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3 Commits
v0.5 ... v0.6.8

Author SHA1 Message Date
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
19 changed files with 756 additions and 411 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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@@ -64,32 +64,60 @@ function keyDown.mode(key)
end
function keyDown.setting2(key)
if key=="escape"then
back()
keysetting,gamepadsetting=nil
elseif keysetting then
setting.key[keysetting]=key
keysetting,gamepadsetting=nil
else
buttonControl_key(key)
if keyboardSetting then
keyboardSetting=false
else
back()
end
elseif keyboardSetting then
for l=1,8 do
for y=1,12 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+1,12)
elseif key=="left"then
curBoard=max(curBoard-1,1)
elseif key=="right"then
curBoard=min(curBoard+1,8)
end
end
function keyDown.play(key)
local k=players[1].gameEnv.key
for i=1,11 do
if key==k[i]then
pressKey(i)
break
if key=="escape"then back()return nil end
local m=setting.keyMap
for p=1,4 do
local lib=setting.keyLib[p]
for s=1,#lib do
for k=1,12 do
if key==m[lib[s]][k]then
pressKey(k,players[p])
return nil
end
end
end
end
if key=="escape"then back()end
end
keyUp={}
function keyUp.play(key)
local k=players[1].gameEnv.key
for i=1,10 do
if key==k[i]then
releaseKey(i,players[1])
break
local m=setting.keyMap
for p=1,4 do
local lib=setting.keyLib[p]
for s=1,#lib do
for k=1,12 do
if key==m[lib[s]][k]then
releaseKey(k,players[p])
return nil
end
end
end
end
end
@@ -107,32 +135,60 @@ function gamepadDown.mode(key)
end
function gamepadDown.setting2(key)
if key=="back"then
back()
keysetting,gamepadsetting=nil
elseif gamepadsetting then
setting.gamepad[gamepadsetting]=key
keysetting,gamepadsetting=nil
else
buttonControl_gamepad(key)
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)
local k=players[1].gameEnv.gamepad
for i=1,11 do
if key==k[i]then
pressKey(i)
break
if key=="back"then back()return nil end
local m=setting.keyMap
for p=1,4 do
local lib=setting.keyLib[p]
for s=1,#l[p]do
for k=1,12 do
if key==m[8+lib[s]][k]then
pressKey(k)
return nil
end
end
end
end
if key=="escape"then back()end
end
gamepadUp={}
function gamepadUp.play(key)
local k=players[1].gameEnv.gamepad
for i=1,10 do
if key==k[i]then
releaseKey(i,players[1])
break
local m=setting.keyMap
for p=1,4 do
local lib=setting.keyLib[p]
for s=1,#l[p]do
for k=1,12 do
if key==m[8+lib[s]][k]then
pressKey(k)
return nil
end
end
end
end
end
@@ -189,7 +245,15 @@ function love.touchpressed(id,x,y)
if scene=="play"and setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
pressKey(t)
pressKey(t,players[1])
end
elseif scene=="setting3"then
x,y=convert(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
end
end
@@ -210,6 +274,13 @@ function love.touchreleased(id,x,y)
if t then
releaseKey(t)
end
elseif scene=="setting3"and sel then
x,y=convert(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)
@@ -237,11 +308,9 @@ function love.touchmoved(id,x,y,dx,dy)
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
if sel then
local b=virtualkey[sel]
b[1],b[2]=b[1]+dx,b[2]+dy
end
end
end
@@ -251,6 +320,8 @@ function love.keypressed(i)
elseif i=="escape"or i=="back"then back()
else buttonControl_key(i)
end
if i=="f12"then devMode=true end
end
function love.keyreleased(i)
if keyUp[scene]then keyUp[scene](i)
@@ -258,23 +329,6 @@ function love.keyreleased(i)
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)
@@ -284,7 +338,17 @@ 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.wheelmoved(x,y)
if wheelmoved[scene]then wheelmoved[scene](x,y)end
end
@@ -301,10 +365,12 @@ function love.update(dt)
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)
if setting.bgblock then
BGblock.ct=BGblock.ct-1
if BGblock.ct==0 then
ins(BGblock,getNewBlock())
BGblock.ct=rnd(20,30)
end
end
--Background blocks update
@@ -324,6 +390,9 @@ function love.update(dt)
end
--scene swapping & Timer
end
function love.sendData(data)
return nil
end
function love.receiveData(id,data)
return nil
end
@@ -355,7 +424,10 @@ function love.draw()
setFont(20)gc.setColor(1,1,1)
gc.print(tm.getFPS(),0,700)
gc.print(gcinfo(),0,680)
if devMode then
gc.print(gcinfo(),0,680)
gc.print(freeRow and #freeRow or 0,0,660)
end
--if gcinfo()>500 then collectgarbage()end
end
function love.resize(x,y)
@@ -371,7 +443,7 @@ function love.run()
tm.step()
love.resize(nil,gc.getHeight())
game.load()--System scene Launch
math.randomseed(os.time()*626)--true A-lthour's ID!
math.randomseed(os.time()*626)
return function()
love.event.pump()
for name,a,b,c,d,e,f in love.event.poll()do
@@ -402,7 +474,7 @@ function love.run()
end
end
else
tm.sleep(.1)
tm.sleep(.2)
if wd.hasFocus()then
focus=true
ms.setVisible(false)

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@@ -9,7 +9,7 @@ function love.conf(t)
t.audio.mixwithsystem=true--Switch on to keep background music playing
local W=t.window
W.title="Techmino V0.5"
W.title="Techmino V0.68"
W.icon="/image/icon.png"
W.width,W.height=1280,720
W.borderless=X
@@ -17,7 +17,7 @@ function love.conf(t)
W.minwidth,W.minheight=640,360
W.fullscreentype="desktop"--Choose between "desktop" fullscreen or "exclusive" fullscreen mode (string)
W.fullscreen=X
W.vsync=1
W.vsync=X--0 to set ∞fps
W.msaa=X--The number of samples to use with multi-sampled antialiasing (number)
W.depth=X--The number of bits per sample in the depth buffer
W.stencil=8--The number of bits per sample in the stencil buffer

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@@ -1,12 +1,12 @@
function resetGameData()
if players then restockRow()end--Avoid first start game error
players={alive={}}
royaleMode=false
loadmode[gamemode]()
frame=0
count=179
FX.beam={}
for i=1,#PTC.dust do PTC.dust[i]=nil end
for i=1,#PTC.dust do PTC.dust[i]:release()end
for i=1,#players do
PTC.dust[i]=PTC.dust[0]:clone()
PTC.dust[i]:start()
@@ -46,6 +46,9 @@ function createPlayer(id,x,y,size,AIspeed,data)
P.keyTime={}for i=1,10 do P.keyTime[i]=-1e5 end P.keySpeed=0
P.dropTime={}for i=1,10 do P.dropTime[i]=-1e5 end P.dropSpeed=0
P.field,P.visTime,P.atkBuffer={},{},{}
P.badge,P.strength,P.lastRecv=0,0,nil
P.gameEnv={}--Game setting vars,like dropDelay setting
for k,v in pairs(gameEnv0)do
if data and data[k]~=nil then
@@ -59,7 +62,6 @@ function createPlayer(id,x,y,size,AIspeed,data)
end
end--reset current game settings
P.field,P.visTime,P.atkBuffer={},{},{}
P.hn,P.hb,P.holded=0,{{}},false
P.nxt,P.nb={},{}
P.dropDelay,P.lockDelay=P.gameEnv.drop,P.gameEnv.lock
@@ -89,11 +91,15 @@ function createPlayer(id,x,y,size,AIspeed,data)
P.b2b=0
P.b2b1=0
P.counter=0
P.result=nil--string,"win"/"lose"
P.task={}
P.bonus={}
end
function showText(text,type,font,dy)
ins(P.bonus,{t=0,text=text,draw=FX[type],font=font,dy=dy or 0})
function showText(text,type,font,dy,inf)
if not P.small then
ins(P.bonus,{t=0,text=text,draw=FX[type],font=font,dy=dy or 0,inf=inf,solid=inf})
end
end
function createBeam(s,r,lv)--Player id
S,R=players[s],players[r]
@@ -110,18 +116,33 @@ function createBeam(s,r,lv)--Player id
end
ins(FX.beam,{x1,y1,x2,y2,t=0,lv=lv})
end
function freshgho()
if not P.gameEnv._20G then
P.y_img=P.cy>#field+1 and #field+1 or P.cy
while not ifoverlap(cb,cx,y_img-1)do
P.y_img=P.y_img-1
end
function throwBadge(s,r,amount)--Player id
s,r=players[s],players[r]
local x1,y1,x2,y2
if s.small then
x1,y1=s.x+150*s.size,s.y+300*s.size
else
x1,y1=s.x+308*s.size,s.y+450*s.size
end
if r.small then
x2,y2=r.x+150*r.size,r.y+300*r.size
else
x2,y2=r.x+308*r.size,r.y+450*r.size
end
ins(FX.badge,{x1,y1,x2,y2,t=0,size=(10+min(amount,10))*.1})
end
function freshgho()
if P.gameEnv._20G or keyPressing[7]and gameEnv.sdarr==0 then
while not ifoverlap(cb,cx,cy-1)do
P.cy=P.cy-1
P.spinLast=false
end
P.y_img=P.cy
else
P.y_img=P.cy>#field+1 and #field+1 or P.cy
while not ifoverlap(cb,cx,y_img-1)do
P.y_img=P.y_img-1
end
end
end
function freshLockDelay()
@@ -200,7 +221,7 @@ function pressKey(i,player)
ins(keyTime,1,frame)rem(keyTime,11)
cstat.key=cstat.key+1
if not player then stat.key=stat.key+1 end
if player.id==1 then stat.key=stat.key+1 end
--Key count
end
-- if playmode=="recording"then ins(rec,{i,frame})end
@@ -296,27 +317,29 @@ function drop()
if dospin==0 then dospin=false end
lock()
local cc,csend,exblock,sendTime=checkrow(cy,r),0,0,0--Currect clear&send&sendTime
local mini=dospin==1 and cc<3 and cc<r
local mini=bn~=7 and dospin==1 and cc<3 and cc<r
P.combo=P.combo+1--combo=0 is under
if cc==4 then
if b2b>480 then
if b2b>500 then
showText("Tetris B2B2B","fly",70)
csend=6
sendTime=80
exblock=exblock+1
elseif b2b>=100 then
showText("Tetris B2B","drive",70)
sendTime=70
csend=5
else
showText("Tetris","stretch",80)
sendTime=60
csend=4
end
P.b2b=P.b2b+100
sendTime=60
P.cstat.tetris=P.cstat.tetris+1
elseif cc>0 then
if dospin then
if b2b>480 then
if b2b>500 then
showText(spinName[cc][bn].." B2B2B","spin",40)
csend=b2bATK[cc]+1
exblock=exblock+1
@@ -350,7 +373,7 @@ function drop()
if dospin then
showText(spinName[0][bn],"appear",50)
SFX("spin_0")
P.b2b=b2b+40
P.b2b=b2b+30
end
end
@@ -360,7 +383,9 @@ function drop()
exblock=exblock+2
sendTime=sendTime+30
SFX("perfectclear")
P.b2b=b2b+150
if cstat.piece>10 then
P.b2b=600
end
end
csend=csend+(renATK[combo]or 4)
@@ -375,11 +400,14 @@ function drop()
P.b2b=max(min(b2b,600),0)
if csend>0 then
if mini then csend=int(csend*.7)end
--mini attack decrease
if exblock then exblock=int(exblock*(1+P.strength*.25))end
csend=csend*(1+P.strength*.25)
if mini then csend=csend end
csend=int(csend)
--Buffs
stat.atk=stat.atk+csend
P.cstat.atk=P.cstat.atk+csend
if P.id==1 then stat.atk=stat.atk+csend end
--ATK statistics
while csend>0 and P.atkBuffer[1]do
@@ -397,10 +425,20 @@ function drop()
P.atkBuffer[1].lv=s<4 and 1 or s<7 and 2 or 3
end
end
if csend>0 and #players.alive>1 then garbageSend(P.id,csend,sendTime)end
if csend>0 then
showText(csend,"zoomout",25,70)
if #players.alive>1 then
garbageSend(P.id,csend,sendTime)
end
end
elseif cc==0 then
if P.b2b>450 then
P.b2b=max(b2b-2,450)
elseif P.b2b>100 then
P.b2b=max(b2b-5,100)
end
garbageRelease()
end--Send attack
end
if id==1 then
stat.piece,stat.row=stat.piece+1,stat.row+cc
end
@@ -434,6 +472,7 @@ function garbageSend(sender,send,time)
until r~=P.id
createBeam(sender,r,level)
ins(players[r].atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=level})
players[r].lastRecv=sender
sort(players[r].atkBuffer,timeSort)
end
function garbageRelease()

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209
list.lua
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@@ -15,9 +15,16 @@ color={
lightCyan={.5,1,1},
lightGrey={.8,.8,.8},
darkRed={.6,0,0},
darkGreen={0,.6,0},
darkBlue={0,0,.6},
darkYellow={.6,.6,0},
darkPurple={.6,0,.6},
darkCyan={0,.6,.6},
darkGrey={.3,.3,.3},
white={1,1,1},
orange={1,.6,0}
orange={1,.6,0},
}
attackColor={
{color.red,color.yellow},
@@ -35,6 +42,13 @@ attackColor={
end,
}--3 animation-colorsets of attack buffer bar
}
frameColor={
[0]=color.white,
color.green,
color.blue,
color.purple,
color.orange,
}
blockName={"Z","S","L","J","T","O","I"}
blockColor={
color.red,
@@ -57,6 +71,27 @@ for j=1,7 do
spinName[0][j]=blockName[j].." spin"
end
sfx={
"button",
"ready","start","win","fail",
"move","rotate","rotatekick","hold",
"prerotate","prehold",
"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",
"perfectclear",
}
bgm={
"blank",
"way",
"race",
"push",
"reason",
"infinite",
}
prevMenu={
load=love.event.quit,
ready="mode",
@@ -64,29 +99,37 @@ prevMenu={
mode="main",
help="main",
stat="main",
setting="main",
setting=function()
saveSetting()
gotoScene("main")
end,
setting2="setting",
setting3="setting",
intro="quit",
main="quit",
}
modeID={"sprint","marathon","zen","solo","death","blind","tetris41","asymsolo","gmroll",}
modeName={"Sprint","Marathon","Zen","Solo","Death","Blind","Tetris 41","Asymmetry solo","GM roll",}
modeID={"sprint","marathon","zen","infinite","solo","death","blind","puzzle","tetris41","asymsolo","gmroll","p2","p3","p4"}
modeName={"Sprint","Marathon","Zen","Infinite","1v1","Death","Blind","Puzzle","Tetris 41","Asymmetry solo","GM roll","2P","3P","4P"}
modeInfo={
sprint="Clear 40 Lines",
marathon="Clear 200 Lines",
zen="Clear 200 Lines without gravity",
infinite="Infinite game,infinite happiness",
solo="Beat AI",
death="Survive under terrible speed",
blind="Invisible board!",
puzzle="Your keyboard broke",
tetris41="Melee fight with 40 AIs",
asymsolo=" See-->",
gmroll="Who want to be the grand master?",
p2="2 players game",
p3="3 players game",
p4="4 players game",
}
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"}
actName={"moveLeft","moveRight","rotRight","rotLeft","rotFlip","hardDrop","softDrop","hold","restart","insLeft","insRight","insDown"}
actName_show={"Move Left:","Move Right:","Rotate Right:","Rotate Left:","Rotate Flip","Hard Drop:","Soft Drop:","Hold:","Restart:","Instant Left:","Instant Right:","Ins Down:"}
blockPos={4,4,4,4,4,5,4}
renATK={[0]=0,0,0,1,1,2,2,3,3,4,4}--3 else
renName={nil,nil,"3 Combo","4 Combo","5 Combo","6 Combo","7 Combo","8 Combo","9 Combo","10 Combo!","11 Combo!","12 Combo!","13 Combo!","14 Combo!","15 Combo!","16 Combo!","17 Combo!","18 Combo!","19 Combo!","MEGACMB",}
@@ -98,9 +141,11 @@ ren_n={"ren_1","ren_2","ren_3","ren_4","ren_5","ren_6","ren_7","ren_8","ren_9","
percent0to5={[0]="0%","20%","40%","60%","80%","100%",}
marathon_drop={[0]=60,48,40,30,24,18,15,12,10,8,7,6,5,4,3,2,1,1,0,0}
death_lock={10,9,8,7,6}
death_wait={6,5,4,3,2}
death_fall={10,8,7,6,5}
death_lock={10,9,9,8,8}
death_wait={6,6,5,5,4}
death_fall={10,9,8,7,6}
snapLevelValue={1,10,20,40,60,80}
snapLevelName={"Free pos","Snap-10","Snap-20","Snap-40","Snap-60","Snap-80"}
act={
moveLeft=function(auto)
@@ -147,11 +192,21 @@ act={
resetGameData()
count=60+26--Althour'z neim
end,
insDown=function()if cy~= y_img then P.cy,P.lockDelay,P.spinLast=y_img,gameEnv.lock,false end end,
insLeft=function()
while not ifoverlap(cb,cx-1,cy)do
P.cx,P.lockDelay=cx-1,gameEnv.lock
freshgho()
end
end,
insRight=function()
while not ifoverlap(cb,cx+1,cy)do
P.cx,P.lockDelay=cx+1,gameEnv.lock
freshgho()
end
end,
down1=function()if cy~=y_img then P.cy=cy-1 end end,
down4=function()for i=1,4 do if cy~=y_img then P.cy=cy-1 else break end end end,
toDown=function()if cy~= y_img then P.cy,P.lockDelay,P.spinLast=y_img,gameEnv.lock,false end end,
toLeft=function()while not ifoverlap(cb,cx-1,cy)do P.cx,P.lockDelay=cx-1,gameEnv.lock;freshgho()end end,
toRight=function()while not ifoverlap(cb,cx+1,cy)do P.cx,P.lockDelay=cx+1,gameEnv.lock;freshgho()end end,
quit=function()Event.gameover.lose()end,
--System movements
}
@@ -185,8 +240,8 @@ TRS={
[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}},
[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}},
@@ -199,8 +254,8 @@ TRS={
[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}},
[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}},
@@ -217,14 +272,14 @@ TRS={
[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}},
[01]={{0,0},{1,0},{-2,0},{-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}},
[21]={{0,0},{-2,0},{1,0},{1,-2},{-2,1}},
[23]={{0,0},{2,0},{-1,0},{-1,-2},{2,1}},
[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}},
[03]={{0,0},{-1,0},{2,0},{2,-1},{-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},{-1,0},{1,0},{0,1}},
@@ -245,17 +300,28 @@ Buttons={
mode={
{x=1000,y=210,w=200,h=140,rgb=color.white,hide=function()return not setting.virtualkeySwitch end,code=function()if modeSel>1 then modeSel=modeSel-1 end end},
{x=1000,y=430,w=200,h=140,rgb=color.white,t="v",f=80,hide=function()return not setting.virtualkeySwitch end,code=function()if modeSel<#modeID then modeSel=modeSel+1 end end},
{x=1000,y=600,w=180,h=80,rgb=color.green,t="Start",hide=function()return not setting.virtualkeySwitch end,code=function()startGame(modeID[modeSel])end},
{x=1000,y=600,w=180,h=80,rgb=color.green,t="Start",code=function()startGame(modeID[modeSel])end},
{x=640,y=630,w=180,h=60,rgb=color.white,t="Back",code=function()gotoScene("main")end},
},
play={
},
setting={--Normal setting
{x=330,y=100,w=200,h=60,rgb=color.white,t=function()return setting.ghost and"Ghost ON"or"Ghost OFF"end,code=function()setting.ghost=not setting.ghost end,down=6,right=2},
{x=540,y=100,w=200,h=60,rgb=color.white,t=function()return setting.center and"Center ON"or"Center OFF"end,code=function()setting.center=not setting.center end,down=6,left=1,right=3},
{x=870,y=100,w=340,h=60,rgb=color.white,t=function()return setting.sfx and"Disable SFX"or"Enable SFX"end,code=function()setting.sfx=not setting.sfx end,down=4,left=2},
{x=870,y=180,w=340,h=60,rgb=color.white,t=function()return setting.bgm and"Disable BGM"or"Enable BGM"end,code=function()BGM()setting.bgm=not setting.bgm;BGM("blank")end,up=3,down=5,left=2},
{x=870,y=260,w=340,h=60,rgb=color.white,t=function()return setting.fullscreen and"Disable fullscreen"or"Enable fullscreen"end,
{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=3,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=5,left=1,right=11},
--1,2
{x=245,y=180,w=40,h=40,rgb=color.white,t="-",code=function()setting.das=(setting.das-1)%31 end,up=1,down=7,right=4},
{x=410,y=180,w=40,h=40,rgb=color.white,t="+",code=function()setting.das=(setting.das+1)%31 end,up=1,down=8,left=3,right=5},
{x=460,y=180,w=40,h=40,rgb=color.white,t="-",code=function()setting.arr=(setting.arr-1)%16 end,up=2,down=9,left=4,right=6},
{x=625,y=180,w=40,h=40,rgb=color.white,t="+",code=function()setting.arr=(setting.arr+1)%16 end,up=2,down=10,left=5,right=13},
--3~6
{x=245,y=260,w=40,h=40,rgb=color.white,t="-",code=function()setting.sddas=(setting.sddas-1)%11 end,up=3,down=17,right=8},
{x=410,y=260,w=40,h=40,rgb=color.white,t="+",code=function()setting.sddas=(setting.sddas+1)%11 end,up=4,down=17,left=7,right=9},
{x=460,y=260,w=40,h=40,rgb=color.white,t="-",code=function()setting.sdarr=(setting.sdarr-1)%6 end,up=5,down=17,left=8,right=10},
{x=625,y=260,w=40,h=40,rgb=color.white,t="+",code=function()setting.sdarr=(setting.sdarr+1)%4 end,up=6,down=17,left=9,right=14},
--7~10
{x=870-90,y=100,w=160,h=60,rgb=color.white,t=function()return setting.sfx and"SFX:on"or"SFX:off"end,code=function()setting.sfx=not setting.sfx end,down=13,left=2,right=12},
{x=870+90,y=100,w=160,h=60,rgb=color.white,t=function()return setting.bgm and"BGM:on"or"BGM:off"end,code=function()BGM()setting.bgm=not setting.bgm;BGM("blank")end,down=13,left=11},
{x=870,y=180,w=340,h=60,rgb=color.white,t=function()return setting.fullscreen and"Fullscreen:on"or"Fullscreen:off"end,
code=function()
setting.fullscreen=not setting.fullscreen
love.window.setFullscreen(setting.fullscreen)
@@ -263,79 +329,58 @@ Buttons={
love.resize(gc.getWidth(),gc.getHeight())
end
end,
up=4,down=7,left=6
up=11,down=14,left=6
},
{x=435,y=220,w=320,h=60,rgb=color.green,t="Advanced settings",code=function()gotoScene("setting2")end,up=1,down=7,right=5},
{x=435,y=300,w=320,h=60,rgb=color.yellow,t="Touch settings",code=function()gotoScene("setting3")end,up=6,down=8,right=5},
{x=640,y=590,w=210,h=60,rgb=color.white,t="Save&Back",code=function()saveSetting()back()end,up=6},
},
setting2={--Advanced setting
{x=290,y=70 ,w=160,h=45,rgb=color.white,t=function()return setting.key[1]end,code=function()keysetting,gamepadsetting=1 end,up=1,down=2,right=10},
{x=290,y=130,w=160,h=45,rgb=color.white,t=function()return setting.key[2]end,code=function()keysetting,gamepadsetting=2 end,up=1,down=3,right=11},
{x=290,y=190,w=160,h=45,rgb=color.white,t=function()return setting.key[3]end,code=function()keysetting,gamepadsetting=3 end,up=2,down=4,right=12},
{x=290,y=250,w=160,h=45,rgb=color.white,t=function()return setting.key[4]end,code=function()keysetting,gamepadsetting=4 end,up=3,down=5,right=13},
{x=290,y=310,w=160,h=45,rgb=color.white,t=function()return setting.key[5]end,code=function()keysetting,gamepadsetting=5 end,up=4,down=6,right=14},
{x=290,y=370,w=160,h=45,rgb=color.white,t=function()return setting.key[6]end,code=function()keysetting,gamepadsetting=6 end,up=5,down=7,right=15},
{x=290,y=430,w=160,h=45,rgb=color.white,t=function()return setting.key[7]end,code=function()keysetting,gamepadsetting=7 end,up=6,down=8,right=16},
{x=290,y=490,w=160,h=45,rgb=color.white,t=function()return setting.key[8]end,code=function()keysetting,gamepadsetting=8 end,up=7,down=9,right=17},
{x=290,y=550,w=160,h=45,rgb=color.white,t=function()return setting.key[9]end,code=function()keysetting,gamepadsetting=9 end,up=8,down=28,right=18},
--1~9
{x=540,y=70 ,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[1]end,code=function()gamepadsetting,keysetting=1 end,up=10,down=11,left=1,right=19},
{x=540,y=130,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[2]end,code=function()gamepadsetting,keysetting=2 end,up=10,down=12,left=2,right=23},
{x=540,y=190,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[3]end,code=function()gamepadsetting,keysetting=3 end,up=11,down=13,left=3,right=27},
{x=540,y=250,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[4]end,code=function()gamepadsetting,keysetting=4 end,up=12,down=14,left=4,right=27},
{x=540,y=310,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[5]end,code=function()gamepadsetting,keysetting=5 end,up=13,down=15,left=5,right=27},
{x=540,y=370,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[6]end,code=function()gamepadsetting,keysetting=6 end,up=14,down=16,left=6,right=29},
{x=540,y=430,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[7]end,code=function()gamepadsetting,keysetting=7 end,up=15,down=17,left=7,right=29},
{x=540,y=490,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[8]end,code=function()gamepadsetting,keysetting=8 end,up=16,down=18,left=8,right=29},
{x=540,y=550,w=230,h=45,rgb=color.white,t=function()return setting.gamepad[9]end,code=function()gamepadsetting,keysetting=9 end,up=17,down=28,left=9,right=29},
--10~18
{x=745,y=90,w=40,h=40,rgb=color.white,t="-",code=function()setting.das=(setting.das-1)%31 end,left=10,right=20,down=23},
{x=910,y=90,w=40,h=40,rgb=color.white,t="+",code=function()setting.das=(setting.das+1)%31 end,left=19,right=21,down=24},
{x=960,y=90,w=40,h=40,rgb=color.white,t="-",code=function()setting.arr=(setting.arr-1)%16 end,left=20,right=22,down=25},
{x=1125,y=90,w=40,h=40,rgb=color.white,t="+",code=function()setting.arr=(setting.arr+1)%16 end,left=21,down=26},
--19~22
{x=745,y=150,w=40,h=40,rgb=color.white,t="-",code=function()setting.sddas=(setting.sddas-1)%11 end,up=19,down=27,left=10,right=24},
{x=910,y=150,w=40,h=40,rgb=color.white,t="+",code=function()setting.sddas=(setting.sddas+1)%11 end,up=20,down=27,left=23,right=25},
{x=960,y=150,w=40,h=40,rgb=color.white,t="-",code=function()setting.sdarr=(setting.sdarr-1)%6 end,up=21,down=27,left=24,right=26},
{x=1125,y=150,w=40,h=40,rgb=color.white,t="+",code=function()setting.sdarr=(setting.sdarr+1)%4 end,up=22,down=27,left=25},
--23~26
{x=935,y=220,w=320,h=65,rgb=color.white,t=function()return "frameDraw:"..setting.frameMul.."%"end,code=function()
{x=870,y=260,w=340,h=60,rgb=color.white,t=function()return setting.bgblock and"BG animation:on"or"BG animation:off"end,
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=12,down=15,left=10
},
--11~14
{x=870,y=340,w=340,h=60,rgb=color.white,t=function()return"frameDraw:"..setting.frameMul.."%"end,code=function()
setting.frameMul=setting.frameMul+(setting.frameMul<50 and 5 or 10)
if setting.frameMul>100 then setting.frameMul=25 end
end,up=24,down=29,left=11},
{x=405,y=630,w=130,h=60,rgb=color.white,t="Reset",code=function()for i=1,#setting.key do setting.key[i]=gameEnv0.key[i] end end,up=9,right=29},
{x=840,y=630,w=180,h=60,rgb=color.white,t="Back",code=function()keysetting=nil;back()end,up=24,left=28},
--27~29
end,up=14,down=16},
{x=870,y=420,w=340,h=60,rgb=color.green,t="Control settings",code=function()gotoScene("setting2")end,up=15,down=17},
{x=870,y=500,w=340,h=60,rgb=color.yellow,t="Touch settings",code=function()gotoScene("setting3")end,up=16,down=18},
{x=640,y=640,w=210,h=60,rgb=color.white,t="Save&Back",code=function()back()end,up=17},
--15~18
},
setting2={--Control setting
{x=840,y=630,w=180,h=60,rgb=color.white,t="Back",code=function()keysetting=nil;back()end},
},
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()
{x=640,y=410,w=170,h=80,t="Back",code=function()back()end},
{x=640,y=210,w=500,h=80,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()
{x=450,y=310,w=170,h=80,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
{x=640,y=310,w=170,h=80,t=function()return snapLevelName[snapLevel]end,code=function()
snapLevel=snapLevel%6+1
end},
{x=780,y=310,w=120,h=80,rgb=color.white,t=function()return percent0to5[setting.virtualkeyAlpha]end,code=function()
{x=830,y=310,w=170,h=80,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()
{x=450,y=410,w=170,h=80,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]
{x=830,y=410,w=170,h=80,t="Size",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
@@ -343,7 +388,8 @@ Buttons={
end},
},
help={
{x=640,y=590,w=180,h=60,rgb=color.white,t="Back",code=function()back()end},
{x=640,y=590,w=180,h=60,rgb=color.white,t="Back",code=function()back()end,right=2},
{x=980,y=590,w=230,h=60,rgb=color.white,t="Author's qq",code=function()sys.openURL("tencent://message/?uin=1046101471&Site=&Menu=yes")end,left=1},
},
stat={
{x=640,y=590,w=180,h=60,rgb=color.white,t="Back",code=function()back()end},
@@ -355,6 +401,7 @@ for k,v in pairs(Buttons)do
v[i].alpha=0
end
end
virtualkey={
{80,720-80,6400,80},--moveLeft
{240,720-80,6400,80},--moveRight

263
main.lua
View File

@@ -1,4 +1,4 @@
gc,kb,ms,tc,tm,fs,wd=love.graphics,love.keyboard,love.mouse,love.touch,love.timer,love.filesystem,love.window
gc,kb,ms,tc,tm,fs,wd,sys=love.graphics,love.keyboard,love.mouse,love.touch,love.timer,love.filesystem,love.window,love.system
toN,toS=tonumber,tostring
int,ceil,abs,rnd,max,min,sin,cos,atan,pi=math.floor,math.ceil,math.abs,math.random,math.max,math.min,math.sin,math.cos,math.atan,math.pi
sub,gsub,find,format,byte,char=string.sub,string.gsub,string.find,string.format,string.byte,string.char
@@ -9,14 +9,14 @@ Timer=tm.getTime--Easy&Quick to get time!
mx,my,mouseShow=-20,-20,false
focus=true
system=love.system.getOS()
system=sys.getOS()
touching=nil--1st touching ID
scene=""
gamemode=""
bgmPlaying=nil
curBG="none"
BGblock={ct=140}
BGblock={ct=140,next=7}
kb.setKeyRepeat(false)
kb.setTextInput(false)
@@ -36,27 +36,6 @@ function setFont(s)
end
end
sfx={
"button",
"ready","start",
"move","rotate","rotatekick","hold",
"prerotate","prehold",
"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",
"perfectclear",
}
bgm={
"blank",
"way",
"race",
"push",
"reason",
}
--System data
gameEnv0={
das=10,arr=2,
sddas=0,sdarr=2,
@@ -67,9 +46,6 @@ gameEnv0={
sequence=1,visible=1,
_20G=false,target=9e99,
freshLimit=9e99,
key={"left","right","x","z","c","up","down","space","r","LEFT","RIGHT","DOWN"},
gamepad={"dpleft","dpright","a","b","y","dpup","dpdown","rightshoulder","leftshoulder","LEFT","RIGHT","DOWN"},
virtualkey={
{80,720-80,6400,80},--moveLeft
{240,720-80,6400,80},--moveRight
@@ -82,36 +58,36 @@ gameEnv0={
{80,80,6400,80},--restart
},
reach=function()end,
--these three is actually no use,only provide a key
--not all is actually used,some only provide a key
}
randomMethod={
function()
P.bn,P.cb=rem(nxt,1),rem(nb,1)
if #nxt<6 then
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
if #P.nxt<6 then
local bag={1,2,3,4,5,6,7}
for i=1,7 do
ins(nxt,rem(bag,rnd(8-i)))
ins(P.nxt,rem(bag,rnd(8-i)))
end
end
for i=6,#nxt do
nb[i]=blocks[nxt[i]][0]
for i=6,#P.nxt do
P.nb[i]=blocks[P.nxt[i]][0]
end
end,
function()
P.bn,P.cb=rem(nxt,1),rem(nb,1)
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
for j=1,4 do
local i,f=rnd(7)
for k=1,4 do
if i==his[k]then f=true end
if i==P.his[k]then f=true end
end
if not f then break end
end
P.nxt[6],P.nb[6]=i,blocks[i][0]
rem(his,1)ins(his,i)
rem(P.his,1)ins(P.his,i)
end,
function()
P.bn,P.cb=rem(nxt,1),rem(nb,1)
repeat i=rnd(7)until i~=nxt[5]
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
repeat i=rnd(7)until i~=P.nxt[5]
P.nxt[6],P.nb[6]=i,blocks[i][0]
end,
}
@@ -138,7 +114,18 @@ loadmode={
}
createPlayer(1,340,15)
curBG="strap"
BGM("reason")
BGM("infinite")
end,
infinite=function()
modeEnv={
drop=1e99,
lock=1e99,
wait=1,
fall=1,
}
createPlayer(1,340,15)
curBG="glow"
BGM("infinite")
end,
gmroll=function()
modeEnv={
@@ -184,23 +171,42 @@ loadmode={
curBG="game2"
BGM("push")
end,
puzzle=function()
modeEnv={
hold=false,
das=0,
arr=0,
_20G=true,
drop=0,
lock=1e99,
wait=1,
fall=10,
target=40,
reach=Event.gameover.win,
}
createPlayer(1,340,15)
curBG="glow"
BGM("way")
end,
tetris41=function()
modeEnv={
wait=1,
fall=1,
freshLimit=15,
}
royaleMode=true
createPlayer(1,340,15)--Player
local n=2
for i=1,4 do
for j=1,5 do
createPlayer(n,75*i-48,142*j-130,.19,rnd(10))
createPlayer(n,75*i-48,142*j-130,.19,1+rnd(14))
n=n+1
end
end
for i=9,12 do
for j=1,5 do
createPlayer(n,75*i+292,142*j-130,.19,rnd(10))
createPlayer(n,75*i+292,142*j-130,.19,1+rnd(14))
n=n+1
end
end--AIs
@@ -247,6 +253,45 @@ loadmode={
curBG="game2"
BGM("race")
end,
p2=function()
modeEnv={
wait=1,
fall=1,
freshLimit=15,
}
createPlayer(1,20,15)
createPlayer(2,650,15)
curBG="game2"
BGM("way")
end,
p3=function()
modeEnv={
wait=1,
fall=1,
freshLimit=15,
}
createPlayer(1,20,100,.65)
createPlayer(2,435,100,.65)
createPlayer(3,850,100,.65)
curBG="game2"
BGM("way")
end,
p4=function()
modeEnv={
wait=1,
fall=1,
freshLimit=15,
}
createPlayer(1,25,150,.5)
createPlayer(2,335,150,.5)
createPlayer(3,645,150,.5)
createPlayer(4,955,150,.5)
curBG="game2"
BGM("way")
end,
}
Event={
gameover={
@@ -255,21 +300,36 @@ Event={
P.control=false
P.timing=false
P.waiting=1e99
P.control=false
gameover=0
P.result="WIN"
P.b2b=0
for i=1,#field do
for j=1,10 do
visTime[i][j]=min(visTime[i][j],20)
end
end
showText("WIN","appear",100,nil,true)
if P.id==1 and players[2]and players[2].ai then SFX("win")end
ins(task,Event.task.win)
end,
lose=function()
P.alive=false
P.control=false
P.timing=false
P.result=" K.O."
P.waiting=1e99
P.b2b=0
gameover=0
showText("LOSE","appear",100,nil,true)
if royaleMode and P.lastRecv then
throwBadge(P.id,P.lastRecv,P.badge)
players[P.lastRecv].badge=players[P.lastRecv].badge+P.badge+1
players[P.lastRecv].strength=min(int(players[P.lastRecv].badge*.2),4)
end
for i=1,#players.alive do
if players.alive[i]==P.id then
rem(players.alive,i)
if #players.alive==1 then
ins(players[players.alive[1]].task,Event.task.winTrigger)
end
break
end
end
@@ -277,6 +337,12 @@ Event={
P.atkBuffer[i].sent=true
P.atkBuffer[i].time=0
end
for i=1,#field do
for j=1,10 do
visTime[i][j]=min(visTime[i][j],20)
end
end
if P.id==1 and players[2]and players[2].ai then SFX("fail")end
ins(task,Event.task.lose)
end,
},
@@ -304,30 +370,44 @@ Event={
end
end,
task={
winTrigger=function()
Event.gameover.win()
return true
end,
win=function()
gameover=gameover+1
if gameover%3==0 then
local j=gameover/3
if j<=#field then
for i=1,10 do
if field[j][i]>0 then field[j][i]=13 end
P.counter=P.counter+1
if P.counter>60 then
for i=1,#field do
for j=1,10 do
if visTime[i][j]>0 then
visTime[i][j]=visTime[i][j]-1
end
end
if j==#field then gameover=50 end
end
end
if gameover>80 then
return true
if P.counter==100 then
for i=1,#field do
removeRow(field)
removeRow(visTime)
end
return true
end
end
end,
lose=function()
gameover=gameover+1
if gameover%3==0 then
local j=gameover/3
if field[j]then
for i=1,10 do
if field[j][i]>0 then field[j][i]=13 end
P.counter=P.counter+1
if P.counter>60 then
for i=1,#P.field do
for j=1,10 do
if P.visTime[i][j]>0 then
P.visTime[i][j]=P.visTime[i][j]-1
end
end
end
if P.counter==100 then
for i=1,#P.field do
removeRow(P.field)
removeRow(P.visTime)
end
else
return true
end
end
@@ -344,6 +424,14 @@ mesDisp={
setFont(75)
mStr(max(200-P.cstat.row,0),-75,280)
end,
infinite=function()
setFont(50)
mStr(cstat.atk,-75,320)
mStr(format("%.2f",2.5*cstat.atk/cstat.piece),-75,430)
setFont(20)
gc.print("Attack",-103,360)
gc.print("Efficiency",-114,472)
end,
gmroll=function()
setFont(35)
gc.print("Tetris",-120,390)
@@ -362,12 +450,19 @@ mesDisp={
mStr(gameEnv.target,-75,380)
gc.line(-120,377,-30,377)
end,
puzzle=function()
setFont(75)
mStr(max(40-P.cstat.row,0),-75,280)
end,
tetris41=function()
gc.print("Remain",-140,450)
gc.print("Attack",-130,305)
setFont(80)
mStr(#players.alive,-75,380)
mStr(cstat.atk,-75,240)
gc.draw(badgeIcon,-120,150,nil,1.5)
setFont(50)
gc.print(badge,-65,150)
mStr(cstat.atk,-75,320)
mStr(#players.alive,-75,430)
setFont(20)
gc.print("Attack",-103,360)
gc.print("Remain",-105,472)
end,
blind=function()
setFont(35)
@@ -393,12 +488,35 @@ mesDisp={
setting={
sfx=true,bgm=true,
fullscreen=false,
bgblock=true,
lang="eng",
das=10,arr=2,
sddas=0,sdarr=2,
ghost=true,center=true,
key={"left","right","x","z","c","up","down","space","r","LEFT","RIGHT","DOWN"},
gamepad={"dpleft","dpright","a","b","y","dpup","dpdown","RB","LB","LEFT","RIGHT","DOWN"},
keyMap={
{"left","right","x","z","c","up","down","space","r","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"dpleft","dpright","a","b","y","dpup","dpdown","rightshoulder","leftshoulder","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
},--keyboard & joystick
keyLib={
{1},
{2},
{3},
{4},
},--Players' key setting(s)
virtualkey={
{80,720-80,6400,80},--moveLeft
{240,720-80,6400,80},--moveRight
@@ -428,21 +546,20 @@ stat={
spin=0,
}
--User Data&User Setting
--------------------------------Warning!_G is __indexed to players[n] when changing any player's data!
--------------------------------Wrning!_G __index Ply[n] when chng any playr's elments!
require("list")
require("texture")
require("BGblock")
require("ai")
require("toolfunc")
require("sysfunc")
require("gamefunc")
require("timer")
require("paint")
require("game_scene")
require("scene")
require("call&sys")
userData=fs.newFile("userData")
userSetting=fs.newFile("userSetting")
userData=fs.newFile("userdata")
userSetting=fs.newFile("usersetting")
if fs.getInfo("userdata")then
loadData()
end

241
paint.lua
View File

@@ -36,21 +36,22 @@ 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,min((30-abs(t.t-30))*.05,1)*a)
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,min((30-abs(t.t-30))*.05,1)*a)
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)
gc.setColor(1,1,1,min((30-abs(t.t-30))*.1,1)*a)
gc.setColor(1,1,1,a)
if t.t<20 then gc.scale((20-t.t)*.015+1,1)end
mStr(t.text,0,-t.font*.5)
gc.pop()
@@ -59,7 +60,7 @@ FX={
gc.push("transform")
setFont(t.font)
gc.translate(150,290+t.dy)
gc.setColor(1,1,1,min((30-abs(t.t-30))*.1,1)*a)
gc.setColor(1,1,1,a)
if t.t<20 then gc.shear((20-t.t)*.05,0)end
mStr(t.text,0,-t.font*.5)
gc.pop()
@@ -68,7 +69,7 @@ FX={
gc.push("transform")
setFont(t.font)
gc.translate(150,250+t.dy)
gc.setColor(1,1,1,min((30-abs(t.t-30))*.1,1)*a)
gc.setColor(1,1,1,a)
if t.t<20 then
gc.rotate((20-t.t)^2*.0015)
end
@@ -77,9 +78,19 @@ FX={
end,
flicker=function(t,a)
setFont(t.font)
gc.setColor(1,1,1,min((30-abs(t.t-30))*.05,1)*a*(rnd()+.5))
gc.setColor(1,1,1,a*(rnd()+.5))
mStr(t.text,150,250-t.font*.5+t.dy)
end,
zoomout=function(t,a)
gc.push("transform")
setFont(t.font)
gc.translate(150,290+t.dy)
gc.setColor(1,1,1,a)
local k=t.t^.5*.2+1
gc.scale(k,k)
mStr(t.text,0,-t.font*.5)
gc.pop()
end
}
function drawButton()
@@ -89,9 +100,10 @@ function drawButton()
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(B.rgb[1],B.rgb[2],B.rgb[3],.3)
gc.setColor(C[1],C[2],C[3],.3)
gc.setLineWidth(5)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
local t=B.t
local y0
@@ -104,7 +116,7 @@ function drawButton()
mStr(t,B.x-1,y0+2)
mStr(t,B.x+1,y0+2)
end
gc.setColor(B.rgb)
gc.setColor(C)
if t then
mStr(t,B.x,y0+1)
end
@@ -126,13 +138,22 @@ function drawPixel(y,x,id,alpha)
gc.setColor(1,1,1,alpha)
gc.draw(blockSkin[id],30*x-30,600-30*y)
end
function drawVirtualkey()
function drawVirtualkey(s)
gc.setLineWidth(10)
gc.setColor(1,1,1,setting.virtualkeyAlpha*.2)
for i=1,#virtualkey do
local b=virtualkey[i]
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 s then
for i=1,#virtualkey do
gc.setColor(1,s==i and 0 or 1,s==i and 0 or 1,setting.virtualkeyAlpha*.2)
local b=virtualkey[i]
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
end
else
gc.setColor(1,1,1,setting.virtualkeyAlpha*.2)
for i=1,#virtualkey do
local b=virtualkey[i]
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
end
end
end
@@ -184,7 +205,7 @@ end
function Pnt.main()
gc.setColor(1,1,1)
setFont(30)
gc.print("Alpha V0.5",370,150)
gc.print("Alpha V0.68",370,150)
gc.print(system,530,110)
gc.draw(titleImage,30,30)
end
@@ -221,9 +242,8 @@ function Pnt.play()
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.setLineWidth(13)
gc.stencil(stencil_field_small, "replace",1)
gc.translate(0,fieldBeneath)
gc.setStencilTest("equal",1)
for j=1,#field do
@@ -233,77 +253,51 @@ function Pnt.play()
drawPixel(j,i,field[j][i],min(visTime[j][i],20)*.05)
end
end
else
gc.setColor(1,1,1,falling/gameEnv.fall)
gc.rectangle("fill",0,600-30*j,320,30)
end
end--Field
if 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
gc.setStencilTest()--In-playField mask
gc.translate(0,-fieldBeneath)
gc.setColor(1,1,1)gc.rectangle("line",-2,-12,304,614)--Draw boarder
gc.setColor(frameColor[P.strength])gc.rectangle("line",-7,-7,314,614)--Draw boarder
local h=0
for i=1,#atkBuffer do
local a=atkBuffer[i]
local bar=a.amount*30
if not a.sent then
if a.time<20 then
bar=bar*(20*a.time)^.5*.05
--Appear
if P.result then
gc.setColor(1,1,1,min(P.counter,60)*.01)
setFont(100)
mStr(P.result,150,250)
else
local h=0
for i=1,#atkBuffer do
local a=atkBuffer[i]
local bar=a.amount*30
if not a.sent then
if a.countdown>0 then
gc.setColor(attackColor[a.lv][1])
gc.rectangle("fill",315,600-h,8,-bar+5)
gc.setColor(attackColor[a.lv][2])
gc.rectangle("fill",315,600-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",315,600-h,8,-bar+5)
--Warning
end
end
if a.countdown>0 then
gc.setColor(attackColor[a.lv][1])
gc.rectangle("fill",305,600-h,8,-bar+5)
gc.setColor(attackColor[a.lv][2])
gc.rectangle("fill",305,600-h+(-bar+5),8,-(-bar+5)*(1-a.countdown/a.cd0))
--Timing
else
attackColor.animate[a.lv]((sin((Timer()-i)*20)+1)*.5)
gc.rectangle("fill",305,600-h,8,-bar+5)
--Warning
end
else
gc.setColor(attackColor[a.lv][1])
bar=bar*(20-a.time)*.05
gc.rectangle("fill",305,600-h,8,-bar+5)
--Disappear
end
h=h+bar
if h>600 then break end
end--Buffer line
h=h+bar
if h>600 then break end
end--Buffer line
gc.setColor(b2b<100 and color.white or b2b<=480 and color.lightRed or color.lightBlue)
gc.rectangle("fill",-15,600,10,-b2b1)
--B2B bar
for i=1,#bonus do
local a=#field>9-bonus[i].dy*.03333 and .6 or 1
bonus[i]:draw(a)
end--Effects
gc.setColor(b2b<100 and color.white or b2b<=480 and color.lightRed or color.lightBlue)
gc.rectangle("fill",-15,600,10,-b2b)
--B2B bar
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.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)
@@ -350,7 +344,7 @@ function Pnt.play()
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.setColor(1,1,1)gc.rectangle("line",-3,-13,306,616)--Draw boarder
local h=0
for i=1,#atkBuffer do
@@ -363,31 +357,31 @@ 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",308,600-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))
gc.rectangle("fill",308,600-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)
gc.rectangle("fill",308,600-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)
gc.rectangle("fill",308,600-h,8,-bar+5)
--Disappear
end
h=h+bar
if h>600 then break end
end--Buffer line
gc.setColor(b2b<100 and color.white or b2b<=480 and color.lightRed or color.lightBlue)
gc.rectangle("fill",-15,600,10,-b2b1)
gc.setColor(b2b<100 and color.white or b2b<=500 and color.lightRed or color.lightBlue)
gc.rectangle("fill",-17,600,10,-b2b1)
gc.setColor(color.red)
gc.rectangle("line",-20,600-100,15,2)
gc.rectangle("fill",-23,600-100,16,5)
gc.setColor(color.blue)
gc.rectangle("line",-20,600-480,15,2)
gc.rectangle("fill",-23,600-500,16,5)
--B2B bar
setFont(40)
@@ -423,13 +417,12 @@ function Pnt.play()
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)
bonus[i]:draw(min((30-abs(bonus[i].t-30))*.05,1)*(not bonus[i].solid and #field>(9-bonus[i].dy*.03333)and .7 or 1))
end--Effects
gc.setColor(1,1,1)
setFont(40)
gc.print(format("%0.2f",time),-125,530)--Draw time
gc.print(format("%.2f",time),-130,530)--Draw time
if mesDisp[gamemode]then mesDisp[gamemode]()end--Draw other message
setFont(15)
@@ -447,36 +440,70 @@ function Pnt.play()
for i=1,3 do
gc.draw(PTC.attack[i])
end
for i=1,#FX.badge do
local b=FX.badge[i]
local t=b.t<10 and 0 or b.t<50 and(sin(1.5*(b.t/20-1.5))+1)*.5 or 1
gc.setColor(1,1,1,b.t<10 and b.t*.1 or b.t<50 and 1 or(60-b.t)*.1)
gc.draw(badgeIcon,b[1]+(b[3]-b[1])*t,b[2]+(b[4]-b[2])*t,nil,b.size,nil,14,14)
end
setmetatable(_G,nil)
if setting.virtualkeySwitch then
drawVirtualkey()
end
end
function Pnt.setting2()
function Pnt.setting()
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")
mStr("DAS:"..setting.das,328,163)
mStr("ARR:"..setting.arr,543,163)
setFont(18)
mStr("softdropDAS:"..setting.sddas,328,250)
mStr("softdropARR:"..setting.sdarr,543,250)
end
function Pnt.setting2()
if keyboardSetting then
gc.setColor(1,.5,.5,.2+(sin(Timer()*15)+1)*.1)
else
gc.setColor(.9,.9,.9,.2+(sin(Timer()*15)+1)*.1)
end
if keysetting or gamepadsetting then
gc.print("<<",keysetting and 380 or 670,60*(keysetting or gamepadsetting)-10)
gc.rectangle("fill",240,40*keyboardSet-10,200,40)
if joystickSetting then
gc.setColor(1,.5,.5,.2+(sin(Timer()*15)+1)*.1)
else
gc.setColor(.9,.9,.9,.2+(sin(Timer()*15)+1)*.1)
end
gc.rectangle("fill",440,40*joystickSet-10,200,40)
gc.setColor(1,1,1)
setFont(40)
gc.print("< P"..curBoard.."/P8 >",430,530)
setFont(25)
for y=1,12 do
mStr(actName_show[y],150,40*y)
for x=1,2 do
mStr(setting.keyMap[curBoard+x*8-8][y],200*x+140,40*y)
end
gc.line(40,40*y-10,640,40*y-10)
end
for x=1,4 do
gc.line(200*x-160,30,200*x-160,510)
end
gc.line(40,510,640,510)
gc.print("Keyboard | Joystick",330,3)
gc.print("Arrowkey to select/change slot,Enter to change,Esc back",50,580)
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)
drawVirtualkey(sel)
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()

View File

@@ -19,7 +19,6 @@ end
function game.mode()
saveData()
modeSel=modeSel or 1
if players then restockRow()end--collectGarbage
scene="mode"
curBG="none"
BGM("blank")
@@ -35,17 +34,23 @@ function game.setting()
scene="setting"
curBG="none"
BGM("blank")
end--Normal setting
end
function game.setting2()
scene="setting2"
curBG="none"
keyssetting=nil
curBoard=1
keyboardSet=1
joystickSet=1
keyboardSetting=false
joystickSetting=false
BGM("blank")
end--Advanced setting and keyboard&joystick setting
end--Control settings
function game.setting3()
scene="setting3"
curBG="game1"
sel=nil
keyssetting=nil
snapLevel=1
BGM("blank")
end--Touch setting
function game.help()

View File

@@ -13,7 +13,7 @@ function sysSFX(s,v)
end
end
function SFX(s,v)
if setting.sfx then
if setting.sfx and not P.ai then
local n=1
while sfx[s][n]:isPlaying()do
n=n+1
@@ -23,10 +23,6 @@ function SFX(s,v)
break
end
end
if P.id>1 then
v=1/(#players.alive-1)
-- if v<.02 then return nil end
end
sfx[s][n]:setVolume(v or 1)
sfx[s][n]:play()
end
@@ -112,14 +108,31 @@ function loadSetting()
elseif t=="fullscreen"then
setting.fullscreen=v=="true"
love.window.setFullscreen(setting.fullscreen)
elseif t=="keyset"then
v=string.splitS(v)
for i=#v+1,8 do v[i]="N/A"end
setting.key=v
elseif t=="gamepadset"then
v=string.splitS(v)
for i=#v+1,8 do v[i]="N/A"end
setting.gamepad=v
elseif t=="bgblock"then
setting.bgblock=v=="true"
elseif t=="keymap"then
v=string.splitS(v,"/")
for i=1,16 do
local v1=string.splitS(v[i],",")
for j=1,#v1 do
setting.keyMap[i][j]=v1[j]
end
end
elseif t=="keylib"then
v=string.splitS(v,"/")
for i=1,4 do
local v1=string.splitS(v[i],",")
for j=1,#v1 do
setting.keyLib[i][j]=toN(v1[j])
end
for j=1,#setting.keyLib[i]do
local v=setting.keyLib[i][j]
if int(v)~=v or v>=9 or v<=0 then
setting.keyLib[i]={i}
break
end
end
end
elseif t=="virtualkey"then
v=string.splitS(v,"/")
for i=1,9 do
@@ -154,17 +167,25 @@ function saveSetting()
end--Saving a integer is better?
vk[i]=table.concat(virtualkey[i],",")
end--pre-pack virtualkey setting
local map={}
for i=1,16 do
map[i]=table.concat(setting.keyMap[i],",")
end
local lib={}
for i=1,4 do
lib[i]=table.concat(setting.keyLib[i],",")
end
local t=table.concat({
stringPack("sfx=",setting.sfx),
stringPack("bgm=",setting.bgm),
stringPack("fullscreen=",setting.fullscreen),
stringPack("bgblock=",setting.bgblock),
stringPack("das=",setting.das),
stringPack("arr=",setting.arr),
stringPack("sddas=",setting.sddas),
stringPack("sdarr=",setting.sdarr),
stringPack("keyset=",table.concat(setting.key,"/")),
stringPack("gamepadset=",table.concat(setting.gamepad,"/")),
stringPack("keymap=",table.concat(map,"/")),
stringPack("keylib=",table.concat(lib,"/")),
stringPack("virtualkey=",table.concat(vk,"/")),
stringPack("virtualkeyAlpha=",setting.virtualkeyAlpha),
stringPack("virtualkeyIcon=",setting.virtualkeyIcon),

View File

@@ -6,6 +6,7 @@ mouseIcon=N("/image/mess/mouseIcon.png")
spinCenter=N("/image/mess/spinCenter.png")
dialCircle=N("/image/mess/dialCircle.png")
dialNeedle=N("/image/mess/dialNeedle.png")
badgeIcon=N("/image/mess/badge.png")
blockSkin={}
for i=1,13 do
blockSkin[i]=N("/image/block/1/"..i..".png")
@@ -34,19 +35,19 @@ c:release()
--Dust particles
PTC.attack={}
PTC.attack[1]=gc.newParticleSystem(gc.newImage("/image/attack/1.png"),200)
PTC.attack[1]=gc.newParticleSystem(gc.newImage("/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(gc.newImage("/image/attack/2.png"),200)
PTC.attack[2]=gc.newParticleSystem(gc.newImage("/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(gc.newImage("/image/attack/3.png"),200)
PTC.attack[3]=gc.newParticleSystem(gc.newImage("/image/mess/atk3.png"),200)
PTC.attack[3]:setParticleLifetime(.4)
PTC.attack[3]:setEmissionRate(0)
PTC.attack[3]:setSpin(6)

View File

@@ -53,6 +53,13 @@ function Tmr.play(dt)
rem(FX.beam,i)
end
end
for i=#FX.badge,1,-1 do
local b=FX.badge[i]
b.t=b.t+1
if b.t==60 then
rem(FX.badge,i)
end
end
for i=1,3 do
PTC.attack[i]:update(dt)
end
@@ -99,7 +106,7 @@ function Tmr.play(dt)
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.ai then
if P.ai and waiting<=0 then
P.ai.controlDelay=P.ai.controlDelay-1
if P.ai.controlDelay==0 then
if #P.ai.controls>0 then
@@ -127,7 +134,7 @@ function Tmr.play(dt)
act[moving>0 and"moveRight"or"moveLeft"](true)
end
else
act[moving>0 and"toRight"or"toLeft"]()
act[moving>0 and"insRight"or"insLeft"]()
end
end
else
@@ -142,7 +149,7 @@ function Tmr.play(dt)
act.down1()
end
else
act.toDown()
act.insDown()
end
end
else
@@ -166,7 +173,7 @@ function Tmr.play(dt)
end
else
if cy~=y_img then
if dropDelay>1 then
if dropDelay>0 then
P.dropDelay=dropDelay-1
else
drop()
@@ -181,8 +188,14 @@ function Tmr.play(dt)
end
end
end
if P.b2b>480 then P.b2b=P.b2b-1 end
else--Alive
P.b2b1=P.b2b1*.93+P.b2b*.07
if P.b2b>500 then
P.b2b=P.b2b-.2
elseif P.b2b>100 then
P.b2b=P.b2b-.15
end
--Alive
else
P.keySpeed=keySpeed*.96+cstat.key/time*60*.04
P.dropSpeed=dropSpeed*.96+cstat.piece/time*60*.04
--Final average speeds
@@ -197,13 +210,23 @@ function Tmr.play(dt)
P.clearing={}
end
end--Rows cleared drop
for j=1,#field do for i=1,10 do
if visTime[j][i]<20 then P.visTime[j][i]=visTime[j][i]+.5 end
end end--Make field visible
end--Dead
if P.counter<40 then
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
if P.b2b1>0 then P.b2b1=max(P.b2b1-3,0)end
--Dead
end
for i=#bonus,1,-1 do
bonus[i].t=bonus[i].t+1
if bonus[i].t>60 then rem(bonus,i)end
if bonus[i].inf then
if bonus[i].t<30 then
bonus[i].t=bonus[i].t+1
end
else
bonus[i].t=bonus[i].t+1
if bonus[i].t==60 then rem(bonus,i)end
end
end
for i=#task,1,-1 do
if task[i]()then rem(task,i)end
@@ -222,7 +245,6 @@ function Tmr.play(dt)
end
end
if fieldBeneath>0 then P.fieldBeneath=fieldBeneath-3 end
P.b2b1=P.b2b1*.96
PTC.dust[p]:update(dt)
end
setmetatable(_G,nil)

View File

@@ -1,5 +1,4 @@
function string.splitS(s,sep)
sep=sep or"/"
local t={}
repeat
local i=find(s,sep)or #s+1
@@ -39,14 +38,20 @@ end
function removeRow(t,k)
ins(freeRow,rem(t,k))
end
function restockRow()
for p=1,#players do
local f,f2=players[p].field,players[p].visTime
while #f>0 do
removeRow(f,1)
removeRow(f2,1)
end
end
local count=0
BGblockList={}for i=1,16 do BGblockList[i]={v=0}end
function getNewBlock()
count=count+1
if count==17 then count=1 end
local t=BGblockList[count]
t.bn,t.size=BGblock.next,2+3*rnd()
t.b=blocks[t.bn][rnd(0,3)]
t.x=rnd(-#t.b[1]*t.size*30+100,1180)
t.y=-#t.b*30*t.size
t.v=t.size*(1+rnd())
BGblock.next=BGblock.next%7+1
return t
end
function timeSort(a,b)
@@ -55,4 +60,7 @@ end
function stencil_field()
gc.rectangle("fill",0,-10,300,610)
end
function stencil_field_small()
gc.rectangle("fill",0,0,300,600)
end
--Single use