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2 Commits
v0.3 ... v0.5

Author SHA1 Message Date
MrZ_26
383254bce2 Alpha V0.5 2020-02-04 19:27:40 +08:00
MrZ_26
4c4bae854f Alpha V0.4 2020-02-04 19:27:13 +08:00
32 changed files with 2004 additions and 1723 deletions

View File

@@ -2,13 +2,13 @@ local count=0
BGblockList={}for i=1,16 do BGblockList[i]={}end
function getNewBlock()
count=count+1
if count==17 then count=1 end
local t=BGblockList[count]
t.bn,t.size=rnd(7),2+3*rnd()
t.b=blocks[t.bn][rnd(0,3)]
t.x=rnd(-#t.b[1]*t.size*30+100,1180)
t.y=-#t.b*30*t.size
t.v=t.size*(1+rnd())
return t
count=count+1
if count==17 then count=1 end
local t=BGblockList[count]
t.bn,t.size=rnd(7),2+3*rnd()
t.b=blocks[t.bn][rnd(0,3)]
t.x=rnd(-#t.b[1]*t.size*30+100,1180)
t.y=-#t.b*30*t.size
t.v=t.size*(1+rnd())
return t
end

Binary file not shown.

78
TRS.lua
View File

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

51
ai.lua
View File

@@ -18,7 +18,33 @@ spinOffset={
{0,0,0},--O
{2,0,1},--I
}for i=1,7 do spinOffset[i][0]=0 end
--[[controlname:
1~5:mL,mR,rR,rL,rF,
6~9:hD,sD,H,R,
10~12:LL,RR,DD
]]
FCL={
[1]={
{{10},{10,2},{1},{},{2},{2,2},{11,1},{11}},
{{10,4},{10,3},{10,2,3},{4},{3},{2,3},{2,2,3},{11,4},{11,3}},
},
[3]={
{{10},{10,2},{1},{},{2},{2,2},{11,1},{11},},
{{3,10},{10,3},{10,2,3},{1,3},{3},{2,3},{2,2,3},{11,1,3},{11,3},},
{{10,5},{10,2,5},{1,5},{5},{2,5},{2,2,5},{11,1,5},{11,5},},
{{10,4},{10,2,4},{1,4},{4},{2,4},{2,2,4},{11,1,4},{11,4},{4,11},},
},
[6]={
{{10},{10,2},{1,1},{1},{},{2},{2,2},{11,1},{11},},
},
[7]={
{{10},{10,2},{1},{},{2},{11,1},{11},},
{{4,10},{10,4},{10,3},{1,4},{4},{3},{2,3},{11,4},{11,3},{3,11},},
},
}
FCL[2]=FCL[1]
FCL[4]=FCL[3]
FCL[5]=FCL[3]
function ifoverlapAI(f,bk,x,y)
if y<1 then return true end
if y>#f then return nil end
@@ -83,7 +109,6 @@ function getScore(field,cb,cx,cy)
+clear^2*4
-hole*15
end
--controlname:mL,mR,rR,rL,rF,hD,sD,H,LL,RR
function AI_getControls(ctrl)
local Tfield={}--test field
local field_org=field
@@ -96,9 +121,9 @@ function AI_getControls(ctrl)
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,dirCount[bn] do--for each direction
for dir=0,dirCount[bn] do--each dir
local cb=blocks[bn][dir]
for cx=1,11-#cb[1]do--for each positioon
for cx=1,11-#cb[1]do--each pos
local cy=#Tfield+1
while not ifoverlapAI(Tfield,cb,cx,cy-1)do
cy=cy-1
@@ -128,17 +153,11 @@ function AI_getControls(ctrl)
if best.hold then
ins(ctrl,8)
end
if best.dir==1 then
ins(ctrl,3)
elseif best.dir==2 then
ins(ctrl,5)
elseif best.dir==3 then
ins(ctrl,4)
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
ins(ctrl,n)
end--move
local l=FCL[best.bn][best.dir+1][best.x]
for i=1,#l do
ins(ctrl,l[i])
end
ins(ctrl,6)--harddrop
end

View File

@@ -1,136 +0,0 @@
Buttons={
load={},
intro={},
main={
{x=250,y=300,w=330,h=60,rgb=color.red,t="Play",code=function()gotoScene("mode")end,down=2},
{x=250,y=380,w=330,h=60,rgb=color.blue,t="Settings",code=function()gotoScene("setting")end,up=1,down=3},
{x=165,y=460,w=160,h=60,rgb=color.yellow,t="Help",code=function()gotoScene("help")end,up=2,down=5,right=4},
{x=335,y=460,w=160,h=60,rgb=color.cyan,t="Statistics",code=function()gotoScene("stat")end,up=2,down=5,left=3},
{x=250,y=540,w=330,h=60,rgb=color.grey,t="Quit",code=function()gotoScene("quit")end,up=3},
},
mode={
{x=330,y=140,w=280,h=70,rgb=color.white,t="40 Lines",code=function()startGame("sprint")end,down=4,right=2},
{x=640,y=140,w=280,h=70,rgb=color.white,t="Zen",code=function()startGame("zen")end,down=5,left=1,right=3},
{x=950,y=140,w=280,h=70,rgb=color.white,t="GM Roll",code=function()startGame("gmroll")end,down=6,left=2},
{x=330,y=250,w=280,h=70,rgb=color.white,t="Marathon",code=function()startGame("marathon")end,up=1,down=7,right=5},
{x=640,y=250,w=280,h=70,rgb=color.white,t="Tetris 21",code=function()startGame("tetris21")end,up=2,down=8,left=4,right=6},
{x=950,y=250,w=280,h=70,rgb=color.white,t="Blind",code=function()startGame("blind")end,up=3,down=9,left=5},
{x=330,y=360,w=280,h=70,rgb=color.white,t="Death",code=function()startGame("death")end,up=4,down=10,right=8},
{x=640,y=360,w=280,h=70,rgb=color.white,t="AI Solo",code=function()startGame("solo")end,up=5,down=10,right=9,left=7},
{x=950,y=360,w=280,h=70,rgb=color.white,t="Asymmetry Solo",code=function()startGame("asymsolo")end,up=6,down=10,left=8},
{x=640,y=590,w=180,h=60,rgb=color.white,t="Back",code=function()gotoScene("main")end,up=8},
},
play={
},
setting={
{x=330,y=100,w=200,h=60,rgb=color.white,t=function()return setting.ghost and"Ghost ON"or"Ghost OFF"end,code=function()setting.ghost=not setting.ghost end,down=6,right=2},
{x=540,y=100,w=200,h=60,rgb=color.white,t=function()return setting.center and"Center ON"or"Center OFF"end,code=function()setting.center=not setting.center end,down=6,left=1,right=3},
{x=870,y=100,w=340,h=60,rgb=color.white,t=function()return setting.sfx and"Disable SFX"or"Enable SFX"end,code=function()setting.sfx=not setting.sfx end,down=4,left=2},
{x=870,y=180,w=340,h=60,rgb=color.white,t=function()return setting.bgm and"Disable BGM"or"Enable BGM"end,code=function()BGM()setting.bgm=not setting.bgm;BGM("blank")end,up=3,down=5,left=2},
{x=870,y=260,w=340,h=60,rgb=color.white,t=function()return setting.fullscreen and"Disable fullscreen"or"Enable fullscreen"end,
code=function()
setting.fullscreen=not setting.fullscreen
love.window.setFullscreen(setting.fullscreen)
end,
up=4,down=7,left=6
},
{x=435,y=220,w=320,h=60,rgb=color.green,t="Advanced settings",code=function()gotoScene("setting2")end,up=1,down=7,right=5},
{x=435,y=300,w=320,h=60,rgb=color.yellow,t="Touch settings",code=function()gotoScene("setting3")end,up=6,down=8,right=5},
{x=640,y=590,w=210,h=60,rgb=color.white,t="Save&Back",code=function()back()end,up=6},
},
setting2={
{x=290,y=70 ,w=160,h=45,rgb=color.white,t=function()return setting.key[1]end,code=function()keysetting,gamepadsetting=1 end,up=1,down=2,right=10},
{x=290,y=130,w=160,h=45,rgb=color.white,t=function()return setting.key[2]end,code=function()keysetting,gamepadsetting=2 end,up=1,down=3,right=11},
{x=290,y=190,w=160,h=45,rgb=color.white,t=function()return setting.key[3]end,code=function()keysetting,gamepadsetting=3 end,up=2,down=4,right=12},
{x=290,y=250,w=160,h=45,rgb=color.white,t=function()return setting.key[4]end,code=function()keysetting,gamepadsetting=4 end,up=3,down=5,right=13},
{x=290,y=310,w=160,h=45,rgb=color.white,t=function()return setting.key[5]end,code=function()keysetting,gamepadsetting=5 end,up=4,down=6,right=14},
{x=290,y=370,w=160,h=45,rgb=color.white,t=function()return setting.key[6]end,code=function()keysetting,gamepadsetting=6 end,up=5,down=7,right=15},
{x=290,y=430,w=160,h=45,rgb=color.white,t=function()return setting.key[7]end,code=function()keysetting,gamepadsetting=7 end,up=6,down=8,right=16},
{x=290,y=490,w=160,h=45,rgb=color.white,t=function()return setting.key[8]end,code=function()keysetting,gamepadsetting=8 end,up=7,down=9,right=17},
{x=290,y=550,w=160,h=45,rgb=color.white,t=function()return setting.key[9]end,code=function()keysetting,gamepadsetting=9 end,up=8,down=27,right=18},
--1~9
{x=540,y=70 ,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[1]end,code=function()gamepadsetting,keysetting=1 end,up=10,down=11,left=1,right=19},
{x=540,y=130,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[2]end,code=function()gamepadsetting,keysetting=2 end,up=10,down=12,left=2,right=19},
{x=540,y=190,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[3]end,code=function()gamepadsetting,keysetting=3 end,up=11,down=13,left=3,right=23},
{x=540,y=250,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[4]end,code=function()gamepadsetting,keysetting=4 end,up=12,down=14,left=4,right=23},
{x=540,y=310,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[5]end,code=function()gamepadsetting,keysetting=5 end,up=13,down=15,left=5,right=23},
{x=540,y=370,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[6]end,code=function()gamepadsetting,keysetting=6 end,up=14,down=16,left=6,right=28},
{x=540,y=430,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[7]end,code=function()gamepadsetting,keysetting=7 end,up=15,down=17,left=7,right=28},
{x=540,y=490,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[8]end,code=function()gamepadsetting,keysetting=8 end,up=16,down=18,left=8,right=28},
{x=540,y=550,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[9]end,code=function()gamepadsetting,keysetting=9 end,up=17,down=27,left=9,right=28},
--10~18
{x=745,y=90,w=40,h=40,rgb=color.white,t="-",code=function()setting.das=(setting.das-1)%31 end,left=10,right=20,down=23},
{x=910,y=90,w=40,h=40,rgb=color.white,t="+",code=function()setting.das=(setting.das+1)%31 end,left=19,right=21,down=24},
{x=960,y=90,w=40,h=40,rgb=color.white,t="-",code=function()setting.arr=(setting.arr-1)%16 end,left=20,right=22,down=25},
{x=1125,y=90,w=40,h=40,rgb=color.white,t="+",code=function()setting.arr=(setting.arr+1)%16 end,left=21,down=26},
--19~22
{x=745,y=150,w=40,h=40,rgb=color.white,t="-",code=function()setting.sddas=(setting.sddas-1)%11 end,up=19,down=28,left=10,right=24},
{x=910,y=150,w=40,h=40,rgb=color.white,t="+",code=function()setting.sddas=(setting.sddas+1)%11 end,up=20,down=28,left=23,right=25},
{x=960,y=150,w=40,h=40,rgb=color.white,t="-",code=function()setting.sdarr=(setting.sdarr-1)%6 end,up=21,down=28,left=24,right=26},
{x=1125,y=150,w=40,h=40,rgb=color.white,t="+",code=function()setting.sdarr=(setting.sdarr+1)%4 end,up=22,down=28,left=25},
--23~26
{x=405,y=630,w=130,h=60,rgb=color.white,t="Reset",code=function()for i=1,#setting.key do setting.key[i]=gameEnv0.key[i] end end,up=9,right=28},
{x=840,y=630,w=180,h=60,rgb=color.white,t="Back",code=function()keysetting=nil;back()end,up=24,left=27},
--27~28
},
setting3={
{x=500,y=310,w=120,h=80,rgb=color.white,t="Reset",code=function()
for K=1,#virtualkey do
local b,b0=virtualkey[K],gameEnv0.virtualkey[K]
b[1],b[2],b[3],b[4]=b0[1],b0[2],b0[3],b0[4]
end--Reset virtualkey
end,down=4,right=2},
{x=640,y=310,w=120,h=80,rgb=color.white,t="Snap",code=function()
for K=1,#virtualkey do
local b=virtualkey[K]
b[1],b[2]=int(b[1]*.025+.5)*40,int(b[2]*.025+.5)*40
end--Make virtualkey neat
end,down=5,left=1,right=3},
{x=780,y=310,w=120,h=80,rgb=color.white,t=function()return percent0to5[setting.virtualkeyAlpha]end,code=function()
setting.virtualkeyAlpha=(setting.virtualkeyAlpha+1)%6
--Adjust virtualkey alpha
end,down=6,left=2},
{x=500,y=410,w=120,h=80,rgb=color.white,t="Icon",code=function()
setting.virtualkeyIcon=not setting.virtualkeyIcon
--Switch virtualkey icon
end,up=1,right=6},
{x=640,y=410,w=120,h=80,rgb=color.white,t="Back",code=function()back()end,up=2,left=4,right=3},
{x=780,y=410,w=120,h=80,rgb=color.white,t="Size",code=function()
for K=1,#virtualkey do
local b=virtualkey[K]
b[4]=b[4]+10
if b[4]==150 then b[4]=40 end
b[3]=b[4]^2
end
end,up=3,left=5},
},
help={
{x=640,y=590,w=180,h=60,rgb=color.white,t="Back",code=function()back()end},
},
stat={
{x=640,y=590,w=180,h=60,rgb=color.white,t="Back",code=function()back()end},
},
sel=nil,--selected button id(integer)
}
for k,v in pairs(Buttons)do
for i=1,#v do
v[i].alpha=0
end
end
virtualkey={
{80,720-80,6400,80},--moveLeft
{240,720-80,6400,80},--moveRight
{1280-240,720-80,6400,80},--rotRight
{1280-400,720-80,6400,80},--rotLeft
{1280-240,720-240,6400,80},--rotFlip
{1280-80,720-80,6400,80},--hardDrop
{1280-80,720-240,6400,80},--softDrop
{1280-80,720-400,6400,80},--hold
{80,80,6400,80},--restart
--[[
{x=0,y=0,r=0},--toLeft
{x=0,y=0,r=0},--toRight
{x=0,y=0,r=0},--toDown
]]
}

415
call&sys.lua Normal file
View File

@@ -0,0 +1,415 @@
function onVirtualkey(x,y)
local x,y=convert(x,y)
local d2,nearest,distance
for K=1,#virtualkey do
local b=virtualkey[K]
d2=(x-b[1])^2+(y-b[2])^2
if d2<b[3]then
if not nearest or d2<distance then
nearest,distance=K,d2
end
end
end
return nearest
end
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
mouseDown={}
keyDown={}
function keyDown.mode(key)
if key=="down"then
if modeSel<#modeID then modeSel=modeSel+1 end
elseif key=="up"then
if modeSel>1 then modeSel=modeSel-1 end
elseif key=="return"then
startGame(modeID[modeSel])
elseif key=="escape"then
back()
end
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
end
function keyDown.play(key)
local k=players[1].gameEnv.key
for i=1,11 do
if key==k[i]then
pressKey(i)
break
end
end
if key=="escape"then back()end
end
keyUp={}
function keyUp.play(key)
local k=players[1].gameEnv.key
for i=1,10 do
if key==k[i]then
releaseKey(i,players[1])
break
end
end
end
gamepadDown={}
function gamepadDown.mode(key)
if key=="dpdown"then
if modeSel<#modeID then modeSel=modeSel+1 end
elseif key=="dpup"then
if modeSel>1 then modeSel=modeSel-1 end
elseif key=="start"then
startGame(modeID[modeSel])
elseif key=="back"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
function gamepadDown.play(key)
local k=players[1].gameEnv.gamepad
for i=1,11 do
if key==k[i]then
pressKey(i)
break
end
end
if key=="escape"then back()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={}
function wheelmoved.mode(x,y)
modeSel=min(max(modeSel-sgn(y),1),#modeID)
end
--Warning,these are not system callbacks!
function love.mousemoved(x,y,dx,dy,t)
if not t then
mouseShow=true
mx,my=convert(x,y)
Buttons.sel=nil
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
if not(B.hide and B.hide())then
if abs(mx-B.x)<B.w*.5 and abs(my-B.y)<B.h*.5 then
Buttons.sel=i
return nil
end
end
end
end
end
function love.mousepressed(x,y,k,t,num)
if not t then
mouseShow=true
mx,my=convert(x,y)
if mouseDown[scene]then mouseDown[scene](mx,my,k)end
if k==1 then
if not sceneSwaping and Buttons.sel then
local B=Buttons[scene][Buttons.sel]
B.code()
B.alpha=1
Buttons.sel=nil
love.mousemoved(x,y)
sysSFX("button")
end
elseif k==3 then
back()
end
end
end
function love.mousereleased(x,y,k,t,num)
end
function love.touchpressed(id,x,y)
if not touching then
touching=id
love.mousemoved(x,y)
mouseShow=false
end
if scene=="play"and setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
pressKey(t)
end
end
end
function love.touchreleased(id,x,y)
if id==touching then
touching=nil
if Buttons.sel then
local B=Buttons[scene][Buttons.sel]
B.code()
B.alpha=1
Buttons.sel=nil
end
Buttons.sel=nil
mouseShow=false
end
if scene=="play"and setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
releaseKey(t)
end
end
end
function love.touchmoved(id,x,y,dx,dy)
love.mousemoved(x,y)
mouseShow=false
if not Buttons.sel then
touching=nil
end
if scene=="play"and setting.virtualkeySwitch then
local l=tc.getTouches()
for n=1,#virtualkey do
local b=virtualkey[n]
local p=false
for i=1,#l do
local x,y=convert(tc.getPosition(l[i]))
if(x-b[1])^2+(y-b[2])^2<=b[3]then
p=true
break
end
end
if not p and players[1].keyPressing then
releaseKey(n)
end
end
elseif scene=="setting3"then
x,y=convert(x,y)
dx,dy=dx*screenK,dy*screenK
for K=1,#virtualkey do
local b=virtualkey[K]
if (x-b[1])^2+(y-b[2])^2<b[3]then
b[1],b[2]=b[1]+dx,b[2]+dy
end
end
end
end
function love.keypressed(i)
if 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
function love.update(dt)
--[[
if players then
for k,v in pairs(players[1])do
if rawget(_G,k)then print(k)end
end
end--check player data flew(debugging)
]]
for i=#BGblock,1,-1 do
BGblock[i].y=BGblock[i].y+BGblock[i].v
if BGblock[i].y>720 then rem(BGblock,i)end
end
BGblock.ct=BGblock.ct-1
if BGblock.ct==0 then
ins(BGblock,getNewBlock())
BGblock.ct=rnd(20,30)
end
--Background blocks update
if sceneSwaping then
sceneSwaping.time=sceneSwaping.time-1
if sceneSwaping.time==sceneSwaping.mid then
for i=1,#Buttons[scene]do
Buttons[scene][i].alpha=0
end--Reset buttons' state
game[sceneSwaping.tar]()
Buttons.sel=nil
elseif sceneSwaping.time==0 then
sceneSwaping=nil
end
elseif Tmr[scene]then
Tmr[scene](dt)
end
--scene swapping & Timer
end
function love.receiveData(id,data)
return nil
end
function love.draw()
Pnt.BG[curBG]()
gc.setColor(1,1,1,.3)
for n=1,#BGblock do
local b,img=BGblock[n].b,blockSkin[BGblock[n].bn]
local size=BGblock[n].size
for i=1,#b do for j=1,#b[1]do
if b[i][j]>0 then
gc.draw(img,BGblock[n].x+(j-1)*30*size,BGblock[n].y+(i-1)*30*size,nil,size)
end
end end--Block
end
if Pnt[scene]then Pnt[scene]()end
drawButton()
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 screenM>0 then
gc.rectangle("fill",0,0,1280,-screenM)
gc.rectangle("fill",0,720,1280,screenM)
end--Draw black side
setFont(20)gc.setColor(1,1,1)
gc.print(tm.getFPS(),0,700)
gc.print(gcinfo(),0,680)
--if gcinfo()>500 then collectgarbage()end
end
function love.resize(x,y)
screenK=1280/gc.getWidth()
screenM=(gc.getHeight()*16/9-gc.getWidth())/2
gc.origin()
gc.scale(1/screenK,1/screenK)
gc.translate(0,screenM)
end
function love.run()
local frameT=Timer()
local readyDrawFrame=0
tm.step()
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
if name=="quit"then return 0 end
love.handlers[name](a,b,c,d,e,f)
end
if focus then
tm.step()
-- love.receiveData(id,data)
love.update(tm.getDelta())
readyDrawFrame=readyDrawFrame+setting.frameMul
if readyDrawFrame>=100 then
readyDrawFrame=readyDrawFrame-100
gc.clear()
love.draw()
gc.present()
end
if not wd.hasFocus()then
focus=false
ms.setVisible(true)
if bgmPlaying then bgm[bgmPlaying]:pause()end
if scene=="play"then
for i=1,#players[1].keyPressing do
if players[1].keyPressing[i]then
releaseKey(i)
end
end
end
end
else
tm.sleep(.1)
if wd.hasFocus()then
focus=true
ms.setVisible(false)
if bgmPlaying then bgm[bgmPlaying]:play()end
end
end
while Timer()-frameT<1/60 do end
frameT=Timer()
end
end

View File

@@ -1,49 +1,48 @@
function love.conf(t)
local X=nil
t.identity="Techmino"--The name of the save directory (string)
t.appendidentity=X--Search files in source directory before save directory (boolean)
t.version="11.1"
t.console=X
t.accelerometerjoystick=X--Enable the accelerometer on iOS and Android by exposing it as a Joystick (boolean)
t.gammacorrect=true
t.audio.mixwithsystem=true--Switch on to keep background music playing
local X=nil
t.identity="Techmino"--The name of the save directory (string)
t.appendidentity=X--Search files in source directory before save directory (boolean)
t.version="11.1"
t.console=X
t.accelerometerjoystick=X--Enable the accelerometer on iOS and Android by exposing it as a Joystick (boolean)
t.gammacorrect=true
t.audio.mixwithsystem=true--Switch on to keep background music playing
t.window.title="Techmino V0.3"
t.window.icon="/image/icon.png"
t.window.width=1280
t.window.height=720
t.window.borderless=X
t.window.resizable=true
t.window.minwidth=640
t.window.minheight=360
t.window.fullscreen=X
t.window.fullscreentype="desktop"--Choose between "desktop" fullscreen or "exclusive" fullscreen mode (string)
t.window.vsync=1
t.window.msaa=X--The number of samples to use with multi-sampled antialiasing (number)
t.window.depth=X--The number of bits per sample in the depth buffer
t.window.stencil=1--The number of bits per sample in the stencil buffer
t.window.display=1--Monitor ID
t.window.highdpi=X--Enable high-dpi mode for the window on a Retina display (boolean)
t.window.x=nil
t.window.y=nil
local W=t.window
W.title="Techmino V0.5"
W.icon="/image/icon.png"
W.width,W.height=1280,720
W.borderless=X
W.resizable=true
W.minwidth,W.minheight=640,360
W.fullscreentype="desktop"--Choose between "desktop" fullscreen or "exclusive" fullscreen mode (string)
W.fullscreen=X
W.vsync=1
W.msaa=X--The number of samples to use with multi-sampled antialiasing (number)
W.depth=X--The number of bits per sample in the depth buffer
W.stencil=8--The number of bits per sample in the stencil buffer
W.display=1--Monitor ID
W.highdpi=X--Enable high-dpi mode for the window on a Retina display (boolean)
W.x,W.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=true
t.modules.keyboard=true
t.modules.math=true
t.modules.mouse=true
t.modules.sound=true
t.modules.timer=true
t.modules.touch=true
local M=t.modules
M.window=true
M.system=true
M.audio=true
M.data=true
M.event=true
M.font=true
M.graphics=true
M.image=true
M.joystick=true
M.keyboard=true
M.math=true
M.mouse=true
M.sound=true
M.timer=true
M.touch=true
t.modules.physics=X
t.modules.thread=X
t.modules.video=X
M.physics=X
M.thread=X
M.video=X
end

View File

@@ -1,196 +0,0 @@
function onVirtualkey(x,y)
local x,y=convert(x,y)
local d2,nearest,distance
for K=1,#virtualkey do
local b=virtualkey[K]
d2=(x-b[1])^2+(y-b[2])^2
if d2<b[3]then
if not nearest or d2<distance then
nearest,distance=K,d2
end
end
end
return nearest
end
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
end
function love.mousepressed(x,y,k,t,num)
if not t then
mouseShow=true
mx,my=convert(x,y)
if mouseDown[scene]then mouseDown[scene](mx,my,k)end
if k==1 then
if not sceneSwaping and Buttons.sel then
local B=Buttons[scene][Buttons.sel]
B.code()
B.alpha=1
Buttons.sel=nil
love.mousemoved(x,y)
sysSFX("button")
end
elseif k==3 then
back()
end
end
end
function love.mousereleased(x,y,k,t,num)
end
function love.touchpressed(id,x,y)
if not touching then
touching=id
love.mousemoved(x,y)
mouseShow=false
end
if scene=="play"then
local t=onVirtualkey(x,y)
if t then
pressKey(t)
end
end
end
function love.touchreleased(id,x,y)
if id==touching then
touching=nil
if Buttons.sel then
local B=Buttons[scene][Buttons.sel]
B.code()
B.alpha=1
Buttons.sel=nil
end
Buttons.sel=nil
mouseShow=false
end
if scene=="play"then
local t=onVirtualkey(x,y)
if t then
releaseKey(t)
end
end
end
function love.touchmoved(id,x,y,dx,dy)
love.mousemoved(x,y)
mouseShow=false
if not Buttons.sel then
touching=nil
end
if scene=="play"then
local l=tc.getTouches()
for n=1,#virtualkey do
local b=virtualkey[n]
local p=false
for i=1,#l do
local x,y=convert(tc.getPosition(l[i]))
if(x-b[1])^2+(y-b[2])^2<=b[3]then
p=true
break
end
end
if not p and players[1].keyPressing then
releaseKey(n)
end
end
elseif scene=="setting3"then
x,y=convert(x,y)
dx,dy=dx*screenK,dy*screenK
for K=1,#virtualkey do
local b=virtualkey[K]
if (x-b[1])^2+(y-b[2])^2<b[3]then
b[1],b[2]=b[1]+dx,b[2]+dy
end
end
end
end
function love.keypressed(i)
if 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

@@ -17,8 +17,9 @@ function game.main()
collectgarbage()
end
function game.mode()
savedata()
if players then restockRow()end--recycle row used in-game
saveData()
modeSel=modeSel or 1
if players then restockRow()end--collectGarbage
scene="mode"
curBG="none"
BGM("blank")

456
gamefunc.lua Normal file
View File

@@ -0,0 +1,456 @@
function resetGameData()
if players then restockRow()end--Avoid first start game error
players={alive={}}
loadmode[gamemode]()
frame=0
count=179
FX.beam={}
for i=1,#PTC.dust do PTC.dust[i]=nil end
for i=1,#players do
PTC.dust[i]=PTC.dust[0]:clone()
PTC.dust[i]:start()
end
for i=1,#virtualkey do
virtualkey[i].press=false
end
stat.game=stat.game+1
freeRow={}
collectgarbage()
for i=1,50*#players do
freeRow[i]={0,0,0,0,0,0,0,0,0,0}
end
end
function createPlayer(id,x,y,size,AIspeed,data)
players[id]={id=id}
ins(players.alive,id)
local P=players[id]
P.index={__index=P}
P.x,P.y,P.size=x,y,size or 1
P.small=P.size<.3
if AIspeed then
P.ai={
controls={},
controlDelay=60,
controlDelay0=AIspeed,
}
end
P.alive=true
P.control=false
P.timing=false
P.time=0
P.cstat={key=0,piece=0,row=0,atk=0,tetris=0}--Current gamestat
P.keyTime={}for i=1,10 do P.keyTime[i]=-1e5 end P.keySpeed=0
P.dropTime={}for i=1,10 do P.dropTime[i]=-1e5 end P.dropSpeed=0
P.gameEnv={}--Game setting vars,like dropDelay setting
for k,v in pairs(gameEnv0)do
if data and data[k]~=nil then
P.gameEnv[k]=data[k]
elseif modeEnv[k]~=nil then
P.gameEnv[k]=modeEnv[k]
elseif setting[k]~=nil then
P.gameEnv[k]=setting[k]
else
P.gameEnv[k]=v
end
end--reset current game settings
P.field,P.visTime,P.atkBuffer={},{},{}
P.hn,P.hb,P.holded=0,{{}},false
P.nxt,P.nb={},{}
P.dropDelay,P.lockDelay=P.gameEnv.drop,P.gameEnv.lock
P.freshTime=0
P.lastSpin=false
local bag1={1,2,3,4,5,6,7}
for i=1,7 do
P.nxt[i]=rem(bag1,rnd(#bag1))
P.nb[i]=blocks[P.nxt[i]][0]
end--First bag
if P.gameEnv.sequence==1 then P.bag={}--Bag7
elseif P.gameEnv.sequence==2 then P.his={}for i=1,4 do P.his[i]=P.nxt[i+3]end--History4
elseif P.gameEnv.sequence==3 then--Pure random
end
P.showTime=P.gameEnv.visible==1 and 1e99 or P.gameEnv.visible==2 and 300 or 20
P.freshNext=randomMethod[P.gameEnv.sequence]
P.cb,P.sc,P.bn,P.r,P.c,P.cx,P.cy,P.dir,P.y_img={{}},{0,0},1,0,0,0,0,0,0
P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
P.moving,P.downing=0,0
P.waiting,P.falling=0,0
P.clearing={}
P.fieldBeneath=0
P.combo=0
P.b2b=0
P.b2b1=0
P.task={}
P.bonus={}
end
function showText(text,type,font,dy)
ins(P.bonus,{t=0,text=text,draw=FX[type],font=font,dy=dy or 0})
end
function createBeam(s,r,lv)--Player id
S,R=players[s],players[r]
local x1,y1,x2,y2
if S.small then
x1,y1=S.x+(30*(cx+sc[2]-1)+15)*S.size,S.y+(600-30*(cy+sc[1]-1)+15)*S.size
else
x1,y1=S.x+(30*(cx+sc[2]-1)-30+15+150)*S.size,S.y+(600-30*(cy+sc[1]-1)+15+70)*S.size
end
if R.small then
x2,y2=R.x+150*R.size,R.y+300*R.size
else
x2,y2=R.x+308*R.size,R.y+450*R.size
end
ins(FX.beam,{x1,y1,x2,y2,t=0,lv=lv})
end
function freshgho()
if not P.gameEnv._20G then
P.y_img=P.cy>#field+1 and #field+1 or P.cy
while not ifoverlap(cb,cx,y_img-1)do
P.y_img=P.y_img-1
end
else
while not ifoverlap(cb,cx,cy-1)do
P.cy=P.cy-1
P.spinLast=false
end
P.y_img=P.cy
end
end
function freshLockDelay()
if P.lockDelay<gameEnv.lock and P.freshTime<=gameEnv.freshLimit then
P.lockDelay=gameEnv.lock
P.freshTime=P.freshTime+1
end
end
function ifoverlap(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
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
end end
end
function ckfull(i)
for j=1,10 do if field[i][j]==0 then return nil end end
return true
end
function checkrow(s,num)--(cy,r)
local c=0--rows cleared
for i=s,s+num-1 do if ckfull(i)then
ins(clearing,1,i)
P.falling=gameEnv.fall
c=c+1--row cleared+1
for k=1,250 do
PTC.dust[P.id]:setPosition(rnd(300),600-30*i+rnd(30))
PTC.dust[P.id]:emit(1)
end
end end
return c
end
function solid(x,y)
if x<1 or x>10 or y<1 then return true end
if y>#field then return false end
return field[y][x]>0
end
function resetblock()
P.holded=false
P.spinLast=false
P.freshNext()
P.sc,P.dir=scs[bn][0],0
P.r,P.c=#cb,#cb[1]
P.cx,P.cy=blockPos[bn],21+ceil(fieldBeneath/30)
P.dropDelay,P.lockDelay,P.freshTime=gameEnv.drop,gameEnv.lock,0
if keyPressing[8]then hold(true)end
if abs(moving)-gameEnv.das>1 then
if not ifoverlap(cb,cx+sgn(moving),cy)then
P.cx=cx+sgn(moving)
end
end
if keyPressing[3]then spin(1,true)end
if keyPressing[4]then spin(-1,true)end
if keyPressing[5]then spin(2,true)end
if ifoverlap(cb,cx,cy)then lock()Event.gameover.lose()end
freshgho()
if keyPressing[6]then act.hardDrop()P.keyPressing[6]=false end
end
function pressKey(i,player)
P=player or players[1]
setmetatable(_G,P.index)
P.keyPressing[i]=true
if i==9 then
act.restart()
elseif alive then
if control and waiting<=0 then
act[actName[i]]()
if i>2 and i<6 then keyPressing[i]=false end
elseif i==1 then
P.moving=-1
elseif i==2 then
P.moving=1
end
ins(keyTime,1,frame)rem(keyTime,11)
cstat.key=cstat.key+1
if not player then stat.key=stat.key+1 end
--Key count
end
-- if playmode=="recording"then ins(rec,{i,frame})end
end
function releaseKey(i,player)
P=player or players[1]
setmetatable(_G,P.index)
P.keyPressing[i]=false
-- if playmode=="recording"then ins(rec,{-i,frame})end
end
function spin(d,ifpre)
if bn==6 then
freshgho()--May cancel spinLast
freshLockDelay()
SFX(ifpre and"prerotate"or ifoverlap(cb,cx,cy+1)and ifoverlap(cb,cx-1,cy)and ifoverlap(cb,cx+1,cy)and"rotatekick"or"rotate")
if id==1 then
stat.rotate=stat.rotate+1
end
return nil
end
local icb=blocks[bn][(dir+d)%4]
local isc=d==1 and{c-sc[2]+1,sc[1]}or d==-1 and{sc[2],r-sc[1]+1}or{r-sc[1]+1,c-sc[2]+1}
local ir,ic=#icb,#icb[1]
local ix,iy=cx+sc[2]-isc[2],cy+sc[1]-isc[1]
local t--succssful num
local iki=TRS[bn][dir*10+(dir+d)%4]
for i=1,#iki do
if not ifoverlap(icb,ix+iki[i][1],iy+iki[i][2])then
ix,iy=ix+iki[i][1],iy+iki[i][2]
t=i
break
end
end
if t then
P.cx,P.cy=ix,iy
P.sc,P.cb=isc,icb
P.r,P.c=ir,ic
P.dir=(dir+d)%4
P.spinLast=t
freshgho()--May cancel spinLast
freshLockDelay()
SFX(ifpre and"prerotate"or ifoverlap(cb,cx,cy+1)and ifoverlap(cb,cx-1,cy)and ifoverlap(cb,cx+1,cy)and"rotatekick"or"rotate")
if id==1 then
stat.rotate=stat.rotate+1
end
end
end
function hold(ifpre)
if not holded and waiting<=0 and gameEnv.hold then
P.hn,P.bn=bn,hn
P.hb,P.cb=blocks[hn][0],hb
if bn==0 then freshNext()end
P.sc,P.dir=scs[bn][0],0
P.r,P.c=#cb,#cb[1]
P.cx,P.cy=blockPos[bn],21+ceil(fieldBeneath/30)
if abs(moving)-gameEnv.das>1 then
if not ifoverlap(cb,cx+sgn(moving),cy)then
P.cx=cx+sgn(moving)
end
end
freshgho()
P.dropDelay,P.lockDelay,P.freshTime=gameEnv.drop,gameEnv.lock,0
if ifoverlap(cb,cx,cy) then lock()Event.gameover.lose()end
P.holded=true
SFX(ifpre and"prehold"or"hold")
if id==1 then
stat.hold=stat.hold+1
end
end
end
function drop()
if cy==y_img then
ins(dropTime,1,frame)rem(dropTime,11)--update speed dial
P.waiting=gameEnv.wait
local dospin=bn~=6 and ifoverlap(cb,cx-1,cy)and ifoverlap(cb,cx+1,cy)and ifoverlap(cb,cx,cy+1)and 1 or 0
if bn<6 and spinLast then
local x,y=cx+sc[2]-1,cy+sc[1]-1
local c=0
if solid(x-1,y+1)then c=c+1 end
if solid(x+1,y+1)then c=c+1 end
if c>0 then
if solid(x-1,y-1)then c=c+1 end
if solid(x+1,y-1)then c=c+1 end
if c>2 then
dospin=dospin+(spinLast==2 and 1 or 2)
end
end
end--Three point
if dospin==0 then dospin=false end
lock()
local cc,csend,exblock,sendTime=checkrow(cy,r),0,0,0--Currect clear&send&sendTime
local mini=dospin==1 and cc<3 and cc<r
P.combo=P.combo+1--combo=0 is under
if cc==4 then
if b2b>480 then
showText("Tetris B2B2B","fly",70)
csend=6
exblock=exblock+1
elseif b2b>=100 then
showText("Tetris B2B","drive",70)
csend=5
else
showText("Tetris","stretch",80)
csend=4
end
P.b2b=P.b2b+100
sendTime=60
P.cstat.tetris=P.cstat.tetris+1
elseif cc>0 then
if dospin then
if b2b>480 then
showText(spinName[cc][bn].." B2B2B","spin",40)
csend=b2bATK[cc]+1
exblock=exblock+1
elseif b2b>=100 then
showText(spinName[cc][bn].." B2B","spin",40)
csend=b2bATK[cc]
else
showText(spinName[cc][bn],"spin",50)
csend=2*cc
end
sendTime=20+csend*20
if mini then
showText("Mini","drive",40,10)
sendTime=sendTime+60
P.b2b=P.b2b+90+10*cc
else
P.b2b=P.b2b+70+30*cc
end
SFX(spin_n[cc])
if id==1 then
stat.spin=stat.spin+1
end
elseif #clearing<#field then
P.b2b=P.b2b-300
showText(clearName[cc],"appear",50)
csend=cc-1
sendTime=20+csend*20
end
else
P.combo=0
if dospin then
showText(spinName[0][bn],"appear",50)
SFX("spin_0")
P.b2b=b2b+40
end
end
if cc>0 and #clearing==#field then
showText("Perfect Clear","flicker",70,-80)
csend=csend+5
exblock=exblock+2
sendTime=sendTime+30
SFX("perfectclear")
P.b2b=b2b+150
end
csend=csend+(renATK[combo]or 4)
if combo>2 then
showText(renName[min(combo,20)],combo<10 and"appear"or"flicker",20+combo*3,60)
end
sendTime=sendTime+20*combo
if cc>0 then
SFX(clear_n[cc])
SFX(ren_n[min(combo,11)])
end
P.b2b=max(min(b2b,600),0)
if csend>0 then
if mini then csend=int(csend*.7)end
--mini attack decrease
stat.atk=stat.atk+csend
P.cstat.atk=P.cstat.atk+csend
--ATK statistics
while csend>0 and P.atkBuffer[1]do
if exblock>0 then
exblock=exblock-1
else
csend=csend-1
end
P.atkBuffer[1].amount=P.atkBuffer[1].amount-1
if P.atkBuffer[1].amount==0 then
rem(P.atkBuffer,1)
end
if P.atkBuffer[1]and csend==0 then
local s=P.atkBuffer[1].amount
P.atkBuffer[1].lv=s<4 and 1 or s<7 and 2 or 3
end
end
if csend>0 and #players.alive>1 then garbageSend(P.id,csend,sendTime)end
elseif cc==0 then
garbageRelease()
end--Send attack
if id==1 then
stat.piece,stat.row=stat.piece+1,stat.row+cc
end
P.cstat.piece,P.cstat.row=P.cstat.piece+1,P.cstat.row+cc
if P.cstat.row>=gameEnv.target then
gameEnv.reach()
if control then SFX("reach")end
end
else
P.cy=cy-1
P.spinLast=false
end
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]=getNewRow(),getNewRow()end
for j=1,c do
if cb[i][j]~=0 then
P.field[y][cx+j-1]=P.bn
P.visTime[y][cx+j-1]=P.showTime
end
end
end
end
function garbageSend(sender,send,time)
local pos,r=rnd(10)
local level=send<4 and 1 or send<7 and 2 or 3
repeat
r=players.alive[rnd(#players.alive)]
until r~=P.id
createBeam(sender,r,level)
ins(players[r].atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=level})
sort(players[r].atkBuffer,timeSort)
end
function garbageRelease()
local t=P.showTime*2
for i=1,#P.atkBuffer do
local atk=P.atkBuffer[i]
if not atk.sent and atk.countdown==0 then
for j=1,atk.amount do
ins(P.field,1,getNewRow(13))
ins(P.visTime,1,getNewRow(t))
for k=1,#atk do
P.field[1][atk[k]]=0
end
end
atk.sent=true
atk.time=0
P.fieldBeneath=P.fieldBeneath+atk.amount*30
end
end
end

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402
list.lua Normal file
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@@ -0,0 +1,402 @@
color={
red={1,0,0},
green={0,1,0},
blue={.2,.2,1},
yellow={1,1,0},
purple={1,0,1},
cyan={0,1,1},
grey={.6,.6,.6},
lightRed={1,.5,.5},
lightGreen={.5,1,.5},
lightBlue={.6,.6,1},
lightYellow={1,1,.5},
lightPurple={1,.5,1},
lightCyan={.5,1,1},
lightGrey={.8,.8,.8},
darkGrey={.3,.3,.3},
white={1,1,1},
orange={1,.6,0}
}
attackColor={
{color.red,color.yellow},
{color.red,color.purple},
{color.blue,color.white},
animate={
function(t)
gc.setColor(1,t,0)
end,
function(t)
gc.setColor(1,0,t)
end,
function(t)
gc.setColor(t,t,1)
end,
}--3 animation-colorsets of attack buffer bar
}
blockName={"Z","S","L","J","T","O","I"}
blockColor={
color.red,
color.green,
color.orange,
color.blue,
color.purple,
color.yellow,
color.cyan,
}
clearName={"Single","Double","Triple"}
spinName={[0]={}}
for i=1,3 do
spinName[i]={}
for j=1,7 do
spinName[i][j]=blockName[j].." spin "..clearName[i]
end
end
for j=1,7 do
spinName[0][j]=blockName[j].." spin"
end
prevMenu={
load=love.event.quit,
ready="mode",
play="mode",
mode="main",
help="main",
stat="main",
setting="main",
setting2="setting",
setting3="setting",
intro="quit",
main="quit",
}
modeID={"sprint","marathon","zen","solo","death","blind","tetris41","asymsolo","gmroll",}
modeName={"Sprint","Marathon","Zen","Solo","Death","Blind","Tetris 41","Asymmetry solo","GM roll",}
modeInfo={
sprint="Clear 40 Lines",
marathon="Clear 200 Lines",
zen="Clear 200 Lines without gravity",
solo="Beat AI",
death="Survive under terrible speed",
blind="Invisible board!",
tetris41="Melee fight with 40 AIs",
asymsolo=" See-->",
gmroll="Who want to be the grand master?",
}
actName={"moveLeft","moveRight","rotRight","rotLeft","rotFlip","hardDrop","softDrop","hold","restart","toLeft","toRight","toDown"}
actName_show={"move left","move right","rotate right","rotate left","rotate flip","hard drop","soft drop","hold","restart","toLeft","toRight","toDown"}
blockPos={4,4,4,4,4,5,4}
renATK={[0]=0,0,0,1,1,2,2,3,3,4,4}--3 else
renName={nil,nil,"3 Combo","4 Combo","5 Combo","6 Combo","7 Combo","8 Combo","9 Combo","10 Combo!","11 Combo!","12 Combo!","13 Combo!","14 Combo!","15 Combo!","16 Combo!","17 Combo!","18 Combo!","19 Combo!","MEGACMB",}
b2bATK={3,5,8}
spin_n={"spin_1","spin_2","spin_3"}
clear_n={"clear_1","clear_2","clear_3","clear_4"}
ren_n={"ren_1","ren_2","ren_3","ren_4","ren_5","ren_6","ren_7","ren_8","ren_9","ren_10","ren_11"}
percent0to5={[0]="0%","20%","40%","60%","80%","100%",}
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}
act={
moveLeft=function(auto)
if not auto then P.moving=-1 end
if not ifoverlap(cb,cx-1,cy)then
P.cx=cx-1
freshgho()
freshLockDelay()
if cy==y_img then SFX("move")end
P.spinLast=false
end
end,
moveRight=function(auto)
if not auto then P.moving=1 end
if not ifoverlap(cb,cx+1,cy)then
P.cx=cx+1
freshgho()
freshLockDelay()
if cy==y_img then SFX("move")end
P.spinLast=false
end
end,
hardDrop=function()
if P.waiting<=0 then
if cy~=y_img then
P.cy=y_img
P.spinLast=false
SFX("drop")
end
drop()
P.keyPressing[6]=false
end
end,
softDrop=function()
if cy~=y_img then P.cy=cy-1 end
P.downing=1
end,
rotRight=function()spin(1)end,
rotLeft=function()spin(-1)end,
rotFlip=function()spin(2)end,
hold=function()hold()end,
--Player movements
restart=function()
resetGameData()
count=60+26--Althour'z neim
end,
down1=function()if cy~=y_img then P.cy=cy-1 end end,
down4=function()for i=1,4 do if cy~=y_img then P.cy=cy-1 else break end end end,
toDown=function()if cy~= y_img then P.cy,P.lockDelay,P.spinLast=y_img,gameEnv.lock,false end end,
toLeft=function()while not ifoverlap(cb,cx-1,cy)do P.cx,P.lockDelay=cx-1,gameEnv.lock;freshgho()end end,
toRight=function()while not ifoverlap(cb,cx+1,cy)do P.cx,P.lockDelay=cx+1,gameEnv.lock;freshgho()end end,
quit=function()Event.gameover.lose()end,
--System movements
}
blocks={
{[0]={{0,1,1},{1,1,0}},{{1,0},{1,1},{0,1}},{{0,1,1},{1,1,0}},{{1,0},{1,1},{0,1}}},
{[0]={{1,1,0},{0,1,1}},{{0,1},{1,1},{1,0}},{{1,1,0},{0,1,1}},{{0,1},{1,1},{1,0}}},
{[0]={{1,1,1},{0,0,1}},{{1,1},{1,0},{1,0}},{{1,0,0},{1,1,1}},{{0,1},{0,1},{1,1}}},
{[0]={{1,1,1},{1,0,0}},{{1,0},{1,0},{1,1}},{{0,0,1},{1,1,1}},{{1,1},{0,1},{0,1}}},
{[0]={{1,1,1},{0,1,0}},{{1,0},{1,1},{1,0}},{{0,1,0},{1,1,1}},{{0,1},{1,1},{0,1}}},
{[0]={{1,1},{1,1}},{{1,1},{1,1}},{{1,1},{1,1}},{{1,1},{1,1}}},
{[0]={{1,1,1,1}},{{1},{1},{1},{1}},{{1,1,1,1}},{{1},{1},{1},{1}}},
}
scs={
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1.5,1.5},{1.5,1.5},{1.5,1.5},{1.5,1.5},},
{[0]={0.5,2.5},{2.5,0.5},{1.5,2.5},{2.5,1.5}},
}
TRS={
[1]={
[01]={{0,0},{-1,0},{-1,1},{0,-2},{-1,-2},{0,1}},
[10]={{0,0},{1,0},{1,-1},{0,2},{1,2},{0,-1}},
[12]={{0,0},{1,0},{1,-1},{0,2},{1,2}},
[21]={{0,0},{-1,0},{-1,1},{0,-2},{-1,-2}},
[23]={{0,0},{1,0},{1,1},{0,-2},{1,-2}},
[32]={{0,0},{-1,0},{-1,-1},{0,2},{-1,2}},
[30]={{0,0},{-1,0},{-1,-1},{0,2},{-1,2}},
[03]={{0,0},{1,0},{1,1},{0,-2},{1,-2}},
[02]={{0,0},{1,0},{-1,0},{0,-1},{0,1}},
[20]={{0,0},{-1,0},{1,0},{0,1},{0,-1}},
[13]={{0,0},{0,1},{0,-1},{-1,0},{1,0},{0,2}},
[31]={{0,0},{0,-1},{0,1},{1,0},{-1,0},{0,2}},
},
[2]={
[01]={{0,0},{-1,0},{-1,1},{0,-2},{-1,-2}},
[10]={{0,0},{1,0},{1,-1},{0,2},{1,2}},
[12]={{0,0},{1,0},{1,-1},{0,2},{1,2}},
[21]={{0,0},{-1,0},{-1,1},{0,-2},{-1,-2}},
[23]={{0,0},{1,0},{1,1},{0,-2},{1,-2}},
[32]={{0,0},{-1,0},{-1,-1},{0,2},{-1,2}},
[30]={{0,0},{-1,0},{-1,-1},{0,2},{-1,2},{0,-1}},
[03]={{0,0},{1,0},{1,1},{0,-2},{1,-2},{0,1}},
[02]={{0,0},{-1,0},{1,0},{0,-1},{0,1}},
[20]={{0,0},{1,0},{-1,0},{0,1},{0,-1}},
[13]={{0,0},{0,-1},{0,1},{1,0},{-1,0},{0,2}},
[31]={{0,0},{0,1},{0,-1},{-1,0},{1,0},{0,2}},
},
[5]={
[01]={{0,0},{-1,0},{-1,1},{0,-2},{-1,-2}},
[10]={{0,0},{1,0},{1,-1},{0,2},{1,2},{0,-1}},
[12]={{0,0},{1,0},{1,-1},{0,2},{1,2}},
[21]={{0,0},{-1,0},{-1,1},{0,-2},{-1,-2}},
[23]={{0,0},{1,0},{1,1},{0,-2},{1,-2}},
[32]={{0,0},{-1,0},{-1,-1},{0,2},{-1,2}},
[30]={{0,0},{-1,0},{-1,-1},{0,2},{-1,2},{0,-1}},
[03]={{0,0},{1,0},{1,1},{0,-2},{1,-2},{0,1}},
[02]={{0,0},{-1,0},{1,0},{0,-1},{0,1}},
[20]={{0,0},{1,0},{-1,0},{0,1},{0,-1}},
[13]={{0,0},{0,-1},{0,1},{1,0},{-1,0},{0,2}},
[31]={{0,0},{0,-1},{0,1},{-1,0},{1,0},{0,2}},
},
[7]={
[01]={{0,0},{-2,0},{1,0},{-2,-1},{1,2}},
[10]={{0,0},{2,0},{-1,0},{2,1},{-1,-2}},
[12]={{0,0},{-1,0},{2,0},{-1,2},{2,-1}},
[21]={{0,0},{1,0},{-2,0},{1,-2},{-2,1}},
[23]={{0,0},{2,0},{-1,0},{2,1},{-1,-2}},
[32]={{0,0},{-2,0},{1,0},{-2,-1},{1,2}},
[30]={{0,0},{1,0},{-2,0},{1,-2},{-2,1}},
[03]={{0,0},{-1,0},{2,0},{-1,2},{2,-1}},
[02]={{0,0},{-1,0},{1,0},{0,-1},{0,1}},
[20]={{0,0},{1,0},{-1,0},{0,1},{0,-1}},
[13]={{0,0},{0,-1},{-1,0},{1,0},{0,1}},
[31]={{0,0},{0,-1},{1,0},{-1,0},{0,1}},
}
}TRS[3],TRS[4]=TRS[2],TRS[1]
Buttons={
load={},
intro={},
main={
{x=250,y=300,w=330,h=60,rgb=color.red,t="Play",code=function()gotoScene("mode")end,down=2},
{x=250,y=380,w=330,h=60,rgb=color.blue,t="Settings",code=function()gotoScene("setting")end,up=1,down=3},
{x=165,y=460,w=160,h=60,rgb=color.yellow,t="Help",code=function()gotoScene("help")end,up=2,down=5,right=4},
{x=335,y=460,w=160,h=60,rgb=color.cyan,t="Statistics",code=function()gotoScene("stat")end,up=2,down=5,left=3},
{x=250,y=540,w=330,h=60,rgb=color.grey,t="Quit",code=function()gotoScene("quit")end,up=3},
},
mode={
{x=1000,y=210,w=200,h=140,rgb=color.white,hide=function()return not setting.virtualkeySwitch end,code=function()if modeSel>1 then modeSel=modeSel-1 end end},
{x=1000,y=430,w=200,h=140,rgb=color.white,t="v",f=80,hide=function()return not setting.virtualkeySwitch end,code=function()if modeSel<#modeID then modeSel=modeSel+1 end end},
{x=1000,y=600,w=180,h=80,rgb=color.green,t="Start",hide=function()return not setting.virtualkeySwitch end,code=function()startGame(modeID[modeSel])end},
{x=640,y=630,w=180,h=60,rgb=color.white,t="Back",code=function()gotoScene("main")end},
},
play={
},
setting={--Normal setting
{x=330,y=100,w=200,h=60,rgb=color.white,t=function()return setting.ghost and"Ghost ON"or"Ghost OFF"end,code=function()setting.ghost=not setting.ghost end,down=6,right=2},
{x=540,y=100,w=200,h=60,rgb=color.white,t=function()return setting.center and"Center ON"or"Center OFF"end,code=function()setting.center=not setting.center end,down=6,left=1,right=3},
{x=870,y=100,w=340,h=60,rgb=color.white,t=function()return setting.sfx and"Disable SFX"or"Enable SFX"end,code=function()setting.sfx=not setting.sfx end,down=4,left=2},
{x=870,y=180,w=340,h=60,rgb=color.white,t=function()return setting.bgm and"Disable BGM"or"Enable BGM"end,code=function()BGM()setting.bgm=not setting.bgm;BGM("blank")end,up=3,down=5,left=2},
{x=870,y=260,w=340,h=60,rgb=color.white,t=function()return setting.fullscreen and"Disable fullscreen"or"Enable fullscreen"end,
code=function()
setting.fullscreen=not setting.fullscreen
love.window.setFullscreen(setting.fullscreen)
if not setting.fullscreen then
love.resize(gc.getWidth(),gc.getHeight())
end
end,
up=4,down=7,left=6
},
{x=435,y=220,w=320,h=60,rgb=color.green,t="Advanced settings",code=function()gotoScene("setting2")end,up=1,down=7,right=5},
{x=435,y=300,w=320,h=60,rgb=color.yellow,t="Touch settings",code=function()gotoScene("setting3")end,up=6,down=8,right=5},
{x=640,y=590,w=210,h=60,rgb=color.white,t="Save&Back",code=function()saveSetting()back()end,up=6},
},
setting2={--Advanced setting
{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=28,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=23},
{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=27},
{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=27},
{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=27},
{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=29},
{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=29},
{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=29},
{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=28,left=9,right=29},
--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=27,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=27,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=27,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=27,left=25},
--23~26
{x=935,y=220,w=320,h=65,rgb=color.white,t=function()return "frameDraw:"..setting.frameMul.."%"end,code=function()
setting.frameMul=setting.frameMul+(setting.frameMul<50 and 5 or 10)
if setting.frameMul>100 then setting.frameMul=25 end
end,up=24,down=29,left=11},
{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=29},
{x=840,y=630,w=180,h=60,rgb=color.white,t="Back",code=function()keysetting=nil;back()end,up=24,left=28},
--27~29
},
setting3={--Touch setting
{x=640,y=210,w=400,h=80,rgb=color.white,t=function()return setting.virtualkeySwitch and"Hide Virtual Key"or"Show Virtual Key"end,code=function()
setting.virtualkeySwitch=not setting.virtualkeySwitch
end},
{x=500,y=310,w=120,h=80,rgb=color.white,t="Reset",code=function()
for K=1,#virtualkey do
local b,b0=virtualkey[K],gameEnv0.virtualkey[K]
b[1],b[2],b[3],b[4]=b0[1],b0[2],b0[3],b0[4]
end--Reset virtualkey
end},
{x=640,y=310,w=120,h=80,rgb=color.white,t="Snap",code=function()
for K=1,#virtualkey do
local b=virtualkey[K]
b[1],b[2]=int(b[1]*.025+.5)*40,int(b[2]*.025+.5)*40
end--Snap all keys
end},
{x=780,y=310,w=120,h=80,rgb=color.white,t=function()return percent0to5[setting.virtualkeyAlpha]end,code=function()
setting.virtualkeyAlpha=(setting.virtualkeyAlpha+1)%6
--Adjust virtualkey alpha
end},
{x=500,y=410,w=120,h=80,rgb=color.white,t="Icon",code=function()
setting.virtualkeyIcon=not setting.virtualkeyIcon
--Switch virtualkey icon
end},
{x=640,y=410,w=120,h=80,rgb=color.white,t="Back",code=function()back()end},
{x=780,y=410,w=120,h=80,rgb=color.white,t="Size",code=function()
for K=1,#virtualkey do
local b=virtualkey[K]
b[4]=b[4]+10
if b[4]==150 then b[4]=40 end
b[3]=b[4]^2
end
end},
},
help={
{x=640,y=590,w=180,h=60,rgb=color.white,t="Back",code=function()back()end},
},
stat={
{x=640,y=590,w=180,h=60,rgb=color.white,t="Back",code=function()back()end},
},
sel=nil,--selected button id(integer)
}
for k,v in pairs(Buttons)do
for i=1,#v do
v[i].alpha=0
end
end
virtualkey={
{80,720-80,6400,80},--moveLeft
{240,720-80,6400,80},--moveRight
{1280-240,720-80,6400,80},--rotRight
{1280-400,720-80,6400,80},--rotLeft
{1280-240,720-240,6400,80},--rotFlip
{1280-80,720-80,6400,80},--hardDrop
{1280-80,720-240,6400,80},--softDrop
{1280-80,720-400,6400,80},--hold
{80,80,6400,80},--restart
--[[
{x=0,y=0,r=0},--toLeft
{x=0,y=0,r=0},--toRight
{x=0,y=0,r=0},--toDown
]]
}
Text={
load={"Loading textures","Loading BGM","Loading SFX","Finished",},
stat={
"Games run:",
"Games played:",
"Game time:",
"Total block used:",
"Total rows cleared:",
"Total lines sent:",
"Total key pressed:",
"Total rotate:",
"Total hold:",
"Total spin:",
},
help={
"I think you don't need \"help\".",
"THIS IS NOT TETRIS,and SRS NOT USED.",
"But just play like playing TOP/C2/KOS/TGM3",
"Game is not public now,so DO NOT DISTIRBUTE",
"",
"Powered by LOVE2D",
"Author:MrZ E-mail:1046101471@qq.com",
"Programe:MrZ Art:MrZ Music:MrZ SFX:MrZ",
"Tool used:VScode,GFIE,Beepbox,Goldwave",
"Special thanks:farter,teatube,flyz,and YOU!!",
"Any bugs/suggestions to my E-mail.",
},
}

View File

@@ -1,14 +0,0 @@
blockName={"Z","S","L","J","T","O","I"}
clearName={"Single","Double","Triple"}
actName={"moveLeft","moveRight","rotRight","rotLeft","rotFlip","hardDrop","softDrop","hold","restart","toLeft","toRight","toDown"}
actName_show={"move left","move right","rotate right","rotate left","rotate flip","hard drop","soft drop","hold","restart","toLeft","toRight","toDown"}
blockPos={4,4,4,4,4,5,4}
renATK={[0]=0,0,0,1,1,2,2,3,3,4,4,4}--3 else
b2bATK={3,5,8}
marathon_drop={[0]=60,48,40,30,24,18,15,12,10,8,7,6,5,4,3,2,1,1,0,0}
death_lock={10,9,8,7,6}
death_wait={6,5,4,3,2}
death_fall={10,8,7,6,5}
percent0to5={[0]="0%","20%","40%","60%","80%","100%",}

1074
main.lua

File diff suppressed because it is too large Load Diff

434
paint.lua
View File

@@ -32,6 +32,55 @@ swap={
end
},
}--Scene swapping animations
FX={
flash=0,--Black screen(frame)
shake=0,--Screen shake(frame)
beam={},--Attack beam
appear=function(t,a)
setFont(t.font)
gc.setColor(1,1,1,min((30-abs(t.t-30))*.05,1)*a)
mStr(t.text,150,250-t.font*.5+t.dy)
end,
fly=function(t,a)
setFont(t.font)
gc.setColor(1,1,1,min((30-abs(t.t-30))*.05,1)*a)
mStr(t.text,150+(t.t-15)^3*.005,250-t.font*.5+t.dy)
end,
stretch=function(t,a)
gc.push("transform")
setFont(t.font)
gc.translate(150,250+t.dy)
gc.setColor(1,1,1,min((30-abs(t.t-30))*.1,1)*a)
if t.t<20 then gc.scale((20-t.t)*.015+1,1)end
mStr(t.text,0,-t.font*.5)
gc.pop()
end,
drive=function(t,a)
gc.push("transform")
setFont(t.font)
gc.translate(150,290+t.dy)
gc.setColor(1,1,1,min((30-abs(t.t-30))*.1,1)*a)
if t.t<20 then gc.shear((20-t.t)*.05,0)end
mStr(t.text,0,-t.font*.5)
gc.pop()
end,
spin=function(t,a)
gc.push("transform")
setFont(t.font)
gc.translate(150,250+t.dy)
gc.setColor(1,1,1,min((30-abs(t.t-30))*.1,1)*a)
if t.t<20 then
gc.rotate((20-t.t)^2*.0015)
end
mStr(t.text,0,-t.font*.5)
gc.pop()
end,
flicker=function(t,a)
setFont(t.font)
gc.setColor(1,1,1,min((30-abs(t.t-30))*.05,1)*a*(rnd()+.5))
mStr(t.text,150,250-t.font*.5+t.dy)
end,
}
function drawButton()
for i=1,#Buttons[scene]do
@@ -42,18 +91,24 @@ function drawButton()
if B.alpha>t then B.alpha=B.alpha-.02 elseif B.alpha<t then B.alpha=B.alpha+.02 end
gc.setColor(B.rgb[1],B.rgb[2],B.rgb[3],B.alpha)
gc.rectangle("fill",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
local t=B.t
if type(t)=="function"then t=t()
end
gc.setColor(B.rgb[1],B.rgb[2],B.rgb[3],.3)
gc.setLineWidth(5)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
mStr(t,B.x-1,B.y-1-currentFont*.5)
mStr(t,B.x-1,B.y+1-currentFont*.5)
mStr(t,B.x+1,B.y-1-currentFont*.5)
mStr(t,B.x+1,B.y+1-currentFont*.5)
local t=B.t
local y0
if t then
if type(t)=="function"then t=t()end
setFont(B.f or 40)
y0=B.y-1-currentFont*.5
mStr(t,B.x-1,y0)
mStr(t,B.x+1,y0)
mStr(t,B.x-1,y0+2)
mStr(t,B.x+1,y0+2)
end
gc.setColor(B.rgb)
if t then
mStr(t,B.x,y0+1)
end
gc.setLineWidth(3)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
mStr(t,B.x,B.y-currentFont*.5)
end
end
end
@@ -62,15 +117,9 @@ function drawDial(x,y,speed)
gc.translate(x,y)
gc.setColor(1,1,1)
mStr(int(speed),0,-14)
gc.setColor(.6,.6,.6)gc.setLineWidth(5)
gc.circle("line",0,0,30)
gc.setColor(1,1,1)gc.setLineWidth(2)
gc.circle("line",0,0,30)
gc.rotate(2.0944+(speed<=175 and .020944*speed or 4.712389-52.35988/(speed-125)))
gc.setColor(.4,.4,.4,.5)gc.setLineWidth(5)
gc.line(0,0,22,0)
gc.setColor(.6,.6,.6,.5)gc.setLineWidth(3)
gc.line(0,0,22,0)
gc.draw(dialCircle,0,0,nil,nil,nil,32,32)
gc.setColor(1,1,1,.6)
gc.draw(dialNeedle,0,0,2.0944+(speed<=175 and .020944*speed or 4.712389-52.35988/(speed-125)),nil,nil,5,4)
gc.pop()
end
function drawPixel(y,x,id,alpha)
@@ -135,38 +184,60 @@ end
function Pnt.main()
gc.setColor(1,1,1)
setFont(30)
gc.print("Alpha V0.3",370,150)
if system==2 then
gc.print("Android",530,110)
end
gc.print("Alpha V0.5",370,150)
gc.print(system,530,110)
gc.draw(titleImage,30,30)
end
function Pnt.mode()
if setting.virtualkeySwitch then
gc.setColor(.5,.5,.5)
gc.draw(charV,1019,249,pi)
gc.draw(charV,1021,249,pi)
gc.draw(charV,1019,251,pi)
gc.draw(charV,1020,251,pi)
gc.setColor(1,1,1)
gc.draw(charV,1020,250,pi)
end
gc.setColor(1,1,1)
setFont(30)
mStr(modeInfo[modeID[modeSel]],270,300)
setFont(80)
gc.setColor(color.grey)
mStr(modeName[modeSel],643,283)
for i=modeSel-2,modeSel+2 do
if i>=1 and i<=#modeID then
local f=80-abs(i-modeSel)*20
gc.setColor(i==modeSel and color.white or abs(i-modeSel)==1 and color.grey or color.darkGrey)
setFont(f)
mStr(modeName[i],640,320+70*(i-modeSel)-f*.5)
end
end
end
function Pnt.play()
for p=1,#players do
P=players[p]
setmetatable(_G,P.index)
gc.push("transform")
gc.translate(x,y)gc.scale(size)--Scale
gc.setColor(0,0,0,.7)gc.rectangle("fill",0,0,600,690)--Black Background
gc.setLineWidth(3)
gc.setColor(1,1,1)gc.rectangle("line",0,0,600,690)--Big frame
gc.translate(150,70)
gc.stencil(stencil_field, "replace", 1)
gc.translate(0,fieldBeneath)
love.graphics.setStencilTest("equal",1)
for j=1,#field do
if falling<=0 or without(clearing,j)then
for i=1,10 do
if field[j][i]>0 then
drawPixel(j,i,field[j][i],min(visTime[j][i],20)*.05)
if P.small then
gc.push("transform")
gc.translate(x,y)gc.scale(size)--Scale
gc.setColor(0,0,0,.5)gc.rectangle("fill",0,0,300,600)--Black Background
gc.setLineWidth(3)
gc.translate(10,15)
gc.stencil(stencil_field, "replace", 1)
gc.translate(0,fieldBeneath)
gc.setStencilTest("equal",1)
for j=1,#field do
if falling<=0 or without(clearing,j)then
for i=1,10 do
if field[j][i]>0 then
drawPixel(j,i,field[j][i],min(visTime[j][i],20)*.05)
end
end
else
gc.setColor(1,1,1,falling/gameEnv.fall)
gc.rectangle("fill",0,600-30*j,320,30)
end
else
gc.setColor(1,1,1,falling/gameEnv.fall)
gc.rectangle("fill",0,600-30*j,320,30)
end
end--Field
if waiting<=0 then
end--Field
if gameEnv.ghost then
for i=1,r do for j=1,c do
if cb[i][j]>0 then
@@ -174,106 +245,188 @@ function Pnt.play()
end
end end
end--Ghost
gc.setColor(1,1,1,lockDelay/gameEnv.lock)
for i=1,r do for j=1,c do
if cb[i][j]>0 then
gc.rectangle("fill",30*(j+cx-1)-34,596-30*(i+cy-1),38,38)
end
end end--BlockShade(lockdelay indicator)
for i=1,r do for j=1,c do
if cb[i][j]>0 then
drawPixel(i+cy-1,j+cx-1,bn,1)
end
end end--Block
if gameEnv.center then
local x=30*(cx+sc[2]-1)-30+15
gc.circle("fill",x,600-30*(cy+sc[1]-1)+15,4)
gc.setColor(1,1,1,.5)
gc.circle("fill",x,600-30*(y_img+sc[1]-1)+15,4)
end--Rotate center
end
gc.setColor(1,1,1)
gc.draw(PTC.dust[p])--Draw game field
love.graphics.setStencilTest()--In-playField mask
gc.translate(0,-fieldBeneath)
gc.setColor(1,1,1)gc.rectangle("line",-2,-12,304,614)--Draw boarder
local h=0
for i=1,#atkBuffer do
local a=atkBuffer[i]
local bar=a.amount*30
if not a.sent then
if a.time<20 then
bar=bar*(20*a.time)^.5*.05
--Appear
if waiting<=0 then
gc.setColor(2,2,2)
for i=1,r do for j=1,c do
if cb[i][j]>0 then
drawPixel(i+cy-1,j+cx-1,bn,1)
end
end end--Block
end
if a.countdown>0 then
gc.setColor(attackColor[a.lv][1])
gc.rectangle("fill",305,600-h,8,-bar+5)
gc.setColor(attackColor[a.lv][2])
gc.rectangle("fill",305,600-h+(-bar+5),8,-(-bar+5)*(1-a.countdown/a.cd0))
--Timing
else
attackColor.animate[a.lv]((sin((Timer()-i)*20)+1)*.5)
gc.rectangle("fill",305,600-h,8,-bar+5)
--Warning
end
else
gc.setColor(attackColor[a.lv][1])
bar=bar*(20-a.time)*.05
gc.rectangle("fill",305,600-h,8,-bar+5)
--Disappear
end
h=h+bar
if h>600 then break end
end--Buffer line
gc.setColor(1,1,1)
gc.rectangle("fill",-15,600,10,-b2b1)
gc.setColor(1,.4,.4)
gc.rectangle("line",-20,600-100,15,2)
gc.setColor(.4,.4,1)
gc.rectangle("line",-20,600-480,15,2)
--B2B bar
setFont(40)
if gameEnv.hold then
gc.setColor(1,1,1)
gc.print("Hold",-113,0)
for i=1,#hb do
for j=1,#hb[1] do
if hb[i][j]>0 then
drawPixel(i+17.5-#hb*.5,j-2.5-#hb[1]*.5,holded and 13 or hn,1)
end
end
end
end--Hold
for N=1,gameEnv.next do
gc.setColor(1,1,1)
gc.print("Next",336,0)
local b=nb[N]
for i=1,#b do
for j=1,#b[1] do
if b[i][j]>0 then
drawPixel(i+20-2.4*N-#b*.5,j+12.5-#b[1]*.5,nxt[N],1)
end
end
end
end--Next
if count then
gc.push("transform")
gc.translate(155,220)
gc.setColor(1,1,1)
setFont(100)
if count%60>45 then gc.scale(1+(count%60-45)^2*.01,1)end
mStr(int(count/60+1),0,0)
gc.pop()
end--Draw starting counter
for i=1,#bonus do
bonus[i]:draw()
end--Effects
gc.draw(PTC.dust[p])--Draw game field
gc.setStencilTest()--In-playField mask
gc.translate(0,-fieldBeneath)
gc.setColor(1,1,1)gc.rectangle("line",-2,-12,304,614)--Draw boarder
local h=0
for i=1,#atkBuffer do
local a=atkBuffer[i]
local bar=a.amount*30
if not a.sent then
if a.time<20 then
bar=bar*(20*a.time)^.5*.05
--Appear
end
if a.countdown>0 then
gc.setColor(attackColor[a.lv][1])
gc.rectangle("fill",305,600-h,8,-bar+5)
gc.setColor(attackColor[a.lv][2])
gc.rectangle("fill",305,600-h+(-bar+5),8,-(-bar+5)*(1-a.countdown/a.cd0))
--Timing
else
attackColor.animate[a.lv]((sin((Timer()-i)*20)+1)*.5)
gc.rectangle("fill",305,600-h,8,-bar+5)
--Warning
end
else
gc.setColor(attackColor[a.lv][1])
bar=bar*(20-a.time)*.05
gc.rectangle("fill",305,600-h,8,-bar+5)
--Disappear
end
h=h+bar
if h>600 then break end
end--Buffer line
gc.setColor(b2b<100 and color.white or b2b<=480 and color.lightRed or color.lightBlue)
gc.rectangle("fill",-15,600,10,-b2b1)
--B2B bar
for i=1,#bonus do
local a=#field>9-bonus[i].dy*.03333 and .6 or 1
bonus[i]:draw(a)
end--Effects
gc.pop()
else
gc.push("transform")
gc.translate(x,y)gc.scale(size)--Scale
gc.setColor(0,0,0,.7)gc.rectangle("fill",0,0,600,690)--Black Background
gc.setLineWidth(3)
gc.setColor(1,1,1)gc.rectangle("line",0,0,600,690)--Big frame
gc.translate(150,70)
gc.stencil(stencil_field, "replace", 1)
gc.translate(0,fieldBeneath)
gc.setStencilTest("equal",1)
for j=1,#field do
if falling<=0 or without(clearing,j)then
for i=1,10 do
if field[j][i]>0 then
drawPixel(j,i,field[j][i],min(visTime[j][i],20)*.05)
end
end
else
gc.setColor(1,1,1,falling/gameEnv.fall)
gc.rectangle("fill",0,600-30*j,320,30)
end
end--Field
if waiting<=0 then
if gameEnv.ghost then
for i=1,r do for j=1,c do
if cb[i][j]>0 then
drawPixel(i+y_img-1,j+cx-1,bn,.3)
end
end end
end--Ghost
gc.setColor(1,1,1,lockDelay/gameEnv.lock)
for i=1,r do for j=1,c do
if cb[i][j]>0 then
gc.rectangle("fill",30*(j+cx-1)-34,596-30*(i+cy-1),38,38)
end
end end--BlockShade(lockdelay indicator)
for i=1,r do for j=1,c do
if cb[i][j]>0 then
drawPixel(i+cy-1,j+cx-1,bn,1)
end
end end--Block
if gameEnv.center then
local x=30*(cx+sc[2]-1)-30+15
gc.draw(spinCenter,x,600-30*(cy+sc[1]-1)+15,nil,nil,nil,4,4)
gc.setColor(1,1,1,.5)
gc.draw(spinCenter,x,600-30*(y_img+sc[1]-1)+15,nil,nil,nil,4,4)
end--Rotate center
end
gc.setColor(1,1,1)
gc.draw(PTC.dust[p])--Draw game field
gc.setStencilTest()--In-playField mask
gc.translate(0,-fieldBeneath)
gc.setColor(1,1,1)gc.rectangle("line",-2,-12,304,614)--Draw boarder
local h=0
for i=1,#atkBuffer do
local a=atkBuffer[i]
local bar=a.amount*30
if not a.sent then
if a.time<20 then
bar=bar*(20*a.time)^.5*.05
--Appear
end
if a.countdown>0 then
gc.setColor(attackColor[a.lv][1])
gc.rectangle("fill",305,600-h,8,-bar+5)
gc.setColor(attackColor[a.lv][2])
gc.rectangle("fill",305,600-h+(-bar+5),8,-(-bar+5)*(1-a.countdown/a.cd0))
--Timing
else
attackColor.animate[a.lv]((sin((Timer()-i)*20)+1)*.5)
gc.rectangle("fill",305,600-h,8,-bar+5)
--Warning
end
else
gc.setColor(attackColor[a.lv][1])
bar=bar*(20-a.time)*.05
gc.rectangle("fill",305,600-h,8,-bar+5)
--Disappear
end
h=h+bar
if h>600 then break end
end--Buffer line
gc.setColor(b2b<100 and color.white or b2b<=480 and color.lightRed or color.lightBlue)
gc.rectangle("fill",-15,600,10,-b2b1)
gc.setColor(color.red)
gc.rectangle("line",-20,600-100,15,2)
gc.setColor(color.blue)
gc.rectangle("line",-20,600-480,15,2)
--B2B bar
setFont(40)
gc.setColor(1,1,1)
if gameEnv.hold then
gc.print("Hold",-113,0)
for i=1,#hb do
for j=1,#hb[1] do
if hb[i][j]>0 then
drawPixel(i+17.5-#hb*.5,j-2.5-#hb[1]*.5,holded and 13 or hn,1)
end
end
end
end--Hold
gc.print("Next",336,0)
for N=1,gameEnv.next do
local b=nb[N]
for i=1,#b do
for j=1,#b[1] do
if b[i][j]>0 then
drawPixel(i+20-2.4*N-#b*.5,j+12.5-#b[1]*.5,nxt[N],1)
end
end
end
end--Next
if count then
gc.push("transform")
gc.translate(155,220)
gc.setColor(1,1,1)
setFont(100)
if count%60>45 then gc.scale(1+(count%60-45)^2*.01,1)end
mStr(int(count/60+1),0,0)
gc.pop()
end--Draw starting counter
for i=1,#bonus do
local a=#field>(9-bonus[i].dy*.03333)and .7 or 1
bonus[i]:draw(a)
end--Effects
if P.size>.3 then
gc.setColor(1,1,1)
setFont(40)
gc.print(format("%0.2f",time),-125,530)--Draw time
@@ -287,15 +440,15 @@ function Pnt.play()
drawDial(350,520,dropSpeed)
drawDial(400,570,keySpeed)
--Speed dials
gc.pop()
end
gc.pop()
end--Draw players
gc.setColor(1,1,1)
for i=1,3 do
gc.draw(PTC.attack[i])
end
setmetatable(_G,nil)
if system==2 then
if setting.virtualkeySwitch then
drawVirtualkey()
end
end
@@ -307,6 +460,7 @@ function Pnt.setting2()
setFont(35)
mStr("DAS:"..setting.das,828,73)
mStr("ARR:"..setting.arr,1043,73)
gc.print("Keyboard Joystick",223,10)
for i=1,9 do
gc.printf(actName_show[i]..":",0,60*i-8,180,"right")
end

178
sysfunc.lua Normal file
View File

@@ -0,0 +1,178 @@
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
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)
break
end
end
if P.id>1 then
v=1/(#players.alive-1)
-- if v<.02 then return nil end
end
sfx[s][n]:setVolume(v or 1)
sfx[s][n]:play()
end
end
function BGM(s)
if setting.bgm and bgmPlaying~=s then
for k,v in pairs(bgm)do v:stop()end
if s then bgm[s]:play()end
bgmPlaying=s
end
end
function gotoScene(s,style)
if not sceneSwaping and s~=scene then
style=style or"deck"
sceneSwaping={
tar=s,style=style,
time=swap[style][1],mid=swap[style][2],
draw=swap[style].d
}
Buttons.sel=nil
end
end
function startGame(mode)
--rec=""
gamemode=mode
gotoScene("play")
end
function back()
local t=prevMenu[scene]
if type(t)=="string"then
gotoScene(t)
else
t()
end
end
function loadData()
userData:open("r")
--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n")
local t=string.splitS(userData:read(),"\r\n")
userData:close()
for i=1,#t do
local i=t[i]
if find(i,"=")then
local t=sub(i,1,find(i,"=")-1)
local v=sub(i,find(i,"=")+1)
if 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
v=toN(v)if not v or v<0 then v=0 end
stat[t]=v
end
end
end
end
function saveData()
local t=table.concat({
stringPack("run=",stat.run),
stringPack("game=",stat.game),
stringPack("gametime=",stat.gametime),
stringPack("piece=",stat.piece),
stringPack("row=",stat.row),
stringPack("atk=",stat.atk),
stringPack("key=",stat.key),
stringPack("rotate=",stat.rotate),
stringPack("hold=",stat.hold),
stringPack("spin=",stat.spin),
},"\r\n")
--t=love.math.compress(t,"zlib"):getString()
userData:open("w")
userData:write(t)
userData:close()
end
function loadSetting()
userSetting:open("r")
--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n")
local t=string.splitS(userSetting:read(),"\r\n")
userSetting:close()
for i=1,#t do
local i=t[i]
if find(i,"=")then
local t=sub(i,1,find(i,"=")-1)
local v=sub(i,find(i,"=")+1)
if t=="sfx"or t=="bgm"then
setting[t]=v=="true"
elseif t=="fullscreen"then
setting.fullscreen=v=="true"
love.window.setFullscreen(setting.fullscreen)
elseif t=="keyset"then
v=string.splitS(v)
for i=#v+1,8 do v[i]="N/A"end
setting.key=v
elseif t=="gamepadset"then
v=string.splitS(v)
for i=#v+1,8 do v[i]="N/A"end
setting.gamepad=v
elseif t=="virtualkey"then
v=string.splitS(v,"/")
for i=1,9 do
virtualkey[i]=string.splitS(v[i],",")
for j=1,4 do
virtualkey[i][j]=toN(virtualkey[i][j])
end
end
elseif t=="virtualkeyAlpha"then
setting.virtualkeyAlpha=int(abs(toN(v)))
elseif t=="virtualkeyIcon"then
setting.virtualkeyIcon=v=="true"
elseif t=="virtualkeySwitch"then
setting.virtualkeySwitch=v=="true"
elseif t=="frameMul"then
v=min(max(toN(v)or 100,0),100)
setting.frameMul=v
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]=int(v)
elseif t=="ghost"or t=="center"then
setting[t]=v=="true"
end
end
end
end
function saveSetting()
local vk={}
for i=1,9 do
for j=1,4 do
virtualkey[i][j]=int(virtualkey[i][j]+.5)
end--Saving a integer is better?
vk[i]=table.concat(virtualkey[i],",")
end--pre-pack virtualkey setting
local t=table.concat({
stringPack("sfx=",setting.sfx),
stringPack("bgm=",setting.bgm),
stringPack("fullscreen=",setting.fullscreen),
stringPack("das=",setting.das),
stringPack("arr=",setting.arr),
stringPack("sddas=",setting.sddas),
stringPack("sdarr=",setting.sdarr),
stringPack("keyset=",table.concat(setting.key,"/")),
stringPack("gamepadset=",table.concat(setting.gamepad,"/")),
stringPack("virtualkey=",table.concat(vk,"/")),
stringPack("virtualkeyAlpha=",setting.virtualkeyAlpha),
stringPack("virtualkeyIcon=",setting.virtualkeyIcon),
stringPack("virtualkeySwitch=",setting.virtualkeySwitch),
stringPack("frameMul=",setting.frameMul),
},"\r\n")
--t=love.math.compress(t,"zlib"):getString()
userSetting:open("w")
userSetting:write(t)
userSetting:close()
end

57
texture.lua Normal file
View File

@@ -0,0 +1,57 @@
setFont(80)
charV=gc.newText(Fonts[80],"v")
local N=gc.newImage
titleImage=N("/image/mess/title.png")
mouseIcon=N("/image/mess/mouseIcon.png")
spinCenter=N("/image/mess/spinCenter.png")
dialCircle=N("/image/mess/dialCircle.png")
dialNeedle=N("/image/mess/dialNeedle.png")
blockSkin={}
for i=1,13 do
blockSkin[i]=N("/image/block/1/"..i..".png")
end
background={}
gc.setColor(1,1,1)
background={
N("/image/BG/bg1.jpg"),
N("/image/BG/bg2.png"),
}
virtualkeyIcon={}
for i=1,9 do
virtualkeyIcon[i]=N("/image/virtualkey/"..actName[i]..".png")
end
PTC={dust={}}--Particle systems
c=gc.newCanvas(6,6)gc.setCanvas(c)
gc.clear(1,1,1)
PTC.dust[0]=gc.newParticleSystem(c,1000)
PTC.dust[0]:setParticleLifetime(.2,.3)
PTC.dust[0]:setEmissionRate(0)
PTC.dust[0]:setLinearAcceleration(-1500,-200,1500,200)
PTC.dust[0]:setColors(1,1,1,.5,1,1,1,0)
c:release()
--Dust particles
PTC.attack={}
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]: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]:setParticleLifetime(.4)
PTC.attack[3]:setEmissionRate(0)
PTC.attack[3]:setSpin(6)
PTC.attack[3]:setColors(1,1,1,.7,1,1,1,0)
--Attack particles
gc.setCanvas()
c=nil

View File

@@ -33,6 +33,7 @@ function Tmr.load()
elseif loading==4 then
loadnum=loadnum+1
if loadnum==15 then
stat.run=stat.run+1
gotoScene("main")
end
end
@@ -44,10 +45,11 @@ function Tmr.play(dt)
for i=#FX.beam,1,-1 do
local b=FX.beam[i]
b.t=b.t+1
local t=b.t*.025
PTC.attack[b.lv]:setPosition(b[1]+(b[3]-b[1])*t,b[2]+(b[4]-b[2])*t-100*(4*t*(1-t)))
local t0=b.t*.025--t in [0,1]
local t=(sin(1.5*(2*t0-1))+1)*.5
PTC.attack[b.lv]:setPosition(b[1]+(b[3]-b[1])*t,b[2]+(b[4]-b[2])*t)
PTC.attack[b.lv]:emit(1)
if t==1 then
if t0==1 then
rem(FX.beam,i)
end
end
@@ -168,7 +170,10 @@ function Tmr.play(dt)
P.dropDelay=dropDelay-1
else
drop()
P.dropDelay,P.lockDelay=gameEnv.drop,gameEnv.lock
P.dropDelay=gameEnv.drop
if P.freshTime<=gameEnv.freshLimit then
P.lockDelay=gameEnv.lock
end
end
else
if lockDelay>0 then P.lockDelay=lockDelay-1
@@ -217,7 +222,7 @@ function Tmr.play(dt)
end
end
if fieldBeneath>0 then P.fieldBeneath=fieldBeneath-3 end
P.b2b1=P.b2b1*.95+P.b2b*.05
P.b2b1=P.b2b1*.96
PTC.dust[p]:update(dt)
end
setmetatable(_G,nil)

58
toolfunc.lua Normal file
View File

@@ -0,0 +1,58 @@
function string.splitS(s,sep)
sep=sep or"/"
local t={}
repeat
local i=find(s,sep)or #s+1
ins(t,sub(s,1,i-1))
s=sub(s,i+#sep)
until #s==0
return t
end
function sgn(i)return i>0 and 1 or i<0 and -1 or 0 end--Row numbe is A-uth-or's id!
function stringPack(s,v)return s..toS(v)end
function without(t,v)
for i=1,#t do
if t[i]==v then return nil end
end
return true
end
function mStr(s,x,y)gc.printf(s,x-500,y,1000,"center")end
function convert(x,y)
return x*screenK,(y-screenM)*screenK
end
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
function timeSort(a,b)
return a.time>b.time
end
function stencil_field()
gc.rectangle("fill",0,-10,300,610)
end
--Single use

View File

@@ -1,53 +0,0 @@
act={
moveLeft=function(auto)
if not auto then P.moving=-1 end
if not ifoverlap(cb,cx-1,cy)then
P.cx=cx-1
freshgho()
freshLockDelay()
if cy==y_img then SFX("move")end
P.spinLast=false
end
end,
moveRight=function(auto)
if not auto then P.moving=1 end
if not ifoverlap(cb,cx+1,cy)then
P.cx=cx+1
freshgho()
freshLockDelay()
if cy==y_img then SFX("move")end
P.spinLast=false
end
end,
hardDrop=function()
if P.waiting<=0 then
if cy~=y_img then
P.cy=y_img
P.spinLast=false
SFX("drop")
end
drop()
P.keyPressing[6]=false
end
end,
softDrop=function()
if cy~=y_img then P.cy=cy-1 end
P.downing=1
end,
rotRight=function()spin(1)end,
rotLeft=function()spin(-1)end,
rotFlip=function()spin(2)end,
hold=hold,
--Player movements
restart=function()
resetGameData()
count=60+26--Althour'z neim
end,
down1=function()if cy~=y_img then P.cy=cy-1 end end,
down4=function()for i=1,4 do if cy~=y_img then P.cy=cy-1 else break end end end,
toDown=function()if cy~= y_img then P.cy,P.lockDelay,P.spinLast=y_img,gameEnv.lock,false end end,
toLeft=function()while not ifoverlap(cb,cx-1,cy)do P.cx,P.lockDelay=cx-1,gameEnv.lock;freshgho()end end,
toRight=function()while not ifoverlap(cb,cx+1,cy)do P.cx,P.lockDelay=cx+1,gameEnv.lock;freshgho()end end,
quit=function()Event.gameover.lose()end,
--System movements
}