Compare commits

...

14 Commits

Author SHA1 Message Date
MrZ_26
42d7b1be94 Alpha V0.7.10 2020-02-04 19:32:10 +08:00
MrZ_26
a31474c43a Alpha V0.7.9 2020-02-04 19:31:45 +08:00
MrZ_26
75c7955bb5 Alpha V0.7.8 2020-02-04 19:31:31 +08:00
MrZ_26
c35152cf6e Alpha V0.7.7 2020-02-04 19:31:17 +08:00
MrZ_26
1b0ad009b0 Alpha V0.7.6 2020-02-04 19:30:59 +08:00
MrZ_26
e7c797bf14 Alpha V0.7.5 2020-02-04 19:30:42 +08:00
MrZ_26
e281634f72 Alpha V0.7.4 2020-02-04 19:30:30 +08:00
MrZ_26
7eea017c72 Alpha V0.7.3 2020-02-04 19:30:03 +08:00
MrZ_26
f0cca3092a Alpha V0.7.2 2020-02-04 19:29:42 +08:00
MrZ_26
1447893378 Alpha V0.7.1 2020-02-04 19:29:24 +08:00
MrZ_26
bdee7fba03 Alpha V0.6.8 2020-02-04 19:28:44 +08:00
MrZ_26
d8cbfa72ac Alpha V0.6.5 2020-02-04 19:28:33 +08:00
MrZ_26
31fd2c0e72 Alpha V0.6 2020-02-04 19:28:01 +08:00
MrZ_26
383254bce2 Alpha V0.5 2020-02-04 19:27:40 +08:00
62 changed files with 4552 additions and 2271 deletions

Binary file not shown.

BIN
BGM/cruelty.ogg Normal file

Binary file not shown.

BIN
BGM/final.ogg Normal file

Binary file not shown.

BIN
BGM/infinite.ogg Normal file

Binary file not shown.

BIN
BGM/newera.ogg Normal file

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

BIN
BGM/rockblock.ogg Normal file

Binary file not shown.

BIN
BGM/secret7th.ogg Normal file

Binary file not shown.

BIN
BGM/secret8th.ogg Normal file

Binary file not shown.

Binary file not shown.

View File

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

BIN
SFX/blip_1.ogg Normal file

Binary file not shown.

BIN
SFX/blip_2.ogg Normal file

Binary file not shown.

Binary file not shown.

BIN
SFX/emit.ogg Normal file

Binary file not shown.

BIN
SFX/fail.ogg Normal file

Binary file not shown.

BIN
SFX/win.ogg Normal file

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},{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[6]=TRS[2],TRS[1],TRS[1]
end

139
ai.lua
View File

@@ -1,12 +1,12 @@
--[[
HighestBlock
HorizontalTransitions
VerticalTransitions
BlockedCells
Wells
FilledLines
TetrisShape
BlockedWells;
HighestBlock
HorizontalTransitions
VerticalTransitions
BlockedCells
Wells
FilledLines
4deepShape
BlockedWells;
]]
dirCount={1,1,3,3,3,0,1}
spinOffset={
@@ -18,17 +18,46 @@ 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,
6~10:hD,sD,H,A,R,
11~13:LL,RR,DD
]]
FCL={
[1]={
{{11},{11,2},{1},{},{2},{2,2},{12,1},{12}},
{{11,4},{11,3},{11,2,3},{4},{3},{2,3},{2,2,3},{12,4},{12,3}},
},
[3]={
{{11},{11,2},{1},{},{2},{2,2},{12,1},{12},},
{{3,11},{11,3},{11,2,3},{1,3},{3},{2,3},{2,2,3},{12,1,3},{12,3},},
{{11,5},{11,2,5},{1,5},{5},{2,5},{2,2,5},{12,1,5},{12,5},},
{{11,4},{11,2,4},{1,4},{4},{2,4},{2,2,4},{12,1,4},{12,4},{4,12},},
},
[6]={
{{11},{11,2},{1,1},{1},{},{2},{2,2},{12,1},{12},},
},
[7]={
{{11},{11,2},{1},{},{2},{12,1},{12},},
{{4,11},{11,4},{11,3},{1,4},{4},{3},{2,3},{12,4},{12,3},{3,12},},
},
}
FCL[2]=FCL[1]
FCL[4]=FCL[3]
FCL[5]=FCL[3]
clearScore={[0]=0,0,2,4,12}
function ifoverlapAI(f,bk,x,y)
if y<1 then return true end
if y>#f then return nil end
if y>#f then return end
for i=1,#bk do for j=1,#bk[1]do
if f[y+i-1]and bk[i][j]>0 and f[y+i-1][x+j-1]>0 then return true end
end end
end
function resetField(f0,f,start)
while f[start]do
::L::if f[start]then
removeRow(f,start)
goto L
end
for i=start,#f0 do
f[i]=getNewRow()
@@ -37,10 +66,10 @@ function resetField(f0,f,start)
end
end
end
function getScore(field,cb,cx,cy)
function getScore(field,bn,cb,cx,cy)
local score=0
local highest=0
local height=getNewRow()
local rough=0
local clear=0
local hole=0
@@ -57,51 +86,61 @@ function getScore(field,cb,cx,cy)
if #field==0 then return 9e99 end--PC best
for x=1,10 do
local h=#field
while field[h][x]==0 and h>1 do
::L::if field[h][x]==0 and h>1 then
h=h-1
goto L
end
height[x]=h
if x>3 and x<8 and h>highest then highest=h end
if h>1 then
for h=h-1,1,-1 do
if field[h][x]==0 then hole=hole+1 if hole>5 then break end end
if field[h][x]==0 then
hole=hole+1
if hole==5 then break end
end
end
end
end
local h1,mh1=0,0
for x=1,9 do
local dh=abs(height[x]-height[x])
if dh>1 then
rough=rough+min(dh^2,10)
local dh=abs(height[x]-height[x+1])
if dh==1 then
h1=h1+1
if h1>mh1 then mh1=h1 end
else
h1=0
end
end
ins(freeRow,height)
return
-highest*5
-rough*15
-cy*20
-#cb*10
+clear^2*4
-hole*15
score=
#field*20
-cy*35
-#cb*25
+clearScore[clear]*(8+#field)
-hole*50
if #field>6 then score=score-highest*5 end
if mh1>3 then score=score-50-mh1*40 end
return score
end
--controlname:mL,mR,rR,rL,rF,hD,sD,H,LL,RR
function AI_getControls(ctrl)
local Tfield={}--test field
local field_org=field
for i=1,#field_org do
local field_org=P.field
for i=1,#field_org do
Tfield[i]=getNewRow()
for j=1,10 do
Tfield[i][j]=field_org[i][j]
end
end
local best={x=1,dir=0,hold=false,score=-9e99}
for ifhold=0,1 do
local bn=ifhold==0 and bn or hn>0 and hn or nxt[1]
for dir=0,dirCount[bn] do--for each direction
for ifhold=0,P.gameEnv.hold and 1 or 0 do
local bn=ifhold==0 and P.bid or P.hid>0 and P.hid or P.nxt[1]
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
::L::if not ifoverlapAI(Tfield,cb,cx,cy-1)then
cy=cy-1
goto L
end--move to bottom
for i=1,#cb do
local y=cy+i-1
@@ -112,33 +151,33 @@ function AI_getControls(ctrl)
end
end
end--simulate lock
local score=getScore(Tfield,cb,cx,cy)
local score=getScore(Tfield,bn,cb,cx,cy)
if score>best.score then
best={bn=bn,x=cx,dir=dir,hold=ifhold==1,score=score}
end
resetField(field_org,Tfield,cy)
end
end
end--ifHold loop
end
while #Tfield>0 do
::L::
if #Tfield>0 then
removeRow(Tfield,1)
goto L
end--Release cache
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
ins(ctrl,6)--harddrop
local l=FCL[best.bn][best.dir+1][best.x]
for i=1,#l do
ins(ctrl,l[i])
end
ins(ctrl,6)
if rnd()<.1 then
if P.atkMode~=4 and P==mostDangerous then
ins(P.ai.controls,9)
--Smarter AI???
end
end
end

View File

@@ -1,139 +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 41",code=function()startGame("tetris41")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={--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)
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={--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=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={--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
]]
}

582
call&sys.lua Normal file
View File

@@ -0,0 +1,582 @@
function onVirtualkey(x,y)
local x,y=xOy:inverseTransformPoint(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
if Buttons[scene][1]then
Buttons.sel=1
end
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
end
function buttonControl_gamepad(i)
if i=="dpup"or i=="dpdown"or i=="dpleft"or i=="dpright"then
if not Buttons.sel then
if Buttons[scene][1]then
Buttons.sel=1
end
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={}
function mouseDown.intro(x,y,k)
if k==2 then
back()
else
gotoScene("main")
end
end
keyDown={}
function keyDown.intro(key)
if key=="escape"then
back()
else
gotoScene("main")
end
end
function keyDown.mode(key)
if key=="down"then
if modeSel<#modeID then
modeSel=modeSel+1
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
end
elseif key=="up"then
if modeSel>1 then
modeSel=modeSel-1
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
end
elseif key=="left"then
if levelSel>1 then
levelSel=levelSel-1
end
elseif key=="right"then
if levelSel<#modeLevel[modeID[modeSel]]then
levelSel=levelSel+1
end
elseif key=="return"then
loadGame(modeSel,levelSel)
elseif key=="c"then
gotoScene("custom")
elseif key=="escape"then
back()
end
end
function keyDown.custom(key)
if key=="left"then
local k=customID[optSel]
customSel[k]=(customSel[k]-2)%#customRange[k]+1
elseif key=="right"then
local k=customID[optSel]
customSel[k]=customSel[k]%#customRange[k]+1
elseif key=="down"then
optSel=optSel%#customID+1
elseif key=="up"then
optSel=(optSel-2)%#customID+1
elseif key=="return"then
loadGame(0,1)
elseif key=="escape"then
back()
end
end
function keyDown.setting2(key)
if key=="escape"then
if keyboardSetting then
keyboardSetting=false
else
back()
end
elseif keyboardSetting then
for l=1,8 do
for y=1,13 do
if setting.keyMap[l][y]==key then
setting.keyMap[l][y]=""
end
end
end
setting.keyMap[curBoard][keyboardSet]=key
keyboardSetting=false
elseif key=="return"then
keyboardSetting=true
elseif key=="up"then
keyboardSet=max(keyboardSet-1,1)
elseif key=="down"then
keyboardSet=min(keyboardSet+1,13)
elseif key=="left"then
curBoard=max(curBoard-1,1)
elseif key=="right"then
curBoard=min(curBoard+1,8)
end
end
function keyDown.play(key)
if key=="escape"then back()return end
local m=setting.keyMap
for p=1,4 do
local lib=setting.keyLib[p]
for s=1,#lib do
for k=1,12 do
if key==m[lib[s]][k]then
pressKey(k,players[p])
return
end
end
end
end
end
keyUp={}
function keyUp.play(key)
local m=setting.keyMap
for p=1,4 do
local lib=setting.keyLib[p]
for s=1,#lib do
for k=1,12 do
if key==m[lib[s]][k]then
releaseKey(k,players[p])
return
end
end
end
end
end
gamepadDown={}
function gamepadDown.intro(key)
if key=="back"then
back()
else
gotoScene("main")
end
end
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
loadGame(modeSel,levelSel)
elseif key=="back"then
back()
end
end
function gamepadDown.setting2(key)
if key=="back"then
if joystickSetting then
joystickSetting=false
else
back()
end
elseif joystickSetting then
for l=9,16 do
for y=1,12 do
if setting.keyMap[l][y]==key then
setting.keyMap[l][y]=""
end
end
end
setting.keyMap[8+curBoard][joystickSet]=key
joystickSetting=false
elseif key=="start"then
joystickSetting=true
elseif key=="up"then
joystickSet=max(joystickSet-1,1)
elseif key=="down"then
joystickSet=min(joystickSet+1,12)
elseif key=="left"then
curBoard=max(curBoard-1,1)
elseif key=="right"then
curBoard=min(curBoard+1,8)
end
end
function gamepadDown.play(key)
if key=="back"then back()return end
local m=setting.keyMap
for p=1,4 do
local lib=setting.keyLib[p]
for s=1,#lib do
for k=1,12 do
if key==m[8+lib[s]][k]then
pressKey(k,players[p])
return
end
end
end
end
end
gamepadUp={}
function gamepadUp.play(key)
local m=setting.keyMap
for p=1,4 do
local lib=setting.keyLib[p]
for s=1,#lib do
for k=1,12 do
if key==m[8+lib[s]][k]then
releaseKey(k,players[p])
return
end
end
end
end
end
wheelmoved={}
function wheelmoved.mode(x,y)
modeSel=min(max(modeSel-sgn(y),1),#modeID)
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
end
function love.mousemoved(x,y,dx,dy,t)
if not t then
mouseShow=true
mx,my=xOy:inverseTransformPoint(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
end
end
end
end
end
function love.mousepressed(x,y,k,t,num)
if not t then
mouseShow=true
mx,my=xOy:inverseTransformPoint(x,y)
if mouseDown[scene]then
mouseDown[scene](mx,my,k)
else
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==2 then
back()
end
end
end
end
function love.mousereleased(x,y,k,t,num)
end
function love.wheelmoved(x,y)
if wheelmoved[scene]then wheelmoved[scene](x,y)end
end
function love.touchpressed(id,x,y)
if not touching then
touching=id
love.mousemoved(x,y)
mouseShow=false
end
if scene=="play"then
if setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
pressKey(t,players[1])
end
end
elseif scene=="setting3"then
x,y=xOy:inverseTransformPoint(x,y)
for K=1,#virtualkey do
local b=virtualkey[K]
if (x-b[1])^2+(y-b[2])^2<b[3]then
sel=K
end
end
elseif scene=="intro"then
gotoScene("main")
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,players[1])
end
elseif scene=="setting3"and sel then
x,y=xOy:inverseTransformPoint(x,y)
if sel then
local b=virtualkey[sel]
local k=snapLevelValue[snapLevel]
b[1],b[2]=int(b[1]/k+.5)*k,int(b[2]/k+.5)*k
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]
for i=1,#l do
local x,y=xOy:inverseTransformPoint(tc.getPosition(l[i]))
if(x-b[1])^2+(y-b[2])^2<=b[3]then return end
end
if P.keyPressing[n]then
releaseKey(n,players[1])
end
end
elseif scene=="setting3"then
x,y=xOy:inverseTransformPoint(x,y)
dx,dy=dx*screenK,dy*screenK
if sel then
local b=virtualkey[sel]
b[1],b[2]=b[1]+dx,b[2]+dy
end
end
end
function love.keypressed(i)
if i=="f12"then devMode=not devMode end
if devMode then
if i=="k"then
P=players.alive[rnd(#players.alive)]
Event.gameover.lose()
elseif i=="q"then
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
print(format("x=%d,y=%d,w=%d,h=%d",B.x,B.y,B.w,B.h))
end
elseif Buttons.sel then
local B=Buttons[scene][Buttons.sel]
if i=="left"then B.x=B.x-10
elseif i=="right"then B.x=B.x+10
elseif i=="up"then B.y=B.y-10
elseif i=="down"then B.y=B.y+10
elseif i==","then B.w=B.w-10
elseif i=="."then B.w=B.w+10
elseif i=="/"then B.h=B.h-10
elseif i=="'"then B.h=B.h+10
end
end
else
if keyDown[scene]then keyDown[scene](i)
elseif i=="escape"or i=="back"then back()
else buttonControl_key(i)
end
end
mouseShow=false
end
function love.keyreleased(i)
if keyUp[scene]then keyUp[scene](i)
end
end
function love.gamepadpressed(joystick,i)
if gamepadDown[scene]then return gamepadDown[scene](i)
elseif i=="back"then back()
else buttonControl_gamepad(i)
end
mouseShow=false
end
function love.gamepadreleased(joystick,i)
if gamepadUp[scene]then gamepadUp[scene](i)
end
end
--[[
function love.joystickpressed(js,k)
end
function love.joystickaxis(js,axis,val)
end
function love.joystickhat(js,hat,dir)
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
if setting.bgblock then
BGblock.ct=BGblock.ct-1
if BGblock.ct==0 then
ins(BGblock,getNewBlock())
BGblock.ct=rnd(20,30)
end
end
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
scene=sceneSwaping.tar
BGM("blank")
sceneInit[scene]()
Buttons.sel=nil
elseif sceneSwaping.time==0 then
sceneSwaping=nil
end
elseif Tmr[scene]then
Tmr[scene](dt)
end
updateButton()
end
function love.sendData(data)
return
end
function love.receiveData(id,data)
return
end
function love.draw()
gc.clear()
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
end
if Pnt[scene]then Pnt[scene]()end
drawButton()
if mouseShow and not touching then
local r=Timer()*.5
gc.setColor(1,1,1,min(1-abs(1-r%1*2),.3))
r=int(r)%7+1
gc.draw(mouseBlock[r],mx,my,Timer()%pi*4,20,20,scs[r][0][2]-.5,#blocks[r][0]-scs[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
if sceneSwaping then sceneSwaping.draw()end
if wh/ww>.5625 then
gc.setColor(0,0,0)
gc.rectangle("fill",0,0,1280,ww*9/16-wh)
gc.rectangle("fill",0,720,1280,wh-ww*9/16)
elseif wh/ww<.5625 then
gc.setColor(0,0,0)
gc.rectangle("fill",0,0,wh*16/9-ww,720)
gc.rectangle("fill",1280,0,ww-wh*16/9,720)
end
setFont(20)gc.setColor(1,1,1)
gc.print(tm.getFPS(),5,700)
if devMode then
gc.print(gcinfo(),5,680)
gc.print(freeRow and #freeRow or 0,5,660)
end
end
function love.resize(w,h)
ww,wh=w,h
screenK=h/w>=.5625 and w/1280 or h/720
xOy=xOy:setTransformation(w*.5,h*.5,nil,screenK,nil,640,360)
gc.replaceTransform(xOy)
end
function love.run()
local frameT=Timer()
local readyDrawFrame=0
love.resize(gc.getWidth(),gc.getHeight())
scene="load"sceneInit.load()--System Launch
math.randomseed(os.time()*626)
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()or keeprun)then
focus=false
ms.setVisible(true)
if bgmPlaying then bgm[bgmPlaying]:pause()end
if scene=="play"then
for i=1,#players.alive do
local l=players.alive[i].keyPressing
for j=1,#l do
if l[j]then
releaseKey(j,players.alive[i])
end
end
end
end
end
else
tm.sleep(.5)
if wd.hasFocus()then
tm.step()
focus=true
ms.setVisible(false)
if bgmPlaying then bgm[bgmPlaying]:play()end
end
end
::L::if Timer()-frameT<1/60 then goto L end
frameT=Timer()
end
end

BIN
cb.ttf

Binary file not shown.

View File

@@ -1,25 +1,25 @@
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.identity="Techmino"--Save directory name
t.appendidentity=X--If search files in source before save directory
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.accelerometerjoystick=X--If exposing accelerometer on iOS and Android as a Joystick
t.gammacorrect=X
t.audio.mixwithsystem=true--Switch on to keep sysBGM
local W=t.window
W.title="Techmino V0.4"
W.title="Techmino V0.7.10"
W.icon="/image/icon.png"
W.width,W.height=1280,720
W.minwidth,W.minheight=640,360
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.vsync=X--0 to set ∞fps
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.depth=X--Bits per sample in the depth buffer
W.stencil=1--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)

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"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

BIN
font.ttf Normal file

Binary file not shown.

View File

@@ -1,62 +0,0 @@
game={}
function game.load()
scene="load"
curBG="none"
loading=1--Loading mode
loadnum=1--Loading counter
loadprogress=0--Loading bar
end
function game.intro()
scene="intro"
curBG="none"
end
function game.main()
scene="main"
curBG="none"
BGM("blank")
collectgarbage()
end
function game.mode()
savedata()
if players then restockRow()end--recycle row used in-game
scene="mode"
curBG="none"
BGM("blank")
end
function game.play()
scene="play"
--curBG="game1"
resetGameData()
sysSFX("ready")
mouseShow=false
end
function game.setting()
scene="setting"
curBG="none"
BGM("blank")
end--Normal setting
function game.setting2()
scene="setting2"
curBG="none"
keyssetting=nil
BGM("blank")
end--Advanced setting and keyboard&joystick setting
function game.setting3()
scene="setting3"
curBG="game1"
keyssetting=nil
BGM("blank")
end--Touch setting
function game.help()
scene="help"
curBG="none"
BGM("blank")
end
function game.stat()
scene="stat"
curBG="none"
BGM("blank")
end
function game.quit()
love.event.quit()
end

889
gamefunc.lua Normal file
View File

@@ -0,0 +1,889 @@
function loadGame(mode,level)
--rec={}
curMode={id=modeID[mode],lv=level,modeName=text.modeName[mode],levelName=modeLevel[modeID[mode]][level]}
gotoScene("play")
end
function resetGameData()
frame=0
garbageSpeed=1
pushSpeed=3
players={alive={}}
modeEnv=defaultModeEnv[curMode.id][curMode.lv]or defaultModeEnv[curMode.id][1]
loadmode[curMode.id]()
curBG=modeEnv.bg
BGM(modeEnv.bgm)
FX.beam={}
for k,v in pairs(PTC.dust)do
v:release()
end
for i=1,#players do
if not players[i].small then
PTC.dust[i]=PTC.dust0:clone()
PTC.dust[i]:start()
end
end
if modeEnv.royaleMode then
for i=1,#players do
changeAtk(players[i],randomTarget(players[i]))
end
mostBadge,mostDangerous,secBadge,secDangerous=nil
gameStage=1
garbageSpeed=.3
pushSpeed=2
end
for i=1,#virtualkey do
virtualkey[i].press=false
end
stat.game=stat.game+1
freeRow={}
collectgarbage()
for i=1,30*#players do
freeRow[i]={0,0,0,0,0,0,0,0,0,0}
end
end
function gameStart()
sysSFX("start")
for P=1,#players do
P=players[P]
_G.P=P
P.control=true
P.timing=true
resetblock()
end
setmetatable(_G,nil)
end
function createPlayer(id,x,y,size,AIspeed,data)
players[id]={id=id}
local P=players[id]
ins(players.alive,P)
P.index={__index=P}
P.x,P.y,P.size=x,y,size or 1
P.small=P.size<.3
if P.small then
P.centerX,P.centerY=P.x+150*P.size,P.y+300*P.size
P.size=P.size*5
else
P.centerX,P.centerY=P.x+300*P.size,P.y+670*P.size
end
if AIspeed then
P.ai={
controls={},
controlDelay=30,
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,techrash=0,pc=0,event=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.field,P.visTime={},{}
P.atkBuffer={sum=0}
P.ko,P.badge,P.strength=0,0,0
P.atkMode,P.swappingAtkMode=1,20
P.atker,P.atking,P.lastRecv={}
--Royale-related
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.hid,P.hc,P.hb,P.holded=0,0,{{}},false
P.nxt,P.nb={},{}
P.dropDelay,P.lockDelay=P.gameEnv.drop,P.gameEnv.lock
P.freshTime=0
P.spinLast,P.lastClear=nil
local s=P.gameEnv.sequence
if s=="bag7"or s=="his4"then
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
elseif s=="rnd"then
for i=1,6 do
local r=rnd(7)
P.nxt[i]=r
P.nb[i]=blocks[r][0]
end
elseif s=="drought1"then
local bag1={1,2,3,4,5,6}
for i=1,6 do
P.nxt[i]=rem(bag1,rnd(#bag1))
P.nb[i]=blocks[P.nxt[i]][0]
end
elseif s=="drought2"then
local bag1={1,2,3,4,6,7}
for i=1,6 do
P.nxt[i]=rem(bag1,rnd(#bag1))
P.nb[i]=blocks[P.nxt[i]][0]
end
end
P.freshNext=freshMethod[P.gameEnv.sequence]
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.cb,P.sc,P.bid,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.endCounter=0
P.counter=0
P.result=nil--string,"win"/"lose"
P.task={}
P.bonus={}
end
function showText(P,text,type,font,dy,spd,inf)
if not P.small then
ins(P.bonus,{t=0,text=text,draw=FX[type],font=font,dy=dy or 0,speed=spd or 1,inf=inf})
end
end
function garbageSend(S,R,send,time)
local pos=rnd(10)
createBeam(S,R,send<4 and 1 or send<7 and 2 or 3)
R.lastRecv=S
if R.atkBuffer.sum<20 then
send=min(send,20-R.atkBuffer.sum)
R.atkBuffer.sum=R.atkBuffer.sum+send
ins(R.atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=send<4 and 1 or send<7 and 2 or 3})
if R.id==1 then sysSFX(send<4 and "blip_1"or"blip_2",min(send+1,5)*.1)end
end
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
P.atkBuffer.sum=P.atkBuffer.sum-atk.amount
atk.sent=true
atk.time=0
P.fieldBeneath=P.fieldBeneath+atk.amount*30
end
end
end
function createBeam(S,R,lv)--Player id
local x1,y1,x2,y2
if S.small then
x1,y1=S.centerX,S.centerY
else
x1,y1=S.x+(30*(P.cx+P.sc[2]-1)-30+15+150)*S.size,S.y+(600-30*(P.cy+P.sc[1]-1)+15+70)*S.size
end
if R.small then
x2,y2=R.x+150*R.size*.2,R.y+300*R.size*.2
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 throwBadge(S,R,amount)--Player id
local x1,y1,x2,y2
if S.small then
x1,y1=S.x+30*S.size,S.y+60*S.size
else
x1,y1=S.x+308*S.size,S.y+450*S.size
end
if R.small then
x2,y2=R.x+30*R.size,R.y+60*R.size
else
x2,y2=R.x+73*R.size,R.y+345*R.size
end
ins(FX.badge,{x1,y1,x2,y2,t=0,size=(9+min(amount,12))*.1})
end
function randomTarget(p)
if #players.alive>1 then
local r
::L::
r=players.alive[rnd(#players.alive)]
if r==p then goto L end
return r
end
end
function freshTarget(P)
if P.atkMode==1 then
if not P.atking.alive or rnd()<.1 then
changeAtk(P,randomTarget(P))
end
elseif P.atkMode==2 then
changeAtk(P,P~=mostBadge and mostBadge or secBadge or randomTarget(P))
elseif P.atkMode==3 then
changeAtk(P,P~=mostDangerous and mostDangerous or secDangerous or randomTarget(P))
elseif P.atkMode==4 then
for i=1,#P.atker do
if not P.atker[i].alive then
rem(P.atker,i)
return
end
end
end
end
function changeAtk(P,R)
if P.atking then
local K=P.atking.atker
for i=1,#K do
if K[i]==P then
rem(K,i)
break
end
end
end
if R then
P.atking=R
ins(R.atker,P)
else
P.atking=nil
end
end
function freshMostDangerous()
mostDangerous,secDangerous=nil
local m=0
for i=1,#players.alive do
if #players.alive[i].field>=m then
mostDangerous,secDangerous=players.alive[i],mostDangerous
m=#players.alive[i].field
end
end
end
function royaleLevelup()
gameStage=gameStage+1
local spd
if(gameStage==3 or gameStage>4)and players[1].alive then
showText(players[1],text.royale_remain(#players.alive),"beat",50,-100,.3)
end
if gameStage==2 then
spd=30
elseif gameStage==3 then
spd=15
garbageSpeed=.6
BGM("cruelty")
elseif gameStage==4 then
spd=10
pushSpeed=3
elseif gameStage==5 then
spd=5
garbageSpeed=1
elseif gameStage==6 then
spd=3
BGM("final")
end
for i=1,#players.alive do
local P=players.alive[i]
P.gameEnv.drop=spd
end
if curMode.lv==5 and players[1].alive then
local P=players[1]
P.gameEnv.drop=int(P.gameEnv.drop*.3)
if P.gameEnv.drop==0 then
P.gameEnv._20G=true
end
end
end
function freshgho()
if P.gameEnv._20G or P.keyPressing[7]and P.gameEnv.sdarr==0 then
::L::if not ifoverlap(P.cb,P.cx,P.cy-1)then
P.cy=P.cy-1
P.spinLast=false
goto L
end
P.y_img=P.cy
else
P.y_img=P.cy>#P.field+1 and #P.field+1 or P.cy
::L::if not ifoverlap(P.cb,P.cx,P.y_img-1)then
P.y_img=P.y_img-1
goto L
end
end
end
function freshLockDelay()
if P.lockDelay<P.gameEnv.lock or P.cy==P.y_img then
if P.freshTime<=P.gameEnv.freshLimit then
P.lockDelay=P.gameEnv.lock
end
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>#P.field then return end
for i=1,#bk do for j=1,#bk[1]do
if P.field[y+i-1]and bk[i][j]>0 and P.field[y+i-1][x+j-1]>0 then return true end
end end
end
function ckfull(i)
for j=1,10 do if P.field[i][j]==0 then return end end
return true
end
function checkrow(start,height)--(cy,r)
local c=0
for i=start,start+height-1 do
if ckfull(i)then
ins(P.clearing,1,i)
c=c+1
if not P.small then
local S=PTC.dust[P.id]
for k=1,100 do
S:setPosition(rnd(300),600-30*i+rnd(30))
S:emit(3)
end
end
end
end
if c>0 then P.falling=P.gameEnv.fall end
return c
end
function solid(x,y)
if x<1 or x>10 or y<1 then return true end
if y>#P.field then return false end
return P.field[y][x]>0
end
function resetblock()
P.holded=false
P.spinLast=false
P.bid,P.cb=rem(P.nxt,1),rem(P.nb,1)--block id/current block
P.bc=P.bid--block color
P.freshNext()
P.sc,P.dir=scs[P.bid][0],0--spin center/direction
P.r,P.c=#P.cb,#P.cb[1]--row/column
P.cx,P.cy=blockPos[P.bid],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,0
if P.keyPressing[8]then hold(true)end
if abs(P.moving)-P.gameEnv.das>1 then
if not ifoverlap(P.cb,P.cx+sgn(P.moving),P.cy)then
P.cx=P.cx+sgn(P.moving)
end
end
if P.keyPressing[3]then spin(1,true)end
if P.keyPressing[4]then spin(-1,true)end
if P.keyPressing[5]then spin(2,true)end
if ifoverlap(P.cb,P.cx,P.cy)then lock()Event.gameover.lose()end
freshgho()
if P.keyPressing[6]then act.hardDrop()P.keyPressing[6]=false end
end
function pressKey(i,p)
P=p
P.keyPressing[i]=true
if P.id==1 then
virtualkeyDown[i]=true
virtualkeyPressTime[i]=10
end
if i==10 then
act.restart()
elseif P.alive then
if P.control and P.waiting<=0 then
act[actName[i]]()
if i>2 and i<7 then P.keyPressing[i]=false end
elseif P.keyPressing[9]then
if i==1 then
P.atkMode=1
changeAtk(P,randomTarget(P))
elseif i==2 then
P.atkMode=2
elseif i==6 then
P.atkMode=3
elseif i==7 then
P.atkMode=4
end
else
if i==1 then
P.moving=-1
elseif i==2 then
P.moving=1
end
end
ins(P.keyTime,1,frame)rem(P.keyTime,11)
P.cstat.key=P.cstat.key+1
if P.id==1 then stat.key=stat.key+1 end
end
--ins(rec,{i,frame})
end
function releaseKey(i,p)
p.keyPressing[i]=false
if p.id==1 then virtualkeyDown[i]=false end
-- if recording then ins(rec,{-i,frame})end
end
function spin(d,ifpre)
local idir=(P.dir+d)%4
if P.bid==6 then
freshLockDelay()
SFX(ifpre and"prerotate"or"rotate")
if P.gameEnv.ospin and P.freshTime>10 then
if d==1 then
if P.cy==P.y_img and solid(P.cx+2,P.cy+1)and solid(P.cx+2,P.cy)and solid(P.cx-1,P.cy+1)and not solid(P.cx-1,P.cy)then
if solid(P.cx-2,P.cy)then
P.cx=P.cx-1
goto T
else
P.cx=P.cx-2
goto I
end
end
elseif d==-1 then
if P.cy==P.y_img and solid(P.cx-1,P.cy+1)and solid(P.cx-1,P.cy)and solid(P.cx+2,P.cy+1)and not solid(P.cx+2,P.cy)then
if solid(P.cx+3,P.cy)then
goto T
else
goto I
end
end
elseif d==2 and P.cy==P.y_img and solid(P.cx-1,P.cy+1)and solid(P.cx+2,P.cy+1)and not solid(P.cx-1,P.cy)and not solid(P.cx+2,P.cy)then
P.cx=P.cx-1
goto I
end
goto E
::T::
P.bid=5
P.cb=blocks[5][0]
P.sc=scs[5][0]
P.r,P.c,P.dir=2,3,0
P.spinLast=3
if P.id==1 then stat.rotate=stat.rotate+1 end
goto E
::I::
P.bid=7
P.cb=blocks[7][2]
P.sc=scs[7][2]
P.r,P.c,P.dir=1,4,2
P.spinLast=3
if P.id==1 then stat.rotate=stat.rotate+1 end
end
::E::return
end
local icb=blocks[P.bid][idir]
local isc=scs[P.bid][idir]
local ir,ic=#icb,#icb[1]
local ix,iy=P.cx+P.sc[2]-isc[2],P.cy+P.sc[1]-isc[1]
local t--succssful test
local iki=TRS[P.bid][P.dir*10+idir]
for i=1,P.freshTime<=1.2*P.gameEnv.freshLimit and #iki or 1 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,P.dir=ix,iy,idir
P.sc,P.cb=scs[P.bid][idir],icb
P.r,P.c=ir,ic
P.spinLast=testScore[t==2 and -d or d]
freshgho()
freshLockDelay()
SFX(ifpre and"prerotate"or ifoverlap(P.cb,P.cx,P.cy+1)and ifoverlap(P.cb,P.cx-1,P.cy)and ifoverlap(P.cb,P.cx+1,P.cy)and"rotatekick"or"rotate")
if id==1 then
stat.rotate=stat.rotate+1
end
end
end
function hold(ifpre)
if not P.holded and P.waiting<=0 and P.gameEnv.hold then
P.hid,P.bid,P.bc,P.hc=P.bid,P.hid,P.hc,P.bc
P.hb,P.cb=blocks[P.hid][0],P.hb
if P.bid==0 then
P.bid,P.cb=rem(P.nxt,1),rem(P.nb,1)
P.bc=P.bid
P.freshNext()
end
P.sc,P.dir=scs[P.bid][0],0
P.r,P.c=#P.cb,#P.cb[1]
P.cx,P.cy=blockPos[P.bid],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
if abs(P.moving)-P.gameEnv.das>1 then
if not ifoverlap(P.cb,P.cx+sgn(P.moving),P.cy)then
P.cx=P.cx+sgn(P.moving)
end
end
freshgho()
P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,0
if ifoverlap(P.cb,P.cx,P.cy)then lock()Event.gameover.lose()end
P.holded=P.gameEnv.oncehold
SFX(ifpre and"prehold"or"hold")
if P.id==1 then
stat.hold=stat.hold+1
end
end
end
function drop()
if P.cy==P.y_img then
ins(P.dropTime,1,frame)rem(P.dropTime,11)--update speed dial
P.waiting=P.gameEnv.wait
local dospin=0
if P.spinLast then
if P.bid<6 then
local x,y=P.cx+P.sc[2]-1,P.cy+P.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+1
end
end
end--Three point
if P.bid~=6 and ifoverlap(P.cb,P.cx-1,P.cy)and ifoverlap(P.cb,P.cx+1,P.cy)and ifoverlap(P.cb,P.cx,P.cy+1)then
dospin=dospin+2
end--Immobile
end
lock()
local cc,csend,exblock,sendTime=checkrow(P.cy,P.r),0,0,0--Currect clear&send&sendTime
local mini
if P.spinLast and cc>0 and dospin>0 then
dospin=dospin+P.spinLast
end
if not P.spinLast then
dospin=false
elseif cc==0 then
if dospin==0 then
dospin=false
end
elseif dospin<2 then
dospin=false
elseif dospin==2 then
mini=P.bid<6 and cc<3 and cc<P.r
end
P.combo=P.combo+1--combo=0 is under
if cc==4 then
if P.b2b>480 then
showText(P,text.techrashB3B,"fly",70)
csend=6
sendTime=100
exblock=exblock+1
elseif P.b2b>=30 then
showText(P,text.techrashB2B,"drive",70)
sendTime=80
csend=5
else
showText(P,text.techrash,"stretch",80)
sendTime=60
csend=4
end
P.b2b=P.b2b+100
P.lastClear=74
P.cstat.techrash=P.cstat.techrash+1
elseif cc>0 then
if dospin then
if P.b2b>480 then
showText(P,text.b3b..text.spin[P.bc]..text.clear[cc],"spin",40)
csend=b2bATK[cc]+1
exblock=exblock+1
elseif P.b2b>=30 then
showText(P,text.b2b..text.spin[P.bc]..text.clear[cc],"spin",40)
csend=b2bATK[cc]
else
showText(P,text.spin[P.bc]..text.clear[cc],"spin",50)
csend=2*cc
end
sendTime=20+csend*20
if mini then
showText(P,text.mini,"appear",40,-60)
csend=ceil(csend*.5)
sendTime=sendTime+60
P.b2b=P.b2b+b2bPoint[cc]*.8
else
P.b2b=P.b2b+b2bPoint[cc]
end
P.lastClear=P.bid*10+cc
if P.id==1 then
stat.spin=stat.spin+1
end
SFX(spin_n[cc])
elseif #P.clearing<#P.field then
P.b2b=P.b2b-150-cc*50
showText(P,text.clear[cc],"appear",32+cc*3,0,(8-cc)*.3)
csend=cc-1
sendTime=20+csend*20
P.lastClear=cc
end
if #P.clearing==#P.field then
showText(P,text.PC,"flicker",70,-80)
csend=csend+min(6+P.cstat.pc,10)
exblock=exblock+2
sendTime=sendTime+30
if P.cstat.row>4 then
P.b2b=600
end
P.cstat.pc=P.cstat.pc+1
P.lastClear=P.bid*10+5
SFX("perfectclear")
end
else
P.combo=0
if dospin then
showText(P,text.spin[P.bc],"appear",50)
SFX("spin_0")
P.b2b=P.b2b+15
end
end
csend=csend+(renATK[P.combo]or 4)
if P.combo>2 then
showText(P,text.cmb[min(P.combo,20)],P.combo<10 and"appear"or"flicker",20+P.combo*3,60)
end
sendTime=sendTime+20*P.combo
if cc>0 then
SFX(clear_n[cc])
SFX(ren_n[min(P.combo,11)])
if P.id==1 then VIB(cc<3 and 1 or cc-1)end
end
P.b2b=max(min(P.b2b,600),0)
if cc>0 and modeEnv.royaleMode then
local i=min(#P.atker,9)
if i>1 then
csend=csend+reAtk[i]
exblock=exblock+reDef[i]
end
end
if csend>0 then
if exblock then exblock=int(exblock*(1+P.strength*.25))end
csend=csend*(1+P.strength*.25)
if mini then csend=csend end
csend=int(csend)
--Badge Buff
P.cstat.atk=P.cstat.atk+csend
if P.id==1 then stat.atk=stat.atk+csend end
--ATK statistics
if csend>0 then
showText(P,csend,"zoomout",25,70)
if exblock>0 then
showText(P,exblock,"zoomout",10,90)
end
end
::L::
if csend>0 and P.atkBuffer[1]then
if exblock>0 then
exblock=exblock-1
else
csend=csend-1
end
P.atkBuffer[1].amount=P.atkBuffer[1].amount-1
P.atkBuffer.sum=P.atkBuffer.sum-1
if P.atkBuffer[1].amount==0 then
rem(P.atkBuffer,1)
end
goto L
end
if csend>0 then
if modeEnv.royaleMode then
if P.atkMode==4 then
if #P.atker>0 then
for i=1,#P.atker do
garbageSend(P,P.atker[i],csend,sendTime)
end
else
garbageSend(P,randomTarget(P),csend,sendTime)
end
else
freshTarget(P)
garbageSend(P,P.atking,csend,sendTime)
end
elseif #players.alive>1 then
garbageSend(P,randomTarget(P),csend,sendTime)
end
if P.id==1 and csend>3 then sysSFX("emit",min(csend,8)*.125)end
end
elseif cc==0 then
if P.b2b>480 then
P.b2b=max(P.b2b-40,480)
end
garbageRelease()
end
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>=P.gameEnv.target then
P.gameEnv.reach()
end
P.spinLast=dospin and cc>0
else
P.cy=P.cy-1
P.spinLast=false
end
end
function lock()
for i=1,P.r do
local y=P.cy+i-1
if not P.field[y]then P.field[y],P.visTime[y]=getNewRow(),getNewRow()end
for j=1,P.c do
if P.cb[i][j]~=0 then
P.field[y][P.cx+j-1]=P.bc
P.visTime[y][P.cx+j-1]=P.showTime
end
end
end
end
act={
moveLeft=function(auto)
if P.keyPressing[9]then
if P.atkMode~=1 then
P.atkMode=1
changeAtk(P,randomTarget(P))
end
else
if not auto then
P.moving=-1
end
if not ifoverlap(P.cb,P.cx-1,P.cy)then
P.cx=P.cx-1
freshgho()
freshLockDelay()
if P.cy==P.y_img then SFX("move")end
P.spinLast=false
end
end
end,
moveRight=function(auto)
if P.keyPressing[9]then
if P.atkMode~=2 then
P.atkMode=2
freshTarget(P)
end
else
if not auto then
P.moving=1
end
if not ifoverlap(P.cb,P.cx+1,P.cy)then
P.cx=P.cx+1
freshgho()
freshLockDelay()
if P.cy==P.y_img then SFX("move")end
P.spinLast=false
end
end
end,
rotRight=function()spin(1)end,
rotLeft=function()spin(-1)end,
rotFlip=function()spin(2)end,
hardDrop=function()
if P.keyPressing[9]then
if P.atkMode~=3 then
P.atkMode=3
freshTarget(P)
end
else
if P.waiting<=0 then
if P.cy~=P.y_img then
P.cy=P.y_img
P.spinLast=false
SFX("drop")
if P.id==1 then VIB(0)end
end
drop()
end
end
end,
softDrop=function()
if P.keyPressing[9]then
if P.atkMode~=4 then
P.atkMode=4
changeAtk(P)
end
else
if P.cy~=P.y_img then
P.cy=P.cy-1
P.spinLast=false
end
P.downing=1
end
end,
hold=function()hold()end,
--Player movements
swap=function()
if modeEnv.royaleMode then
for i=1,#P.keyPressing do
if P.keyPressing[i]then
P.keyPressing[i]=false
end
end
P.keyPressing[9]=true
else
P.keyPressing[9]=false
end
end,
restart=function()
resetGameData()
frame=30
end,
insDown=function()if P.cy~=P.y_img then P.cy,P.lockDelay,P.spinLast=P.y_img,P.gameEnv.lock,false end end,
insLeft=function()
local x0=cx
::L::if not ifoverlap(P.cb,P.cx-1,P.cy)then
P.cx=P.cx-1
freshgho()
goto L
end
if x0~=cx then freshLockDelay()end
end,
insRight=function()
local x0=cx
::L::if not ifoverlap(P.cb,P.cx+1,P.cy)then
P.cx=P.cx+1
freshgho()
goto L
end
if x0~=cx then freshLockDelay()end
end,
down1=function()
if P.cy~=P.y_img then
P.cy=P.cy-1
P.spinLast=false
end
end,
down4=function()
for i=1,4 do
if P.cy~=P.y_img then
P.cy=P.cy-1
P.spinLast=false
else
break
end
end
end,
quit=function()Event.gameover.lose()end,
--System movements
}

BIN
image/block/1.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.2 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 463 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 659 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 578 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 575 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 441 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 584 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 577 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 586 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 533 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 635 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 660 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 430 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 684 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 4.4 KiB

After

Width:  |  Height:  |  Size: 36 KiB

View File

Before

Width:  |  Height:  |  Size: 404 B

After

Width:  |  Height:  |  Size: 404 B

View File

Before

Width:  |  Height:  |  Size: 882 B

After

Width:  |  Height:  |  Size: 882 B

View File

Before

Width:  |  Height:  |  Size: 973 B

After

Width:  |  Height:  |  Size: 973 B

BIN
image/mess/badge.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 964 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 638 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 201 B

BIN
image/virtualkey/swap.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 300 B

191
language/chi.lua Normal file
View File

@@ -0,0 +1,191 @@
return{
royale_remain=function(n)
return "剩余 "..n.." 名玩家"
end,
cmb={nil,nil,"3连击","4连击","5连击","6连击","7连击","8连击","9连击","10连击!","11连击!","12连击!","13连击!","14连击!","15连击!","16连击!","17连击!","18连击!","19连击!","巨型连击"},
techrash="四清",
techrashB2B="满贯 四清",
techrashB3B="大满贯 四清",
block={"Z","S","L","J","T","O","I"},
spin={"Z型回旋","S型回旋","L型回旋","J型回旋","T型回旋","O型回旋","I型回旋"},
clear={"单清","双清","三清"},
b2b="满贯 ",
b3b="大满贯 ",
mini="次级",
PC="场地全清",
hold="暂存",
next="下一个",
stage={"关卡 1","关卡 2","关卡 3","关卡 4","关卡 5",},
maxspeed="最高速度",
speedup="速度加快",
win="胜利",
lose="失败",
custom="自定义游戏",
customOption={
drop="下落延迟:",
lock="锁定延迟:",
wait="放块延迟:",
fall="消行延迟:",
next="序列数量:",
hold="暂存:",
sequence="序列:",
visible="可见性:",
target="目标行数:",
freshLimit="锁延刷新次数:",
opponent="对手速度等级:",
},
customVal={
drop={0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,25,30,40,60,180,"","[20G]"},
lock={0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,25,30,40,60,180,""},
wait=nil,
fall=nil,
next=nil,
hold={"",""},
sequence={"bag7","his4","随机"},
visible={"可见","半隐形","全隐形"},
target={10,20,40,100,200,500,1000,""},
freshLimit={0,8,15,""},
opponent={"无电脑",1,2,3,4,5,6,7,8,9,10,11},
},
softdropdas="软降DAS:",
softdroparr="软降ARR:",
snapLevelName={"任意摆放","10px吸附","20px吸附","40px吸附","60px吸附","80px吸附"},
keyboard="键盘",
joystick="手柄",
setting2Help="方向键选择/翻页,回车修改,esc返回",
actName={"左移:","右移:","顺时针旋转:","顺时针旋转:","180°旋转","硬降:","软降:","暂存:","切换攻击:","重新开始:","左瞬移:","右瞬移:","软降到底:"},
modeName={
[0]="自定义",
"竞速","马拉松","经典","","无尽","单挑","仅TSD","隐形","挖掘","生存","科研",
"全清训练","全清挑战","41人混战","99人混战","干旱","多人",
},
modeInfo={
sprint="挑战世界纪录",
marathon="尝试坚持到最后",
classic="高速经典",
zen="无重力消除200行",
infinite="科研沙盒",
solo="打败AI",
tsd="尽可能做T旋消2",
blind="最强大脑",
dig="核能挖掘机",
survivor="防守练习",
tech="ALLSPIN练习",
pctrain="熟悉全清定式的组合",
pcchallenge="100行内尽可能多全清",
techmino41="41人混战",
techmino99="99人混战",
drought="异常序列",
hotseat="友尽模式",
},
loadTip="真在加载,不只是动画!",
load={"加载材质ing","加载音乐ing","加载音效ing","加载完成",},
tips={
"The whole game is made by MrZ!",
"Back to Back 10 combo Techrash PC!",
"Techmino has a Nspire-CX edition!",
"Is B2B2B2B possible?",
"MrZ spin Penta!",
"MEGACMB!",
"ALLSPIN!",
"O spin Techrash?"
},
stat={
"游戏运行次数:",
"游戏局数:",
"游戏时间:",
"总方块使用:",
"总消行数:",
"总攻击行数:",
"总按键数:",
"总旋转数:",
"暂存次数:",
"总旋转消行数:",
},
help={
"好像也没啥好帮助的吧?就当是关于了",
"这只是一个方块游戏,请勿过度解读和随意联想",
"不过就当成TOP/C2/KOS/TGM3/JS玩好了",
"游戏还在测试阶段,请 勿 外 传",
"",
"使用LOVE2D引擎",
"作者:MrZ 邮箱:1046101471@qq.com",
"程序:MrZ 美术:MrZ 音乐:MrZ 音效:MrZ",
"使用工具:VScode,GFIE,Beepbox,Goldwave",
"特别感谢:Farter,Teatube,196,Flyz,T830,[所有测试人员]和 你!",
"错误或者建议请附带相关信息发送到作者邮箱~",
},
ButtonText={
main={
"开始",
"设置",
"帮助",
"统计信息",
"退出",
},
mode={
"Λ",
"v",
"<",
">",
"开始",
"自定义(C)",
"返回",
},
custom={
"Λ",
"v",
"<",
">",
"开始",
"返回",
},
setting={
function()return setting.ghost and"阴影 开"or"阴影 关"end,
function()return setting.center and"旋转中心 开"or"旋转中心 关"end,
"-",
"+",
"-",
"+",
"-",
"+",
"-",
"+",
function()return setting.sfx and"音效 开"or"音效 关"end,
function()return setting.bgm and"音乐 开"or"音乐 关"end,
function()return "震动强度:"..setting.vib end,
function()return setting.fullscreen and"全屏 开"or"全屏 关"end,
function()return setting.bgblock and"背景动画 开"or"背景动画 关"end,
function()return"绘制帧:"..setting.frameMul.."%"end,
"控制设置",
"触摸设置",
function()return langName[setting.lang]end,
"保存&返回",
},
setting2={
"返回",
},
setting3={
"返回",
function()return setting.virtualkeySwitch and"隐藏虚拟按键"or"显示虚拟按键"end,
"默认组合",
function()return text.snapLevelName[snapLevel]end,
function()return percent0to5[setting.virtualkeyAlpha]end,
"图标",
"大小",
},
help={
"返回",
"作者QQ",
},
stat={
"返回",
},
},
}--中文→

191
language/eng.lua Normal file
View File

@@ -0,0 +1,191 @@
return{
royale_remain=function(n)
return n.." Players Remain"
end,
cmb={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"},
techrash="Techrash",
techrashB2B="Techrash B2B",
techrashB3B="Techrash B2B2B",
block={"Z","S","L","J","T","O","I"},
spin={"Z spin","S spin","L spin","J spin","T spin","O spin","I spin"},
clear={" single"," double"," triple"},
b2b=" B2B",
b3b=" B2B2B",
mini="Mini",
PC="Perfect Clear",
hold="hold",
next="next",
stage={"STAGE 1","STAGE 2","STAGE 3","STAGE 4","STAGE 5",},
maxspeed="Max speed",
speedup="Speed up",
win="WIN",
lose="LOSE",
custom="Custom Game",
customOption={
drop="Drop delay:",
lock="Lock delay:",
wait="Next piece delay:",
fall="Clear row delay:",
next="Next count:",
hold="Hold:",
sequence="Sequence:",
visible="Visible:",
target="Line limit:",
freshLimit="Lock fresh limit:",
opponent="Opponent speed:",
},
customVal={
drop={0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,25,30,40,60,180,"","[20G]"},
lock={0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,25,30,40,60,180,""},
wait=nil,
fall=nil,
next=nil,
hold={"on","off"},
sequence={"bag7","his4","random"},
visible={"normal","time","invisible"},
target={10,20,40,100,200,500,1000,""},
freshLimit={0,8,15,""},
opponent={"No CPU",1,2,3,4,5,6,7,8,9,10,11},
},
softdropdas="softdropDAS:",
softdroparr="softdropARR:",
snapLevelName={"Free pos","Snap-10","Snap-20","Snap-40","Snap-60","Snap-80"},
keyboard="Keyboard",
joystick="Joystick",
setting2Help="Arrowkey to select/change slot,Enter to change,Esc back",
actName={"Move Left:","Move Right:","Rotate Right:","Rotate Left:","Rotate Flip:","Hard Drop:","Soft Drop:","Hold:","Swap:","Restart:","Instant Left:","Instant Right:","Ins Down:"},
modeName={
[0]="Custom",
"Sprint","Marathon","Classic","Zen","Infinite","1v1","TSD-only","Blind","Dig","Survivor","Tech",
"PC Train","PC Challenge","Techmino41","Techmino99","Drought","Hotseat",
},
modeInfo={
sprint="Speed run",
marathon="Survive and reach target",
classic="Vintage car drag racing",
zen="Clear 200 Lines without gravity",
infinite="Infinite game,infinite happiness",
solo="Beat AI",
tsd="Make more T-spin-doubles",
blind="Invisible board",
dig="Downstack!",
survivor="Hand them!",
tech="Techniques practice",
pctrain="Let's learn some PCs",
pcchallenge="Make PCs in 100 Lines",
techmino41="Melee fight with 40 AIs",
techmino99="Melee fight with 98 AIs",
drought="ERRSEQ flood attack",
hotseat="",
},
loadTip="not animation,real loading!",
load={"Loading textures","Loading BGM","Loading SFX","Finished",},
tips={
"The whole game is made by MrZ!",
"Back to Back 10 combo Techrash PC!",
"Techmino has a Nspire-CX edition!",
"Is B2B2B2B possible?",
"MrZ spin Penta!",
"MEGACMB!",
"ALLSPIN!",
"O spin Techrash?"
},
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 ONLY A SMALL BLOCK GAME",
"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,196,Flyz,T830,[all test staff] and YOU!",
"Any bugs/suggestions to my E-mail.",
},
ButtonText={
main={
"Play",
"Settings",
"Help",
"Statistics",
"Quit",
},
mode={
"Λ",
"v",
"<",
">",
"Start",
"Custom(C)",
"Back",
},
custom={
"Λ",
"v",
"<",
">",
"Start",
"Back",
},
setting={
function()return setting.ghost and"Ghost:ON"or"Ghost:OFF"end,
function()return setting.center and"Center:ON"or"Center:OFF"end,
"-",
"+",
"-",
"+",
"-",
"+",
"-",
"+",
function()return setting.sfx and"SFX:on"or"SFX:off"end,
function()return setting.bgm and"BGM:on"or"BGM:off"end,
function()return "Vibrate level:"..setting.vib end,
function()return setting.fullscreen and"Fullscreen:on"or"Fullscreen:off"end,
function()return setting.bgblock and"BG animation:on"or"BG animation:off"end,
function()return"FrameDraw:"..setting.frameMul.."%"end,
"Control settings",
"Touch settings",
function()return langName[setting.lang]end,
"Save&Back",
},
setting2={
"Back",
},
setting3={
"Back",
function()return setting.virtualkeySwitch and"Hide Virtual Key"or"Show Virtual Key"end,
"Defaults",
function()return text.snapLevelName[snapLevel]end,
function()return percent0to5[setting.virtualkeyAlpha]end,
"Icon",
"Size",
},
help={
"Back",
"Author's qq",
},
stat={
"Back",
},
}
}

989
list.lua

File diff suppressed because it is too large Load Diff

1778
main.lua

File diff suppressed because it is too large Load Diff

665
paint.lua
View File

@@ -12,11 +12,12 @@ swapDeck_data={
swap={
none={2,1,d=function()end},
flash={8,1,d=function()gc.clear(1,1,1)end},
deck={42,1,d=function()
deck={50,8,d=function()
local t=sceneSwaping.time
gc.setColor(1,1,1)
if t>6 then
for i=1,43-t do
if t>8 then
local t=max(t,15)
for i=1,51-t do
local bn=swapDeck_data[i][1]
local b=blocks[bn][swapDeck_data[i][2]]
local cx,cy=swapDeck_data[i][3],swapDeck_data[i][4]
@@ -26,259 +27,388 @@ swap={
end
end end
end
else
gc.clear(1,1,1)
end
if t<17 then
gc.setColor(1,1,1,(8-abs(t-8))*.125)
gc.rectangle("fill",0,0,1280,720)
end
end
},
}--Scene swapping animations
FX={
flash=0,--Black screen(frame)
shake=0,--Screen shake(frame)
beam={},--Attack beam
badge={},--badge thrown
appear=function(t,a)
setFont(t.font)
gc.setColor(1,1,1,a)
mStr(t.text,150,250-t.font*.5+t.dy)
end,
fly=function(t,a)
setFont(t.font)
gc.setColor(1,1,1,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)
if t.t<20 then gc.scale((20-t.t)*.015+1,1)end
gc.setColor(1,1,1,a)
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)
if t.t<20 then gc.shear((20-t.t)*.05,0)end
gc.setColor(1,1,1,a)
mStr(t.text,0,-t.font*.5-15)
gc.pop()
end,
spin=function(t,a)
gc.push("transform")
setFont(t.font)
gc.translate(150,250+t.dy)
if t.t<20 then
gc.rotate((20-t.t)^2*.0015)
end
gc.setColor(1,1,1,a)
mStr(t.text,0,-t.font*.5-8)
gc.pop()
end,
flicker=function(t,a)
setFont(t.font)
gc.setColor(1,1,1,a*(rnd()+.5))
mStr(t.text,150,225-t.font*.5+t.dy)
end,
zoomout=function(t,a)
gc.push("transform")
setFont(t.font)
local k=t.t^.5*.2+1
gc.translate(150,290+t.dy)
gc.scale(k,k)
gc.setColor(1,1,1,a)
mStr(t.text,0,-t.font*.5-5)
gc.pop()
end,
beat=function(t,a)
gc.push("transform")
setFont(t.font)
gc.translate(150,290+t.dy)
if t.t<20 then
local k=.2*(5+(25-t.t)^.5)-.45
gc.scale(k,k)
end
gc.setColor(1,1,1,a)
mStr(t.text,0,-t.font*.5-5)
gc.pop()
end,
}
function updateButton()
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
local t=i==Buttons.sel and .4 or 0
B.alpha=abs(B.alpha-t)>.02 and(B.alpha+(B.alpha<t and .02 or -.02))or t
if B.alpha>t then B.alpha=B.alpha-.02 elseif B.alpha<t then B.alpha=B.alpha+.02 end
end
end
function drawButton()
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
if not(B.hide and B.hide())then
local t=i==Buttons.sel and .3 or 0
B.alpha=abs(B.alpha-t)>.02 and(B.alpha+(B.alpha<t and .02 or -.02))or t
if B.alpha>t then B.alpha=B.alpha-.02 elseif B.alpha<t then B.alpha=B.alpha+.02 end
gc.setColor(B.rgb[1],B.rgb[2],B.rgb[3],B.alpha)
local C=B.rgb or color.white
gc.setColor(C[1],C[2],C[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.setColor(C[1],C[2],C[3],.3)
gc.setLineWidth(5)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
local 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)
gc.setColor(B.rgb)
gc.setLineWidth(3)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
mStr(t,B.x,B.y-currentFont*.5)
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-7-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(C)
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,4)
end
end
end
function drawDial(x,y,speed)
gc.push("transform")
gc.translate(x,y)
gc.setColor(1,1,1)
mStr(int(speed),0,-14)
gc.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()
gc.setColor(1,1,1)
mStr(int(speed),x,y-18)
gc.draw(dialCircle,x,y,nil,nil,nil,32,32)
gc.setColor(1,1,1,.6)
gc.draw(dialNeedle,x,y,2.094+(speed<=175 and .02094*speed or 4.712-52.36/(speed-125)),nil,nil,5,4)
end
function drawPixel(y,x,id,alpha)
gc.setColor(1,1,1,alpha)
gc.draw(blockSkin[id],30*x-30,600-30*y)
end
function drawVirtualkey()
gc.setLineWidth(10)
gc.setColor(1,1,1,setting.virtualkeyAlpha*.2)
function drawAtkPointer(x,y)
gc.setColor(0,.6,1,.35+sin(Timer()*20)*.2)
gc.circle("fill",x,y,25,6)
local a=Timer()*3%1*.8
gc.setColor(0,.6,1,.8-a)
gc.circle("line",x,y,25*(1+a),6)
end
function VirtualkeyPreview()
for i=1,#virtualkey do
gc.setColor(1,sel==i and .5 or 1,sel==i and .5 or 1,setting.virtualkeyAlpha*.2)
local b=virtualkey[i]
gc.setLineWidth(b[4]*.07)
gc.circle("line",b[1],b[2],b[4]-5)
if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],b[2],nil,2*b[4]*.0125,nil,18,18)end
if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],b[2],nil,b[4]*.025,nil,18,18)end
end
end
function drawVirtualkey()
local a=setting.virtualkeyAlpha*.2
local P=players[1]
for i=1,#virtualkey do
local p,b=virtualkeyDown[i],virtualkey[i]
if p then gc.setColor(.75,.75,.75,a)
else gc.setColor(1,1,1,a)
end
gc.setLineWidth(b[4]*.07)
gc.circle("line",b[1],b[2]+virtualkeyPressTime[i],b[4]-5)
if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],b[2]+virtualkeyPressTime[i],nil,b[4]*.025,nil,18,18)end
if virtualkeyPressTime[i]>0 then
gc.setColor(1,1,1,a*virtualkeyPressTime[i]*.1)
gc.circle("line",b[1],b[2],b[4]*(1.4-virtualkeyPressTime[i]*.04))
end
end
end
Pnt={BG={}}
function Pnt.BG.none()
gc.clear(.2,.2,.2)
end
function Pnt.BG.glow()
local t=((sin(Timer()*.5)+sin(Timer()*.7)+sin(Timer()*.9+1)+sin(Timer()*1.5)+sin(Timer()*2+3))+5)*.05
gc.clear(t,t,t)
end
function Pnt.BG.game1()
gc.setColor(1,1,1)
gc.draw(background[1],640,360,Timer()*.15,12,nil,64,64)
end
function Pnt.BG.game2()
gc.setColor(1,.5,.5)
gc.draw(background[1],640,360,Timer()*.2,12,nil,64,64)
end
function Pnt.BG.game3()
gc.setColor(.6,.6,1)
gc.draw(background[1],640,360,Timer()*.25,12,nil,64,64)
end
function Pnt.BG.rgb()
gc.clear(
sin(Timer()*1.2)*.15+.5,
sin(Timer()*1.5)*.15+.5,
sin(Timer()*1.9)*.15+.5
)
end
function Pnt.BG.strap()
gc.setColor(1,1,1)
local x=Timer()%32*40
gc.draw(background[2],x,0,nil,10)
gc.draw(background[2],x-1280,0,nil,10)
end
Pnt={}
Pnt.BG={
none=function()
gc.clear(.2,.2,.2)
end,
glow=function()
local t=((sin(Timer()*.5)+sin(Timer()*.7)+sin(Timer()*.9+1)+sin(Timer()*1.5)+sin(Timer()*2+3))+5)*.05
gc.clear(t,t,t)
end,
game1=function()
gc.setColor(1,1,1)
gc.draw(background1,640,360,Timer()*.15,12,nil,64,64)
end,
game2=function()
gc.setColor(1,.5,.5)
gc.draw(background1,640,360,Timer()*.2,12,nil,64,64)
end,
game3=function()
gc.setColor(.6,.6,1)
gc.draw(background1,640,360,Timer()*.25,12,nil,64,64)
end,
rgb=function()
gc.clear(
sin(Timer()*1.2)*.15+.5,
sin(Timer()*1.5)*.15+.5,
sin(Timer()*1.9)*.15+.5
)
end,
strap=function()
gc.setColor(1,1,1)
local x=Timer()%32*40
gc.draw(background2,x,0,nil,10)
gc.draw(background2,x-1280,0,nil,10)
end,
matrix=function()
for i=0,15 do
for j=0,8 do
-- local t=sin(Timer()*((2.468*i-1.357*j)%3))*.3
local t=(sin((mt.noise(i,j)+2)*Timer())+1)*.2
gc.setColor(t,t,t)
gc.rectangle("fill",80*i,80*j,80,80)
end
end
end,
}
function Pnt.load()
gc.setLineWidth(4)
gc.setColor(1,1,1,.5)
gc.rectangle("fill",340,340,loadprogress*640,40)
gc.rectangle("fill",300,330,loadprogress*680,60)
gc.setColor(1,1,1)
gc.rectangle("line",340,340,640,40)
setFont(30)
mStr(Text.load[loading],640,345)
setFont(20)
mStr("not animation,real loading!",640,392)
gc.rectangle("line",300,330,680,60)
setFont(40)
mStr(text.load[loading],640,335)
setFont(25)
mStr(text.loadTip,640,400)
end
function Pnt.intro()
gc.push()
gc.translate(250,150)
gc.scale(30)
gc.stencil(stencil_miniTitle,"replace",1)
gc.setStencilTest("equal",1)
gc.setColor(1,1,1,min(count,80)*.005)
gc.rectangle("fill",0,0,26,14)
gc.pop()
gc.setColor(1,1,1)
gc.setColor(1,1,1,.125)
for i=19,5,-2 do
gc.setLineWidth(i)
gc.line(250+(count-80)*25,150,(count-80)*25-150,570)
end
gc.setStencilTest()
end
function Pnt.main()
gc.setColor(1,1,1)
setFont(30)
gc.print("Alpha V0.4",370,150)
if system==2 then
gc.print("Android",530,110)
end
gc.print("Alpha V0.7.10",370,140)
gc.print(system,530,110)
gc.draw(titleImage,30,30)
end
function Pnt.mode()
setFont(40)
gc.setColor(modeLevelColor[modeLevel[modeID[modeSel]][levelSel]]or color.white)
mStr(modeLevel[modeID[modeSel]][levelSel],270,215)
setFont(30)
gc.setColor(color.white)
mStr(text.modeInfo[modeID[modeSel]],270,255)
setFont(80)
gc.setColor(color.grey)
mStr(text.modeName[modeSel],643,273)
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(text.modeName[i],640,310+70*(i-modeSel)-f*.5)
end
end
end
function Pnt.custom()
setFont(80)
gc.setColor(color.lightGrey)
gc.print(text.custom,20,20)
gc.setColor(color.white)
gc.print(text.custom,22,23)
setFont(40)
for i=1,#customID do
local k=customID[i]
local y=90+40*i
gc.printf(text.customOption[k],50,y,300,"right")
if text.customVal[k]then
gc.print(text.customVal[k][customSel[k]],350,y)
else
gc.print(customRange[k][customSel[k]],350,y)
end
end
gc.print("",10,90+40*optSel)
end
function Pnt.play()
for p=1,#players do
P=players[p]
setmetatable(_G,P.index)
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.translate(P.x,P.y)gc.scale(P.size)--Scale
gc.setColor(0,0,0,.4)gc.rectangle("fill",0,0,60,120)--Black Background
gc.stencil(stencil_field_small,"replace",1)
gc.translate(0,P.fieldBeneath*.2)
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
gc.setColor(1,1,1,P.result and max(20-P.endCounter,0)*.05 or 1)
for j=int(P.fieldBeneath/30+1),#P.field do
if P.falling<=0 or without(P.clearing,j)then
for i=1,10 do
if P.field[j][i]>0 then
gc.draw(blockSkinmini[P.field[j][i]],6*i-6,120-6*j)
end
else
gc.setColor(1,1,1,falling/gameEnv.fall)
gc.rectangle("fill",0,600-30*j,320,30)
end
end--Field
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
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
gc.setColor(1,1,1)
gc.draw(PTC.dust[p])--Draw game field
end
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
gc.translate(0,-P.fieldBeneath*.2)
gc.setLineWidth(2)
gc.setColor(frameColor[P.strength])gc.rectangle("line",-1,-1,62,122)--Draw boarder
if modeEnv.royaleMode then
gc.setColor(1,1,1)
for i=1,P.strength do
gc.draw(badgeIcon,12*i-7,4,nil,.5)
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
end
if P.result then
gc.setColor(1,1,1,min(P.endCounter,60)*.01)
setFont(22)mStr(P.result,32,47)
setFont(20)mStr(P.rank,30,82)
if P.killMark then
gc.setLineWidth(4)
gc.setColor(1,0,0,min(P.endCounter,25)*.04)
gc.circle("line",31,60,84-2*min(P.endCounter,30))
end
end
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.translate(P.x,P.y)gc.scale(P.size)
gc.setColor(0,0,0,.6)gc.rectangle("fill",0,0,600,690)--Black Background
gc.setLineWidth(7)
gc.setColor(frameColor[P.strength])gc.rectangle("line",0,0,600,690)--Big frame
gc.stencil(stencil_field,"replace", 1)
gc.translate(150,70+P.fieldBeneath)
gc.setStencilTest("equal",1)
for j=1,#field do
if falling<=0 or without(clearing,j)then
for j=int(P.fieldBeneath/30+1),#P.field do
if P.falling<=0 or without(P.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.field[j][i]>0 then
drawPixel(j,i,P.field[j][i],min(P.visTime[j][i],20)*.05)
end
end
else
gc.setColor(1,1,1,falling/gameEnv.fall)
gc.setColor(1,1,1,P.falling/P.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)
if P.waiting<=0 then
if P.gameEnv.ghost then
for i=1,P.r do for j=1,P.c do
if P.cb[i][j]>0 then
drawPixel(i+P.y_img-1,j+P.cx-1,P.bc,.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)
gc.setColor(1,1,1,P.lockDelay/P.gameEnv.lock)
for i=1,P.r do for j=1,P.c do
if P.cb[i][j]>0 then
gc.rectangle("fill",30*(j+P.cx-1)-34,596-30*(i+P.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)
for i=1,P.r do for j=1,P.c do
if P.cb[i][j]>0 then
drawPixel(i+P.cy-1,j+P.cx-1,P.bc,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)
if P.gameEnv.center then
local x=30*(P.cx+P.sc[2]-1)-30+15
gc.draw(spinCenter,x,600-30*(P.cy+P.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)
gc.draw(spinCenter,x,600-30*(P.y_img+P.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
gc.translate(0,-P.fieldBeneath)
gc.setLineWidth(3)
gc.setColor(1,1,1)gc.rectangle("line",-1,-11,302,612)--Draw boarder
local h=0
for i=1,#atkBuffer do
local a=atkBuffer[i]
for i=1,#P.atkBuffer do
local a=P.atkBuffer[i]
local bar=a.amount*30
if h+bar>600 then bar=600-h end
if not a.sent then
if a.time<20 then
bar=bar*(20*a.time)^.5*.05
@@ -286,58 +416,61 @@ function Pnt.play()
end
if a.countdown>0 then
gc.setColor(attackColor[a.lv][1])
gc.rectangle("fill",305,600-h,8,-bar+5)
gc.rectangle("fill",304,600-h,12,-bar+3)
gc.setColor(attackColor[a.lv][2])
gc.rectangle("fill",305,600-h+(-bar+5),8,-(-bar+5)*(1-a.countdown/a.cd0))
gc.rectangle("fill",304,600-h+(-bar+3),12,-(-bar+3)*(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)
gc.rectangle("fill",304,600-h,12,-bar+3)
--Warning
end
else
gc.setColor(attackColor[a.lv][1])
bar=bar*(20-a.time)*.05
gc.rectangle("fill",305,600-h,8,-bar+5)
gc.rectangle("fill",304,600-h,12,-bar+2)
--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(P.b2b<40 and color.white or P.b2b<=480 and color.lightRed or color.lightBlue)
gc.rectangle("fill",-13,600,10,-P.b2b1)
gc.setColor(color.red)
gc.rectangle("line",-20,600-100,15,2)
gc.rectangle("fill",-19,600-40,16,5)
gc.setColor(color.blue)
gc.rectangle("line",-20,600-480,15,2)
gc.rectangle("fill",-19,600-480,16,5)
--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)
gc.setColor(1,1,1)
if P.gameEnv.hold then
mStr(text.hold,-75,-10)
for i=1,#P.hb do
for j=1,#P.hb[1] do
if P.hb[i][j]>0 then
drawPixel(i+17.5-#P.hb*.5,j-2.5-#P.hb[1]*.5,P.holded and 13 or P.hc,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]
gc.print(text.next,325,-10)
for N=1,P.gameEnv.next do
local b=P.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)
drawPixel(i+20-2.4*N-#b*.5,j+12.5-#b[1]*.5,P.nxt[N],1)
end
end
end
end--Next
if count then
setFont(30)
gc.setColor(.8,.8,.8)
gc.print(curMode.modeName,-135,-65)
gc.printf(curMode.levelName,240,-65,200,"right")
if frame<180 then
local count=179-frame
gc.push("transform")
gc.translate(155,220)
gc.setColor(1,1,1)
@@ -346,24 +479,31 @@ function Pnt.play()
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)
for i=1,#P.bonus do
P.bonus[i]:draw(min((30-abs(P.bonus[i].t-30))*.05,1)*(not P.bonus[i].inf and #P.field>(9-P.bonus[i].dy*.0333)and .7 or 1))
end--Effects
gc.setColor(1,1,1)
setFont(40)
gc.print(format("%0.2f",time),-125,530)--Draw time
if mesDisp[gamemode]then mesDisp[gamemode]()end--Draw other message
setFont(35)
mStr(format("%.2f",P.time),-75,520)--Draw time
if mesDisp[curMode.id]then mesDisp[curMode.id]()end--Draw other message
setFont(15)
gc.setColor(1,1,1)
gc.print("BPM",380,490)
gc.print("KPM",335,580)
setFont(15)
gc.print("BPM",390,490)
gc.print("KPM",350,583)
setFont(30)
drawDial(350,520,dropSpeed)
drawDial(400,570,keySpeed)
drawDial(360,520,P.dropSpeed)
drawDial(405,575,P.keySpeed)
--Speed dials
if modeEnv.royaleMode then
if P.atkMode then
gc.setColor(1,.8,0,P.swappingAtkMode*.02)
gc.rectangle("fill",RCPB[2*P.atkMode-1],RCPB[2*P.atkMode],90,35,8,4)
end
gc.setColor(1,1,1,P.swappingAtkMode*.025)
gc.draw(royaleCtrlPad)
end
gc.pop()
end
end--Draw players
@@ -371,51 +511,102 @@ function Pnt.play()
for i=1,3 do
gc.draw(PTC.attack[i])
end
setmetatable(_G,nil)
if setting.virtualkeySwitch then
drawVirtualkey()
end
if modeEnv.royaleMode then
for i=1,#FX.badge do
local b=FX.badge[i]
local t=b.t<10 and 0 or b.t<50 and(sin(1.5*(b.t/20-1.5))+1)*.5 or 1
gc.setColor(1,1,1,b.t<10 and b.t*.1 or b.t<50 and 1 or(60-b.t)*.1)
gc.draw(badgeIcon,b[1]+(b[3]-b[1])*t,b[2]+(b[4]-b[2])*t,nil,b.size,nil,14,14)
end
P=players[1]
gc.setLineWidth(5)
gc.setColor(.8,1,0,.2)
for i=1,#players[1].atker do
local p=players[1].atker[i]
gc.line(p.centerX,p.centerY,P.centerX,P.centerY)
end
if P.atkMode~=4 then
if P.atking then drawAtkPointer(P.atking.centerX,P.atking.centerY)end
else
for i=1,#players[1].atker do
local p=players[1].atker[i]
drawAtkPointer(p.centerX,p.centerY)
end
end
end
end
function Pnt.setting()
gc.setColor(1,1,1)
setFont(35)
mStr("DAS:"..setting.das,288,158)
mStr("ARR:"..setting.arr,503,158)
setFont(18)
mStr(text.softdropdas..setting.sddas,288,249)
mStr(text.softdroparr..setting.sdarr,503,249)
end
function Pnt.setting2()
if keyboardSetting then
gc.setColor(1,.5,.5,.2+(sin(Timer()*15)+1)*.1)
else
gc.setColor(.9,.9,.9,.2+(sin(Timer()*15)+1)*.1)
end
gc.rectangle("fill",240,40*keyboardSet-10,200,40)
if joystickSetting then
gc.setColor(1,.5,.5,.2+(sin(Timer()*15)+1)*.1)
else
gc.setColor(.9,.9,.9,.2+(sin(Timer()*15)+1)*.1)
end
gc.rectangle("fill",440,40*joystickSet-10,200,40)
gc.setColor(1,1,1)
setFont(18)
mStr("softdropDAS:"..setting.sddas,828,140)
mStr("softdropARR:"..setting.sdarr,1043,140)
setFont(35)
mStr("DAS:"..setting.das,828,73)
mStr("ARR:"..setting.arr,1043,73)
gc.print("Keyboard Joystick",223,10)
for i=1,9 do
gc.printf(actName_show[i]..":",0,60*i-8,180,"right")
setFont(25)
for y=1,13 do
mStr(text.actName[y],150,40*y)
for x=1,2 do
mStr(setting.keyMap[curBoard+x*8-8][y],200*x+140,40*y-3)
end
gc.line(40,40*y-10,640,40*y-10)
end
if keysetting or gamepadsetting then
gc.print("<<",keysetting and 380 or 670,60*(keysetting or gamepadsetting)-10)
for x=1,4 do
gc.line(200*x-160,30,200*x-160,550)
end
gc.line(40,550,640,550)
gc.print(text.keyboard,335,1)
gc.print(text.joystick,420,1)
gc.print(text.setting2Help,50,620)
setFont(40)
gc.print("< P"..curBoard.."/P8 >",430,570)
end
function Pnt.setting3()
drawVirtualkey()
gc.setLineWidth(3)
gc.setColor(1,1,1,sin(Timer()*4)*.1+.1)
for i=1,31 do
gc.line(40*i,0,40*i,720)
end
for i=1,17 do
gc.line(0,40*i,1280,40*i)
VirtualkeyPreview()
local d=snapLevelValue[snapLevel]
if d>=10 then
gc.setLineWidth(3)
gc.setColor(1,1,1,sin(Timer()*4)*.1+.1)
for i=1,1280/d-1 do
gc.line(d*i,0,d*i,720)
end
for i=1,720/d-1 do
gc.line(0,d*i,1280,d*i)
end
end
end
function Pnt.help()
setFont(32)
gc.setColor(1,1,1)
for i=1,11 do
mStr(Text.help[i],640,15+43*i)
gc.printf(text.help[i],140,15+43*i,1000,"center")
end
gc.draw(titleImage,180,600,.2,.7+.05*sin(Timer()*2),nil,140,100)
end
function Pnt.stat()
setFont(30)
setFont(35)
gc.setColor(1,1,1)
for i=1,10 do
gc.print(Text.stat[i],350,20+40*i)
gc.print(text.stat[i],350,20+40*i)
end
gc.print(stat.run,650,60)

View File

@@ -1,33 +0,0 @@
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

@@ -1,120 +0,0 @@
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
setFont(40)
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
numFont(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()
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())
gc.clear()
love.draw()
gc.present()
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

@@ -1,20 +1,163 @@
local N=gc.newImage
function C(x,y)
c=gc.newCanvas(x,y)
gc.setCanvas(c)
return c
end
gc.setDefaultFilter("nearest","nearest")
local blockImg=N("/image/block/1.png")
blockSkin,blockSkinmini={},{}
for i=1,13 do
C(30,30)
gc.draw(blockImg,30-30*i,0)
blockSkin[i]=c
C(6,6)
gc.draw(blockImg,6-6*i,0,nil,.2)
blockSkinmini[i]=c
end
for i=1,13 do
end
blockImg:release()
RCPB={10,33,200,33,105,5,105,60}
do royaleCtrlPad=C(300,100)
gc.setColor(1,1,1)
setFont(25)
gc.setLineWidth(2)
for i=1,4 do
gc.rectangle("line",RCPB[2*i-1],RCPB[2*i],90,35,8,4)
mStr(atkModeName[i],RCPB[2*i-1]+45,RCPB[2*i]+3)
end
end
virtualkeyIcon={}
for i=1,10 do
virtualkeyIcon[i]=N("/image/virtualkey/"..actName[i]..".png")
end
gc.setColor(1,1,1)
mouseBlock={}
for i=1,7 do
local b=blocks[i][0]
mouseBlock[i]=C(#b[1],#b)
gc.setColor(blockColor[i])
for x=1,#b[1]do for y=1,#b do
if b[y][x]==1 then
gc.rectangle("fill",x-1,#b-y,1,1)
end
end end
end
PTC={dust={}}--Particle systems
C(6,6)
gc.clear(1,1,1)
PTC.dust0=gc.newParticleSystem(c,1000)
PTC.dust0:setParticleLifetime(.2,.3)
PTC.dust0:setEmissionRate(0)
PTC.dust0:setLinearAcceleration(-1500,-200,1500,200)
PTC.dust0:setColors(1,1,1,.5,1,1,1,0)
c:release()
--Dust particles
PTC.attack={}
PTC.attack[1]=gc.newParticleSystem(N("/image/mess/atk1.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(N("/image/mess/atk2.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(N("/image/mess/atk3.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.setDefaultFilter("linear","linear")
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
badgeIcon=N("/image/mess/badge.png")
spinCenter=N("/image/mess/spinCenter.png")
background1=N("/image/BG/bg1.jpg")
background2=N("/image/BG/bg2.png")
c=nil
gc.setCanvas()
sceneInit={
load=function()
curBG="none"
keeprun=true
loading=1--Loading mode
loadnum=1--Loading counter
loadprogress=0--Loading bar(0~1)
end,
intro=function()
curBG="none"
count=0
keeprun=true
end,
main=function()
curBG="none"
keeprun=true
collectgarbage()
end,
mode=function()
saveData()
modeSel=modeSel or 1
levelSel=levelSel or 3
curBG="none"
keeprun=true
end,
custom=function()
optSel=optSel or 1
curBG="matrix"
keeprun=true
end,
play=function()
keeprun=false
resetGameData()
sysSFX("ready")
mouseShow=false
end,
setting=function()
curBG="none"
keeprun=true
end,
setting2=function()
curBG="none"
keeprun=true
curBoard=1
keyboardSet=1
joystickSet=1
keyboardSetting=false
joystickSetting=false
end,--Control settings
setting3=function()
curBG="game1"
keeprun=true
defaultSel=1
sel=nil
snapLevel=1
end,--Touch setting
help=function()
curBG="none"
keeprun=true
end,
stat=function()
curBG="none"
keeprun=true
end,
quit=function()
love.event.quit()
end,
}

225
timer.lua
View File

@@ -33,10 +33,15 @@ function Tmr.load()
elseif loading==4 then
loadnum=loadnum+1
if loadnum==15 then
gotoScene("main")
stat.run=stat.run+1
gotoScene("intro","none")
end
end
end
function Tmr.intro()
count=count+1
if count==200 then count=80 end
end
function Tmr.play(dt)
frame=frame+1
stat.gametime=stat.gametime+dt
@@ -52,174 +57,198 @@ function Tmr.play(dt)
rem(FX.beam,i)
end
end
for i=#FX.badge,1,-1 do
local b=FX.badge[i]
b.t=b.t+1
if b.t==60 then
rem(FX.badge,i)
end
end
for i=1,#virtualkey do
if virtualkeyPressTime[i]>0 then
virtualkeyPressTime[i]=virtualkeyPressTime[i]-1
end
end
for i=1,3 do
PTC.attack[i]:update(dt)
end
-- Update attack beam
if count then
count=count-1
if count==0 then
count=nil
sysSFX("start")
for P=1,#players do
P=players[P]
_G.P=P
setmetatable(_G,P.index)
P.control=true
P.timing=true
resetblock()
end
setmetatable(_G,nil)
elseif count%60==0 then
if frame<180 then
if frame==179 then
gameStart()
elseif frame%60==0 then
sysSFX("ready")
end
if count then
for p=1,#players do
P=players[p]
setmetatable(_G,P.index)
if keyPressing[1]or keyPressing[2]then
P.moving=moving+sgn(moving)
else
P.moving=0
end
for p=1,#players do
P=players[p]
if P.keyPressing[1]or P.keyPressing[2]then
P.moving=P.moving+sgn(P.moving)
else
P.moving=0
end
return nil
end
end--Start counting,include pre-das
return
end--Counting,include pre-das
for p=1,#players do
P=players[p]
setmetatable(_G,P.index)
if timing then P.time=time+dt end
if alive then
if P.timing then P.time=P.time+dt end
if P.alive then
local v=0
for i=2,10 do v=v+i*(i-1)*7.2/(frame-keyTime[i])end P.keySpeed=keySpeed*.99+v*.1
v=0 for i=2,10 do v=v+i*(i-1)*7.2/(frame-dropTime[i])end P.dropSpeed=dropSpeed*.99+v*.1
for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.keyTime[i])end P.keySpeed=P.keySpeed*.99+v*.1
v=0
for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.dropTime[i])end P.dropSpeed=P.dropSpeed*.99+v*.1
--Update speeds
if P.ai then
if P.ai and P.waiting<=0 then
P.ai.controlDelay=P.ai.controlDelay-1
if P.ai.controlDelay==0 then
if #P.ai.controls>0 then
pressKey(P.ai.controls[1],P)
releaseKey(P.ai.controls[1],P)
rem(P.ai.controls,1)
P.ai.controlDelay=P.ai.controlDelay0+rnd(3)
P.ai.controlDelay=P.ai.controlDelay0+1
else
AI_getControls(P.ai.controls)
P.ai.controlDelay=2*P.ai.controlDelay0
P.ai.controlDelay=P.ai.controlDelay0+2
end
end
end
for j=1,#field do for i=1,10 do
if visTime[j][i]>0 then P.visTime[j][i]=visTime[j][i]-1 end
for j=1,#P.field do for i=1,10 do
if P.visTime[j][i]>0 then P.visTime[j][i]=P.visTime[j][i]-1 end
end end
--Fresh visible time
if keyPressing[1]or keyPressing[2]then
P.moving=moving+sgn(moving)
local d=abs(moving)-gameEnv.das
if P.keyPressing[1]or P.keyPressing[2]then
P.moving=P.moving+sgn(P.moving)
local d=abs(P.moving)-P.gameEnv.das
if d>1 then
if gameEnv.arr>0 then
if d%gameEnv.arr==0 then
act[moving>0 and"moveRight"or"moveLeft"](true)
if P.gameEnv.arr>0 then
if d%P.gameEnv.arr==0 then
act[P.moving>0 and"moveRight"or"moveLeft"](true)
end
else
act[moving>0 and"toRight"or"toLeft"]()
act[P.moving>0 and"insRight"or"insLeft"]()
end
end
else
P.moving=0
end
if keyPressing[7]then
P.downing=downing+1
local d=abs(downing)-gameEnv.sddas
if P.keyPressing[7]and not P.keyPressing[9]then
P.downing=P.downing+1
local d=abs(P.downing)-P.gameEnv.sddas
if d>1 then
if gameEnv.sdarr>0 then
if d%gameEnv.sdarr==0 then
if P.gameEnv.sdarr>0 then
if d%P.gameEnv.sdarr==0 then
act.down1()
end
else
act.toDown()
act.insDown()
end
end
else
P.downing=0
end
if falling>0 then
P.falling=falling-1
if falling<=0 then
if #field>clearing[1]then SFX("fall")end
for i=1,#clearing do
removeRow(field,clearing[i])
removeRow(visTime,clearing[i])
end
P.clearing={}
if modeEnv.royaleMode then
if P.keyPressing[9]then
P.swappingAtkMode=min(P.swappingAtkMode+2,30)
else
P.swappingAtkMode=P.swappingAtkMode+((#P.field>15 and P.swappingAtkMode>4 or P.swappingAtkMode>8)and -1 or 1)
end
--Rows cleared drop
elseif waiting>0 then
P.waiting=waiting-1
if waiting<=0 then
end
if P.falling>0 then
P.falling=P.falling-1
if P.falling<=0 then
if #P.field>P.clearing[1]then SFX("fall")end
for i=1,#P.clearing do
removeRow(P.field,P.clearing[i])
removeRow(P.visTime,P.clearing[i])
end
::L::if P.clearing[1]then
rem(P.clearing)
goto L
end
end
elseif P.waiting>0 then
P.waiting=P.waiting-1
if P.waiting<=0 then
resetblock()
end
else
if cy~=y_img then
if dropDelay>1 then
P.dropDelay=dropDelay-1
if P.cy~=P.y_img then
if P.dropDelay>0 then
P.dropDelay=P.dropDelay-1
else
drop()
P.dropDelay,P.lockDelay=gameEnv.drop,gameEnv.lock
P.dropDelay=P.gameEnv.drop
if P.freshTime<=P.gameEnv.freshLimit then
P.lockDelay=P.gameEnv.lock
end
end
else
if lockDelay>0 then P.lockDelay=lockDelay-1
if P.lockDelay>0 then P.lockDelay=P.lockDelay-1
else drop()
end
end
end
if P.b2b>480 then P.b2b=P.b2b-1 end
else--Alive
P.keySpeed=keySpeed*.96+cstat.key/time*60*.04
P.dropSpeed=dropSpeed*.96+cstat.piece/time*60*.04
P.b2b1=P.b2b1*.92+P.b2b*.08
--Alive
else
P.keySpeed=P.keySpeed*.96+P.cstat.key/P.time*60*.04
P.dropSpeed=P.dropSpeed*.96+P.cstat.piece/P.time*60*.04
--Final average speeds
if falling>0 then
P.falling=falling-1
if falling<=0 then
if #field>clearing[1]then SFX("fall")end
for i=1,#clearing do
removeRow(field,clearing[i])
removeRow(visTime,clearing[i])
if P.falling>0 then
P.falling=P.falling-1
if P.falling<=0 then
if #P.field>P.clearing[1]then
SFX("fall")
if P.id==1 then VIB(1)end
end
for i=1,#P.clearing do
removeRow(P.field,P.clearing[i])
removeRow(P.visTime,P.clearing[i])
end
P.clearing={}
end
end--Rows cleared drop
for j=1,#field do for i=1,10 do
if visTime[j][i]<20 then P.visTime[j][i]=visTime[j][i]+.5 end
end end--Make field visible
end--Dead
for i=#bonus,1,-1 do
bonus[i].t=bonus[i].t+1
if bonus[i].t>60 then rem(bonus,i)end
if P.endCounter<40 then
for j=1,#P.field do for i=1,10 do
if P.visTime[j][i]<20 then P.visTime[j][i]=P.visTime[j][i]+.5 end
end end--Make field visible
end
if P.b2b1>0 then P.b2b1=max(P.b2b1-3,0)end
--Dead
end
for i=#task,1,-1 do
if task[i]()then rem(task,i)end
for i=#P.bonus,1,-1 do
local b=P.bonus[i]
if b.inf then
if b.t<30 then
b.t=b.t+.5
end
else
b.t=b.t+b.speed
if b.t>=60 then rem(P.bonus,i)end
end
end
for i=#atkBuffer,1,-1 do
local atk=atkBuffer[i]
for i=#P.task,1,-1 do
if P.task[i]()then rem(P.task,i)end
end
for i=#P.atkBuffer,1,-1 do
local atk=P.atkBuffer[i]
atk.time=atk.time+1
if not atk.sent then
if atk.countdown>0 then
atk.countdown=atk.countdown-1
atk.countdown=atk.countdown-garbageSpeed
end
else
if atk.time>20 then
rem(atkBuffer,i)
rem(P.atkBuffer,i)
end
end
end
if fieldBeneath>0 then P.fieldBeneath=fieldBeneath-3 end
P.b2b1=P.b2b1*.95+P.b2b*.05
PTC.dust[p]:update(dt)
if P.fieldBeneath>0 then P.fieldBeneath=max(P.fieldBeneath-pushSpeed,0)end
if not P.small then
PTC.dust[p]:update(dt)
end
end
setmetatable(_G,nil)
if modeEnv.royaleMode and frame%60==0 then freshMostDangerous()end
end

286
toolfunc.lua Normal file
View File

@@ -0,0 +1,286 @@
function string.splitS(s,sep)
local t={}
::L::
local i=find(s,sep)or #s+1
ins(t,sub(s,1,i-1))
s=sub(s,i+#sep)
if #s~=0 then goto L end
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 end
end
return true
end
function mStr(s,x,y)
gc.printf(s,x-300,y,600,"center")
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
local count=0
BGblockList={}for i=1,16 do BGblockList[i]={v=0}end
function getNewBlock()
count=count+1
if count==17 then count=1 end
local t=BGblockList[count]
t.bn,t.size=BGblock.next,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())
BGblock.next=BGblock.next%7+1
return t
end
--Background animation
function timeSort(a,b)
return a.time>b.time
end
function stencil_miniTitle()
for i=1,#miniTitle_rect do
gc.rectangle("fill",unpack(miniTitle_rect[i]))
end
end
function stencil_field()
gc.rectangle("fill",150,60,300,610)
end
function stencil_field_small()
gc.rectangle("fill",0,0,60,120)
end
--Single-usage funcs
function swapLanguage(l)
text=require("language/"..langID[l])
Buttons.sel=nil
for scene,list in pairs(Buttons)do
for num=1,#list do
list[num].alpha=0
list[num].t=text.ButtonText[scene][num]
end
end
end
function VIB(t)
if setting.vib>0 then
love.system.vibrate(vibrateLevel[setting.vib+t])
end
end
function sysSFX(s,v)
if setting.sfx then
local n=1
::L::if sfx[s][n]:isPlaying()then
n=n+1
if not sfx[s][n]then
sfx[s][n]=sfx[s][n-1]:clone()
sfx[s][n]:seek(0)
goto quit
end
goto L
end::quit::
sfx[s][n]:setVolume(v or 1)
sfx[s][n]:play()
end
end
function SFX(s,v)
if setting.sfx and not P.ai then
local n=1
::L::if sfx[s][n]:isPlaying()then
n=n+1
if not sfx[s][n]then
sfx[s][n]=sfx[s][n-1]:clone()
sfx[s][n]:seek(0)
goto quit
end
goto L
end::quit::
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 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"or t=="bgblock"then
setting[t]=v=="true"
elseif t=="vib"then
setting.vib=toN(v:match("[01234]"))or 0
elseif t=="fullscreen"then
setting.fullscreen=v=="true"
love.window.setFullscreen(setting.fullscreen)
elseif t=="keymap"then
v=string.splitS(v,"/")
for i=1,16 do
local v1=string.splitS(v[i],",")
for j=1,#v1 do
setting.keyMap[i][j]=v1[j]
end
end
elseif t=="keylib"then
v=string.splitS(v,"/")
for i=1,4 do
local v1=string.splitS(v[i],",")
for j=1,#v1 do
setting.keyLib[i][j]=toN(v1[j])
end
for j=1,#setting.keyLib[i]do
local v=setting.keyLib[i][j]
if int(v)~=v or v>=9 or v<=0 then
setting.keyLib[i]={i}
break
end
end
end
elseif t=="virtualkey"then
v=string.splitS(v,"/")
for i=1,10 do
if not v[i]then goto c end
virtualkey[i]=string.splitS(v[i],",")
for j=1,4 do
virtualkey[i][j]=toN(virtualkey[i][j])
end
::c::
end
elseif t=="virtualkeyAlpha"then
setting.virtualkeyAlpha=int(abs(toN(v)))
elseif t=="virtualkeyIcon"or t=="virtualkeySwitch"then
setting[t]=v=="true"
elseif t=="frameMul"then
setting.frameMul=min(max(toN(v)or 100,0),100)
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"
elseif t=="lang"then
setting[t]=toN(v:match("[12]"))or 1
end
end
end
end
function saveSetting()
local vk={}
for i=1,10 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 map={}
for i=1,16 do
map[i]=table.concat(setting.keyMap[i],",")
end
local lib={}
for i=1,4 do
lib[i]=table.concat(setting.keyLib[i],",")
end
local t=table.concat({
stringPack("lang=",setting.lang),
stringPack("sfx=",setting.sfx),
stringPack("bgm=",setting.bgm),
stringPack("vib=",setting.vib),
stringPack("fullscreen=",setting.fullscreen),
stringPack("bgblock=",setting.bgblock),
stringPack("das=",setting.das),
stringPack("arr=",setting.arr),
stringPack("sddas=",setting.sddas),
stringPack("sdarr=",setting.sdarr),
stringPack("keymap=",table.concat(map,"/")),
stringPack("keylib=",table.concat(lib,"/")),
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

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
}