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17 Commits

Author SHA1 Message Date
MrZ_26
c9a3e3ce1b Alpha V0.7.13+ 2020-02-04 19:33:03 +08:00
MrZ_26
72dcb84662 Alpha V0.7.12 2020-02-04 19:32:38 +08:00
MrZ_26
4af2126254 Alpha V0.7.11 2020-02-04 19:32:26 +08:00
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
72 changed files with 5024 additions and 2421 deletions

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@@ -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

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78
TRS.lua
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@@ -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

146
ai.lua
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@@ -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
if f[y+i-1]and bk[i][j]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()
@@ -37,108 +66,109 @@ 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
for i=cy+#cb-1,cy,-1 do
local f=true
for j=1,10 do
if field[i][j]==0 then f=false;break end
end
if f then
removeRow(field,i)
clear=clear+1
if field[i][j]==0 then goto L end
end
removeRow(field,i)
clear=clear+1
::L::
end
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-40-mh1*30 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.cur.id or P.hold.id>0 and P.hold.id or P.next[1].id
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
if not Tfield[y]then Tfield[y]=getNewRow()end
for j=1,#cb[1]do
if cb[i][j]~=0 then
if cb[i][j]then
Tfield[y][cx+j-1]=1
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)
end

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@@ -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
]]
}

678
call&sys.lua Normal file
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local gc=love.graphics
local tm=love.timer
local ms=love.mouse
local tc=love.touch
local wd=love.window
local setFont=setFont
local Timer=tm.getTime
local ww,wh=gc.getWidth(),gc.getHeight()
local xOy=love.math.newTransform()
local focus=true
local mx,my,mouseShow=-20,-20,false
local touching=nil--1st touching ID
local 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")
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,
}
BGblockList={}for i=1,16 do BGblockList[i]={v=0}end
local BGblock={tm=150,next=7,ct=0}
local function getNewBlock()
BGblock.ct=BGblock.ct+1
if BGblock.ct==17 then BGblock.ct=1 end
local t=BGblockList[BGblock.ct]
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
local scs={{1,2},{1,2},{1,2},{1,2},{1,2},{1.5,1.5},{0.5,2.5}}
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 Buttons.sel then
Buttons.sel=Buttons[scene][Buttons.sel[i]]or Buttons.sel
else
Buttons.sel=select(2,next(Buttons[scene]))
mouseShow=false
end
elseif i=="space"or i=="return"then
if not sceneSwaping and Buttons.sel then
Buttons.sel.alpha=1
Buttons.sel.code()
sysSFX("button")
end
end
end
function buttonControl_gamepad(i)
if i=="dpup"or i=="dpdown"or i=="dpleft"or i=="dpright"then
if Buttons.sel then
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
else
Buttons.sel=select(2,next(Buttons[scene]))
mouseShow=false
end
elseif i=="start"then
if not sceneSwaping and Buttons.sel then
Buttons.sel.alpha=1
Buttons.sel.code()
sysSFX("button")
end
end
mouseShow=false
end
mouseDown={}
function mouseDown.intro(x,y,k)
if k==2 then
back()
else
gotoScene("main")
end
end
wheelmoved={}
function wheelmoved.mode(x,y)
modeSel=min(max(modeSel+(y>0 and -1 or 1),1),#modeID)
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
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,human 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,human 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
function love.mousemoved(x,y,dx,dy,t)
if t then return end
mouseShow=true
mx,my=xOy:inverseTransformPoint(x,y)
Buttons.sel=nil
for N,B in next,Buttons[scene]do
if not(B.hide and B.hide())then
if abs(mx-B.x)<B.w*.5 and abs(my-B.y)<B.h*.5 then
Buttons.sel=B
return
end
end
end
end
function love.mousepressed(x,y,k,t,num)
if t then return end
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.sel
B.code()
B.alpha=1
Buttons.sel=nil
love.mousemoved(x,y)
sysSFX("button")
end
elseif k==2 then
back()
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.sel
B.code()
B.alpha=1
Buttons.sel=nil
sysSFX("button")
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 goto L end
end
releaseKey(n,players[1])
::L::
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=="f8"then devMode=not devMode end
if devMode then
if i=="k"then
P=players.alive[rnd(#players.alive)]
Event_gameover.lose()
--Test code here
elseif i=="q"then
for k,B in next,Buttons[scene]do
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.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.sendData(data)
return
end
function love.receiveData(id,data)
return
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.tm=BGblock.tm-1
if BGblock.tm==0 then
ins(BGblock,getNewBlock())
BGblock.tm=rnd(20,30)
end
end
if sceneSwaping then
sceneSwaping.time=sceneSwaping.time-1
if sceneSwaping.time==sceneSwaping.mid then
for k,B in next,Buttons[scene]do
B.alpha=0
end--Reset buttons' alpha
scene=sceneSwaping.tar
BGM("blank")
sceneInit[scene]()
Buttons.sel=nil
elseif sceneSwaping.time==0 then
sceneSwaping=nil
end
end
if Tmr[scene]then
Tmr[scene](dt)
end
for i=#Task,1,-1 do
Task[i]:update()
end
updateButton()
end
function love.draw()
Pnt.BG[curBG]()
gc.setColor(1,1,1,.22)
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]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][2]-.5,#blocks[r][0]-scs[r][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)
if w>=h then ww,wh=w,h
else ww,wh=h,w
end
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)
collectgarbage()
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

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44
class.lua Normal file
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Task={}
metatable_task={__index=Task}
function newTask(code,P,data)
local obj={
code=code,
P=P,
data=data,
}
setmetatable(obj,metatable_task)
ins(Task,obj)
end
function clearTask(opt)
if opt=="all"then
while Task[1]do
rem(Task,i)
end
elseif opt=="play"then
for i=#Task,1,-1 do
if Task[i].P then
rem(Task,i)
end
end
else--Player table
for i=#Task,1,-1 do
if Task[i].P==P then
rem(Task,i)
end
end
end
end
function Task:update()
if self.code(self.P,self.data)then
self:destroy()
return nil
end
end
function Task:destroy()
for i=#Task,1,-1 do
if Task[i]==self then
rem(Task,i)
return nil
end
end
end

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 V0.7.13+"
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=0--0→∞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

1153
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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

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196
language/chi.lua Normal file
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@@ -0,0 +1,196 @@
return{
atkModeName={"随机","徽章","击杀","反击"},
royale_remain=function(n)return"剩余 "..n.." 名玩家"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="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","全隐","瞬隐"},
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:","逆时针旋转:","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","大师","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",
master="成为方块大师",
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~",
},
support="支持作者",
group="官方QQ群",
ButtonText={
main={
play="开始",
setting="设置",
stat="统计信息",
help="帮助",
quit="退出",
},
mode={
up="Λ",
down="v",
left="<",
right=">",
start="开始",
custom="自定义(C)",
back="返回",
},
custom={
up="Λ",
down="v",
left="<",
right=">",
start="开始",
back="返回",
},
play={
back="返回",
},
setting={
ghost=function()return setting.ghost and"阴影:开"or"阴影:关"end,
center=function()return setting.center and"旋转中心:开"or"旋转中心:关"end,
grid=function()return setting.grid and"网格:开"or"网格:关"end,
swap=function()return setting.swap and"目标选择:组合键"or"目标选择:循环"end,
fxs=function()return setting.fxs and"特效:开"or"特效:关"end,
dasD="-",dasU="+",
arrD="-",arrU="+",
sddasD="-",sddasU="+",
sdarrD="-",sdarrU="+",
sfx=function()return setting.sfx and"音效:开"or"音效:关"end,
bgm=function()return setting.bgm and"音乐:开"or"音乐:关"end,
vib=function()return "震动强度:"..setting.vib end,
fullscreen=function()return setting.fullscreen and"全屏:开"or"全屏:关"end,
bgblock=function()return setting.bgblock and"背景动画:开"or"背景动画:关"end,
frame=function()return"绘制帧:"..setting.frameMul.."%"end,
control="控制设置",
touch="触摸设置",
lang=function()return langName[setting.lang]end,
back="保存&返回",
},
setting2={
back="返回",
},
setting3={
back="返回",
hide=function()return setting.virtualkeySwitch and"隐藏虚拟按键"or"显示虚拟按键"end,
default="默认组合",
snap=function()return text.snapLevelName[snapLevel]end,
alpha=function()return percent0to5[setting.virtualkeyAlpha]end,
icon="图标",
size="大小",
},
help={
back="返回",
qq="作者QQ",
},
stat={
back="返回",
path="打开存储目录",
},
},
}--中文

200
language/eng.lua Normal file
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return{
atkModeName={"Random","Badges","K.O.s","Counters"},
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","sudden"},
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","Master","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",
master="To be Grand Master",
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.",
},
support="Support Author",
group="Official QQ Group",
ButtonText={
main={
play="Play",
setting="Settings",
stat="Statistics",
help="Help",
quit="Quit",
},
mode={
up="Λ",
down="v",
left="<",
right=">",
start="Start",
custom="Custom(C)",
back="Back",
},
custom={
up="Λ",
down="v",
left="<",
right=">",
start="Start",
back="Back",
},
play={
back="Back",
},
setting={
ghost=function()return setting.ghost and"Ghost:ON"or"Ghost:OFF"end,
center=function()return setting.center and"Center:ON"or"Center:OFF"end,
grid=function()return setting.grid and"Grid:ON"or"Grid:OFF"end,
swap=function()return setting.swap and"Swap:comboKey"or"Swap:loop"end,
fxs=function()return setting.fxs and"FXs:ON"or"FXs:OFF"end,
dasD="-",
dasU="+",
arrD="-",
arrU="+",
sddasD="-",
sddasU="+",
sdarrD="-",
sdarrU="+",
sfx=function()return setting.sfx and"SFX:ON"or"SFX:OFF"end,
bgm=function()return setting.bgm and"BGM:ON"or"BGM:OFF"end,
vib=function()return "Vibrate level:"..setting.vib end,
fullscreen=function()return setting.fullscreen and"Fullscreen:ON"or"Fullscreen:OFF"end,
bgblock=function()return setting.bgblock and"BG animation:ON"or"BG animation:OFF"end,
frame=function()return"FrameDraw:"..setting.frameMul.."%"end,
control="Control settings",
touch="Touch settings",
lang=function()return langName[setting.lang]end,
back="Save&Back",
},
setting2={
back="Back",
},
setting3={
back="Back",
hide=function()return setting.virtualkeySwitch and"Hide Virtual Key"or"Show Virtual Key"end,
default="Defaults",
snap=function()return text.snapLevelName[snapLevel]end,
alpha=function()return percent0to5[setting.virtualkeyAlpha]end,
icon="Icon",
size="Size",
},
help={
back="Back",
qq="Author's qq",
},
stat={
back="Back",
path="Open Data Folder",
},
}
}

359
list.lua
View File

@@ -1,70 +1,327 @@
blockName={"Z","S","L","J","T","O","I"}
clearName={"Single","Double","Triple"}
local gc=love.graphics
local sys=love.system
actName={"moveLeft","moveRight","rotRight","rotLeft","rotFlip","hardDrop","softDrop","hold","swap","restart","insLeft","insRight","insDown"}
color={
red={1,0,0},
green={0,1,0},
blue={.2,.2,1},
yellow={1,1,0},
purple={1,0,1},
magenta={1,0,1},
cyan={0,1,1},
grey={.6,.6,.6},
lightRed={1,.5,.5},
lightGreen={.5,1,.5},
lightBlue={.6,.6,1},
lightYellow={1,1,.5},
lightPurple={1,.5,1},
lightMagenta={1,.5,1},
lightCyan={.5,1,1},
lightGrey={.8,.8,.8},
darkRed={.6,0,0},
darkGreen={0,.6,0},
darkBlue={0,0,.6},
darkYellow={.6,.6,0},
darkMagenta={.6,0,.6},
darkCyan={0,.6,.6},
darkGrey={.3,.3,.3},
white={1,1,1},
grey={.6,.6,.6},
}
attackColor={
{color.red,color.yellow},
{color.red,color.purple},
{color.blue,color.white},
animate={
function(t)
gc.setColor(1,t,0)
end,
function(t)
gc.setColor(1,0,t)
end,
function(t)
gc.setColor(t,t,1)
end,
}--3 animation-colorsets of attack buffer bar
orange={1,.6,0},
lightOrange={1,.7,.3},
purple={.5,0,1},
lightPurple={.7,.3,1},
}
actName={"moveLeft","moveRight","rotRight","rotLeft","rotFlip","hardDrop","softDrop","hold","restart","toLeft","toRight","toDown"}
actName_show={"move left","move right","rotate right","rotate left","rotate flip","hard drop","soft drop","hold","restart","toLeft","toRight","toDown"}
blockPos={4,4,4,4,4,5,4}
renATK={[0]=0,0,0,1,1,2,2,3,3,4,4}--3 else
renName={
[0]="","","",
"Combo 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 !",
"MEGACMB",
sfx={
"button",
"ready","start","win","fail","collect",
"move","rotate","rotatekick","hold",
"prerotate","prehold",
"lock","drop","fall",
"reach",
"ren_1","ren_2","ren_3","ren_4","ren_5","ren_6","ren_7","ren_8","ren_9","ren_10","ren_11",
"clear_1","clear_2","clear_3","clear_4",
"spin_0","spin_1","spin_2","spin_3",
"emit","blip_1","blip_2",
"perfectclear",
}
bgm={
"blank",
"way",
"race",
"newera",
"push",
"reason",
"infinite",
"cruelty",
"final",
"secret7th",
"secret8th",
"rockblock",
"end",
}
b2bATK={3,5,8}
marathon_drop={[0]=60,48,40,30,24,18,15,12,10,8,7,6,5,4,3,2,1,1,0,0}
death_lock={10,9,8,7,6}
death_wait={6,5,4,3,2}
death_fall={10,8,7,6,5}
customID={
"drop",
"lock",
"wait",
"fall",
"next",
"hold",
"sequence",
"visible",
"target",
"freshLimit",
"opponent",
}
customRange={
drop={0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,25,30,40,60,180,1e99,-1},
lock={0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,25,30,40,60,180,1e99},
wait={0,1,2,3,4,5,6,7,8,10,15,20,30,60},
fall={0,1,2,3,4,5,6,7,8,10,15,20,30,60},
next={0,1,2,3,4,5,6},
hold={true,false},
sequence={"bag7","his4","rnd"},
visible={"show","time","fast","none"},
target={10,20,40,100,200,500,1000,1e99},
freshLimit={0,8,15,1e99},
opponent={0,60,30,20,15,10,7,5,4,3,2,1},
}
percent0to5={[0]="0%","20%","40%","60%","80%","100%",}
snapLevelValue={1,10,20,40,60,80}
RCPB={10,33,200,33,105,5,105,60}
up0to4={[0]="000%UP","025%UP","050%UP","075%UP","100%UP",}
percent0to5={[0]="0%","20%","40%","60%","80%","100%",}
modeID={
[0]="custom",
"sprint","marathon","master","classic","zen","infinite","solo","tsd","blind","dig","survivor","tech",
"pctrain","pcchallenge","techmino41","techmino99","drought","hotseat",
}
modeLevel={
sprint={"10L","20L","40L","100L","400L","1000L"},
marathon={"EASY","NORMAL","HARD"},
master={"LUNATIC","ULTIMATE"},
classic={"CTWC"},
zen={"NORMAL"},
infinite={"NORMAL"},
solo={"EASY","NORMAL","HARD","LUNATIC"},
tsd={"NORMAL","HARD"},
blind={"EASY","HARD","HARD+","LUNATIC","ULTIMATE","GM"},
dig={"NORMAL","LUNATIC"},
survivor={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
tech={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
pctrain={"NORMAL","EXTRA"},
pcchallenge={"NORMAL","HARD","LUNATIC"},
techmino41={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
techmino99={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
drought={"NORMAL","MESS"},
hotseat={"2P","3P","4P",},
custom={""},
}
local t,f=true,false
blocks={
{[0]={{f,t,t},{t,t,f}},{{t,f},{t,t},{f,t}}},
{[0]={{t,t,f},{f,t,t}},{{f,t},{t,t},{t,f}}},
{[0]={{t,t,t},{f,f,t}},{{t,t},{t,f},{t,f}},{{t,f,f},{t,t,t}},{{f,t},{f,t},{t,t}}},
{[0]={{t,t,t},{t,f,f}},{{t,f},{t,f},{t,t}},{{f,f,t},{t,t,t}},{{t,t},{f,t},{f,t}}},
{[0]={{t,t,t},{f,t,f}},{{t,f},{t,t},{t,f}},{{f,t,f},{t,t,t}},{{f,t},{t,t},{f,t}}},
{[0]={{t,t},{t,t}},{{t,t},{t,t}}},
{[0]={{t,t,t,t}},{{t},{t},{t},{t}}},
}
local l={1,2,6,7}for i=1,4 do blocks[l[i]][2],blocks[l[i]][3]=blocks[l[i]][0],blocks[l[i]][1]end
for i=1,7 do blocks[i+7]=blocks[i]end
local virtualkeySet={
{
{80,720-200,6400,80},--moveLeft
{320,720-200,6400,80},--moveRight
{1280-80,720-200,6400,80},--rotRight
{1280-200,720-80,6400,80},--rotLeft
{1280-200,720-320,6400,80},--rotFlip
{200,720-320,6400,80},--hardDrop
{200,720-80,6400,80},--softDrop
{1280-320,720-200,6400,80},--hold
{1280-80,280,6400,80},--swap
{80,280,6400,80},--restart
},--Farter's set 3
{
{1280-320,720-200,6400,80},--moveLeft
{1280-80,720-200,6400,80},--moveRight
{200,720-80,6400,80},--rotRight
{80,720-200,6400,80},--rotLeft
{200,720-320,6400,80},--rotFlip
{1280-200,720-320,6400,80},--hardDrop
{1280-200,720-80,6400,80},--softDrop
{320,720-200,6400,80},--hold
{80,280,6400,80},--swap
{1280-80,280,6400,80},--restart
},--Mirrored farter's set 3
{
{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
{80,360,6400,80},--swap
{80,80,6400,80},--restart
},--Author's set
{
{1280-400,720-80,6400,80},--moveLeft
{1280-80,720-80,6400,80},--moveRight
{240,720-80,6400,80},--rotRight
{80,720-80,6400,80},--rotLeft
{240,720-240,6400,80},--rotFlip
{1280-240,720-240,6400,80},--hardDrop
{1280-240,720-80,6400,80},--softDrop
{1280-80,720-240,6400,80},--hold
{80,720-240,6400,80},--swap
{80,320,6400,80},--restart
},--Keyboard set
{
{1200-360,40,0,40},--moveLeft
{1200-280,40,0,40},--moveRight
{1200-520,40,0,40},--rotRight
{1200-600,40,0,40},--rotLeft
{1200-440,40,0,40},--rotFlip
{1200-40,40,0,40},--hardDrop
{1200-120,40,0,40},--softDrop
{1200-200,40,0,40},--hold
{1200-680,40,0,40},--swap
{1200-760,40,0,40},--restart
},--PC key feedback
}
Buttons={
load={},
intro={},
main={
play={x=380,y=300,w=240,h=240,rgb=color.red,f=70,code=function()gotoScene("mode")end,down="stat",right="setting"},
setting={x=640,y=300,w=240,h=240,rgb=color.lightBlue,f=55,code=function()gotoScene("setting")end,down="stat",left="play",right="help"},
stat={x=640,y=560,w=240,h=240,rgb=color.cyan,f=55,code=function()gotoScene("stat")end,up="setting",left="play",right="help"},
help={x=900,y=560,w=240,h=240,rgb=color.yellow,f=55,code=function()gotoScene("help")end,up="setting",left="stat",right="quit"},
quit={x=1180,y=620,w=120,h=120,rgb=color.lightGrey,f=50,code=function()gotoScene("quit")end,up="setting",left="help"},
},
mode={
up={x=1000,y=210,w=200,h=140,rgb=color.white,hide=function()return modeSel==1 end,f=64,code=function()keyDown.mode("up")end},
down={x=1000,y=430,w=200,h=140,rgb=color.white,hide=function()return modeSel==#modeID end,f=80,code=function()keyDown.mode("down")end},
left={x=190,y=160,w=100,h=80,rgb=color.white,hide=function()return levelSel==1 end,code=function()keyDown.mode("left")end},
right={x=350,y=160,w=100,h=80,rgb=color.white,hide=function()return levelSel==#modeLevel[modeID[modeSel]] end,code=function()keyDown.mode("right")end},
start={x=1000,y=600,w=250,h=100,rgb=color.green,f=50,code=function()loadGame(modeSel,levelSel)end},
custom={x=270,y=540,w=190,h=85,rgb=color.yellow,code=function()gotoScene("custom")end},
back={x=640,y=630,w=230,h=90,rgb=color.white,f=45,code=back},
},
custom={
up={x=1000,y=200,w=100,h=100,rgb=color.white,code=function()optSel=(optSel-2)%#customID+1 end},
down={x=1000,y=440,w=100,h=100,rgb=color.white,f=50,code=function()optSel=optSel%#customID+1 end},
left={x=880,y=320,w=100,h=100,rgb=color.white,f=50,code=function()local k=customID[optSel]customSel[k]=(customSel[k]-2)%#customRange[k]+1 end},
right={x=1120,y=320,w=100,h=100,rgb=color.white,f=50,code=function()local k=customID[optSel]customSel[k]=customSel[k]%#customRange[k]+1 end},
start={x=1000,y=580,w=180,h=80,rgb=color.green,code=function()loadGame(0,1)end},
back={x=640,y=630,w=180,h=60,rgb=color.white,code=back},
},
play={
back={x=1235,y=45,w=80,h=80,rgb=color.white,code=back,f=35},
},
setting={--Normal setting
ghost= {x=290, y=90, w=210, h=60, rgb=color.white, code=function()setting.ghost=not setting.ghost end,down="grid",right="center"},
center= {x=505, y=90, w=210, h=60, rgb=color.white, code=function()setting.center=not setting.center end,down="swap",left="ghost",right="sfx"},
grid= {x=290, y=160, w=210, h=60, rgb=color.white, code=function()setting.grid=not setting.grid end,up="ghost",down="fxs",right="swap"},
swap= {x=505, y=160, w=210, h=60,f=28, rgb=color.white, code=function()setting.swap=not setting.swap end,up="center",down="arrD",left="grid",right="vib"},
fxs= {x=290, y=230, w=210, h=60, rgb=color.white, code=function()setting.fxs=not setting.fxs end,up="grid",down="dasU",right="fullscreen"},
dasD= {x=210, y=300, w=50, h=50, rgb=color.white, code=function()setting.das=(setting.das-1)%31 end,up="fxs",down="sddasD",right="dasU"},
dasU= {x=370, y=300, w=50, h=50, rgb=color.white, code=function()setting.das=(setting.das+1)%31 end,up="fxs",down="sddasU",left="dasD",right="arrD"},
arrD= {x=425, y=300, w=50, h=50, rgb=color.white, code=function()setting.arr=(setting.arr-1)%16 end,up="swap",down="sdarrD",left="dasU",right="arrU"},
arrU= {x=585, y=300, w=50, h=50, rgb=color.white, code=function()setting.arr=(setting.arr+1)%16 end,up="swap",down="sdarrU",left="arrD",right="bgblock"},--3~6
sddasD= {x=210, y=370, w=50, h=50, rgb=color.white, code=function()setting.sddas=(setting.sddas-1)%11 end,up="dasD",down="lang",right="sddasU"},
sddasU= {x=370, y=370, w=50, h=50, rgb=color.white, code=function()setting.sddas=(setting.sddas+1)%11 end,up="dasU",down="lang",left="sddasD",right="sdarrD"},
sdarrD= {x=425, y=370, w=50, h=50, rgb=color.white, code=function()setting.sdarr=(setting.sdarr-1)%4 end,up="arrD",down="lang",left="sddasU",right="sdarrU"},
sdarrU= {x=585, y=370, w=50, h=50, rgb=color.white, code=function()setting.sdarr=(setting.sdarr+1)%4 end,up="arrU",down="lang",left="sdarrD",right="frame"},
sfx= {x=760, y=90, w=160, h=60, rgb=color.white, code=function()setting.sfx=not setting.sfx end,down="vib",left="center",right="bgm"},
bgm= {x=940, y=90, w=160, h=60, rgb=color.white, code=function()
BGM()
setting.bgm=not setting.bgm
BGM("blank")
end,down="vib",left="sfx"},
vib= {x=850, y=160, w=340, h=60, rgb=color.white, code=function()
setting.vib=(setting.vib+1)%5
VIB(2)
end,up="sfx",down="fullscreen",left="swap"},
fullscreen= {x=850, y=230, w=340, h=60, rgb=color.white, code=function()
setting.fullscreen=not setting.fullscreen
love.window.setFullscreen(setting.fullscreen)
if not setting.fullscreen then
love.resize(gc.getWidth(),gc.getHeight())
end
end,up="vib",down="bgblock",left="arrU"},
bgblock= {x=850, y=300, w=340, h=60, rgb=color.white, code=function()
setting.bgblock=not setting.bgblock
if not setting.bgblock then
for i=1,16 do
BGblockList[i].v=3*BGblockList[i].v
end
end
end,up="fullscreen",down="frame",left="sdarrU"},
frame= {x=850, y=370, w=340, h=60, rgb=color.white, code=function()
setting.frameMul=setting.frameMul+(setting.frameMul<50 and 5 or 10)
if setting.frameMul>100 then setting.frameMul=25 end
end,up="bgblock",down="control",left="sdarrU"},
control= {x=850, y=440, w=340, h=60, rgb=color.green, code=function()gotoScene("setting2")end,up="frame",down="touch",left="lang"},
touch= {x=850, y=510, w=340, h=60, rgb=color.yellow, code=function()gotoScene("setting3")end,up="control",down="back",left="lang"},
lang= {x=280, y=510, w=200, h=60, rgb=color.red, code=function()
setting.lang=setting.lang%#langName+1
swapLanguage(setting.lang)
end,up="sddasD",down="back",right="touch"},
back= {x=640, y=620, w=300, h=70, rgb=color.white, code=back,up="touch"},
},
setting2={--Control setting
back={x=840,y=630,w=180,h=60,rgb=color.white,code=back},
},
setting3={--Touch setting
back={x=640,y=410,w=170,h=80,f=45,code=back},
hide={x=640,y=210,w=500,h=80,f=45,code=function()
setting.virtualkeySwitch=not setting.virtualkeySwitch
end},
default={x=450,y=310,w=170,h=80,code=function()
for K=1,#virtualkey do
local b,b0=virtualkey[K],virtualkeySet[defaultSel][K]
b[1],b[2],b[3],b[4]=b0[1],b0[2],b0[3],b0[4]
end--Default virtualkey
defaultSel=defaultSel%5+1
end},
snap={x=640,y=310,w=170,h=80,code=function()
snapLevel=snapLevel%6+1
end},
alpha={x=830,y=310,w=170,h=80,f=45,code=function()
setting.virtualkeyAlpha=(setting.virtualkeyAlpha+1)%6
--Adjust virtualkey alpha
end},
icon={x=450,y=410,w=170,h=80,f=45,code=function()
setting.virtualkeyIcon=not setting.virtualkeyIcon
--Switch virtualkey icon
end},
size={x=830,y=410,w=170,h=80,f=45,code=function()
if sel then
local b=virtualkey[sel]
b[4]=b[4]+10
if b[4]==150 then b[4]=40 end
b[3]=b[4]^2
end
end},
},
help={
back={x=640,y=590,w=180,h=60,rgb=color.white,code=back,right="qq"},
qq={x=980,y=590,w=230,h=60,rgb=color.white,code=function()sys.openURL("tencent://message/?uin=1046101471&Site=&Menu=yes")end,left="back"},
},
stat={
back={x=640,y=590,w=180,h=60,rgb=color.white,code=back,right="path"},
path={x=980,y=590,w=250,h=60,f=30,rgb=color.white,code=function()sys.openURL("C:/Users/MrZ/AppData/Roaming/LOVE/Techmino")end,left="back"},
},
sel=nil,--selected button id(integer)
}

1315
main.lua

File diff suppressed because it is too large Load Diff

778
paint.lua
View File

@@ -1,90 +1,220 @@
swapDeck_data={
{4,0,1,1},{6,0,15,1},{5,0,9,1},{6,0,6,1},
{1,0,3,1},{3,0,12,1},{1,1,8,1},{2,1,4,2},
{3,2,13,2},{4,1,12,2},{5,2,1,2},{7,1,11,2},
{2,1,9,3},{3,0,6,3},{4,2,14,3},{1,0,4,4},
{7,1,1,4},{6,0,2,4},{5,2,6,4},{6,0,14,5},
{3,3,15,5},{4,0,7,6},{7,1,10,5},{5,0,2,6},
{2,1,1,7},{1,0,4,6},{4,1,13,5},{1,1,6,7},
{5,3,11,5},{3,2,11,7},{6,0,8,7},{4,2,12,8},
{7,0,8,9},{1,0,2,8},{5,2,4,8},{6,0,15,8},
}--Block id [ZSLJTOI] ,dir,x,y
swap={
none={2,1,d=function()end},
flash={8,1,d=function()gc.clear(1,1,1)end},
deck={42,1,d=function()
local t=sceneSwaping.time
gc.setColor(1,1,1)
if t>6 then
for i=1,43-t do
local bn=swapDeck_data[i][1]
local b=blocks[bn][swapDeck_data[i][2]]
local cx,cy=swapDeck_data[i][3],swapDeck_data[i][4]
for y=1,#b do for x=1,#b[1]do
if b[y][x]>0 then
gc.draw(blockSkin[bn],80*(cx+x-2),80*(10-cy-y),nil,8/3)
end
end end
end
else
gc.clear(1,1,1)
end
local gc=love.graphics
local mt=love.math
local setFont=setFont
local Timer=love.timer.getTime
local attackColor={
{color.darkGrey,color.white},
{color.grey,color.white},
{color.lightPurple,color.white},
{color.lightRed,color.white},
{color.darkGreen,color.cyan},
}
local frameColor={
[0]=color.white,
color.lightGreen,
color.lightBlue,
color.lightPurple,
color.lightOrange,
}
local modeLevelColor={
EASY=color.cyan,
NORMAL=color.green,
HARD=color.magenta,
["HARD+"]=color.darkMagenta,
LUNATIC=color.red,
EXTRA=color.lightMagenta,
ULTIMATE=color.lightYellow,
MESS=color.lightGrey,
GM=color.blue,
DEATH=color.lightRed,
CTWC=color.lightBlue,
["10L"]=color.cyan,
["20L"]=color.lightBlue,
["40L"]=color.green,
["100L"]=color.orange,
["400L"]=color.red,
["1000L"]=color.darkRed,
}
local miniTitle_rect={
{2,0,5,1},{4,1,1,6},
{9,0,4,1},{9,3,4,1},{9,6,4,1},{8,0,1,7},
{15,0,3,1},{15,6,3,1},{14,0,1,7},
{19,0,1,7},{23,0,1,7},{20,3,3,1},
{0,8,1,6},{6,8,1,6},{1,9,1,1},{2,10,1,1},{3,11,1,1},{4,10,1,1},{5,9,1,1},
{8,8,5,1},{8,13,5,1},{10,9,1,4},
{14,8,1,6},{19,8,1,6},{15,9,1,1},{16,10,1,1},{17,11,1,1},{18,12,1,1},
{21,8,5,1},{21,13,5,1},{21,9,1,4},{25,9,1,4},
}
local function stencil_miniTitle()
for i=1,#miniTitle_rect do
gc.rectangle("fill",unpack(miniTitle_rect[i]))
end
},
}--Scene swapping animations
end
local function stencil_field()
gc.rectangle("fill",0,-10,300,610)
end
local function stencil_field_small()
gc.rectangle("fill",0,0,60,120)
end
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*.1+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 k,B in next,Buttons[scene]do
local t=B==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]
for k,B in next,Buttons[scene]do
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)
gc.setColor(C)
gc.setLineWidth(3)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h,4)
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,4)
local t=B.t
if type(t)=="function"then t=t()end
gc.setColor(B.rgb[1],B.rgb[2],B.rgb[3],.3)
gc.setLineWidth(5)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
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 y0
if t then
if type(t)=="function"then t=t()end
setFont(B.f or 40)
y0=B.y-currentFont*.64
gc.printf(t,B.x-201,y0+2,400,"center")
gc.printf(t,B.x-199,y0+2,400,"center")
gc.printf(t,B.x-201,y0,400,"center")
gc.printf(t,B.x-199,y0,400,"center")
gc.setColor(C)
mStr(t,B.x,y0+1)
end
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)
function drawPixel(y,x,id)
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)
local t=sin(Timer()*20)
gc.setColor(.2,.7+t*.2,1,.6+t*.4)
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,30*(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(.7,.7,.7,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)
gc.clear(.15,.15,.15)
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
@@ -92,15 +222,15 @@ function Pnt.BG.glow()
end
function Pnt.BG.game1()
gc.setColor(1,1,1)
gc.draw(background[1],640,360,Timer()*.15,12,nil,64,64)
gc.draw(background1,640,360,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)
gc.draw(background1,640,360,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)
gc.draw(background1,640,360,Timer()*.25,12,nil,64,64)
end
function Pnt.BG.rgb()
gc.clear(
@@ -112,173 +242,219 @@ 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)
gc.draw(background2,x,0,nil,10)
gc.draw(background2,x-1280,0,nil,10)
end
local matrixT={}for i=0,15 do matrixT[i]={}for j=0,8 do matrixT[i][j]=mt.noise(i,j)+2 end end
function Pnt.BG.matrix()
for i=0,15 do
for j=0,8 do
local t=sin(matrixT[i][j]*Timer())*.2+.2
gc.setColor(1,1,1,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*680,60,5)
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",300,330,680,60,5)
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,.06)
for i=41,5,-2 do
gc.setLineWidth(i)
gc.line(200+(count-80)*25,130,(count-80)*25,590)
end
gc.setStencilTest()
end
function Pnt.main()
gc.setColor(1,1,1)
gc.draw(titleImage,300,30)
setFont(30)
gc.print("Alpha V0.4",370,150)
if system==2 then
gc.print("Android",530,110)
gc.print("Alpha V0.7.13+",290,140)
gc.print(system,800,110)
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()
gc.setColor(1,1,1,.3+sin(Timer()*8)*.2)
gc.rectangle("fill",25,95+40*optSel,465,40)
setFont(80)
gc.setColor(.8,.8,.8)gc.print(text.custom,20,20)
gc.setColor(1,1,1)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],30,y,320,"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.draw(titleImage,30,30)
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(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.translate(150,70)
gc.stencil(stencil_field, "replace", 1)
gc.translate(0,fieldBeneath)
if P.gameEnv.grid then
gc.setLineWidth(1)
gc.setColor(1,1,1,.2)
for x=1,9 do gc.line(30*x,-10,30*x,600)end
for y=0,19 do gc.line(0,30*y,300,30*y)end
end
gc.stencil(stencil_field,"replace", 1)
gc.translate(0,P.fieldBeneath)
gc.setStencilTest("equal",1)
for j=1,#field do
if falling<=0 or without(clearing,j)then
local h=#P.clearing
for j=int(P.fieldBeneath/30+1),#P.field do
if j==P.clearing[h]and P.falling>-1 then
h=h-1
gc.setColor(1,1,1,P.falling/P.gameEnv.fall)
gc.rectangle("fill",0,600-30*j,320,30)
else
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
gc.setColor(1,1,1,min(P.visTime[j][i],20)*.05)
drawPixel(j,i,P.field[j][i])
end
end
else
gc.setColor(1,1,1,falling/gameEnv.fall)
gc.rectangle("fill",0,600-30*j,320,30)
end
end--Field
if waiting<=0 then
if gameEnv.ghost then
for i=1,r do for j=1,c do
if cb[i][j]>0 then
drawPixel(i+y_img-1,j+cx-1,bn,.3)
for i=1,#P.shade do
local S=P.shade[i]
gc.setColor(1,1,1,.15+S[1]*.08)
for x=S[3],S[5]do
for y=S[6],S[4]do
drawPixel(y,x,S[2])
end
end
end
if P.waiting==-1 then
if P.gameEnv.ghost then
gc.setColor(1,1,1,.3)
for i=1,P.r do for j=1,P.c do
if P.cur.bk[i][j]then
drawPixel(i+P.y_img-1,j+P.curX-1,P.cur.color)
end
end end
end--Ghost
gc.setColor(1,1,1,lockDelay/gameEnv.lock)
for i=1,r do for j=1,c do
if cb[i][j]>0 then
gc.rectangle("fill",30*(j+cx-1)-34,596-30*(i+cy-1),38,38)
end
end end--BlockShade(lockdelay indicator)
for i=1,r do for j=1,c do
if cb[i][j]>0 then
drawPixel(i+cy-1,j+cx-1,bn,1)
end
end end--Block
if gameEnv.center then
local x=30*(cx+sc[2]-1)-30+15
gc.draw(spinCenter,x,600-30*(cy+sc[1]-1)+15,nil,nil,nil,4,4)
if P.gameEnv.block then
gc.setColor(1,1,1,P.lockDelay/P.gameEnv.lock)
for i=1,P.r do for j=1,P.c do
if P.cur.bk[i][j]then
gc.rectangle("fill",30*(j+P.curX-1)-33,597-30*(i+P.curY-1),36,36)
end
end end--BlockShade(lockdelay indicator)
gc.setColor(1,1,1)
for i=1,P.r do for j=1,P.c do
if P.cur.bk[i][j]then
drawPixel(i+P.curY-1,j+P.curX-1,P.cur.color)
end
end end--Block
end
if P.gameEnv.center then
gc.setColor(1,1,1)
local x=30*(P.curX+P.sc[2]-1)-30+15
gc.draw(spinCenter,x,600-30*(P.curY+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.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
gc.setLineWidth(2)
gc.rectangle("line",301,0,16,601.5)--Draw atkBuffer 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 +462,65 @@ 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",304,599-h,11,-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",304,599-h+(-bar+3),11,-(-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)
local t=sin((Timer()-i)*30)*.5+.5
local c1,c2=attackColor[a.lv][1],attackColor[a.lv][2]
gc.setColor(c1[1]*t+c2[1]*(1-t),c1[2]*t+c2[2]*(1-t),c1[3]*t+c2[3]*(1-t))
gc.rectangle("fill",304,599-h,11,-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",304,599-h,11,-bar+2)
--Disappear
end
h=h+bar
if h>600 then break end
end--Buffer line
local a,b=P.b2b,P.b2b1 if a>b then a,b=b,a end
gc.setColor(.8,1,.2)
gc.rectangle("fill",-15,599.5,11,-b*.5)
gc.setColor(P.b2b<40 and color.white or P.b2b<=1e3 and color.lightRed or color.lightBlue)
gc.rectangle("fill",-15,599.5,11,-a*.5)
gc.setColor(1,1,1,.5+sin(Timer()*30)*.5)
gc.rectangle("fill",-16,b<40 and 578.5 or 98.5,13,3)
gc.setColor(1,1,1)
gc.rectangle("line",-17,-3,16,604.5)--Draw b2b bar boarder
--B2B indictator
gc.setColor(b2b<100 and color.white or b2b<=480 and color.lightRed or color.lightBlue)
gc.rectangle("fill",-15,600,10,-b2b1)
gc.setColor(color.red)
gc.rectangle("line",-20,600-100,15,2)
gc.setColor(color.blue)
gc.rectangle("line",-20,600-480,15,2)
--B2B bar
setFont(40)
if gameEnv.hold then
if P.gameEnv.hold then
gc.draw(drawableText.hold,-75-drawableText.hold:getWidth()*.5,-10)
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)
for i=1,#P.hold.bk do
for j=1,#P.hold.bk[1] do
if P.hold.bk[i][j]then
drawPixel(i+17.5-#P.hold.bk*.5,j-2.5-#P.hold.bk[1]*.5,P.holded and 9 or P.hold.color)
end
end
end
end--Hold
for N=1,gameEnv.next do
gc.draw(drawableText.next,382-drawableText.next:getWidth()*.5,-10)
local N=1
::L::
local b,c=P.next[N].bk,P.next[N].color
gc.setColor(1,1,1)
gc.print("Next",336,0)
local b=nb[N]
for i=1,#b do
for j=1,#b[1] do
if b[i][j]>0 then
drawPixel(i+20-2.4*N-#b*.5,j+12.5-#b[1]*.5,nxt[N],1)
end
for i=1,#b do for j=1,#b[1] do
if b[i][j]then
drawPixel(i+20-2.4*N-#b*.5,j+12.7-#b[1]*.5,c)
end
end
end--Next
if count then
end end
N=N+1
if N<=P.gameEnv.next and P.next[N]then goto L end
--Next
gc.setColor(.8,.8,.8)
gc.draw(drawableText.modeName,-135,-65)
gc.draw(drawableText.levelName,437-drawableText.levelName:getWidth(),-65)
if frame<180 then
local count=179-frame
gc.push("transform")
gc.translate(155,220)
gc.setColor(1,1,1)
@@ -346,81 +529,141 @@ 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)
gc.draw(drawableText.bpm,390,490)
gc.draw(drawableText.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
gc.setColor(1,1,1)
for i=1,3 do
gc.draw(PTC.attack[i])
end
setmetatable(_G,nil)
if setting.virtualkeySwitch then
drawVirtualkey()
gc.draw(PTC.attack[1])
gc.draw(PTC.attack[2])
gc.draw(PTC.attack[3])
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 .5+sin(1.5*(b.t/20-1.5))*.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,nil,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,290,278)
mStr("ARR:"..setting.arr,506,278)
setFont(18)
mStr(text.softdropdas..setting.sddas,290,361)
mStr(text.softdroparr..setting.sdarr,506,361)
end
function Pnt.setting2()
local a=.3+sin(Timer()*15)*.1
if keyboardSetting then
gc.setColor(1,.5,.5,a)
else
gc.setColor(.9,.9,.9,a)
end
gc.rectangle("fill",240,40*keyboardSet-10,200,40)
if joystickSetting then
gc.setColor(1,.5,.5,a)
else
gc.setColor(.9,.9,.9,a)
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-5)
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)
mStr(text.keyboard,340,0)
mStr(text.joystick,540,0)
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)
gc.draw(payCode,20,20)
gc.draw(groupCode,1080,20)
gc.setColor(1,1,1,sin(Timer()*10)*.5+.5)
setFont(35)
mStr(text.support,150,283)
setFont(25)
mStr(text.group,1170,210)
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)
end
for i=1,10 do gc.print(text.stat[i],350,20+40*i)end
gc.print(stat.run,650,60)
gc.print(stat.game,650,100)
gc.print(format("%0.2f",stat.gametime).."s",650,140)
gc.print(format("%0.1fhr",stat.gametime*2.78e-4),650,140)
gc.print(stat.piece,650,180)
gc.print(stat.row,650,220)
gc.print(stat.atk,650,260)
@@ -428,6 +671,5 @@ function Pnt.stat()
gc.print(stat.rotate,650,340)
gc.print(stat.hold,650,380)
gc.print(stat.spin,650,420)
gc.draw(titleImage,260,570,.2+.07*sin(Timer()*3),.8,nil,250,60)
end

View File

@@ -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 +1,105 @@
local N=gc.newImage
local gc=love.graphics
local N,c=gc.newImage
local function T(s,t)return gc.newText(setFont(s),t)end
local 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
blockImg:release()
virtualkeyIcon={}
for i=1,10 do
virtualkeyIcon[i]=N("/image/virtualkey/"..actName[i]..".png")
end
local blockColor={
color.red,
color.green,
color.orange,
color.blue,
color.magenta,
color.yellow,
color.cyan,
}
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 y=1,#b do for x=1,#b[1]do
if b[y][x]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"),
badgeIcon=N("/image/mess/badge.png")
spinCenter=N("/image/mess/spinCenter.png")
lightBulb=N("/image/mess/lightBulb.png")
light=N("/image/mess/light.png")
background1=N("/image/BG/bg1.jpg")
background2=N("/image/BG/bg2.png")
groupCode=N("/image/mess/groupcode.png")
payCode=N("/image/mess/paycode.png")
drawableText={
bpm=T(15,"BPM"),
kpm=T(15,"KPM"),
modeName=T(30),
levelName=T(30),
next=T(40),
hold=T(40),
}
virtualkeyIcon={}
for i=1,9 do
virtualkeyIcon[i]=N("/image/virtualkey/"..actName[i]..".png")
end
c=gc.setCanvas()

283
timer.lua
View File

@@ -1,10 +1,12 @@
local Timer=love.timer.getTime
Tmr={}
function Tmr.load()
if loading==1 then
loadnum=loadnum+1
loadprogress=loadnum/10
if loadnum==5 then
--require("load_texture")
--require("texture")
elseif loadnum==10 then
loadnum=1
loading=2
@@ -13,6 +15,7 @@ function Tmr.load()
if loadnum<=#bgm then
bgm[bgm[loadnum]]=love.audio.newSource("/BGM/"..bgm[loadnum]..".ogg","stream")
bgm[bgm[loadnum]]:setLooping(true)
bgm[bgm[loadnum]]:setVolume(0)
loadprogress=loadnum/#bgm
loadnum=loadnum+1
else
@@ -33,10 +36,15 @@ 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 +60,215 @@ function Tmr.play(dt)
rem(FX.beam,i)
end
end
for i=1,3 do
PTC.attack[i]:update(dt)
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
-- 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
for i=1,#virtualkey do
if virtualkeyPressTime[i]>0 then
virtualkeyPressTime[i]=virtualkeyPressTime[i]-1
end
end
PTC.attack[1]:update(dt)
PTC.attack[2]:update(dt)
PTC.attack[3]:update(dt)
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+(P.moving>0 and 1 or -1)
else
P.moving=0
end
return nil
end
end--Start counting,include pre-das
return
end--Counting,include pre-das,directy RETURN
for p=1,#players do
P=players[p]
setmetatable(_G,P.index)
if timing then P.time=time+dt end
if 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
--Update speeds
if P.timing then P.time=P.time+dt end
if P.alive then
if not P.small then
local v=0
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 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
end
end
if P.ai then
if P.ai and P.waiting==-1 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
if Timer()-P.cstat.point>P.cstat.event then
P.cstat.point=Timer()
P.cstat.event=P.ai.controlDelay0+rnd(2,10)
changeAtkMode(rnd()<.85 and 1 or #P.atker>3 and 4 or rnd()<.35 and 2 or 3)
end
end
end
end
if not P.keepVisible then
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
end--Fresh visible time
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
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+(P.moving>0 and 1 or -1)
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
local d=abs(P.downing)-P.gameEnv.sddas
P.downing=P.downing+1
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 P.falling>=0 then
P.falling=P.falling-1
if P.falling>=0 then goto stop end
if P.gameEnv.fall>0 and #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
--Rows cleared drop
elseif waiting>0 then
P.waiting=waiting-1
if waiting<=0 then
resetblock()
::L::
rem(P.clearing)
if P.clearing[1]then goto L end
end
if P.waiting>=0 then
P.waiting=P.waiting-1
if P.waiting==-1 then resetblock()end
goto stop
end
if P.curY~=P.y_img then
if P.dropDelay>=0 then
P.dropDelay=P.dropDelay-1
if P.dropDelay>=0 then goto stop end
end
drop()
P.dropDelay=P.gameEnv.drop
if P.freshTime<=P.gameEnv.freshLimit then
P.lockDelay=P.gameEnv.lock
end
else
if cy~=y_img then
if dropDelay>1 then
P.dropDelay=dropDelay-1
else
drop()
P.dropDelay,P.lockDelay=gameEnv.drop,gameEnv.lock
end
else
if lockDelay>0 then P.lockDelay=lockDelay-1
else drop()
end
P.lockDelay=P.lockDelay-1
if P.lockDelay>=0 then goto stop end
drop()
end
::stop::
if P.b2b1==P.b2b then
elseif P.b2b1<P.b2b then
P.b2b1=min(P.b2b1*.98+P.b2b*.02+.4,P.b2b)
else
P.b2b1=max(P.b2b1*.95+P.b2b*.05-.6,P.b2b)
end
--Alive
else
if not P.small then
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 modeEnv.royaleMode then
P.swappingAtkMode=min(P.swappingAtkMode+2,30)
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
--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])
end
P.clearing={}
if P.falling>=0 then
P.falling=P.falling-1
if P.falling>=0 then goto stop end
if P.gameEnv.fall>0 and #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
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
::L::
rem(P.clearing)
if P.clearing[1]then goto L end
end::stop::
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(0,P.b2b1*.92-1)end
--Dead
end
for i=#task,1,-1 do
if task[i]()then rem(task,i)end
for i=#P.shade,1,-1 do
local S=P.shade[i]
S[1]=S[1]-1
if S[1]==0 then
rem(P.shade,i)
end
end
for i=#atkBuffer,1,-1 do
local atk=atkBuffer[i]
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=#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%120==0 then freshMostDangerous()end
end

369
toolfunc.lua Normal file
View File

@@ -0,0 +1,369 @@
local gc=love.graphics
local setFont=setFont
local toN,toS=tonumber,tostring
local function 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 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
--Single-usage funcs
langName={"中文","English"}
local langID={"chi","eng"}
function swapLanguage(l)
text=require("language/"..langID[l])
Buttons.sel=nil
for S,L in next,Buttons do
for N,B in next,L do
B.alpha=0
B.t=text.ButtonText[S][N]
end
end
drawableText.next:set(text.next)
drawableText.hold:set(text.hold)
if royaleCtrlPad then royaleCtrlPad:release()end
gc.push("transform")
gc.origin()
royaleCtrlPad=gc.newCanvas(300,100)
gc.setCanvas(royaleCtrlPad)
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(text.atkModeName[i],RCPB[2*i-1]+45,RCPB[2*i]+3)
end
gc.setCanvas()
gc.pop()
collectgarbage()
end
local vibrateLevel={0,0,.03,.04,.05,.07,.9}
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
if bgmPlaying then newTask(Event_task.bgmFadeOut,nil,bgmPlaying)end
for i=1,#Task do
if Task[i].code==Event_task.bgmFadeIn then
Task[i].code=Event_task.bgmFadeOut
end
end
if s then
newTask(Event_task.bgmFadeIn,nil,s)
bgm[s]:play()
end
bgmPlaying=s
end
end
local swapDeck_data={
{4,0,1,1},{6,0,15,1},{5,0,9,1},{6,0,6,1},
{1,0,3,1},{3,0,12,1},{1,1,8,1},{2,1,4,2},
{3,2,13,2},{4,1,12,2},{5,2,1,2},{7,1,11,2},
{2,1,9,3},{3,0,6,3},{4,2,14,3},{1,0,4,4},
{7,1,1,4},{6,0,2,4},{5,2,6,4},{6,0,14,5},
{3,3,15,5},{4,0,7,6},{7,1,10,5},{5,0,2,6},
{2,1,1,7},{1,0,4,6},{4,1,13,5},{1,1,6,7},
{5,3,11,5},{3,2,11,7},{6,0,8,7},{4,2,12,8},
{7,0,8,9},{1,0,2,8},{5,2,4,8},{6,0,15,8},
}--Block id [ZSLJTOI] ,dir,x,y
local swap={
none={2,1,d=function()end},
flash={8,1,d=function()gc.clear(1,1,1)end},
fade={30,15,d=function()
local t=1-abs(sceneSwaping.time*.06667-1)
gc.setColor(0,0,0,t)
gc.rectangle("fill",0,0,1280,720)
end},
deck={50,8,d=function()
local t=sceneSwaping.time
gc.setColor(1,1,1)
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]
for y=1,#b do for x=1,#b[1]do
if b[y][x]then
gc.draw(blockSkin[bn],80*(cx+x-2),80*(10-cy-y),nil,8/3)
end
end end
end
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
function gotoScene(s,style)
if not sceneSwaping and s~=scene then
style=style or"fade"
sceneSwaping={
tar=s,style=style,
time=swap[style][1],mid=swap[style][2],
draw=swap[style].d
}
Buttons.sel=nil
end
end
local prevMenu={
load=love.event.quit,
intro="quit",
main="intro",
mode="main",
custom="mode",
ready="mode",
play=function()
clearTask("play")
gotoScene(curMode.id~="custom"and"mode"or"custom","deck")
end,
help="main",
stat="main",
setting=function()
saveSetting()
gotoScene("main")
end,
setting2="setting",
setting3="setting",
}
function back()
local t=prevMenu[scene]
if type(t)=="string"then
gotoScene(t)
else
t()
end
end
local dataOpt={
"run",
"game",
"gametime",
"piece",
"row",
"atk",
"key",
"rotate",
"hold",
"spin",
}
local saveOpt={
"lang",
"ghost",
"center",
"grid",
"swap",
"sfx",
"bgm",
"vib",
"fxs",
"das",
"arr",
"sddas",
"sdarr",
"fullscreen",
"bgblock",
"virtualkeyAlpha",
"virtualkeyIcon",
"virtualkeySwitch",
"frameMul",
}
function loadData()
userData:open("r")
--local t=splitS(love.math.decompress(userdata,"zlib"),"\r\n")
local t=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={}
for i=1,#dataOpt do
ins(t,dataOpt[i].."="..toS(stat[dataOpt[i]]))
end
t=table.concat(t,"\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=splitS(love.math.decompress(userdata,"zlib"),"\r\n")
local t=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=splitS(v,"/")
for i=1,16 do
local v1=splitS(v[i],",")
for j=1,#v1 do
setting.keyMap[i][j]=v1[j]
end
end
elseif t=="keylib"then
v=splitS(v,"/")
for i=1,4 do
local v1=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=splitS(v,"/")
for i=1,10 do
if not v[i]then goto c end
virtualkey[i]=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"or t=="grid"or t=="swap"or t=="fxs"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={
"keymap="..toS(table.concat(map,"/")),
"keylib="..toS(table.concat(lib,"/")),
"virtualkey="..toS(table.concat(vk,"/")),
}
for i=1,#saveOpt do
ins(t,saveOpt[i].."="..toS(setting[saveOpt[i]]))
end
t=table.concat(t,"\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
}