dangerous file : %SAVE%/parts/shaders/"..v)
end
end
--Load background files from SOURCE ONLY
for _,v in next,love.filesystem.getDirectoryItems("parts/backgrounds")do
@@ -147,15 +133,18 @@ end
--Load scene files from SOURCE ONLY
for _,v in next,fs.getDirectoryItems("parts/scenes")do
if fs.getRealDirectory("parts/scenes/"..v)~=SAVEDIR then
require("parts/scenes/"..v:sub(1,-5))
local sceneName=v:sub(1,-5)
local scene=require("parts/scenes/"..sceneName)
SCN.add(sceneName,scene)
if scene.widgetList then WIDGET.init(sceneName,scene.widgetList)end
else
LOG.print("Dangerous file : %SAVE%/parts/scenes/"..v)
end
end
--Load files & settings
--Load files
if fs.getInfo("settings.dat")then
FILE.loadSetting()
addToTable(FILE.load("settings"),SETTING)
else
if MOBILE then
SETTING.VKSwitch=true
@@ -167,13 +156,14 @@ else
love.resize(love.graphics.getWidth(),love.graphics.getHeight())
end
end
LANG.set(SETTING.lang)
if SETTING.fullscreen then love.window.setFullscreen(true)end
LANG.set(SETTING.lang)
if fs.getInfo("unlock.dat")then FILE.loadUnlock()end
if fs.getInfo("data.dat")then FILE.loadData()end
if fs.getInfo("key.dat")then FILE.loadKeyMap()end
if fs.getInfo("virtualkey.dat")then FILE.loadVK()end
if fs.getInfo("unlock.dat")then RANKS=FILE.load("unlock")end
if fs.getInfo("data.dat")then STAT=FILE.load("data")end
if fs.getInfo("key.dat")then keyMap=FILE.load("key")end
if fs.getInfo("virtualkey.dat")then VK_org=FILE.load("virtualkey")end
if fs.getInfo("account.dat")then ACCOUNT=FILE.load("account")end
if fs.getInfo("tech_ultimate.dat")then fs.remove("tech_ultimate.dat")end
if fs.getInfo("tech_ultimate+.dat")then fs.remove("tech_ultimate+.dat")end
@@ -203,28 +193,32 @@ do
S.bgm>1 or S.sfx>1 or S.voc>1 or
S.stereo>1 or S.VKSFX>1 or S.VKAlpha>1
then
NOGAME="delSetting"
NOGAME=true
fs.remove("settings.dat")
end
if fs.getInfo("cold_clear.dll")then
NOGAME=true
fs.remove("cold_clear.dll")
fs.remove("CCloader.dll")
end
--Update data file
S=STAT
freshDate()
if S.extraRate then
S.finesseRate=5*(S.piece-S.extraRate)
end
if S.version~=VERSION then
S.version=VERSION
newVersionLaunch=true
local function delRecord(n)
if R[n]then
R[n]=0
fs.remove(n..".dat")
end
if S.version~=VERSION_CODE then
if(tonumber(S.version)or 0)<1204 then
STAT.frame=math.floor(STAT.time*60)
STAT.lastPlay="sprint_10"
RANKS.sprintFix=nil
RANKS.sprintLock=nil
fs.remove("sprintFix.dat")
fs.remove("sprintLock.dat")
end
delRecord("solo_1")delRecord("solo_2")delRecord("solo_3")delRecord("solo_4")delRecord("solo_5")
delRecord("dig_10")delRecord("dig_40")delRecord("dig_100")delRecord("dig_400")
delRecord("classic_fast")
newVersionLaunch=true
--Try unlock modes which should be unlocked
for name,rank in next,RANKS do
@@ -240,11 +234,9 @@ do
end
end
end
FILE.saveUnlock()
FILE.saveData()
end
if MOBILE and not SETTING.fullscreen then
LOG.print("如果手机上方状态栏不消失,请到设置界面开启全屏",300,COLOR.yellow)
LOG.print("Switch fullscreen on if titleBar don't disappear",300,COLOR.yellow)
S.version=VERSION_CODE
FILE.save(RANKS,"unlock","q")
FILE.save(STAT,"data")
end
end

BIN
media/BGM/sugar fairy.ogg Normal file

Binary file not shown.

Some files were not shown because too many files have changed in this diff Show More