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21 Commits

Author SHA1 Message Date
MrZ_26
f0a118e714 Alpha V0.7.19 2020-02-04 19:34:43 +08:00
MrZ_26
3019f83999 Alpha V0.7.18 2020-02-04 19:34:16 +08:00
MrZ_26
438046f77f Alpha V0.7.17 2020-02-04 19:34:07 +08:00
MrZ_26
830f0ffbed Alpha V0.7.16 2020-02-04 19:33:52 +08:00
MrZ_26
849e5b586e Alpha V0.7.15 2020-02-04 19:33:41 +08:00
MrZ_26
f82e979f9c Alpha V0.7.14 2020-02-04 19:33:20 +08:00
MrZ_26
c9a3e3ce1b Alpha V0.7.13+ 2020-02-04 19:33:03 +08:00
MrZ_26
72dcb84662 Alpha V0.7.12 2020-02-04 19:32:38 +08:00
MrZ_26
4af2126254 Alpha V0.7.11 2020-02-04 19:32:26 +08:00
MrZ_26
42d7b1be94 Alpha V0.7.10 2020-02-04 19:32:10 +08:00
MrZ_26
a31474c43a Alpha V0.7.9 2020-02-04 19:31:45 +08:00
MrZ_26
75c7955bb5 Alpha V0.7.8 2020-02-04 19:31:31 +08:00
MrZ_26
c35152cf6e Alpha V0.7.7 2020-02-04 19:31:17 +08:00
MrZ_26
1b0ad009b0 Alpha V0.7.6 2020-02-04 19:30:59 +08:00
MrZ_26
e7c797bf14 Alpha V0.7.5 2020-02-04 19:30:42 +08:00
MrZ_26
e281634f72 Alpha V0.7.4 2020-02-04 19:30:30 +08:00
MrZ_26
7eea017c72 Alpha V0.7.3 2020-02-04 19:30:03 +08:00
MrZ_26
f0cca3092a Alpha V0.7.2 2020-02-04 19:29:42 +08:00
MrZ_26
1447893378 Alpha V0.7.1 2020-02-04 19:29:24 +08:00
MrZ_26
bdee7fba03 Alpha V0.6.8 2020-02-04 19:28:44 +08:00
MrZ_26
d8cbfa72ac Alpha V0.6.5 2020-02-04 19:28:33 +08:00
126 changed files with 5211 additions and 2239 deletions

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111
ai.lua
View File

@@ -5,7 +5,7 @@ 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}
@@ -18,146 +18,157 @@ 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 end
for i=1,#bk do for j=1,#bk[1]do for i=1,#bk do for j=1,#bk[1]do
if f[y+i-1]and bk[i][j]>0 and f[y+i-1][x+j-1]>0 then return true end if f[y+i-1]and bk[i][j]and f[y+i-1][x+j-1]>0 then return true end
end end end end
end end
function resetField(f0,f,start) function resetField(f0,f,start)
while f[start]do ::L::if f[start]then
removeRow(f,start) removeRow(f,start)
goto L
end end
for i=start,#f0 do for i=start,#f0 do
f[i]=getNewRow() f[i]=getNewRow(0)
for j=1,10 do for j=1,10 do
f[i][j]=f0[i][j] f[i][j]=f0[i][j]
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(0)
local rough=0
local clear=0 local clear=0
local hole=0 local hole=0
for i=cy+#cb-1,cy,-1 do for i=cy+#cb-1,cy,-1 do
local f=true
for j=1,10 do for j=1,10 do
if field[i][j]==0 then f=false;break end if field[i][j]==0 then goto L end
end end
if f then
removeRow(field,i) removeRow(field,i)
clear=clear+1 clear=clear+1
end ::L::
end end
if #field==0 then return 9e99 end--PC best if #field==0 then return 9e99 end--PC best
for x=1,10 do for x=1,10 do
local h=#field local h=#field
while field[h][x]==0 and h>1 do ::L::if field[h][x]==0 and h>1 then
h=h-1 h=h-1
goto L
end end
height[x]=h height[x]=h
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-40-mh1*30 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(0)
for j=1,10 do for j=1,10 do
Tfield[i][j]=field_org[i][j] Tfield[i][j]=field_org[i][j]
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.cur.id or P.hold.id>0 and P.hold.id or P.next[1].id
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
local cy=#Tfield+1 local cy=#Tfield+1
while not ifoverlapAI(Tfield,cb,cx,cy-1)do ::L::if not ifoverlapAI(Tfield,cb,cx,cy-1)then
cy=cy-1 cy=cy-1
goto L
end--move to bottom end--move to bottom
for i=1,#cb do for i=1,#cb do
local y=cy+i-1 local y=cy+i-1
if not Tfield[y]then Tfield[y]=getNewRow()end if not Tfield[y]then Tfield[y]=getNewRow(0)end
for j=1,#cb[1]do for j=1,#cb[1]do
if cb[i][j]~=0 then if cb[i][j]then
Tfield[y][cx+j-1]=1 Tfield[y][cx+j-1]=1
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 ::L::
if #Tfield>0 then
removeRow(Tfield,1) removeRow(Tfield,1)
goto L
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
end end

View File

@@ -1,5 +1,97 @@
local gc,tm=love.graphics,love.timer
local ms,kb,tc=love.mouse,love.keyboard,love.touch
local wd=love.window
local setFont=setFont
local Timer=tm.getTime
local scr=scr
local xOy=love.math.newTransform()
local focus=true
local mx,my,mouseShow=-20,-20,false
local touching=nil--1st touching ID
local sceneInit={
load=function()
loading=1--Loading mode
loadnum=1--Loading counter
loadprogress=0--Loading bar(0~1)
loadTip=text.tips[rnd(#text.tips)]
end,
intro=function()
count=0
BGM("blank")
end,
main=function()
collectgarbage()
end,
mode=function()
curBG="none"
saveData()
modeSel=modeSel or 1
levelSel=levelSel or 3
BGM("blank")
end,
custom=function()
optSel=optSel or 1
curBG="matrix"
BGM("blank")
end,
draw=function()
curBG="none"
kb.setKeyRepeat(true)
clearSureTime=0
pen,sx,sy=1,1,1
end,
play=function()
restartCount=0
if needResetGameData then
resetGameData()
needResetGameData=nil
end
end,
pause=function()
end,
setting=function()
curBG="none"
end,
setting2=function()
curBoard=1
keyboardSet=1
joystickSet=1
keyboardSetting=false
joystickSetting=false
end,--Control settings
setting3=function()
curBG="game1"
defaultSel=1
sel=nil
snapLevel=1
end,--Touch setting
help=function()
end,
stat=function()
end,
quit=function()
love.event.quit()
end,
}
BGblockList={}for i=1,16 do BGblockList[i]={v=0}end
local BGblock={tm=150,next=7,ct=0}
local function getNewBlock()
BGblock.ct=BGblock.ct+1
if BGblock.ct==17 then BGblock.ct=1 end
local t=BGblockList[BGblock.ct]
t.bn,t.size=BGblock.next,2+3*rnd()
t.b=blocks[t.bn][rnd(0,3)]
t.x=rnd(-#t.b[1]*t.size*30+100,1180)
t.y=-#t.b*30*t.size
t.v=t.size*(1+rnd())
BGblock.next=BGblock.next%7+1
return t
end
function onVirtualkey(x,y) function onVirtualkey(x,y)
local x,y=convert(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]
@@ -12,56 +104,250 @@ function onVirtualkey(x,y)
end end
return nearest return nearest
end 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 Buttons.sel then
Buttons.sel=1 Buttons.sel=Buttons[scene][Buttons.sel[i]]or Buttons.sel
else else
Buttons.sel=Buttons[scene][Buttons.sel][i]or Buttons.sel Buttons.sel=select(2,next(Buttons[scene]))
end end
elseif i=="space"or i=="return"then elseif i=="space"or i=="return"then
if not sceneSwaping and Buttons.sel then if not sceneSwaping and Buttons.sel then
local B=Buttons[scene][Buttons.sel] Buttons.sel.alpha=1
B.code() Buttons.sel.code()
B.alpha=1 SFX("button")
sysSFX("button") VOICE("nya")
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 Buttons.sel then
Buttons.sel=1 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
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=select(2,next(Buttons[scene]))
end end
elseif i=="start"then elseif i=="start"then
if not sceneSwaping and Buttons.sel then if not sceneSwaping and Buttons.sel then
local B=Buttons[scene][Buttons.sel] Buttons.sel.alpha=1
B.code() Buttons.sel.code()
B.alpha=1 SFX("button")
sysSFX("button") VOICE("nya")
end end
end end
mouseShow=false
end end
mouseDown={} mouseDown={}
function mouseDown.intro(x,y,k)
if k==2 then
back()
else
gotoScene("main")
end
end
function mouseDown.draw(x,y,k)
mouseMove.draw(x,y)
end
function mouseDown.setting3(x,y,k)
if k==2 then back()end
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
mouseMove={}
function mouseMove.draw(x,y,dx,dy)
sx,sy=int((x-200)/30)+1,20-int((y-60)/30)
if sx<1 or sx>10 then sx=nil end
if sy<1 or sy>20 then sy=nil end
if sx and sy and ms.isDown(1,2,3)then
preField[sy][sx]=ms.isDown(1)and pen or ms.isDown(2)and 0 or -1
end
end
function mouseMove.setting3(x,y,dx,dy)
if sel and ms.isDown(1)then
local b=virtualkey[sel]
b[1],b[2]=b[1]+dx,b[2]+dy
end
end
mouseUp={}
function mouseUp.setting3(x,y,k)
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
wheelmoved={}
function wheelmoved.draw(x,y)
if y<0 then
pen=pen+1
if pen==8 then pen=9 elseif pen==14 then pen=0 end
else
pen=pen-1
if pen==8 then pen=7 elseif pen==-1 then pen=13 end
end
end
function wheelmoved.mode(x,y)
modeSel=min(max(modeSel+(y>0 and -1 or 1),1),#modeID)
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
end
touchDown={}
function touchDown.intro(id,x,y)
gotoScene("main")
end
function touchDown.draw(id,x,y)
end
function touchDown.setting3(id,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
function touchDown.play(id,x,y)
if setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
pressKey(t,players[1])
end
end
end
touchUp={}
function touchUp.setting3(id,x,y)
if sel then
x,y=xOy:inverseTransformPoint(x,y)
if sel then
local b=virtualkey[sel]
local k=snapLevelValue[snapLevel]
b[1],b[2]=int(b[1]/k+.5)*k,int(b[2]/k+.5)*k
end
end
end
function touchUp.play(id,x,y)
if setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
releaseKey(t,players[1])
end
end
end
touchMove={}
function touchMove.setting3(id,x,y,dx,dy)
if sel then
local b=virtualkey[sel]
b[1],b[2]=b[1]+dx,b[2]+dy
end
end
function touchMove.draw(id,x,y,dx,dy)
sx,sy=int((x-200)/30)+1,20-int((y-60)/30)
if sx<1 or sx>10 then sx=nil end
if sy<1 or sy>20 then sy=nil end
if sx and sy then
preField[sy][sx]=pen
end
end
function touchMove.play(id,x,y,dx,dy)
if setting.virtualkeySwitch then
local l=tc.getTouches()
for n=1,#virtualkey do
local b=virtualkey[n]
for i=1,#l do
local x,y=xOy:inverseTransformPoint(tc.getPosition(l[i]))
if(x-b[1])^2+(y-b[2])^2<=b[3]then goto L end
end
releaseKey(n,players[1])
::L::
end
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 elseif key=="escape"then
back() back()
end end
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=="d"then
gotoScene("draw")
elseif key=="return"then
loadGame(0,1)
elseif key=="space"then
loadGame(0,2)
elseif key=="escape"then
back()
end
end
function keyDown.draw(key)
if key=="delete"then
Buttons.draw.clear.code()
elseif key=="up"or key=="down"or key=="left"or key=="right"then
if not sx then sx=1 end
if not sy then sy=1 end
if key=="up"and sy<20 then sy=sy+1
elseif key=="down"and sy>1 then sy=sy-1
elseif key=="left"and sx>1 then sx=sx-1
elseif key=="right"and sx<10 then sx=sx+1
end
if kb.isDown("space")then
preField[sy][sx]=pen
end
elseif key=="space"then
if sx and sy then
preField[sy][sx]=pen
end
elseif key=="tab"then
pen=-1
elseif key=="backspace"then
pen=0
elseif key=="escape"then
back()
else
pen=find("123qwea#sdzxc",key)or pen
end
end
function keyDown.setting2(key) function keyDown.setting2(key)
if key=="escape"then if key=="escape"then
if keyboardSetting then if keyboardSetting then
@@ -71,7 +357,7 @@ function keyDown.setting2(key)
end end
elseif keyboardSetting then elseif keyboardSetting then
for l=1,8 do for l=1,8 do
for y=1,12 do for y=1,13 do
if setting.keyMap[l][y]==key then if setting.keyMap[l][y]==key then
setting.keyMap[l][y]="" setting.keyMap[l][y]=""
end end
@@ -84,7 +370,7 @@ function keyDown.setting2(key)
elseif key=="up"then elseif key=="up"then
keyboardSet=max(keyboardSet-1,1) keyboardSet=max(keyboardSet-1,1)
elseif key=="down"then elseif key=="down"then
keyboardSet=min(keyboardSet+1,12) keyboardSet=min(keyboardSet+1,13)
elseif key=="left"then elseif key=="left"then
curBoard=max(curBoard-1,1) curBoard=max(curBoard-1,1)
elseif key=="right"then elseif key=="right"then
@@ -92,43 +378,53 @@ function keyDown.setting2(key)
end end
end end
function keyDown.play(key) function keyDown.play(key)
if key=="escape"then back()return nil end if key=="escape"and not sceneSwaping then
return(frame<180 and back or pauseGame)()
end
local m=setting.keyMap local m=setting.keyMap
for p=1,4 do for p=1,human do
local lib=setting.keyLib[p]
for s=1,#lib do
for k=1,12 do for k=1,12 do
if key==m[lib[s]][k]then if key==m[2*p-1][k]or key==m[2*p][k]then
pressKey(k,players[p]) pressKey(k,players[p])
return nil return
end end
end end
end end
end end
function keyDown.pause(key)
if key=="escape"then
back()
elseif key=="return"or key=="space"then
resumeGame()
end
end end
keyUp={} keyUp={}
function keyUp.play(key) function keyUp.play(key)
local m=setting.keyMap local m=setting.keyMap
for p=1,4 do for p=1,human do
local lib=setting.keyLib[p]
for s=1,#lib do
for k=1,12 do for k=1,12 do
if key==m[lib[s]][k]then if key==m[2*p-1][k]or key==m[2*p][k]then
releaseKey(k,players[p]) releaseKey(k,players[p])
return nil return
end
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
@@ -163,16 +459,13 @@ function gamepadDown.setting2(key)
end end
end end
function gamepadDown.play(key) function gamepadDown.play(key)
if key=="back"then back()return nil end if key=="back"then back()return end
local m=setting.keyMap local m=setting.keyMap
for p=1,4 do for p=1,human do
local lib=setting.keyLib[p]
for s=1,#l[p]do
for k=1,12 do for k=1,12 do
if key==m[8+lib[s]][k]then if key==m[2*p+7][k]or key==m[2*p+8][k]then
pressKey(k) pressKey(k,players[p])
return nil return
end
end end
end end
end end
@@ -180,148 +473,142 @@ end
gamepadUp={} gamepadUp={}
function gamepadUp.play(key) function gamepadUp.play(key)
local m=setting.keyMap local m=setting.keyMap
for p=1,4 do for p=1,human do
local lib=setting.keyLib[p]
for s=1,#l[p]do
for k=1,12 do for k=1,12 do
if key==m[8+lib[s]][k]then if key==m[2*p+7][k]or key==m[2*p+8][k]then
pressKey(k) releaseKey(k,players[p])
return nil return
end end
end end
end end
end end
end
wheelmoved={}
function wheelmoved.mode(x,y)
modeSel=min(max(modeSel-sgn(y),1),#modeID)
end
--Warning,these are not system callbacks!
function love.mousemoved(x,y,dx,dy,t)
if not t then
mouseShow=true
mx,my=convert(x,y)
Buttons.sel=nil
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
if not(B.hide and B.hide())then
if abs(mx-B.x)<B.w*.5 and abs(my-B.y)<B.h*.5 then
Buttons.sel=i
return nil
end
end
end
end
end
function love.mousepressed(x,y,k,t,num) function love.mousepressed(x,y,k,t,num)
if not t then if t then return end
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
mouseDown[scene](mx,my,k)
elseif k==2 then
back()
end
if k==1 then if k==1 then
if not sceneSwaping and Buttons.sel then if not sceneSwaping and Buttons.sel then
local B=Buttons[scene][Buttons.sel] local B=Buttons.sel
B.code() B.code()
B.alpha=1 B.alpha=1
Buttons.sel=nil Buttons.sel=nil
love.mousemoved(x,y) love.mousemoved(x,y,0,0)
sysSFX("button") SFX("button")
VOICE("nya")
VIB(1)
end
end
end
function love.mousemoved(x,y,dx,dy,t)
if t then return end
mouseShow=true
mx,my=xOy:inverseTransformPoint(x,y)
Buttons.sel=nil
if mouseMove[scene]then
mouseMove[scene](mx,my,dx/scr.k,dy/scr.k)
end
for _,B in next,Buttons[scene]do
if not(B.hide and B.hide())then
if abs(mx-B.x)<B.w*.5 and abs(my-B.y)<B.h*.5 then
Buttons.sel=B
return
end end
elseif k==3 then
back()
end end
end end
end end
function love.mousereleased(x,y,k,t,num) function love.mousereleased(x,y,k,t,num)
if t then return end
mx,my=xOy:inverseTransformPoint(x,y)
if mouseUp[scene]then
mouseUp[scene](mx,my,k)
end end
end
function love.wheelmoved(x,y)
if wheelmoved[scene]then wheelmoved[scene](x,y)end
end
function love.touchpressed(id,x,y) function love.touchpressed(id,x,y)
mouseShow=false
if not touching then if not touching then
touching=id touching=id
love.mousemoved(x,y) love.touchmoved(id,x,y,0,0)
mouseShow=false
end
if scene=="play"and setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
pressKey(t)
end
elseif scene=="setting3"then
sel=nil
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
if touchDown[scene]then
touchDown[scene](id,xOy:inverseTransformPoint(x,y))
end end
end end
function love.touchreleased(id,x,y) function love.touchreleased(id,x,y)
if id==touching then if id==touching then
touching=nil touching=nil
if Buttons.sel then if Buttons.sel then
local B=Buttons[scene][Buttons.sel] local B=Buttons.sel
B.code() B.code()
B.alpha=1 B.alpha=1
Buttons.sel=nil Buttons.sel=nil
SFX("button")
VOICE("nya")
VIB(1)
end end
Buttons.sel=nil Buttons.sel=nil
mouseShow=false
end
if scene=="play"and setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
releaseKey(t)
end
elseif scene=="setting3"and sel then
x,y=convert(x,y)
dx,dy=dx*screenK,dy*screenK
if sel then
local b=virtualkey[sel]
b[1],b[2]=int(b[1]/snapLevelValue[snapLevel]+.5)*40,int(b[2]/snapLevelValue[snapLevel]+.5)*snapLevelValue[snapLevel]
end end
if touchUp[scene]then
touchUp[scene](id,xOy:inverseTransformPoint(x,y))
end end
end end
function love.touchmoved(id,x,y,dx,dy) function love.touchmoved(id,x,y,dx,dy)
love.mousemoved(x,y) x,y=xOy:inverseTransformPoint(x,y)
mouseShow=false if touchMove[scene]then
touchMove[scene](id,x,y,dx/scr.k,dy/scr.k)
end
Buttons.sel=nil
for _,B in next,Buttons[scene]do
if not(B.hide and B.hide())then
if abs(x-B.x)<B.w*.5 and abs(y-B.y)<B.h*.5 then
Buttons.sel=B
return
end
end
end
if not Buttons.sel then if not Buttons.sel then
touching=nil touching=nil
end end
if scene=="play"and setting.virtualkeySwitch then
local l=tc.getTouches()
for n=1,#virtualkey do
local b=virtualkey[n]
local p=false
for i=1,#l do
local x,y=convert(tc.getPosition(l[i]))
if(x-b[1])^2+(y-b[2])^2<=b[3]then
p=true
break
end
end
if not p and players[1].keyPressing then
releaseKey(n)
end
end
elseif scene=="setting3"then
x,y=convert(x,y)
dx,dy=dx*screenK,dy*screenK
if sel then
local b=virtualkey[sel]
b[1],b[2]=b[1]+dx,b[2]+dy
end
end
end end
function love.keypressed(i) function love.keypressed(i)
mouseShow=false
if i=="f8"then devMode=not devMode end
if devMode then
if i=="k"then
P=players.alive[rnd(#players.alive)]
P.lastRecv=players[1]
Event.lose()
--Test code here
elseif i=="q"then
local B=Buttons.sel if B then print(format("x=%d,y=%d,w=%d,h=%d",B.x,B.y,B.w,B.h))end
elseif Buttons.sel then
local B=Buttons.sel
if i=="left"then B.x=B.x-10
elseif i=="right"then B.x=B.x+10
elseif i=="up"then B.y=B.y-10
elseif i=="down"then B.y=B.y+10
elseif i==","then B.w=B.w-10
elseif i=="."then B.w=B.w+10
elseif i=="/"then B.h=B.h-10
elseif i=="'"then B.h=B.h+10
end
end
else
if keyDown[scene]then keyDown[scene](i) if keyDown[scene]then keyDown[scene](i)
elseif i=="escape"or i=="back"then back() elseif i=="escape"or i=="back"then back()
else buttonControl_key(i) else buttonControl_key(i)
end end
end
if i=="f12"then devMode=true end
end end
function love.keyreleased(i) function love.keyreleased(i)
if keyUp[scene]then keyUp[scene](i) if keyUp[scene]then keyUp[scene](i)
@@ -329,8 +616,9 @@ function love.keyreleased(i)
end end
function love.gamepadpressed(joystick,i) function love.gamepadpressed(joystick,i)
mouseShow=false
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
end end
@@ -339,149 +627,168 @@ function love.gamepadreleased(joystick,i)
end end
end end
--[[ --[[
function love.joystickpressed(js,k) function love.joystickpressed(js,k)end
function love.joystickaxis(js,axis,valend
end function love.joystickhat(js,hat,dirend
function love.joystickaxis(js,axis,val) function love.sendData(data)end
function love.receiveData(id,data)end
end
function love.joystickhat(js,hat,dir)
end
]] ]]
function love.wheelmoved(x,y) function love.lowmemory()
if wheelmoved[scene]then wheelmoved[scene](x,y)end collectgarbage()
end
function love.resize(w,h)
scr.w,scr.h,scr.r=w,h,h/w
if scr.r>=.5625 then
scr.k=w/1280
scr.x,scr.y=0,(h-w*9/16)*.5
else
scr.k=h/720
scr.x,scr.y=(w-h*16/9)*.5,0
end
gc.origin()
xOy=xOy:setTransformation(w*.5,h*.5,nil,scr.k,nil,640,360)
gc.replaceTransform(xOy)
collectgarbage()
end
function love.focus(f)
if not f and wd.isMinimized()and scene=="play"then pauseGame()end
end end
function love.update(dt) function love.update(dt)
--[[ -- if players then for k,v in pairs(players[1])do
if players then -- if rawget(_G,k)and k~="next"and k~="hold"and k~="stat"then print(k,_G[v])end
for k,v in pairs(players[1])do -- end end--check player data flew(debugging)
if rawget(_G,k)then print(k)end
end
end--check player data flew(debugging)
]]
for i=#BGblock,1,-1 do for i=#BGblock,1,-1 do
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
if setting.bgblock then if setting.bgblock then
BGblock.ct=BGblock.ct-1 BGblock.tm=BGblock.tm-1
if BGblock.ct==0 then if BGblock.tm==0 then
ins(BGblock,getNewBlock()) ins(BGblock,getNewBlock())
BGblock.ct=rnd(20,30) BGblock.tm=rnd(20,30)
end 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
for i=1,#Buttons[scene]do for k,B in next,Buttons[scene]do
Buttons[scene][i].alpha=0 B.alpha=0
end--Reset buttons' state end--Reset buttons' alpha
game[sceneSwaping.tar]()
Buttons.sel=nil Buttons.sel=nil
scene=sceneSwaping.tar
sceneInit[scene]()
elseif sceneSwaping.time==0 then elseif sceneSwaping.time==0 then
sceneSwaping=nil sceneSwaping=nil
end end
elseif Tmr[scene]then end
if Tmr[scene]then
Tmr[scene](dt) Tmr[scene](dt)
end end
--scene swapping & Timer for i=#Task,1,-1 do
Task[i]:update()
end end
function love.sendData(data) if voicePlaying[1]then
return nil if not voicePlaying[1]:isPlaying()then
rem(voicePlaying,1)
end end
function love.receiveData(id,data) if voicePlaying[1] and not voicePlaying[1]:isPlaying()then voicePlaying[1]:play()end
return nil
end end
for k,B in next,Buttons[scene]do
local t=B==Buttons.sel and .4 or 0
B.alpha=abs(B.alpha-t)>.02 and(B.alpha+(B.alpha<t and .02 or -.02))or t
if B.alpha>t then B.alpha=B.alpha-.02 elseif B.alpha<t then B.alpha=B.alpha+.02 end
end--update Buttons
end
local scs={1,2,1,2,1,2,1,2,1,2,1.5,1.5,.5,2.5}
function love.draw() function love.draw()
Pnt.BG[curBG]() gc.discard()--SPEED UPUPUP!
gc.setColor(1,1,1,.3) Pnt.BG[setting.bg and curBG or"grey"]()
gc.setColor(1,1,1,.2)
for n=1,#BGblock do for n=1,#BGblock do
local b,img=BGblock[n].b,blockSkin[BGblock[n].bn] local b,img=BGblock[n].b,blockSkin[BGblock[n].bn]
local size=BGblock[n].size local size=BGblock[n].size
for i=1,#b do for j=1,#b[1]do for i=1,#b do for j=1,#b[1]do
if b[i][j]>0 then if b[i][j]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() for k,B in next,Buttons[scene]do
if not(B.hide and B.hide())then
local C=B.rgb or color.white
gc.setColor(C[1],C[2],C[3],B.alpha)
gc.rectangle("fill",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
gc.setColor(C)
gc.setLineWidth(3)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h,4)
gc.setColor(C[1],C[2],C[3],.3)
gc.setLineWidth(5)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h,4)
local t=B.t
local y0
if t then
if type(t)=="function"then t=t()end
setFont(B.f or 40)
y0=B.y-currentFont*.64
gc.printf(t,B.x-201,y0+2,400,"center")
gc.printf(t,B.x-199,y0+2,400,"center")
gc.printf(t,B.x-201,y0,400,"center")
gc.printf(t,B.x-199,y0,400,"center")
gc.setColor(C)
mStr(t,B.x,y0+1)
end
end
end--Draw buttons
if mouseShow and not touching then if mouseShow and not touching then
gc.setColor(1,1,1) local r=Timer()*.5
gc.draw(mouseIcon,mx,my,nil,nil,nil,10,10) gc.setColor(1,1,1,min(1-abs(1-r%1*2),.3))
end r=int(r)%7+1
if sceneSwaping then sceneSwaping.draw()end gc.draw(mouseBlock[r],mx,my,Timer()%pi*4,20,20,scs[2*r]-.5,#blocks[r][0]-scs[2*r-1]+.5)
gc.setColor(1,1,1,.5)gc.circle("fill",mx,my,5)
gc.setColor(1,1,1)gc.circle("fill",mx,my,3)
end--Awesome mouse!
if sceneSwaping then sceneSwaping.draw()end--Swaping animation
if scr.r~=.5625 then
gc.setColor(0,0,0) gc.setColor(0,0,0)
if screenM>0 then if scr.r>.5625 then
gc.rectangle("fill",0,0,1280,-screenM) local d=(scr.h-scr.w*9/16)*.5/scr.k
gc.rectangle("fill",0,720,1280,screenM) gc.rectangle("fill",0,0,1280,-d)
end--Draw black side gc.rectangle("fill",0,720,1280,d)
else--high
local d=(scr.w-scr.h*16/9)*.5/scr.k
gc.rectangle("fill",0,0,-d,720)
gc.rectangle("fill",1280,0,d,720)
end--wide
end--Black side
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)
if devMode then if devMode then
gc.print(gcinfo(),0,680) gc.print(mx.." "..my,5,640)
gc.print(freeRow and #freeRow or 0,0,660) gc.print(#freeRow or 0,5,660)
gc.print(gcinfo(),5,680)
end end
--if gcinfo()>500 then collectgarbage()end
end
function love.resize(x,y)
screenK=1280/gc.getWidth()
screenM=(gc.getHeight()*16/9-gc.getWidth())/2
gc.origin()
gc.scale(1/screenK,1/screenK)
gc.translate(0,screenM)
end end
function love.run() function love.run()
local frameT=Timer() local frameT=Timer()
local readyDrawFrame=0 local readyDrawFrame=0
tm.step() local PUMP,POLL=love.event.pump,love.event.poll
love.resize(nil,gc.getHeight()) love.resize(gc.getWidth(),gc.getHeight())
game.load()--System scene Launch scene="load"sceneInit.load()--System Launch
math.randomseed(os.time()*626)
return function() return function()
love.event.pump() PUMP()
for name,a,b,c,d,e,f in love.event.poll()do for N,a,b,c,d,e in POLL()do
if name=="quit"then return 0 end if N=="quit"then return 0
love.handlers[name](a,b,c,d,e,f) elseif love[N]then love[N](a,b,c,d,e)end
end end
if focus then
tm.step() tm.step()
-- love.receiveData(id,data)
love.update(tm.getDelta()) love.update(tm.getDelta())
readyDrawFrame=readyDrawFrame+setting.frameMul readyDrawFrame=readyDrawFrame+setting.frameMul
if readyDrawFrame>=100 then if readyDrawFrame>=100 then
readyDrawFrame=readyDrawFrame-100 readyDrawFrame=readyDrawFrame-100
gc.clear()
love.draw() love.draw()
gc.present() gc.present()
end end
if not wd.hasFocus()then ::L::if Timer()-frameT<1/60 then goto L end
focus=false
ms.setVisible(true)
if bgmPlaying then bgm[bgmPlaying]:pause()end
if scene=="play"then
for i=1,#players[1].keyPressing do
if players[1].keyPressing[i]then
releaseKey(i)
end
end
end
end
else
tm.sleep(.2)
if wd.hasFocus()then
focus=true
ms.setVisible(false)
if bgmPlaying then bgm[bgmPlaying]:play()end
end
end
while Timer()-frameT<1/60 do end
frameT=Timer() frameT=Timer()
tm.sleep(.001)
end end
end end

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cb.ttf

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37
class.lua Normal file
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@@ -0,0 +1,37 @@
Task={}
metatable_task={__index=Task}
function newTask(code,P,data)
local obj={
code=code,
P=P,
data=data,
}
setmetatable(obj,metatable_task)
ins(Task,obj)
end
function clearTask(opt)
if opt=="all"then
while Task[1]do
rem(Task,i)
end
elseif opt=="play"then
for i=#Task,1,-1 do
if Task[i].P then
rem(Task,i)
end
end
else--Player table
for i=#Task,1,-1 do
if Task[i].P==P then
rem(Task,i)
end
end
end
end
function Task:update()
if(not self.P or self.P and scene=="play")and self:code(self.P,self.data)then
for i=#Task,1,-1 do
if Task[i]==self then rem(Task,i)return end
end--Destroy
end
end

View File

@@ -1,26 +1,26 @@
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 V0.7.19"
W.icon="/image/icon.png" W.icon="/image/icon.png"
W.width,W.height=1280,720 W.width,W.height=1280,720
W.minwidth,W.minheight=640,360
W.borderless=X W.borderless=X
W.resizable=true W.resizable=true
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=X--0 to set ∞fps W.vsync=0--0∞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

1163
dataList.lua Normal file

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font.ttf Normal file

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@@ -1,68 +0,0 @@
game={}
function game.load()
scene="load"
curBG="none"
loading=1--Loading mode
loadnum=1--Loading counter
loadprogress=0--Loading bar
end
function game.intro()
scene="intro"
curBG="none"
end
function game.main()
scene="main"
curBG="none"
BGM("blank")
collectgarbage()
end
function game.mode()
saveData()
modeSel=modeSel or 1
scene="mode"
curBG="none"
BGM("blank")
end
function game.play()
scene="play"
--curBG="game1"
resetGameData()
sysSFX("ready")
mouseShow=false
end
function game.setting()
scene="setting"
curBG="none"
BGM("blank")
end
function game.setting2()
scene="setting2"
curBG="none"
curBoard=1
keyboardSet=1
joystickSet=1
keyboardSetting=false
joystickSetting=false
BGM("blank")
end--Control settings
function game.setting3()
scene="setting3"
curBG="game1"
sel=nil
keyssetting=nil
snapLevel=1
BGM("blank")
end--Touch setting
function game.help()
scene="help"
curBG="none"
BGM("blank")
end
function game.stat()
scene="stat"
curBG="none"
BGM("blank")
end
function game.quit()
love.event.quit()
end

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