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10 Commits
v0.5 ... v0.7.7

Author SHA1 Message Date
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
44 changed files with 3090 additions and 1409 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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98
ai.lua
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@@ -1,12 +1,12 @@
--[[ --[[
HighestBlock HighestBlock
HorizontalTransitions HorizontalTransitions
VerticalTransitions VerticalTransitions
BlockedCells BlockedCells
Wells Wells
FilledLines FilledLines
TetrisShape 4deepShape
BlockedWells; BlockedWells;
]] ]]
dirCount={1,1,3,3,3,0,1} dirCount={1,1,3,3,3,0,1}
spinOffset={ spinOffset={
@@ -18,33 +18,35 @@ spinOffset={
{0,0,0},--O {0,0,0},--O
{2,0,1},--I {2,0,1},--I
}for i=1,7 do spinOffset[i][0]=0 end }for i=1,7 do spinOffset[i][0]=0 end
--[[controlname: --[[
controlname:
1~5:mL,mR,rR,rL,rF, 1~5:mL,mR,rR,rL,rF,
6~9:hD,sD,H,R, 6~10:hD,sD,H,A,R,
10~12:LL,RR,DD 11~13:LL,RR,DD
]] ]]
FCL={ FCL={
[1]={ [1]={
{{10},{10,2},{1},{},{2},{2,2},{11,1},{11}}, {{11},{11,2},{1},{},{2},{2,2},{12,1},{12}},
{{10,4},{10,3},{10,2,3},{4},{3},{2,3},{2,2,3},{11,4},{11,3}}, {{11,4},{11,3},{11,2,3},{4},{3},{2,3},{2,2,3},{12,4},{12,3}},
}, },
[3]={ [3]={
{{10},{10,2},{1},{},{2},{2,2},{11,1},{11},}, {{11},{11,2},{1},{},{2},{2,2},{12,1},{12},},
{{3,10},{10,3},{10,2,3},{1,3},{3},{2,3},{2,2,3},{11,1,3},{11,3},}, {{3,11},{11,3},{11,2,3},{1,3},{3},{2,3},{2,2,3},{12,1,3},{12,3},},
{{10,5},{10,2,5},{1,5},{5},{2,5},{2,2,5},{11,1,5},{11,5},}, {{11,5},{11,2,5},{1,5},{5},{2,5},{2,2,5},{12,1,5},{12,5},},
{{10,4},{10,2,4},{1,4},{4},{2,4},{2,2,4},{11,1,4},{11,4},{4,11},}, {{11,4},{11,2,4},{1,4},{4},{2,4},{2,2,4},{12,1,4},{12,4},{4,12},},
}, },
[6]={ [6]={
{{10},{10,2},{1,1},{1},{},{2},{2,2},{11,1},{11},}, {{11},{11,2},{1,1},{1},{},{2},{2,2},{12,1},{12},},
}, },
[7]={ [7]={
{{10},{10,2},{1},{},{2},{11,1},{11},}, {{11},{11,2},{1},{},{2},{12,1},{12},},
{{4,10},{10,4},{10,3},{1,4},{4},{3},{2,3},{11,4},{11,3},{3,11},}, {{4,11},{11,4},{11,3},{1,4},{4},{3},{2,3},{12,4},{12,3},{3,12},},
}, },
} }
FCL[2]=FCL[1] FCL[2]=FCL[1]
FCL[4]=FCL[3] FCL[4]=FCL[3]
FCL[5]=FCL[3] FCL[5]=FCL[3]
clearScore={[0]=0,0,2,4,12}
function ifoverlapAI(f,bk,x,y) function ifoverlapAI(f,bk,x,y)
if y<1 then return true end if y<1 then return true end
if y>#f then return nil end if y>#f then return nil end
@@ -63,10 +65,10 @@ function resetField(f0,f,start)
end end
end end
end end
function getScore(field,cb,cx,cy) function getScore(field,bn,cb,cx,cy)
local score=0
local highest=0 local highest=0
local height=getNewRow() local height=getNewRow()
local rough=0
local clear=0 local clear=0
local hole=0 local hole=0
@@ -90,28 +92,37 @@ function getScore(field,cb,cx,cy)
if x>3 and x<8 and h>highest then highest=h end if x>3 and x<8 and h>highest then highest=h end
if h>1 then if h>1 then
for h=h-1,1,-1 do 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 end
end end
local h1,mh1=0,0
for x=1,9 do for x=1,9 do
local dh=abs(height[x]-height[x]) local dh=abs(height[x]-height[x+1])
if dh>1 then if dh==1 then
rough=rough+min(dh^2,10) h1=h1+1
if h1>mh1 then mh1=h1 end
else
h1=0
end end
end end
ins(freeRow,height) ins(freeRow,height)
return score=
-highest*5 #field*20
-rough*15 -cy*35
-cy*20 -#cb*25
-#cb*10 +clearScore[clear]*(8+#field)
+clear^2*4 -hole*50
-hole*15 if #field>6 then score=score-highest*5 end
if mh1>3 then score=score-50-mh1*40 end
return score
end end
function AI_getControls(ctrl) function AI_getControls(ctrl)
local Tfield={}--test field local Tfield={}--test field
local field_org=field local field_org=P.field
for i=1,#field_org do for i=1,#field_org do
Tfield[i]=getNewRow() Tfield[i]=getNewRow()
for j=1,10 do for j=1,10 do
@@ -119,8 +130,8 @@ function AI_getControls(ctrl)
end end
end end
local best={x=1,dir=0,hold=false,score=-9e99} local best={x=1,dir=0,hold=false,score=-9e99}
for ifhold=0,1 do for ifhold=0,P.gameEnv.hold and 1 or 0 do
local bn=ifhold==0 and bn or hn>0 and hn or nxt[1] local bn=ifhold==0 and P.bn or P.hn>0 and P.hn or P.nxt[1]
for dir=0,dirCount[bn] do--each dir for dir=0,dirCount[bn] do--each dir
local cb=blocks[bn][dir] local cb=blocks[bn][dir]
for cx=1,11-#cb[1]do--each pos for cx=1,11-#cb[1]do--each pos
@@ -137,27 +148,30 @@ function AI_getControls(ctrl)
end end
end end
end--simulate lock end--simulate lock
local score=getScore(Tfield,cb,cx,cy) local score=getScore(Tfield,bn,cb,cx,cy)
if score>best.score then if score>best.score then
best={bn=bn,x=cx,dir=dir,hold=ifhold==1,score=score} best={bn=bn,x=cx,dir=dir,hold=ifhold==1,score=score}
end end
resetField(field_org,Tfield,cy) resetField(field_org,Tfield,cy)
end end
end end
end--ifHold loop end
while #Tfield>0 do while #Tfield>0 do
removeRow(Tfield,1) removeRow(Tfield,1)
end--Release cache end--Release cache
if best.hold then if best.hold then
ins(ctrl,8) ins(ctrl,8)
end end
local l=FCL[best.bn][best.dir+1][best.x] local l=FCL[best.bn][best.dir+1][best.x]
for i=1,#l do for i=1,#l do
ins(ctrl,l[i]) ins(ctrl,l[i])
end end
ins(ctrl,6)
ins(ctrl,6)--harddrop if rnd()<.1 then
if P.atkMode~=4 and P==mostDangerous then
ins(P.ai.controls,9)
--Smarter AI???
end
end
end end

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@@ -1,5 +1,5 @@
function onVirtualkey(x,y) function onVirtualkey(x,y)
local x,y=convert(x,y) local x,y=xOy:inverseTransformPoint(x,y)
local d2,nearest,distance local d2,nearest,distance
for K=1,#virtualkey do for K=1,#virtualkey do
local b=virtualkey[K] local b=virtualkey[K]
@@ -16,7 +16,9 @@ end
function buttonControl_key(i) function buttonControl_key(i)
if i=="up"or i=="down"or i=="left"or i=="right"then if i=="up"or i=="down"or i=="left"or i=="right"then
if not Buttons.sel then if not Buttons.sel then
Buttons.sel=1 if Buttons[scene][1]then
Buttons.sel=1
end
else else
Buttons.sel=Buttons[scene][Buttons.sel][i]or Buttons.sel Buttons.sel=Buttons[scene][Buttons.sel][i]or Buttons.sel
end end
@@ -28,12 +30,13 @@ function buttonControl_key(i)
sysSFX("button") sysSFX("button")
end end
end end
mouseShow=false
end end
function buttonControl_gamepad(i) function buttonControl_gamepad(i)
if i=="dpup"or i=="dpdown"or i=="dpleft"or i=="dpright"then if i=="dpup"or i=="dpdown"or i=="dpleft"or i=="dpright"then
if not Buttons.sel then if not Buttons.sel then
Buttons.sel=1 if Buttons[scene][1]then
Buttons.sel=1
end
mouseShow=false mouseShow=false
else 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 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
@@ -50,95 +53,206 @@ function buttonControl_gamepad(i)
end end
mouseDown={} mouseDown={}
function mouseDown.intro(x,y,k)
if k==2 then
back()
else
gotoScene("main")
end
end
keyDown={} keyDown={}
function keyDown.intro(key)
if key=="escape"then
back()
else
gotoScene("main")
end
end
function keyDown.mode(key) function keyDown.mode(key)
if key=="down"then if key=="down"then
if modeSel<#modeID then modeSel=modeSel+1 end if modeSel<#modeID then
modeSel=modeSel+1
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
end
elseif key=="up"then elseif key=="up"then
if modeSel>1 then modeSel=modeSel-1 end 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 elseif key=="return"then
startGame(modeID[modeSel]) 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 elseif key=="escape"then
back() back()
end end
end end
function keyDown.setting2(key) function keyDown.setting2(key)
if key=="escape"then if key=="escape"then
back() if keyboardSetting then
keysetting,gamepadsetting=nil keyboardSetting=false
elseif keysetting then else
setting.key[keysetting]=key back()
keysetting,gamepadsetting=nil end
else elseif keyboardSetting then
buttonControl_key(key) 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
end end
function keyDown.play(key) function keyDown.play(key)
local k=players[1].gameEnv.key if key=="escape"then back()return nil end
for i=1,11 do local m=setting.keyMap
if key==k[i]then for p=1,4 do
pressKey(i) local lib=setting.keyLib[p]
break 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
end end
if key=="escape"then back()end
end end
keyUp={} keyUp={}
function keyUp.play(key) function keyUp.play(key)
local k=players[1].gameEnv.key local m=setting.keyMap
for i=1,10 do for p=1,4 do
if key==k[i]then local lib=setting.keyLib[p]
releaseKey(i,players[1]) for s=1,#lib do
break for k=1,12 do
if key==m[lib[s]][k]then
releaseKey(k,players[p])
return nil
end
end
end end
end end
end end
gamepadDown={} gamepadDown={}
function gamepadDown.intro(key)
if key=="back"then
back()
else
gotoScene("main")
end
end
function gamepadDown.mode(key) function gamepadDown.mode(key)
if key=="dpdown"then if key=="dpdown"then
if modeSel<#modeID then modeSel=modeSel+1 end if modeSel<#modeID then modeSel=modeSel+1 end
elseif key=="dpup"then elseif key=="dpup"then
if modeSel>1 then modeSel=modeSel-1 end if modeSel>1 then modeSel=modeSel-1 end
elseif key=="start"then elseif key=="start"then
startGame(modeID[modeSel]) loadGame(modeSel,levelSel)
elseif key=="back"then elseif key=="back"then
back() back()
end end
end end
function gamepadDown.setting2(key) function gamepadDown.setting2(key)
if key=="back"then if key=="back"then
back() if joystickSetting then
keysetting,gamepadsetting=nil joystickSetting=false
elseif gamepadsetting then else
setting.gamepad[gamepadsetting]=key back()
keysetting,gamepadsetting=nil end
else elseif joystickSetting then
buttonControl_gamepad(key) 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
end end
function gamepadDown.play(key) function gamepadDown.play(key)
local k=players[1].gameEnv.gamepad if key=="back"then back()return nil end
for i=1,11 do local m=setting.keyMap
if key==k[i]then for p=1,4 do
pressKey(i) local lib=setting.keyLib[p]
break for s=1,#lib do
for k=1,12 do
if key==m[8+lib[s]][k]then
pressKey(k,players[p])
return nil
end
end
end end
end end
if key=="escape"then back()end
end end
gamepadUp={} gamepadUp={}
function gamepadUp.play(key) function gamepadUp.play(key)
local k=players[1].gameEnv.gamepad local m=setting.keyMap
for i=1,10 do for p=1,4 do
if key==k[i]then local lib=setting.keyLib[p]
releaseKey(i,players[1]) for s=1,#lib do
break for k=1,12 do
if key==m[8+lib[s]][k]then
releaseKey(k,players[p])
return nil
end
end
end end
end end
end end
wheelmoved={} wheelmoved={}
function wheelmoved.mode(x,y) function wheelmoved.mode(x,y)
modeSel=min(max(modeSel-sgn(y),1),#modeID) modeSel=min(max(modeSel-sgn(y),1),#modeID)
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
end end
--Warning,these are not system callbacks! --Warning,these are not system callbacks!
@@ -146,7 +260,7 @@ end
function love.mousemoved(x,y,dx,dy,t) function love.mousemoved(x,y,dx,dy,t)
if not t then if not t then
mouseShow=true mouseShow=true
mx,my=convert(x,y) mx,my=xOy:inverseTransformPoint(x,y)
Buttons.sel=nil Buttons.sel=nil
for i=1,#Buttons[scene]do for i=1,#Buttons[scene]do
local B=Buttons[scene][i] local B=Buttons[scene][i]
@@ -162,19 +276,22 @@ end
function love.mousepressed(x,y,k,t,num) function love.mousepressed(x,y,k,t,num)
if not t then if not t then
mouseShow=true mouseShow=true
mx,my=convert(x,y) mx,my=xOy:inverseTransformPoint(x,y)
if mouseDown[scene]then mouseDown[scene](mx,my,k)end if mouseDown[scene]then
if k==1 then mouseDown[scene](mx,my,k)
if not sceneSwaping and Buttons.sel then else
local B=Buttons[scene][Buttons.sel] if k==1 then
B.code() if not sceneSwaping and Buttons.sel then
B.alpha=1 local B=Buttons[scene][Buttons.sel]
Buttons.sel=nil B.code()
love.mousemoved(x,y) B.alpha=1
sysSFX("button") Buttons.sel=nil
love.mousemoved(x,y)
sysSFX("button")
end
elseif k==2 then
back()
end end
elseif k==3 then
back()
end end
end end
end end
@@ -186,11 +303,23 @@ function love.touchpressed(id,x,y)
love.mousemoved(x,y) love.mousemoved(x,y)
mouseShow=false mouseShow=false
end end
if scene=="play"and setting.virtualkeySwitch then if scene=="play"then
local t=onVirtualkey(x,y) if setting.virtualkeySwitch then
if t then local t=onVirtualkey(x,y)
pressKey(t) if t then
pressKey(t,players[1])
end
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
end end
function love.touchreleased(id,x,y) function love.touchreleased(id,x,y)
@@ -208,7 +337,14 @@ function love.touchreleased(id,x,y)
if scene=="play"and setting.virtualkeySwitch then if scene=="play"and setting.virtualkeySwitch then
local t=onVirtualkey(x,y) local t=onVirtualkey(x,y)
if t then if t then
releaseKey(t) 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 end
end end
@@ -224,33 +360,62 @@ function love.touchmoved(id,x,y,dx,dy)
local b=virtualkey[n] local b=virtualkey[n]
local p=false local p=false
for i=1,#l do for i=1,#l do
local x,y=convert(tc.getPosition(l[i])) local x,y=xOy:inverseTransformPoint(tc.getPosition(l[i]))
if(x-b[1])^2+(y-b[2])^2<=b[3]then if(x-b[1])^2+(y-b[2])^2<=b[3]then
p=true p=true
break break
end end
end end
if not p and players[1].keyPressing then if not p and players[1].isKeyDown then
releaseKey(n) releaseKey(n,players[1])
end end
end end
elseif scene=="setting3"then elseif scene=="setting3"then
x,y=convert(x,y) x,y=xOy:inverseTransformPoint(x,y)
dx,dy=dx*screenK,dy*screenK dx,dy=dx*screenK,dy*screenK
for K=1,#virtualkey do if sel then
local b=virtualkey[K] local b=virtualkey[sel]
if (x-b[1])^2+(y-b[2])^2<b[3]then b[1],b[2]=b[1]+dx,b[2]+dy
b[1],b[2]=b[1]+dx,b[2]+dy
end
end end
end end
end end
function love.keypressed(i) function love.keypressed(i)
if keyDown[scene]then keyDown[scene](i) if i=="f12"then devMode=not devMode end
elseif i=="escape"or i=="back"then back() if devMode then
else buttonControl_key(i) if Buttons.sel then
local B=Buttons[scene][Buttons.sel]
if i=="left"then
B.x=B.x-10
elseif i=="right"then
B.x=B.x+10
elseif i=="up"then
B.y=B.y-10
elseif i=="down"then
B.y=B.y+10
elseif i==","then
B.w=B.w-10
elseif i=="."then
B.w=B.w+10
elseif i=="/"then
B.h=B.h-10
elseif i=="'"then
B.h=B.h+10
end
end
if i=="q"then
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
print(format("x=%d,y=%d,w=%d,h=%d",B.x,B.y,B.w,B.h))
end
end
else
if keyDown[scene]then keyDown[scene](i)
elseif i=="escape"or i=="back"then back()
else buttonControl_key(i)
end
end end
mouseShow=false
end end
function love.keyreleased(i) function love.keyreleased(i)
if keyUp[scene]then keyUp[scene](i) if keyUp[scene]then keyUp[scene](i)
@@ -258,33 +423,27 @@ function love.keyreleased(i)
end end
function love.gamepadpressed(joystick,i) 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) if gamepadDown[scene]then return gamepadDown[scene](i)
elseif i=="back"then return back() elseif i=="back"then back()
else buttonControl_gamepad(i) else buttonControl_gamepad(i)
end end
mouseShow=false
end end
function love.gamepadreleased(joystick,i) function love.gamepadreleased(joystick,i)
if gamepadUp[scene]then gamepadUp[scene](i) if gamepadUp[scene]then gamepadUp[scene](i)
end end
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) function love.wheelmoved(x,y)
if wheelmoved[scene]then wheelmoved[scene](x,y)end if wheelmoved[scene]then wheelmoved[scene](x,y)end
end end
@@ -301,13 +460,13 @@ function love.update(dt)
BGblock[i].y=BGblock[i].y+BGblock[i].v BGblock[i].y=BGblock[i].y+BGblock[i].v
if BGblock[i].y>720 then rem(BGblock,i)end if BGblock[i].y>720 then rem(BGblock,i)end
end end
BGblock.ct=BGblock.ct-1 if setting.bgblock then
if BGblock.ct==0 then BGblock.ct=BGblock.ct-1
ins(BGblock,getNewBlock()) if BGblock.ct==0 then
BGblock.ct=rnd(20,30) ins(BGblock,getNewBlock())
BGblock.ct=rnd(20,30)
end
end end
--Background blocks update
if sceneSwaping then if sceneSwaping then
sceneSwaping.time=sceneSwaping.time-1 sceneSwaping.time=sceneSwaping.time-1
if sceneSwaping.time==sceneSwaping.mid then if sceneSwaping.time==sceneSwaping.mid then
@@ -322,12 +481,16 @@ function love.update(dt)
elseif Tmr[scene]then elseif Tmr[scene]then
Tmr[scene](dt) Tmr[scene](dt)
end end
--scene swapping & Timer updateButton()
end
function love.sendData(data)
return nil
end end
function love.receiveData(id,data) function love.receiveData(id,data)
return nil return nil
end end
function love.draw() function love.draw()
gc.clear()
Pnt.BG[curBG]() Pnt.BG[curBG]()
gc.setColor(1,1,1,.3) gc.setColor(1,1,1,.3)
for n=1,#BGblock do for n=1,#BGblock do
@@ -337,41 +500,50 @@ function love.draw()
if b[i][j]>0 then 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) gc.draw(img,BGblock[n].x+(j-1)*30*size,BGblock[n].y+(i-1)*30*size,nil,size)
end end
end end--Block end end
end end
if Pnt[scene]then Pnt[scene]()end if Pnt[scene]then Pnt[scene]()end
drawButton() drawButton()
if mouseShow and not touching then if mouseShow and not touching then
local r=Timer()*.5
gc.setColor(1,1,1,min(1-abs(1-r%1*2),.3))
r=int(r)%7+1
gc.draw(mouseBlock[r],mx,my,Timer()%pi*4,20,20,scs[r][0][2]-.5,#blocks[r][0]-scs[r][0][1]+.5)
gc.setColor(1,1,1,.5)
gc.circle("fill",mx,my,5)
gc.setColor(1,1,1) gc.setColor(1,1,1)
gc.draw(mouseIcon,mx,my,nil,nil,nil,10,10) gc.circle("fill",mx,my,3)
end end
if sceneSwaping then sceneSwaping.draw()end if sceneSwaping then sceneSwaping.draw()end
gc.setColor(0,0,0) if wh/ww>.5625 then
if screenM>0 then gc.setColor(0,0,0)
gc.rectangle("fill",0,0,1280,-screenM) gc.rectangle("fill",0,0,1280,ww*9/16-wh)
gc.rectangle("fill",0,720,1280,screenM) gc.rectangle("fill",0,720,1280,wh-ww*9/16)
end--Draw black side 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) setFont(20)gc.setColor(1,1,1)
gc.print(tm.getFPS(),0,700) gc.print(tm.getFPS(),5,700)
gc.print(gcinfo(),0,680) if devMode then
--if gcinfo()>500 then collectgarbage()end gc.print(gcinfo(),5,680)
gc.print(freeRow and #freeRow or 0,5,660)
end
end end
function love.resize(x,y) function love.resize(w,h)
screenK=1280/gc.getWidth() ww,wh=w,h
screenM=(gc.getHeight()*16/9-gc.getWidth())/2 screenK=h/w>=.5625 and w/1280 or h/720
gc.origin() xOy=xOy:setTransformation(w*.5,h*.5,nil,screenK,nil,640,360)
gc.scale(1/screenK,1/screenK) gc.replaceTransform(xOy)
gc.translate(0,screenM)
end end
function love.run() function love.run()
local frameT=Timer() local frameT=Timer()
local readyDrawFrame=0 local readyDrawFrame=0
tm.step() love.resize(gc.getWidth(),gc.getHeight())
love.resize(nil,gc.getHeight())
game.load()--System scene Launch game.load()--System scene Launch
math.randomseed(os.time()*626)--true A-lthour's ID! math.randomseed(os.time()*626)
return function() return function()
love.event.pump() love.event.pump()
for name,a,b,c,d,e,f in love.event.poll()do for name,a,b,c,d,e,f in love.event.poll()do
@@ -389,21 +561,25 @@ function love.run()
love.draw() love.draw()
gc.present() gc.present()
end end
if not wd.hasFocus()then if not(wd.hasFocus()or keeprun)then
focus=false focus=false
ms.setVisible(true) ms.setVisible(true)
if bgmPlaying then bgm[bgmPlaying]:pause()end if bgmPlaying then bgm[bgmPlaying]:pause()end
if scene=="play"then if scene=="play"then
for i=1,#players[1].keyPressing do for i=1,#players.alive do
if players[1].keyPressing[i]then local l=players.alive[i].isKeyDown
releaseKey(i) for j=1,#l do
if l[j]then
releaseKey(j,players.alive[i])
end
end end
end end
end end
end end
else else
tm.sleep(.1) tm.sleep(.5)
if wd.hasFocus()then if wd.hasFocus()then
tm.step()
focus=true focus=true
ms.setVisible(false) ms.setVisible(false)
if bgmPlaying then bgm[bgmPlaying]:play()end if bgmPlaying then bgm[bgmPlaying]:play()end

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@@ -1,15 +1,15 @@
function love.conf(t) function love.conf(t)
local X=nil local X=nil
t.identity="Techmino"--The name of the save directory (string) t.identity="Techmino"--Save directory name
t.appendidentity=X--Search files in source directory before save directory (boolean) t.appendidentity=X--If search files in source before save directory
t.version="11.1" t.version="11.1"
t.console=X t.console=X
t.accelerometerjoystick=X--Enable the accelerometer on iOS and Android by exposing it as a Joystick (boolean) t.accelerometerjoystick=X--If exposing accelerometer on iOS and Android as a Joystick
t.gammacorrect=true t.gammacorrect=X
t.audio.mixwithsystem=true--Switch on to keep background music playing t.audio.mixwithsystem=true--Switch on to keep sysBGM
local W=t.window local W=t.window
W.title="Techmino V0.5" W.title="Techmino V0.7.7"
W.icon="/image/icon.png" W.icon="/image/icon.png"
W.width,W.height=1280,720 W.width,W.height=1280,720
W.borderless=X W.borderless=X
@@ -17,10 +17,10 @@ function love.conf(t)
W.minwidth,W.minheight=640,360 W.minwidth,W.minheight=640,360
W.fullscreentype="desktop"--Choose between "desktop" fullscreen or "exclusive" fullscreen mode (string) W.fullscreentype="desktop"--Choose between "desktop" fullscreen or "exclusive" fullscreen mode (string)
W.fullscreen=X 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.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=8--The number of bits per sample in the stencil buffer W.stencil=1--The number of bits per sample in the stencil buffer
W.display=1--Monitor ID W.display=1--Monitor ID
W.highdpi=X--Enable high-dpi mode for the window on a Retina display (boolean) W.highdpi=X--Enable high-dpi mode for the window on a Retina display (boolean)
W.x,W.y=nil W.x,W.y=nil

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@@ -12,11 +12,12 @@ swapDeck_data={
swap={ swap={
none={2,1,d=function()end}, none={2,1,d=function()end},
flash={8,1,d=function()gc.clear(1,1,1)end}, flash={8,1,d=function()gc.clear(1,1,1)end},
deck={42,1,d=function() deck={50,8,d=function()
local t=sceneSwaping.time local t=sceneSwaping.time
gc.setColor(1,1,1) gc.setColor(1,1,1)
if t>6 then if t>8 then
for i=1,43-t do local t=max(t,15)
for i=1,51-t do
local bn=swapDeck_data[i][1] local bn=swapDeck_data[i][1]
local b=blocks[bn][swapDeck_data[i][2]] local b=blocks[bn][swapDeck_data[i][2]]
local cx,cy=swapDeck_data[i][3],swapDeck_data[i][4] local cx,cy=swapDeck_data[i][3],swapDeck_data[i][4]
@@ -26,8 +27,10 @@ swap={
end end
end end end end
end end
else end
gc.clear(1,1,1) if t<17 then
gc.setColor(1,1,1,(8-abs(t-8))*.125)
gc.rectangle("fill",0,0,1280,720)
end end
end end
}, },
@@ -36,22 +39,23 @@ FX={
flash=0,--Black screen(frame) flash=0,--Black screen(frame)
shake=0,--Screen shake(frame) shake=0,--Screen shake(frame)
beam={},--Attack beam beam={},--Attack beam
badge={},--badge thrown
appear=function(t,a) appear=function(t,a)
setFont(t.font) 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) mStr(t.text,150,250-t.font*.5+t.dy)
end, end,
fly=function(t,a) fly=function(t,a)
setFont(t.font) 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) mStr(t.text,150+(t.t-15)^3*.005,250-t.font*.5+t.dy)
end, end,
stretch=function(t,a) stretch=function(t,a)
gc.push("transform") gc.push("transform")
setFont(t.font) setFont(t.font)
gc.translate(150,250+t.dy) gc.translate(150,250+t.dy)
gc.setColor(1,1,1,min((30-abs(t.t-30))*.1,1)*a)
if t.t<20 then gc.scale((20-t.t)*.015+1,1)end 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) mStr(t.text,0,-t.font*.5)
gc.pop() gc.pop()
end, end,
@@ -59,303 +63,346 @@ FX={
gc.push("transform") gc.push("transform")
setFont(t.font) setFont(t.font)
gc.translate(150,290+t.dy) gc.translate(150,290+t.dy)
gc.setColor(1,1,1,min((30-abs(t.t-30))*.1,1)*a)
if t.t<20 then gc.shear((20-t.t)*.05,0)end if t.t<20 then gc.shear((20-t.t)*.05,0)end
mStr(t.text,0,-t.font*.5) gc.setColor(1,1,1,a)
mStr(t.text,0,-t.font*.5-15)
gc.pop() gc.pop()
end, end,
spin=function(t,a) spin=function(t,a)
gc.push("transform") gc.push("transform")
setFont(t.font) setFont(t.font)
gc.translate(150,250+t.dy) gc.translate(150,250+t.dy)
gc.setColor(1,1,1,min((30-abs(t.t-30))*.1,1)*a)
if t.t<20 then if t.t<20 then
gc.rotate((20-t.t)^2*.0015) gc.rotate((20-t.t)^2*.0015)
end end
mStr(t.text,0,-t.font*.5) gc.setColor(1,1,1,a)
mStr(t.text,0,-t.font*.5-8)
gc.pop() gc.pop()
end, end,
flicker=function(t,a) flicker=function(t,a)
setFont(t.font) 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) mStr(t.text,150,225-t.font*.5+t.dy)
end,
zoomout=function(t,a)
gc.push("transform")
setFont(t.font)
local k=t.t^.5*.2+1
gc.translate(150,290+t.dy)
gc.scale(k,k)
gc.setColor(1,1,1,a)
mStr(t.text,0,-t.font*.5-5)
gc.pop()
end,
beat=function(t,a)
gc.push("transform")
setFont(t.font)
gc.translate(150,290+t.dy)
if t.t<20 then
local k=.2*(5+(25-t.t)^.5)-.5
gc.scale(k,k)
end
gc.setColor(1,1,1,a)
mStr(t.text,0,-t.font*.5-5)
gc.pop()
end, end,
} }
function updateButton()
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
local t=i==Buttons.sel and .4 or 0
B.alpha=abs(B.alpha-t)>.02 and(B.alpha+(B.alpha<t and .02 or -.02))or t
if B.alpha>t then B.alpha=B.alpha-.02 elseif B.alpha<t then B.alpha=B.alpha+.02 end
end
end
function drawButton() function drawButton()
for i=1,#Buttons[scene]do for i=1,#Buttons[scene]do
local B=Buttons[scene][i] local B=Buttons[scene][i]
if not(B.hide and B.hide())then if not(B.hide and B.hide())then
local t=i==Buttons.sel and .3 or 0 local C=B.rgb or color.white
B.alpha=abs(B.alpha-t)>.02 and(B.alpha+(B.alpha<t and .02 or -.02))or t gc.setColor(C[1],C[2],C[3],B.alpha)
if B.alpha>t then B.alpha=B.alpha-.02 elseif B.alpha<t then B.alpha=B.alpha+.02 end
gc.setColor(B.rgb[1],B.rgb[2],B.rgb[3],B.alpha)
gc.rectangle("fill",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h) 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) 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 t=B.t
local y0 local y0
if t then if t then
if type(t)=="function"then t=t()end if type(t)=="function"then t=t()end
setFont(B.f or 40) setFont(B.f or 40)
y0=B.y-1-currentFont*.5 y0=B.y-7-currentFont*.5
mStr(t,B.x-1,y0) mStr(t,B.x-1,y0)
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)
mStr(t,B.x+1,y0+2) mStr(t,B.x+1,y0+2)
end end
gc.setColor(B.rgb) gc.setColor(C)
if t then if t then
mStr(t,B.x,y0+1) mStr(t,B.x,y0+1)
end end
gc.setLineWidth(3)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h) gc.setLineWidth(3)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h,4)
end end
end end
end end
function drawDial(x,y,speed) function drawDial(x,y,speed)
gc.push("transform") gc.setColor(1,1,1)
gc.translate(x,y) mStr(int(speed),x,y-18)
gc.setColor(1,1,1) gc.draw(dialCircle,x,y,nil,nil,nil,32,32)
mStr(int(speed),0,-14) gc.setColor(1,1,1,.6)
gc.draw(dialCircle,0,0,nil,nil,nil,32,32) gc.draw(dialNeedle,x,y,2.094+(speed<=175 and .02094*speed or 4.712-52.36/(speed-125)),nil,nil,5,4)
gc.setColor(1,1,1,.6)
gc.draw(dialNeedle,0,0,2.0944+(speed<=175 and .020944*speed or 4.712389-52.35988/(speed-125)),nil,nil,5,4)
gc.pop()
end end
function drawPixel(y,x,id,alpha) function drawPixel(y,x,id,alpha)
gc.setColor(1,1,1,alpha) gc.setColor(1,1,1,alpha)
gc.draw(blockSkin[id],30*x-30,600-30*y) gc.draw(blockSkin[id],30*x-30,600-30*y)
end end
function drawVirtualkey() function drawPixelmini(y,x,id)
gc.setLineWidth(10) gc.draw(blockSkinmini[id],30*x-30,600-30*y,nil,5)
gc.setColor(1,1,1,setting.virtualkeyAlpha*.2) end
function VirtualkeyPreview()
for i=1,#virtualkey do 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] local b=virtualkey[i]
gc.setLineWidth(b[4]*.08)
gc.circle("line",b[1],b[2],b[4]-5) 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,2*b[4]*.0125,nil,18,18)end
end end
end end
function drawVirtualkey()
local a=setting.virtualkeyAlpha*.2
local P=players[1]
for i=1,#virtualkey do
local p=P.isKeyDown[i]
local b=virtualkey[i]
if p then
gc.setColor(.75,.75,1,a)
else
gc.setColor(1,1,1,a)
end
gc.setLineWidth(b[4]*.08)
gc.circle("line",b[1],p and b[2]+15 or b[2],b[4]-5)
if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],p and b[2]+15 or b[2],nil,b[4]*.025,nil,18,18)end
end
end
Pnt={BG={}} Pnt={}
function Pnt.BG.none() Pnt.BG={
gc.clear(.2,.2,.2) none=function()
end gc.clear(.2,.2,.2)
function Pnt.BG.glow() end,
local t=((sin(Timer()*.5)+sin(Timer()*.7)+sin(Timer()*.9+1)+sin(Timer()*1.5)+sin(Timer()*2+3))+5)*.05 glow=function()
gc.clear(t,t,t) local t=((sin(Timer()*.5)+sin(Timer()*.7)+sin(Timer()*.9+1)+sin(Timer()*1.5)+sin(Timer()*2+3))+5)*.05
end gc.clear(t,t,t)
function Pnt.BG.game1() end,
gc.setColor(1,1,1) game1=function()
gc.draw(background[1],640,360,Timer()*.15,12,nil,64,64) gc.setColor(1,1,1)
end gc.draw(background[1],640,360,Timer()*.15,12,nil,64,64)
function Pnt.BG.game2() end,
gc.setColor(1,.5,.5) game2=function()
gc.draw(background[1],640,360,Timer()*.2,12,nil,64,64) gc.setColor(1,.5,.5)
end gc.draw(background[1],640,360,Timer()*.2,12,nil,64,64)
function Pnt.BG.game3() end,
gc.setColor(.6,.6,1) game3=function()
gc.draw(background[1],640,360,Timer()*.25,12,nil,64,64) gc.setColor(.6,.6,1)
end gc.draw(background[1],640,360,Timer()*.25,12,nil,64,64)
function Pnt.BG.rgb() end,
gc.clear( rgb=function()
sin(Timer()*1.2)*.15+.5, gc.clear(
sin(Timer()*1.5)*.15+.5, sin(Timer()*1.2)*.15+.5,
sin(Timer()*1.9)*.15+.5 sin(Timer()*1.5)*.15+.5,
) sin(Timer()*1.9)*.15+.5
end )
function Pnt.BG.strap() end,
gc.setColor(1,1,1) strap=function()
local x=Timer()%32*40 gc.setColor(1,1,1)
gc.draw(background[2],x,0,nil,10) local x=Timer()%32*40
gc.draw(background[2],x-1280,0,nil,10) gc.draw(background[2],x,0,nil,10)
end gc.draw(background[2],x-1280,0,nil,10)
end,
matrix=function()
for i=0,15 do
for j=0,8 do
-- local t=sin(Timer()*((2.468*i-1.357*j)%3))*.3
local t=(sin((mt.noise(i,j)+2)*Timer())+1)*.2
gc.setColor(t,t,t)
gc.rectangle("fill",80*i,80*j,80,80)
end
end
end,
}
function Pnt.load() function Pnt.load()
gc.setLineWidth(4) gc.setLineWidth(4)
gc.setColor(1,1,1,.5) gc.setColor(1,1,1,.5)
gc.rectangle("fill",340,340,loadprogress*640,40) gc.rectangle("fill",300,330,loadprogress*680,60)
gc.setColor(1,1,1) gc.setColor(1,1,1)
gc.rectangle("line",340,340,640,40) gc.rectangle("line",300,330,680,60)
setFont(30) setFont(40)
mStr(Text.load[loading],640,345) mStr(Text.load[loading],640,335)
setFont(20) setFont(25)
mStr("not animation,real loading!",640,392) mStr("not animation,real loading!",640,400)
end
function Pnt.intro()
gc.push()
gc.translate(250,150)
gc.scale(30)
gc.stencil(stencil_miniTitle,"replace",1)
gc.setStencilTest("equal",1)
gc.setColor(1,1,1,min(count,80)*.005)
gc.rectangle("fill",0,0,26,14)
gc.pop()
gc.setColor(1,1,1)
gc.setColor(1,1,1,.125)
for i=19,5,-2 do
gc.setLineWidth(i)
gc.line(250+(count-80)*25,150,(count-80)*25-150,570)
end
gc.setStencilTest()
end end
function Pnt.main() function Pnt.main()
gc.setColor(1,1,1) gc.setColor(1,1,1)
setFont(30) setFont(30)
gc.print("Alpha V0.5",370,150) gc.print("Alpha V0.7.7",370,140)
gc.print(system,530,110) gc.print(system,530,110)
gc.draw(titleImage,30,30) gc.draw(titleImage,30,30)
end end
function Pnt.mode() function Pnt.mode()
if setting.virtualkeySwitch then setFont(40)
gc.setColor(.5,.5,.5) gc.setColor(modeLevelColor[modeLevel[modeID[modeSel]][levelSel]]or color.white)
gc.draw(charV,1019,249,pi) mStr(modeLevel[modeID[modeSel]][levelSel],270,215)
gc.draw(charV,1021,249,pi)
gc.draw(charV,1019,251,pi)
gc.draw(charV,1020,251,pi)
gc.setColor(1,1,1)
gc.draw(charV,1020,250,pi)
end
gc.setColor(1,1,1)
setFont(30) setFont(30)
mStr(modeInfo[modeID[modeSel]],270,300) gc.setColor(color.white)
mStr(modeInfo[modeID[modeSel]],270,255)
setFont(80) setFont(80)
gc.setColor(color.grey) gc.setColor(color.grey)
mStr(modeName[modeSel],643,283) mStr(modeName[modeSel],643,273)
for i=modeSel-2,modeSel+2 do for i=modeSel-2,modeSel+2 do
if i>=1 and i<=#modeID then if i>=1 and i<=#modeID then
local f=80-abs(i-modeSel)*20 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) gc.setColor(i==modeSel and color.white or abs(i-modeSel)==1 and color.grey or color.darkGrey)
setFont(f) setFont(f)
mStr(modeName[i],640,320+70*(i-modeSel)-f*.5) mStr(modeName[i],640,310+70*(i-modeSel)-f*.5)
end end
end end
end end
function Pnt.custom()
setFont(80)
gc.setColor(color.lightGrey)
gc.print("Custom Game",20,20)
gc.setColor(color.white)
gc.print("Custom Game",22,23)
setFont(40)
for i=1,#customID do
local k=customID[i]
local y=90+40*i
gc.print(customOption[k],50,y)
if customVal[k]then
gc.print(customVal[k][customSel[k]],350,y)
else
gc.print(customRange[k][customSel[k]],350,y)
end
end
gc.print("",10,90+40*optSel)
end
function Pnt.play() function Pnt.play()
for p=1,#players do for p=1,#players do
P=players[p] P=players[p]
setmetatable(_G,P.index)
if P.small then if P.small then
gc.push("transform") gc.push("transform")
gc.translate(x,y)gc.scale(size)--Scale gc.translate(P.x,P.y)gc.scale(P.size)--Scale
gc.setColor(0,0,0,.5)gc.rectangle("fill",0,0,300,600)--Black Background gc.setColor(0,0,0,.4)gc.rectangle("fill",0,0,300,600)--Black Background
gc.setLineWidth(3) gc.setLineWidth(13)
gc.translate(10,15) gc.stencil(stencil_field_small,"replace",1)
gc.stencil(stencil_field, "replace", 1) gc.translate(0,P.fieldBeneath)
gc.translate(0,fieldBeneath)
gc.setStencilTest("equal",1) gc.setStencilTest("equal",1)
for j=1,#field do gc.setColor(1,1,1,P.result and max(20-P.endCounter,0)*.05 or 1)
if falling<=0 or without(clearing,j)then for j=int(P.fieldBeneath/30+1),#P.field do
for i=1,10 do if P.falling<=0 or without(P.clearing,j)then
if field[j][i]>0 then for i=1,10 do
drawPixel(j,i,field[j][i],min(visTime[j][i],20)*.05) if P.field[j][i]>0 then
end drawPixelmini(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
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 end
gc.setColor(1,1,1) end
gc.draw(PTC.dust[p])--Draw game field
gc.setStencilTest()--In-playField mask gc.setStencilTest()--In-playField mask
gc.translate(0,-fieldBeneath) gc.translate(0,-P.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
if modeEnv.royaleMode then
local h=0 gc.setColor(1,1,1)
for i=1,#atkBuffer do for i=1,P.strength do
local a=atkBuffer[i] gc.draw(badgeIcon,61*i-47,15,nil,3)
local bar=a.amount*30
if not a.sent then
if a.time<20 then
bar=bar*(20*a.time)^.5*.05
--Appear
end
if a.countdown>0 then
gc.setColor(attackColor[a.lv][1])
gc.rectangle("fill",305,600-h,8,-bar+5)
gc.setColor(attackColor[a.lv][2])
gc.rectangle("fill",305,600-h+(-bar+5),8,-(-bar+5)*(1-a.countdown/a.cd0))
--Timing
else
attackColor.animate[a.lv]((sin((Timer()-i)*20)+1)*.5)
gc.rectangle("fill",305,600-h,8,-bar+5)
--Warning
end
else
gc.setColor(attackColor[a.lv][1])
bar=bar*(20-a.time)*.05
gc.rectangle("fill",305,600-h,8,-bar+5)
--Disappear
end end
h=h+bar end
if h>600 then break end if P.result then
end--Buffer line gc.setColor(1,1,1,min(P.endCounter,60)*.01)
setFont(100)
gc.setColor(b2b<100 and color.white or b2b<=480 and color.lightRed or color.lightBlue) mStr(P.result,150,235)
gc.rectangle("fill",-15,600,10,-b2b1) if P.killMark then
--B2B bar gc.setLineWidth(20)
gc.setColor(1,0,0,min(P.endCounter,25)*.04)
for i=1,#bonus do gc.circle("line",150,300,420-10*min(P.endCounter,30))
local a=#field>9-bonus[i].dy*.03333 and .6 or 1 end
bonus[i]:draw(a) end
end--Effects
gc.pop() gc.pop()
else else
gc.push("transform") gc.push("transform")
gc.translate(x,y)gc.scale(size)--Scale gc.translate(P.x,P.y)gc.scale(P.size)--Scale
gc.setColor(0,0,0,.7)gc.rectangle("fill",0,0,600,690)--Black Background gc.setColor(0,0,0,.6)gc.rectangle("fill",0,0,600,690)--Black Background
gc.setLineWidth(3) gc.setLineWidth(7)
gc.setColor(1,1,1)gc.rectangle("line",0,0,600,690)--Big frame 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.stencil(stencil_field, "replace", 1) gc.translate(150,70+P.fieldBeneath)
gc.translate(0,fieldBeneath)
gc.setStencilTest("equal",1) gc.setStencilTest("equal",1)
for j=1,#field do for j=int(P.fieldBeneath/30+1),#P.field do
if falling<=0 or without(clearing,j)then if P.falling<=0 or without(P.clearing,j)then
for i=1,10 do for i=1,10 do
if field[j][i]>0 then if P.field[j][i]>0 then
drawPixel(j,i,field[j][i],min(visTime[j][i],20)*.05) drawPixel(j,i,P.field[j][i],min(P.visTime[j][i],20)*.05)
end end
end end
else else
gc.setColor(1,1,1,falling/gameEnv.fall) gc.setColor(1,1,1,P.falling/P.gameEnv.fall)
gc.rectangle("fill",0,600-30*j,320,30) gc.rectangle("fill",0,600-30*j,320,30)
end end
end--Field end--Field
if waiting<=0 then if P.waiting<=0 then
if gameEnv.ghost then if P.gameEnv.ghost then
for i=1,r do for j=1,c do for i=1,P.r do for j=1,P.c do
if cb[i][j]>0 then if P.cb[i][j]>0 then
drawPixel(i+y_img-1,j+cx-1,bn,.3) drawPixel(i+P.y_img-1,j+P.cx-1,P.bn,.3)
end end
end end end end
end--Ghost end--Ghost
gc.setColor(1,1,1,lockDelay/gameEnv.lock) gc.setColor(1,1,1,P.lockDelay/P.gameEnv.lock)
for i=1,r do for j=1,c do for i=1,P.r do for j=1,P.c do
if cb[i][j]>0 then if P.cb[i][j]>0 then
gc.rectangle("fill",30*(j+cx-1)-34,596-30*(i+cy-1),38,38) gc.rectangle("fill",30*(j+P.cx-1)-34,596-30*(i+P.cy-1),38,38)
end end
end end--BlockShade(lockdelay indicator) end end--BlockShade(lockdelay indicator)
for i=1,r do for j=1,c do for i=1,P.r do for j=1,P.c do
if cb[i][j]>0 then if P.cb[i][j]>0 then
drawPixel(i+cy-1,j+cx-1,bn,1) drawPixel(i+P.cy-1,j+P.cx-1,P.bn,1)
end end
end end--Block end end--Block
if gameEnv.center then if P.gameEnv.center then
local x=30*(cx+sc[2]-1)-30+15 local x=30*(P.cx+P.sc[2]-1)-30+15
gc.draw(spinCenter,x,600-30*(cy+sc[1]-1)+15,nil,nil,nil,4,4) gc.draw(spinCenter,x,600-30*(P.cy+P.sc[1]-1)+15,nil,nil,nil,4,4)
gc.setColor(1,1,1,.5) gc.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--Rotate center
end end
gc.setColor(1,1,1) 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.setStencilTest()--In-playField mask
gc.translate(0,-fieldBeneath) gc.translate(0,-P.fieldBeneath)
gc.setLineWidth(5)
gc.setColor(1,1,1)gc.rectangle("line",-2,-12,304,614)--Draw boarder gc.setColor(1,1,1)gc.rectangle("line",-2,-12,304,614)--Draw boarder
local h=0 local h=0
for i=1,#atkBuffer do for i=1,#P.atkBuffer do
local a=atkBuffer[i] local a=P.atkBuffer[i]
local bar=a.amount*30 local bar=a.amount*30
if h+bar>600 then bar=600-h end
if not a.sent then if not a.sent then
if a.time<20 then if a.time<20 then
bar=bar*(20*a.time)^.5*.05 bar=bar*(20*a.time)^.5*.05
@@ -363,57 +410,61 @@ function Pnt.play()
end end
if a.countdown>0 then if a.countdown>0 then
gc.setColor(attackColor[a.lv][1]) gc.setColor(attackColor[a.lv][1])
gc.rectangle("fill",305,600-h,8,-bar+5) gc.rectangle("fill",307,600-h,12,-bar+5)
gc.setColor(attackColor[a.lv][2]) 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",307,600-h+(-bar+5),12,-(-bar+5)*(1-a.countdown/a.cd0))
--Timing --Timing
else else
attackColor.animate[a.lv]((sin((Timer()-i)*20)+1)*.5) attackColor.animate[a.lv]((sin((Timer()-i)*20)+1)*.5)
gc.rectangle("fill",305,600-h,8,-bar+5) gc.rectangle("fill",307,600-h,12,-bar+5)
--Warning --Warning
end end
else else
gc.setColor(attackColor[a.lv][1]) gc.setColor(attackColor[a.lv][1])
bar=bar*(20-a.time)*.05 bar=bar*(20-a.time)*.05
gc.rectangle("fill",305,600-h,8,-bar+5) gc.rectangle("fill",307,600-h,12,-bar+3)
--Disappear --Disappear
end end
h=h+bar h=h+bar
if h>600 then break end
end--Buffer line end--Buffer line
gc.setColor(b2b<100 and color.white or b2b<=480 and color.lightRed or color.lightBlue) gc.setColor(P.b2b<40 and color.white or P.b2b<=480 and color.lightRed or color.lightBlue)
gc.rectangle("fill",-15,600,10,-b2b1) gc.rectangle("fill",-17,600,10,-P.b2b1)
gc.setColor(color.red) gc.setColor(color.red)
gc.rectangle("line",-20,600-100,15,2) gc.rectangle("fill",-23,600-40,16,5)
gc.setColor(color.blue) gc.setColor(color.blue)
gc.rectangle("line",-20,600-480,15,2) gc.rectangle("fill",-23,600-480,16,5)
--B2B bar --B2B bar
setFont(40) setFont(40)
gc.setColor(1,1,1) gc.setColor(1,1,1)
if gameEnv.hold then if P.gameEnv.hold then
gc.print("Hold",-113,0) gc.print("Hold",-115,-10)
for i=1,#hb do for i=1,#P.hb do
for j=1,#hb[1] do for j=1,#P.hb[1] do
if hb[i][j]>0 then if P.hb[i][j]>0 then
drawPixel(i+17.5-#hb*.5,j-2.5-#hb[1]*.5,holded and 13 or hn,1) drawPixel(i+17.5-#P.hb*.5,j-2.5-#P.hb[1]*.5,P.holded and 13 or P.hn,1)
end end
end end
end end
end--Hold end--Hold
gc.print("Next",336,0) gc.print("Next",336,-10)
for N=1,gameEnv.next do for N=1,P.gameEnv.next do
local b=nb[N] local b=P.nb[N]
for i=1,#b do for i=1,#b do
for j=1,#b[1] do for j=1,#b[1] do
if b[i][j]>0 then if b[i][j]>0 then
drawPixel(i+20-2.4*N-#b*.5,j+12.5-#b[1]*.5,nxt[N],1) drawPixel(i+20-2.4*N-#b*.5,j+12.5-#b[1]*.5,P.nxt[N],1)
end end
end end
end end
end--Next end--Next
if count then setFont(30)
gc.setColor(.8,.8,.8)
gc.print(curMode.modeName,-135,-65)
gc.printf(curMode.levelName,240,-65,200,"right")
if frame<180 then
local count=179-frame
gc.push("transform") gc.push("transform")
gc.translate(155,220) gc.translate(155,220)
gc.setColor(1,1,1) gc.setColor(1,1,1)
@@ -422,24 +473,31 @@ function Pnt.play()
mStr(int(count/60+1),0,0) mStr(int(count/60+1),0,0)
gc.pop() gc.pop()
end--Draw starting counter end--Draw starting counter
for i=1,#bonus do for i=1,#P.bonus do
local a=#field>(9-bonus[i].dy*.03333)and .7 or 1 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))
bonus[i]:draw(a)
end--Effects end--Effects
gc.setColor(1,1,1) gc.setColor(1,1,1)
setFont(40) setFont(35)
gc.print(format("%0.2f",time),-125,530)--Draw time mStr(format("%.2f",P.time),-75,520)--Draw time
if mesDisp[gamemode]then mesDisp[gamemode]()end--Draw other message if mesDisp[curMode.id]then mesDisp[curMode.id]()end--Draw other message
setFont(15)
gc.setColor(1,1,1) gc.setColor(1,1,1)
gc.print("BPM",380,490) setFont(15)
gc.print("KPM",335,580) gc.print("BPM",390,490)
gc.print("KPM",350,583)
setFont(30) setFont(30)
drawDial(350,520,dropSpeed) drawDial(360,520,P.dropSpeed)
drawDial(400,570,keySpeed) drawDial(405,575,P.keySpeed)
--Speed dials --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() gc.pop()
end end
end--Draw players end--Draw players
@@ -447,48 +505,101 @@ function Pnt.play()
for i=1,3 do for i=1,3 do
gc.draw(PTC.attack[i]) gc.draw(PTC.attack[i])
end end
setmetatable(_G,nil)
if setting.virtualkeySwitch then if setting.virtualkeySwitch then
drawVirtualkey() drawVirtualkey()
end end
if modeEnv.royaleMode then
for i=1,#FX.badge do
local b=FX.badge[i]
local t=b.t<10 and 0 or b.t<50 and(sin(1.5*(b.t/20-1.5))+1)*.5 or 1
gc.setColor(1,1,1,b.t<10 and b.t*.1 or b.t<50 and 1 or(60-b.t)*.1)
gc.draw(badgeIcon,b[1]+(b[3]-b[1])*t,b[2]+(b[4]-b[2])*t,nil,b.size,nil,14,14)
end
P=players[1]
if P.atkMode~=4 then
gc.setLineWidth(5)
gc.setColor(.8,1,0,.2)
else
gc.setLineWidth(9)
gc.setColor(1,.6,.2,.4)
end
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
gc.setColor(0,.5,1,.2+(sin(Timer()*10)+1)*.1)
gc.line(P.centerX,P.centerY,P.atking.centerX,P.atking.centerY)
end
end
end
end
function Pnt.setting()
gc.setColor(1,1,1)
setFont(35)
mStr("DAS:"..setting.das,288,158)
mStr("ARR:"..setting.arr,503,158)
setFont(18)
mStr("softdropDAS:"..setting.sddas,288,249)
mStr("softdropARR:"..setting.sdarr,503,249)
end end
function Pnt.setting2() function Pnt.setting2()
if keyboardSetting then
gc.setColor(1,.5,.5,.2+(sin(Timer()*15)+1)*.1)
else
gc.setColor(.9,.9,.9,.2+(sin(Timer()*15)+1)*.1)
end
gc.rectangle("fill",240,40*keyboardSet-10,200,40)
if joystickSetting then
gc.setColor(1,.5,.5,.2+(sin(Timer()*15)+1)*.1)
else
gc.setColor(.9,.9,.9,.2+(sin(Timer()*15)+1)*.1)
end
gc.rectangle("fill",440,40*joystickSet-10,200,40)
gc.setColor(1,1,1) gc.setColor(1,1,1)
setFont(18) setFont(25)
mStr("softdropDAS:"..setting.sddas,828,140) for y=1,13 do
mStr("softdropARR:"..setting.sdarr,1043,140) mStr(actName_show[y],150,40*y)
setFont(35) for x=1,2 do
mStr("DAS:"..setting.das,828,73) mStr(setting.keyMap[curBoard+x*8-8][y],200*x+140,40*y-3)
mStr("ARR:"..setting.arr,1043,73) end
gc.print("Keyboard Joystick",223,10) gc.line(40,40*y-10,640,40*y-10)
for i=1,9 do
gc.printf(actName_show[i]..":",0,60*i-8,180,"right")
end end
if keysetting or gamepadsetting then for x=1,4 do
gc.print("<<",keysetting and 380 or 670,60*(keysetting or gamepadsetting)-10) gc.line(200*x-160,30,200*x-160,550)
end end
gc.line(40,550,640,550)
gc.print("Keyboard | Joystick",335,1)
gc.print("Arrowkey to select/change slot,Enter to change,Esc back",50,620)
setFont(40)
gc.print("< P"..curBoard.."/P8 >",430,570)
end end
function Pnt.setting3() function Pnt.setting3()
drawVirtualkey() VirtualkeyPreview()
gc.setLineWidth(3) local d=snapLevelValue[snapLevel]
gc.setColor(1,1,1,sin(Timer()*4)*.1+.1) if d>=10 then
for i=1,31 do gc.setLineWidth(3)
gc.line(40*i,0,40*i,720) gc.setColor(1,1,1,sin(Timer()*4)*.1+.1)
end for i=1,1280/d-1 do
for i=1,17 do gc.line(d*i,0,d*i,720)
gc.line(0,40*i,1280,40*i) end
for i=1,720/d-1 do
gc.line(0,d*i,1280,d*i)
end
end end
end end
function Pnt.help() function Pnt.help()
setFont(32) setFont(32)
gc.setColor(1,1,1) gc.setColor(1,1,1)
for i=1,11 do 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 end
gc.draw(titleImage,180,600,.2,.7+.05*sin(Timer()*2),nil,140,100) gc.draw(titleImage,180,600,.2,.7+.05*sin(Timer()*2),nil,140,100)
end end
function Pnt.stat() function Pnt.stat()
setFont(30) setFont(35)
gc.setColor(1,1,1) gc.setColor(1,1,1)
for i=1,10 do for i=1,10 do
gc.print(Text.stat[i],350,20+40*i) gc.print(Text.stat[i],350,20+40*i)

View File

@@ -2,6 +2,7 @@ game={}
function game.load() function game.load()
scene="load" scene="load"
curBG="none" curBG="none"
keeprun=true
loading=1--Loading mode loading=1--Loading mode
loadnum=1--Loading counter loadnum=1--Loading counter
loadprogress=0--Loading bar loadprogress=0--Loading bar
@@ -9,24 +10,36 @@ end
function game.intro() function game.intro()
scene="intro" scene="intro"
curBG="none" curBG="none"
count=0
keeprun=true
end end
function game.main() function game.main()
scene="main" scene="main"
curBG="none" curBG="none"
keeprun=true
BGM("blank") BGM("blank")
collectgarbage() collectgarbage()
end end
function game.mode() function game.mode()
saveData() saveData()
modeSel=modeSel or 1 modeSel=modeSel or 1
if players then restockRow()end--collectGarbage levelSel=levelSel or 3
scene="mode" scene="mode"
curBG="none" curBG="none"
keeprun=true
BGM("blank")
end
function game.custom()
optSel=optSel or 1
scene="custom"
curBG="matrix"
keeprun=true
BGM("blank") BGM("blank")
end end
function game.play() function game.play()
scene="play" scene="play"
--curBG="game1" --curBG="game1"
keeprun=false
resetGameData() resetGameData()
sysSFX("ready") sysSFX("ready")
mouseShow=false mouseShow=false
@@ -34,28 +47,39 @@ end
function game.setting() function game.setting()
scene="setting" scene="setting"
curBG="none" curBG="none"
keeprun=true
BGM("blank") BGM("blank")
end--Normal setting end
function game.setting2() function game.setting2()
scene="setting2" scene="setting2"
curBG="none" curBG="none"
keyssetting=nil keeprun=true
curBoard=1
keyboardSet=1
joystickSet=1
keyboardSetting=false
joystickSetting=false
BGM("blank") BGM("blank")
end--Advanced setting and keyboard&joystick setting end--Control settings
function game.setting3() function game.setting3()
scene="setting3" scene="setting3"
curBG="game1" curBG="game1"
keyssetting=nil keeprun=true
defaultSel=1
sel=nil
snapLevel=1
BGM("blank") BGM("blank")
end--Touch setting end--Touch setting
function game.help() function game.help()
scene="help" scene="help"
curBG="none" curBG="none"
keeprun=true
BGM("blank") BGM("blank")
end end
function game.stat() function game.stat()
scene="stat" scene="stat"
curBG="none" curBG="none"
keeprun=true
BGM("blank") BGM("blank")
end end
function game.quit() function game.quit()

View File

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

View File

@@ -1,57 +1,96 @@
setFont(80)
charV=gc.newText(Fonts[80],"v")
local N=gc.newImage local N=gc.newImage
titleImage=N("/image/mess/title.png") function C(x,y)
mouseIcon=N("/image/mess/mouseIcon.png") c=gc.newCanvas(x,y)
spinCenter=N("/image/mess/spinCenter.png") gc.setCanvas(c)
dialCircle=N("/image/mess/dialCircle.png") return c
dialNeedle=N("/image/mess/dialNeedle.png")
blockSkin={}
for i=1,13 do
blockSkin[i]=N("/image/block/1/"..i..".png")
end end
background={}
gc.setColor(1,1,1) gc.setDefaultFilter("nearest","nearest")
background={
N("/image/BG/bg1.jpg"), local blockImg=N("/image/block/1.png")
N("/image/BG/bg2.png"), blockSkin,blockSkinmini={},{}
} for i=1,13 do
C(30,30)
gc.draw(blockImg,30-30*i,0)
blockSkin[i]=c
C(6,6)
gc.draw(blockImg,6-6*i,0,nil,.2)
blockSkinmini[i]=c
end
for i=1,13 do
end
blockImg:release()
RCPB={10,33,200,33,105,5,105,60}
do royaleCtrlPad=C(300,100)
gc.setColor(1,1,1)
setFont(25)
gc.setLineWidth(2)
for i=1,4 do
gc.rectangle("line",RCPB[2*i-1],RCPB[2*i],90,35,8,4)
mStr(atkModeName[i],RCPB[2*i-1]+45,RCPB[2*i]+3)
end
end
virtualkeyIcon={} virtualkeyIcon={}
for i=1,9 do for i=1,10 do
virtualkeyIcon[i]=N("/image/virtualkey/"..actName[i]..".png") virtualkeyIcon[i]=N("/image/virtualkey/"..actName[i]..".png")
end end
gc.setColor(1,1,1)
mouseBlock={}
for i=1,7 do
local b=blocks[i][0]
mouseBlock[i]=C(#b[1],#b)
gc.setColor(blockColor[i])
for x=1,#b[1]do for y=1,#b do
if b[y][x]==1 then
gc.rectangle("fill",x-1,#b-y,1,1)
end
end end
end
PTC={dust={}}--Particle systems PTC={dust={}}--Particle systems
c=gc.newCanvas(6,6)gc.setCanvas(c) C(6,6)
gc.clear(1,1,1) gc.clear(1,1,1)
PTC.dust[0]=gc.newParticleSystem(c,1000) PTC.dust0=gc.newParticleSystem(c,1000)
PTC.dust[0]:setParticleLifetime(.2,.3) PTC.dust0:setParticleLifetime(.2,.3)
PTC.dust[0]:setEmissionRate(0) PTC.dust0:setEmissionRate(0)
PTC.dust[0]:setLinearAcceleration(-1500,-200,1500,200) PTC.dust0:setLinearAcceleration(-1500,-200,1500,200)
PTC.dust[0]:setColors(1,1,1,.5,1,1,1,0) PTC.dust0:setColors(1,1,1,.5,1,1,1,0)
c:release() c:release()
--Dust particles --Dust particles
PTC.attack={} 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]:setParticleLifetime(.25)
PTC.attack[1]:setEmissionRate(0) PTC.attack[1]:setEmissionRate(0)
PTC.attack[1]:setSpin(10) PTC.attack[1]:setSpin(10)
PTC.attack[1]:setColors(1,1,1,.7,1,1,1,0) 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]:setParticleLifetime(.3)
PTC.attack[2]:setEmissionRate(0) PTC.attack[2]:setEmissionRate(0)
PTC.attack[2]:setSpin(8) PTC.attack[2]:setSpin(8)
PTC.attack[2]:setColors(1,1,1,.7,1,1,1,0) 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]:setParticleLifetime(.4)
PTC.attack[3]:setEmissionRate(0) PTC.attack[3]:setEmissionRate(0)
PTC.attack[3]:setSpin(6) PTC.attack[3]:setSpin(6)
PTC.attack[3]:setColors(1,1,1,.7,1,1,1,0) PTC.attack[3]:setColors(1,1,1,.7,1,1,1,0)
--Attack particles --Attack particles
gc.setCanvas() gc.setDefaultFilter("linear","linear")
c=nil titleImage=N("/image/mess/title.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")
background={
N("/image/BG/bg1.jpg"),
N("/image/BG/bg2.png"),
}
c=nil
gc.setCanvas()

218
timer.lua
View File

@@ -34,10 +34,14 @@ function Tmr.load()
loadnum=loadnum+1 loadnum=loadnum+1
if loadnum==15 then if loadnum==15 then
stat.run=stat.run+1 stat.run=stat.run+1
gotoScene("main") gotoScene("intro","none")
end end
end end
end end
function Tmr.intro()
count=count+1
if count==200 then count=80 end
end
function Tmr.play(dt) function Tmr.play(dt)
frame=frame+1 frame=frame+1
stat.gametime=stat.gametime+dt stat.gametime=stat.gametime+dt
@@ -53,60 +57,52 @@ function Tmr.play(dt)
rem(FX.beam,i) rem(FX.beam,i)
end end
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 for i=1,3 do
PTC.attack[i]:update(dt) PTC.attack[i]:update(dt)
end end
-- Update attack beam -- Update attack beam
if count then if frame<180 then
count=count-1 if frame==179 then
if count==0 then gameStart()
count=nil elseif frame%60==0 then
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
sysSFX("ready") sysSFX("ready")
end end
for p=1,#players do
if count then P=players[p]
for p=1,#players do if P.keyPressing[1]or P.keyPressing[2]then
P=players[p] P.moving=P.moving+sgn(P.moving)
setmetatable(_G,P.index) else
if keyPressing[1]or keyPressing[2]then P.moving=0
P.moving=moving+sgn(moving)
else
P.moving=0
end
end end
return nil
end end
end--Start counting,include pre-das return nil
end--Counting,include pre-das
for p=1,#players do for p=1,#players do
P=players[p] P=players[p]
setmetatable(_G,P.index) if P.timing then P.time=P.time+dt end
if timing then P.time=time+dt end if P.alive then
if alive then
local v=0 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 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-dropTime[i])end P.dropSpeed=dropSpeed*.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 --Update speeds
if P.ai then if P.ai and P.waiting<=0 then
P.ai.controlDelay=P.ai.controlDelay-1 P.ai.controlDelay=P.ai.controlDelay-1
if P.ai.controlDelay==0 then if P.ai.controlDelay==0 then
if #P.ai.controls>0 then if #P.ai.controls>0 then
pressKey(P.ai.controls[1],P) pressKey(P.ai.controls[1],P)
releaseKey(P.ai.controls[1],P) releaseKey(P.ai.controls[1],P)
rem(P.ai.controls,1) rem(P.ai.controls,1)
P.ai.controlDelay=P.ai.controlDelay0+rnd(3) P.ai.controlDelay=P.ai.controlDelay0+1
else else
AI_getControls(P.ai.controls) AI_getControls(P.ai.controls)
P.ai.controlDelay=2*P.ai.controlDelay0 P.ai.controlDelay=2*P.ai.controlDelay0
@@ -114,116 +110,142 @@ function Tmr.play(dt)
end end
end end
for j=1,#field do for i=1,10 do for j=1,#P.field do for i=1,10 do
if visTime[j][i]>0 then P.visTime[j][i]=visTime[j][i]-1 end if P.visTime[j][i]>0 then P.visTime[j][i]=P.visTime[j][i]-1 end
end end end end
--Fresh visible time --Fresh visible time
if keyPressing[1]or keyPressing[2]then if P.keyPressing[1]or P.keyPressing[2]then
P.moving=moving+sgn(moving) P.moving=P.moving+sgn(P.moving)
local d=abs(moving)-gameEnv.das local d=abs(P.moving)-P.gameEnv.das
if d>1 then if d>1 then
if gameEnv.arr>0 then if P.gameEnv.arr>0 then
if d%gameEnv.arr==0 then if d%P.gameEnv.arr==0 then
act[moving>0 and"moveRight"or"moveLeft"](true) act[P.moving>0 and"moveRight"or"moveLeft"](true)
end end
else else
act[moving>0 and"toRight"or"toLeft"]() act[P.moving>0 and"insRight"or"insLeft"]()
end end
end end
else else
P.moving=0 P.moving=0
end end
if keyPressing[7]then if P.keyPressing[7]and not P.keyPressing[9]then
P.downing=downing+1 P.downing=P.downing+1
local d=abs(downing)-gameEnv.sddas local d=abs(P.downing)-P.gameEnv.sddas
if d>1 then if d>1 then
if gameEnv.sdarr>0 then if P.gameEnv.sdarr>0 then
if d%gameEnv.sdarr==0 then if d%P.gameEnv.sdarr==0 then
act.down1() act.down1()
end end
else else
act.toDown() act.insDown()
end end
end end
else else
P.downing=0 P.downing=0
end end
if falling>0 then if modeEnv.royaleMode then
P.falling=falling-1 if P.keyPressing[9]then
if falling<=0 then P.swappingAtkMode=min(P.swappingAtkMode+2,30)
if #field>clearing[1]then SFX("fall")end else
for i=1,#clearing do P.swappingAtkMode=P.swappingAtkMode+((#P.field>15 and P.swappingAtkMode>4 or P.swappingAtkMode>8)and -1 or 1)
removeRow(field,clearing[i])
removeRow(visTime,clearing[i])
end
P.clearing={}
end end
--Rows cleared drop end
elseif waiting>0 then if P.falling>0 then
P.waiting=waiting-1 P.falling=P.falling-1
if waiting<=0 then if P.falling<=0 then
if #P.field>P.clearing[1]then SFX("fall")end
for i=1,#P.clearing do
removeRow(P.field,P.clearing[i])
removeRow(P.visTime,P.clearing[i])
end
while P.clearing[1]do
rem(P.clearing)
end
end
elseif P.waiting>0 then
P.waiting=P.waiting-1
if P.waiting<=0 then
resetblock() resetblock()
end end
else else
if cy~=y_img then if P.cy~=P.y_img then
if dropDelay>1 then if P.dropDelay>0 then
P.dropDelay=dropDelay-1 P.dropDelay=P.dropDelay-1
else else
drop() drop()
P.dropDelay=gameEnv.drop P.dropDelay=P.gameEnv.drop
if P.freshTime<=gameEnv.freshLimit then if P.freshTime<=P.gameEnv.freshLimit then
P.lockDelay=gameEnv.lock P.lockDelay=P.gameEnv.lock
end end
end end
else else
if lockDelay>0 then P.lockDelay=lockDelay-1 if P.lockDelay>0 then P.lockDelay=P.lockDelay-1
else drop() else drop()
end end
end end
end end
if P.b2b>480 then P.b2b=P.b2b-1 end P.b2b1=P.b2b1*.92+P.b2b*.08
else--Alive --Alive
P.keySpeed=keySpeed*.96+cstat.key/time*60*.04 else
P.dropSpeed=dropSpeed*.96+cstat.piece/time*60*.04 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 --Final average speeds
if falling>0 then if P.falling>0 then
P.falling=falling-1 P.falling=P.falling-1
if falling<=0 then if P.falling<=0 then
if #field>clearing[1]then SFX("fall")end if #P.field>P.clearing[1]then
for i=1,#clearing do SFX("fall")
removeRow(field,clearing[i]) if P.id==1 then VIB(1)end
removeRow(visTime,clearing[i]) end
for i=1,#P.clearing do
removeRow(P.field,P.clearing[i])
removeRow(P.visTime,P.clearing[i])
end end
P.clearing={} P.clearing={}
end end
end--Rows cleared drop end--Rows cleared drop
for j=1,#field do for i=1,10 do if P.endCounter<40 then
if visTime[j][i]<20 then P.visTime[j][i]=visTime[j][i]+.5 end for j=1,#P.field do for i=1,10 do
end end--Make field visible if P.visTime[j][i]<20 then P.visTime[j][i]=P.visTime[j][i]+.5 end
end--Dead end end--Make field visible
for i=#bonus,1,-1 do end
bonus[i].t=bonus[i].t+1 if P.b2b1>0 then P.b2b1=max(P.b2b1-3,0)end
if bonus[i].t>60 then rem(bonus,i)end --Dead
end end
for i=#task,1,-1 do for i=#P.bonus,1,-1 do
if task[i]()then rem(task,i)end 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 end
for i=#atkBuffer,1,-1 do for i=#P.task,1,-1 do
local atk=atkBuffer[i] if P.task[i]()then rem(P.task,i)end
end
for i=#P.atkBuffer,1,-1 do
local atk=P.atkBuffer[i]
atk.time=atk.time+1 atk.time=atk.time+1
if not atk.sent then if not atk.sent then
if atk.countdown>0 then if atk.countdown>0 then
atk.countdown=atk.countdown-1 atk.countdown=atk.countdown-garbageSpeed
end end
else else
if atk.time>20 then if atk.time>20 then
rem(atkBuffer,i) rem(P.atkBuffer,i)
end end
end end
end end
if fieldBeneath>0 then P.fieldBeneath=fieldBeneath-3 end if P.fieldBeneath>0 then P.fieldBeneath=max(P.fieldBeneath-pushSpeed,0)end
P.b2b1=P.b2b1*.96 if not P.small then
PTC.dust[p]:update(dt) PTC.dust[p]:update(dt)
end
end
if modeEnv.royaleMode and frame%60==0 then
freshMostDangerous()
end end
setmetatable(_G,nil)
end end

View File

@@ -1,5 +1,4 @@
function string.splitS(s,sep) function string.splitS(s,sep)
sep=sep or"/"
local t={} local t={}
repeat repeat
local i=find(s,sep)or #s+1 local i=find(s,sep)or #s+1
@@ -16,9 +15,8 @@ function without(t,v)
end end
return true return true
end end
function mStr(s,x,y)gc.printf(s,x-500,y,1000,"center")end function mStr(s,x,y)
function convert(x,y) gc.printf(s,x-250,y,500,"center")
return x*screenK,(y-screenM)*screenK
end end
function getNewRow(val) function getNewRow(val)
@@ -39,20 +37,236 @@ end
function removeRow(t,k) function removeRow(t,k)
ins(freeRow,rem(t,k)) ins(freeRow,rem(t,k))
end end
function restockRow()
for p=1,#players do local count=0
local f,f2=players[p].field,players[p].visTime BGblockList={}for i=1,16 do BGblockList[i]={v=0}end
while #f>0 do function getNewBlock()
removeRow(f,1) count=count+1
removeRow(f2,1) if count==17 then count=1 end
end local t=BGblockList[count]
end 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 end
--Background animation
function timeSort(a,b) function timeSort(a,b)
return a.time>b.time return a.time>b.time
end end
function stencil_field() function stencil_miniTitle()
gc.rectangle("fill",0,-10,300,610) for i=1,#miniTitle_rect do
gc.rectangle("fill",unpack(miniTitle_rect[i]))
end
end end
--Single use function stencil_field()
gc.rectangle("fill",150,60,300,610)
end
function stencil_field_small()
gc.rectangle("fill",0,0,300,600)
end
--Single-usage funcs
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
while sfx[s][n]:isPlaying()do
n=n+1
if not sfx[s][n]then
sfx[s][n]=sfx[s][n-1]:clone()
sfx[s][n]:seek(0)
break
end
end
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
while sfx[s][n]:isPlaying()do
n=n+1
if not sfx[s][n]then
sfx[s][n]=sfx[s][n-1]:clone()
sfx[s][n]:seek(0)
break
end
end
sfx[s][n]:setVolume(v or 1)
sfx[s][n]:play()
end
end
function BGM(s)
if setting.bgm and bgmPlaying~=s then
for k,v in pairs(bgm)do v:stop()end
if s then bgm[s]:play()end
bgmPlaying=s
end
end
function gotoScene(s,style)
if not sceneSwaping and s~=scene then
style=style or"deck"
sceneSwaping={
tar=s,style=style,
time=swap[style][1],mid=swap[style][2],
draw=swap[style].d
}
Buttons.sel=nil
end
end
function back()
local t=prevMenu[scene]
if type(t)=="string"then
gotoScene(t)
else
t()
end
end
function loadData()
userData:open("r")
--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n")
local t=string.splitS(userData:read(),"\r\n")
userData:close()
for i=1,#t do
local i=t[i]
if find(i,"=")then
local t=sub(i,1,find(i,"=")-1)
local v=sub(i,find(i,"=")+1)
if t=="run"or t=="game"or t=="gametime"or t=="piece"or t=="row"or t=="atk"or t=="key"or t=="rotate"or t=="hold"or t=="spin"then
v=toN(v)if not v or v<0 then v=0 end
stat[t]=v
end
end
end
end
function saveData()
local t=table.concat({
stringPack("run=",stat.run),
stringPack("game=",stat.game),
stringPack("gametime=",stat.gametime),
stringPack("piece=",stat.piece),
stringPack("row=",stat.row),
stringPack("atk=",stat.atk),
stringPack("key=",stat.key),
stringPack("rotate=",stat.rotate),
stringPack("hold=",stat.hold),
stringPack("spin=",stat.spin),
},"\r\n")
--t=love.math.compress(t,"zlib"):getString()
userData:open("w")
userData:write(t)
userData:close()
end
function loadSetting()
userSetting:open("r")
--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n")
local t=string.splitS(userSetting:read(),"\r\n")
userSetting:close()
for i=1,#t do
local i=t[i]
if find(i,"=")then
local t=sub(i,1,find(i,"=")-1)
local v=sub(i,find(i,"=")+1)
if t=="sfx"or t=="bgm"or t=="bgblock"then
setting[t]=v=="true"
elseif t=="vib"then
setting.vib=toN(v:match("[0123]"))or 0
elseif t=="fullscreen"then
setting.fullscreen=v=="true"
love.window.setFullscreen(setting.fullscreen)
elseif t=="keymap"then
v=string.splitS(v,"/")
for i=1,16 do
local v1=string.splitS(v[i],",")
for j=1,#v1 do
setting.keyMap[i][j]=v1[j]
end
end
elseif t=="keylib"then
v=string.splitS(v,"/")
for i=1,4 do
local v1=string.splitS(v[i],",")
for j=1,#v1 do
setting.keyLib[i][j]=toN(v1[j])
end
for j=1,#setting.keyLib[i]do
local v=setting.keyLib[i][j]
if int(v)~=v or v>=9 or v<=0 then
setting.keyLib[i]={i}
break
end
end
end
elseif t=="virtualkey"then
v=string.splitS(v,"/")
for i=1,10 do
if not v[i]then goto c end
virtualkey[i]=string.splitS(v[i],",")
for j=1,4 do
virtualkey[i][j]=toN(virtualkey[i][j])
end
::c::
end
elseif t=="virtualkeyAlpha"then
setting.virtualkeyAlpha=int(abs(toN(v)))
elseif t=="virtualkeyIcon"or t=="virtualkeySwitch"then
setting[t]=v=="true"
elseif t=="frameMul"then
setting.frameMul=min(max(toN(v)or 100,0),100)
elseif t=="das"or t=="arr"or t=="sddas"or t=="sdarr"then
v=toN(v)if not v or v<0 then v=0 end
setting[t]=int(v)
elseif t=="ghost"or t=="center"then
setting[t]=v=="true"
end
end
end
end
function saveSetting()
local vk={}
for i=1,10 do
for j=1,4 do
virtualkey[i][j]=int(virtualkey[i][j]+.5)
end--Saving a integer is better?
vk[i]=table.concat(virtualkey[i],",")
end--pre-pack virtualkey setting
local map={}
for i=1,16 do
map[i]=table.concat(setting.keyMap[i],",")
end
local lib={}
for i=1,4 do
lib[i]=table.concat(setting.keyLib[i],",")
end
local t=table.concat({
stringPack("sfx=",setting.sfx),
stringPack("bgm=",setting.bgm),
stringPack("vib=",setting.vib),
stringPack("fullscreen=",setting.fullscreen),
stringPack("bgblock=",setting.bgblock),
stringPack("das=",setting.das),
stringPack("arr=",setting.arr),
stringPack("sddas=",setting.sddas),
stringPack("sdarr=",setting.sdarr),
stringPack("keymap=",table.concat(map,"/")),
stringPack("keylib=",table.concat(lib,"/")),
stringPack("virtualkey=",table.concat(vk,"/")),
stringPack("virtualkeyAlpha=",setting.virtualkeyAlpha),
stringPack("virtualkeyIcon=",setting.virtualkeyIcon),
stringPack("virtualkeySwitch=",setting.virtualkeySwitch),
stringPack("frameMul=",setting.frameMul),
},"\r\n")
--t=love.math.compress(t,"zlib"):getString()
userSetting:open("w")
userSetting:write(t)
userSetting:close()
end