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11 Commits
v0.6 ... v0.7.9

Author SHA1 Message Date
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
50 changed files with 3549 additions and 1769 deletions

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114
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={
@@ -18,43 +18,46 @@ 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]>0 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()
@@ -63,10 +66,10 @@ 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
@@ -83,50 +86,61 @@ function getScore(field,cb,cx,cy)
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-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
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.bid or P.hid>0 and P.hid 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
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
@@ -137,27 +151,33 @@ 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 ::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 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]
@@ -12,11 +12,12 @@ 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 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 +29,13 @@ 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
@@ -50,14 +52,61 @@ 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
@@ -71,7 +120,7 @@ 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 +133,7 @@ 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
@@ -92,7 +141,7 @@ 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"then back()return end
local m=setting.keyMap local m=setting.keyMap
for p=1,4 do for p=1,4 do
local lib=setting.keyLib[p] local lib=setting.keyLib[p]
@@ -100,7 +149,7 @@ function keyDown.play(key)
for k=1,12 do for k=1,12 do
if key==m[lib[s]][k]then if key==m[lib[s]][k]then
pressKey(k,players[p]) pressKey(k,players[p])
return nil return
end end
end end
end end
@@ -115,20 +164,27 @@ function keyUp.play(key)
for k=1,12 do for k=1,12 do
if key==m[lib[s]][k]then if key==m[lib[s]][k]then
releaseKey(k,players[p]) releaseKey(k,players[p])
return nil return
end 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
@@ -163,15 +219,15 @@ 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=1,4 do
local lib=setting.keyLib[p] local lib=setting.keyLib[p]
for s=1,#l[p]do for s=1,#lib do
for k=1,12 do for k=1,12 do
if key==m[8+lib[s]][k]then if key==m[8+lib[s]][k]then
pressKey(k) pressKey(k,players[p])
return nil return
end end
end end
end end
@@ -182,11 +238,11 @@ function gamepadUp.play(key)
local m=setting.keyMap local m=setting.keyMap
for p=1,4 do for p=1,4 do
local lib=setting.keyLib[p] local lib=setting.keyLib[p]
for s=1,#l[p]do for s=1,#lib do
for k=1,12 do for k=1,12 do
if key==m[8+lib[s]][k]then if key==m[8+lib[s]][k]then
pressKey(k) releaseKey(k,players[p])
return nil return
end end
end end
end end
@@ -195,21 +251,22 @@ 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!
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]
if not(B.hide and B.hide())then 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 if abs(mx-B.x)<B.w*.5 and abs(my-B.y)<B.h*.5 then
Buttons.sel=i Buttons.sel=i
return nil return
end end
end end
end end
@@ -218,43 +275,53 @@ 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
function love.mousereleased(x,y,k,t,num) function love.mousereleased(x,y,k,t,num)
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)
if not touching then if not touching then
touching=id touching=id
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 elseif scene=="setting3"then
sel=nil x,y=xOy:inverseTransformPoint(x,y)
for K=1,#virtualkey do for K=1,#virtualkey do
local b=virtualkey[K] local b=virtualkey[K]
if (x-b[1])^2+(y-b[2])^2<b[3]then if (x-b[1])^2+(y-b[2])^2<b[3]then
sel=K sel=K
end end
end end
elseif scene=="intro"then
gotoScene("main")
end end
end end
function love.touchreleased(id,x,y) function love.touchreleased(id,x,y)
@@ -272,14 +339,14 @@ 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 end
elseif scene=="setting3"and sel then elseif scene=="setting3"and sel then
x,y=convert(x,y) x,y=xOy:inverseTransformPoint(x,y)
dx,dy=dx*screenK,dy*screenK
if sel then if sel then
local b=virtualkey[sel] local b=virtualkey[sel]
b[1],b[2]=int(b[1]/snapLevelValue[snapLevel]+.5)*40,int(b[2]/snapLevelValue[snapLevel]+.5)*snapLevelValue[snapLevel] 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
@@ -293,20 +360,16 @@ function love.touchmoved(id,x,y,dx,dy)
local l=tc.getTouches() local l=tc.getTouches()
for n=1,#virtualkey do for n=1,#virtualkey do
local b=virtualkey[n] local b=virtualkey[n]
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 return end
p=true
break
end
end end
if not p and players[1].keyPressing then if P.keyPressing[n]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
if sel then if sel then
local b=virtualkey[sel] local b=virtualkey[sel]
@@ -316,12 +379,35 @@ function love.touchmoved(id,x,y,dx,dy)
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 i=="k"then
P=players.alive[rnd(#players.alive)]
Event.gameover.lose()
elseif i=="q"then
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
print(format("x=%d,y=%d,w=%d,h=%d",B.x,B.y,B.w,B.h))
end
elseif Buttons.sel then
local B=Buttons[scene][Buttons.sel]
if i=="left"then B.x=B.x-10
elseif i=="right"then B.x=B.x+10
elseif i=="up"then B.y=B.y-10
elseif i=="down"then B.y=B.y+10
elseif i==","then B.w=B.w-10
elseif i=="."then B.w=B.w+10
elseif i=="/"then B.h=B.h-10
elseif i=="'"then B.h=B.h+10
end
end
else
if keyDown[scene]then keyDown[scene](i)
elseif i=="escape"or i=="back"then back()
else buttonControl_key(i)
end
end end
mouseShow=false
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)
@@ -330,9 +416,10 @@ end
function love.gamepadpressed(joystick,i) function love.gamepadpressed(joystick,i)
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)
@@ -349,9 +436,6 @@ function love.joystickhat(js,hat,dir)
end end
]] ]]
function love.wheelmoved(x,y)
if wheelmoved[scene]then wheelmoved[scene](x,y)end
end
function love.update(dt) function love.update(dt)
--[[ --[[
@@ -372,15 +456,15 @@ function love.update(dt)
BGblock.ct=rnd(20,30) BGblock.ct=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 i=1,#Buttons[scene]do
Buttons[scene][i].alpha=0 Buttons[scene][i].alpha=0
end--Reset buttons' state end--Reset buttons' state
game[sceneSwaping.tar]() scene=sceneSwaping.tar
BGM("blank")
sceneInit[scene]()
Buttons.sel=nil Buttons.sel=nil
elseif sceneSwaping.time==0 then elseif sceneSwaping.time==0 then
sceneSwaping=nil sceneSwaping=nil
@@ -388,15 +472,16 @@ 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 end
function love.sendData(data) function love.sendData(data)
return nil return
end end
function love.receiveData(id,data) function love.receiveData(id,data)
return nil return
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
@@ -406,43 +491,49 @@ 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)
setFont(20)gc.setColor(1,1,1) gc.rectangle("fill",0,0,wh*16/9-ww,720)
gc.print(tm.getFPS(),0,700) gc.rectangle("fill",1280,0,ww-wh*16/9,720)
if devMode then end
gc.print(gcinfo(),0,680) setFont(20)gc.setColor(1,1,1)
gc.print(freeRow and #freeRow or 0,0,660) gc.print(tm.getFPS(),5,700)
if devMode then
gc.print(gcinfo(),5,680)
gc.print(freeRow and #freeRow or 0,5,660)
end end
--if gcinfo()>500 then collectgarbage()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()) scene="load"sceneInit.load()--System Launch
game.load()--System scene Launch
math.randomseed(os.time()*626) math.randomseed(os.time()*626)
return function() return function()
love.event.pump() love.event.pump()
@@ -461,27 +552,31 @@ 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].keyPressing
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(.2) 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
end end
end end
while Timer()-frameT<1/60 do end ::L::if Timer()-frameT<1/60 then goto L end
frameT=Timer() frameT=Timer()
end end
end end

BIN
cb.ttf

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@@ -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 V0.7.9"
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=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

View File

@@ -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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161
language/chi.lua Normal file
View File

@@ -0,0 +1,161 @@
return{
royale_remain=function(n)
return "剩余 "..n.." 名玩家"
end,
cmb={nil,nil,"3连击","4连击","5连击","6连击","7连击","8连击","9连击","10连击!","11连击!","12连击!","13连击!","14连击!","15连击!","16连击!","17连击!","18连击!","19连击!","巨型连击"},
techrash="四清",
techrashB2B="四清 B2B",
techrashB3B="四清 B2B2B",
block={"Z","S","L","J","T","O","I"},
spin={"Z旋","S旋","L旋","J旋","T旋","O旋","I旋"},
clear={"单消","双消","三清"},
b2b="B2B",
b3b="B2B2B",
mini="次级",
PC="场地全清",
stage={"关卡 1","关卡 2","关卡 3","关卡 4","关卡 5",},
maxspeed="最高速度",
speedup="速度加快",
win="胜利",
lose="失败",
custom="自定义游戏",
softdropdas="软降DAS:",
softdroparr="软降ARR:",
keyboard="键盘",
joystick="手柄",
setting2Help="方向键选择/翻页,回车修改,esc返回",
actName={"左移:","右移:","顺时针旋转:","顺时针旋转:","180°旋转","硬降:","软降:","暂存:","切换攻击:","重新开始:","左瞬移:","右瞬移:","软降到底:"},
modeName={
[0]="自定义",
"竞速","马拉松","","无尽","单挑","仅TSD","隐形","挖掘","生存","科研",
"全清训练","全清挑战","41人混战","99人混战","干旱","多人",
},
modeInfo={
sprint="挑战世界纪录",
marathon="尝试坚持到最后",
zen="无重力消除200行",
infinite="科研沙盒",
solo="打败AI",
tsd="尽可能做T旋消2",
blind="最强大脑",
dig="核能挖掘机",
survivor="防守练习",
tech="ALLSPIN练习",
pctrain="熟悉全清定式的组合",
pcchallenge="100行内尽可能多全清",
techmino41="41人混战",
techmino99="99人混战",
drought="异常序列",
hotseat="友尽模式",
},
loadTip="真在加载,不只是动画!",
load={"加载材质ing","加载音乐ing","加载音效ing","加载完成",},
tips={
"The whole game is made by MrZ!",
"Back to Back 10 combo Techrash PC!",
"Techmino has a Nspire-CX edition!",
"Is B2B2B2B possible?",
"MrZ spin Penta!",
"MEGACMB!",
"ALLSPIN!",
"O spin Techrash?"
},
stat={
"游戏运行次数:",
"游戏局数:",
"游戏时间:",
"总方块使用:",
"总消行数:",
"总攻击行数:",
"总按键数:",
"总旋转数:",
"暂存次数:",
"总旋转消行数:",
},
help={
"好像也没啥好帮助的吧?就当是关于了",
"这只是一个方块游戏,请勿过度解读和随意联想",
"不过就当成TOP/C2/KOS/TGM3玩好了",
"游戏还在测试阶段,请 勿 外 传",
"",
"使用LOVE2D引擎",
"作者:MrZ 邮箱:1046101471@qq.com",
"程序:MrZ 美术:MrZ 音乐:MrZ 音效:MrZ",
"使用工具:VScode,GFIE,Beepbox,Goldwave",
"特别感谢:Farter,Teatube,196,Flyz,T830,[所有测试人员]和 你!",
"错误或者建议请附带相关信息发送到作者邮箱~",
},
ButtonText={
main={
"开始",
"设置",
"帮助",
"统计信息",
"退出",
},
mode={
"Λ",
"v",
"<",
">",
"开始",
"自定义(C)",
"返回",
},
custom={
"Λ",
"v",
"<",
">",
"开始",
"返回",
},
setting={
function()return setting.ghost and"阴影 开"or"阴影 关"end,
function()return setting.center and"旋转中心 开"or"旋转中心 关"end,
"-",
"+",
"-",
"+",
"-",
"+",
"-",
"+",
function()return setting.sfx and"音效 开"or"音效 关"end,
function()return setting.bgm and"音乐 开"or"音乐 关"end,
function()return "震动强度:"..setting.vib end,
function()return setting.fullscreen and"全屏 开"or"全屏 关"end,
function()return setting.bgblock and"背景动画 开"or"背景动画 关"end,
function()return"绘制帧:"..setting.frameMul.."%"end,
"控制设置",
"触摸设置",
function()return langName[setting.lang]end,
"保存&返回",
},
setting2={
"返回",
},
setting3={
"返回",
function()return setting.virtualkeySwitch and"隐藏虚拟按键"or"显示虚拟按键"end,
"默认组合",
function()return snapLevelName[snapLevel]end,
function()return percent0to5[setting.virtualkeyAlpha]end,
"图标",
"大小",
},
help={
"返回",
"作者QQ",
},
stat={
"返回",
},
},
}--中文→

161
language/eng.lua Normal file
View File

@@ -0,0 +1,161 @@
return{
royale_remain=function(n)
return n.." Players Remain"
end,
cmb={nil,nil,"3 Combo","4 Combo","5 Combo","6 Combo","7 Combo","8 Combo","9 Combo","10 Combo!","11 Combo!","12 Combo!","13 Combo!","14 Combo!","15 Combo!","16 Combo!","17 Combo!","18 Combo!","19 Combo!","MEGACMB"},
techrash="Techrash",
techrashB2B="Techrash B2B",
techrashB3B="Techrash B2B2B",
block={"Z","S","L","J","T","O","I"},
spin={"Z spin","S spin","L spin","J spin","T spin","O spin","I spin"},
clear={" single"," double"," triple"},
b2b=" B2B",
b3b=" B2B2B",
mini="Mini",
PC="Perfect Clear",
stage={"STAGE 1","STAGE 2","STAGE 3","STAGE 4","STAGE 5",},
maxspeed="Max speed",
speedup="Speed up",
win="WIN",
lose="LOSE",
custom="Custom Game",
softdropdas="softdropDAS:",
softdroparr="softdropARR:",
keyboard="Keyboard",
joystick="Joystick",
setting2Help="Arrowkey to select/change slot,Enter to change,Esc back",
actName={"Move Left:","Move Right:","Rotate Right:","Rotate Left:","Rotate Flip:","Hard Drop:","Soft Drop:","Hold:","Swap:","Restart:","Instant Left:","Instant Right:","Ins Down:"},
modeName={
[0]="Custom",
"Sprint","Marathon","Zen","Infinite","1v1","TSD-only","Blind","Dig","Survivor","Tech",
"PC Train","PC Challenge","Techmino41","Techmino99","Drought","Hotseat",
},
modeInfo={
sprint="Speed run",
marathon="Survive and reach target",
zen="Clear 200 Lines without gravity",
infinite="Infinite game,infinite happiness",
solo="Beat AI",
tsd="Make more T-spin-doubles",
blind="Invisible board",
dig="Downstack!",
survivor="Hand them!",
tech="Techniques practice",
pctrain="Let's learn some PCs",
pcchallenge="Make PCs in 100 Lines",
techmino41="Melee fight with 40 AIs",
techmino99="Melee fight with 98 AIs",
drought="ERRSEQ flood attack",
hotseat="",
},
loadTip="not animation,real loading!",
load={"Loading textures","Loading BGM","Loading SFX","Finished",},
tips={
"The whole game is made by MrZ!",
"Back to Back 10 combo Techrash PC!",
"Techmino has a Nspire-CX edition!",
"Is B2B2B2B possible?",
"MrZ spin Penta!",
"MEGACMB!",
"ALLSPIN!",
"O spin Techrash?"
},
stat={
"Games run:",
"Games played:",
"Game time:",
"Total block used:",
"Total rows cleared:",
"Total lines sent:",
"Total key pressed:",
"Total rotate:",
"Total hold:",
"Total spin:",
},
help={
"I think you don't need \"help\".",
"THIS IS ONLY A SMALL BLOCK GAME",
"But just play like playing TOP/C2/KOS/TGM3",
"Game is not public now,so DO NOT DISTIRBUTE",
"",
"Powered by LOVE2D",
"Author:MrZ E-mail:1046101471@qq.com",
"Programe:MrZ Art:MrZ Music:MrZ SFX:MrZ",
"Tool used:VScode,GFIE,Beepbox,Goldwave",
"Special thanks:Farter,Teatube,196,Flyz,T830,[all test staff] and YOU!",
"Any bugs/suggestions to my E-mail.",
},
ButtonText={
main={
"Play",
"Settings",
"Help",
"Statistics",
"Quit",
},
mode={
"Λ",
"v",
"<",
">",
"Start",
"Custom(C)",
"Back",
},
custom={
"Λ",
"v",
"<",
">",
"Start",
"Back",
},
setting={
function()return setting.ghost and"Ghost:ON"or"Ghost:OFF"end,
function()return setting.center and"Center:ON"or"Center:OFF"end,
"-",
"+",
"-",
"+",
"-",
"+",
"-",
"+",
function()return setting.sfx and"SFX:on"or"SFX:off"end,
function()return setting.bgm and"BGM:on"or"BGM:off"end,
function()return "Vibrate level:"..setting.vib end,
function()return setting.fullscreen and"Fullscreen:on"or"Fullscreen:off"end,
function()return setting.bgblock and"BG animation:on"or"BG animation:off"end,
function()return"FrameDraw:"..setting.frameMul.."%"end,
"Control settings",
"Touch settings",
function()return langName[setting.lang]end,
"Save&Back",
},
setting2={
"Back",
},
setting3={
"Back",
function()return setting.virtualkeySwitch and"Hide Virtual Key"or"Show Virtual Key"end,
"Defaults",
function()return snapLevelName[snapLevel]end,
function()return percent0to5[setting.virtualkeyAlpha]end,
"Icon",
"Size",
},
help={
"Back",
"Author's qq",
},
stat={
"Back",
},
}
}

1007
list.lua

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941
main.lua

File diff suppressed because it is too large Load Diff

558
paint.lua
View File

@@ -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
}, },
@@ -51,8 +54,8 @@ FX={
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,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,
@@ -60,36 +63,63 @@ 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,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,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,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)-.45
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
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
local C=B.rgb or color.white local C=B.rgb or color.white
gc.setColor(C[1],C[2],C[3],B.alpha) 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.rectangle("fill",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
@@ -100,7 +130,7 @@ function drawButton()
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)
@@ -110,256 +140,275 @@ function drawButton()
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(s) function drawAtkPointer(x,y)
gc.setLineWidth(10) gc.setColor(0,.6,1,.35+sin(Timer()*20)*.2)
if s then gc.circle("fill",x,y,25,6)
for i=1,#virtualkey do local a=Timer()*3%1*.8
gc.setColor(1,s==i and 0 or 1,s==i and 0 or 1,setting.virtualkeyAlpha*.2) gc.setColor(0,.6,1,.8-a)
local b=virtualkey[i] gc.circle("line",x,y,25*(1+a),6)
gc.circle("line",b[1],b[2],b[4]-5) end
if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],b[2],nil,2*b[4]*.0125,nil,18,18)end
function VirtualkeyPreview()
for i=1,#virtualkey do
gc.setColor(1,sel==i and .5 or 1,sel==i and .5 or 1,setting.virtualkeyAlpha*.2)
local b=virtualkey[i]
gc.setLineWidth(b[4]*.07)
gc.circle("line",b[1],b[2],b[4]-5)
if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],b[2],nil,b[4]*.025,nil,18,18)end
end
end
function drawVirtualkey()
local a=setting.virtualkeyAlpha*.2
local P=players[1]
for i=1,#virtualkey do
local p,b=virtualkeyDown[i],virtualkey[i]
if p then gc.setColor(.75,.75,.75,a)
else gc.setColor(1,1,1,a)
end end
else gc.setLineWidth(b[4]*.07)
gc.setColor(1,1,1,setting.virtualkeyAlpha*.2) gc.circle("line",b[1],b[2]+virtualkeyPressTime[i],b[4]-5)
for i=1,#virtualkey do if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],b[2]+virtualkeyPressTime[i],nil,b[4]*.025,nil,18,18)end
local b=virtualkey[i] if virtualkeyPressTime[i]>0 then
gc.circle("line",b[1],b[2],b[4]-5) gc.setColor(1,1,1,a*virtualkeyPressTime[i]*.1)
if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],b[2],nil,2*b[4]*.0125,nil,18,18)end gc.circle("line",b[1],b[2],b[4]*(1.4-virtualkeyPressTime[i]*.04))
end end
end 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(background1,640,360,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(background1,640,360,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(background1,640,360,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(background2,x,0,nil,10)
end gc.draw(background2,x-1280,0,nil,10)
end,
matrix=function()
for i=0,15 do
for j=0,8 do
-- local t=sin(Timer()*((2.468*i-1.357*j)%3))*.3
local t=(sin((mt.noise(i,j)+2)*Timer())+1)*.2
gc.setColor(t,t,t)
gc.rectangle("fill",80*i,80*j,80,80)
end
end
end,
}
function Pnt.load() 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(text.loadTip,640,400)
end
function Pnt.intro()
gc.push()
gc.translate(250,150)
gc.scale(30)
gc.stencil(stencil_miniTitle,"replace",1)
gc.setStencilTest("equal",1)
gc.setColor(1,1,1,min(count,80)*.005)
gc.rectangle("fill",0,0,26,14)
gc.pop()
gc.setColor(1,1,1)
gc.setColor(1,1,1,.125)
for i=19,5,-2 do
gc.setLineWidth(i)
gc.line(250+(count-80)*25,150,(count-80)*25-150,570)
end
gc.setStencilTest()
end end
function Pnt.main() function Pnt.main()
gc.setColor(1,1,1) gc.setColor(1,1,1)
setFont(30) setFont(30)
gc.print("Alpha V0.6",370,150) gc.print("Alpha V0.7.9",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(text.modeInfo[modeID[modeSel]],270,255)
setFont(80) setFont(80)
gc.setColor(color.grey) gc.setColor(color.grey)
mStr(modeName[modeSel],643,283) mStr(text.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(text.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(text.custom,20,20)
gc.setColor(color.white)
gc.print(text.custom,22,23)
setFont(40)
for i=1,#customID do
local k=customID[i]
local y=90+40*i
gc.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",0,0,60,120)--Black Background
gc.setLineWidth(13) gc.stencil(stencil_field_small,"replace",1)
gc.stencil(stencil_field_small, "replace",1) gc.translate(0,P.fieldBeneath*.2)
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 gc.draw(blockSkinmini[P.field[j][i]],6*i-6,120-6*j)
end end
else
gc.setColor(1,1,1,falling/gameEnv.fall)
gc.rectangle("fill",0,600-30*j,320,30)
end
end--Field
if not P.result then
if gameEnv.ghost then
for i=1,r do for j=1,c do
if cb[i][j]>0 then
drawPixel(i+y_img-1,j+cx-1,bn,.3)
end
end end
end--Ghost
if waiting<=0 then
gc.setColor(1,1,1)
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
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*.2)
gc.setColor(frameColor[P.strength])gc.rectangle("line",-7,-7,314,614)--Draw boarder gc.setLineWidth(2)
gc.setColor(frameColor[P.strength])gc.rectangle("line",-1,-1,62,122)--Draw boarder
if modeEnv.royaleMode then
gc.setColor(1,1,1)
for i=1,P.strength do
gc.draw(badgeIcon,12*i-7,4,nil,.5)
end
end
if P.result then if P.result then
gc.setColor(1,1,1,min(P.counter,60)*.01) gc.setColor(1,1,1,min(P.endCounter,60)*.01)
setFont(100) setFont(22)mStr(P.result,32,47)
mStr(P.result,150,250) setFont(20)mStr(P.rank,30,82)
else if P.killMark then
local h=0 gc.setLineWidth(4)
for i=1,#atkBuffer do gc.setColor(1,0,0,min(P.endCounter,25)*.04)
local a=atkBuffer[i] gc.circle("line",31,60,84-2*min(P.endCounter,30))
local bar=a.amount*30 end
if not a.sent then
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
end
h=h+bar
if h>600 then break end
end--Buffer line
gc.setColor(b2b<100 and color.white or b2b<=480 and color.lightRed or color.lightBlue)
gc.rectangle("fill",-15,600,10,-b2b)
--B2B bar
end end
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)
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(7) gc.setLineWidth(7)
gc.setColor(frameColor[P.strength])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.bc,.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.bc,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.setColor(1,1,1)gc.rectangle("line",-3,-13,306,616)--Draw boarder gc.setLineWidth(3)
gc.setColor(1,1,1)gc.rectangle("line",-1,-11,302,612)--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
@@ -367,57 +416,61 @@ 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",304,600-h,12,-bar+3)
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",304,600-h+(-bar+3),12,-(-bar+3)*(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",304,600-h,12,-bar+3)
--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",304,600-h,12,-bar+2)
--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",-13,600,10,-P.b2b1)
gc.setColor(color.red) gc.setColor(color.red)
gc.rectangle("fill",-20,600-100,16,5) gc.rectangle("fill",-19,600-40,16,5)
gc.setColor(color.blue) gc.setColor(color.blue)
gc.rectangle("fill",-20,600-480,16,5) gc.rectangle("fill",-19,600-480,16,5)
--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.hid,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)
@@ -426,23 +479,31 @@ 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
bonus[i]:draw(min((30-abs(bonus[i].t-30))*.05,1)*(not bonus[i].solid and #field>(9-bonus[i].dy*.03333)and .7 or 1)) P.bonus[i]:draw(min((30-abs(P.bonus[i].t-30))*.05,1)*(not P.bonus[i].inf and #P.field>(9-P.bonus[i].dy*.0333)and .7 or 1))
end--Effects 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
@@ -450,25 +511,41 @@ 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
for i=1,#FX.badge do
local b=FX.badge[i]
local t=b.t<10 and 0 or b.t<50 and(sin(1.5*(b.t/20-1.5))+1)*.5 or 1
gc.setColor(1,1,1,b.t<10 and b.t*.1 or b.t<50 and 1 or(60-b.t)*.1)
gc.draw(badgeIcon,b[1]+(b[3]-b[1])*t,b[2]+(b[4]-b[2])*t,nil,b.size,nil,14,14)
end
setmetatable(_G,nil)
if setting.virtualkeySwitch then 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]
gc.setLineWidth(5)
gc.setColor(.8,1,0,.2)
for i=1,#players[1].atker do
local p=players[1].atker[i]
gc.line(p.centerX,p.centerY,P.centerX,P.centerY)
end
if P.atkMode~=4 then
if P.atking then drawAtkPointer(P.atking.centerX,P.atking.centerY)end
else
for i=1,#players[1].atker do
local p=players[1].atker[i]
drawAtkPointer(p.centerX,p.centerY)
end
end
end
end end
function Pnt.setting() function Pnt.setting()
gc.setColor(1,1,1) gc.setColor(1,1,1)
setFont(35) setFont(35)
mStr("DAS:"..setting.das,328,163) mStr("DAS:"..setting.das,288,158)
mStr("ARR:"..setting.arr,543,163) mStr("ARR:"..setting.arr,503,158)
setFont(18) setFont(18)
mStr("softdropDAS:"..setting.sddas,328,250) mStr(text.softdropdas..setting.sddas,288,249)
mStr("softdropARR:"..setting.sdarr,543,250) mStr(text.softdroparr..setting.sdarr,503,249)
end end
function Pnt.setting2() function Pnt.setting2()
if keyboardSetting then if keyboardSetting then
@@ -485,25 +562,26 @@ function Pnt.setting2()
gc.rectangle("fill",440,40*joystickSet-10,200,40) gc.rectangle("fill",440,40*joystickSet-10,200,40)
gc.setColor(1,1,1) gc.setColor(1,1,1)
setFont(40)
gc.print("< P"..curBoard.."/P8 >",430,530)
setFont(25) setFont(25)
for y=1,12 do for y=1,13 do
mStr(actName_show[y],150,40*y) mStr(text.actName[y],150,40*y)
for x=1,2 do for x=1,2 do
mStr(setting.keyMap[curBoard+x*8-8][y],200*x+140,40*y) mStr(setting.keyMap[curBoard+x*8-8][y],200*x+140,40*y-3)
end end
gc.line(40,40*y-10,640,40*y-10) gc.line(40,40*y-10,640,40*y-10)
end end
for x=1,4 do for x=1,4 do
gc.line(200*x-160,30,200*x-160,510) gc.line(200*x-160,30,200*x-160,550)
end end
gc.line(40,510,640,510) gc.line(40,550,640,550)
gc.print("Keyboard | Joystick",330,3) gc.print(text.keyboard,335,1)
gc.print("Arrowkey to select/change slot,Enter to change,Esc back",50,580) gc.print(text.joystick,420,1)
gc.print(text.setting2Help,50,620)
setFont(40)
gc.print("< P"..curBoard.."/P8 >",430,570)
end end
function Pnt.setting3() function Pnt.setting3()
drawVirtualkey(sel) VirtualkeyPreview()
local d=snapLevelValue[snapLevel] local d=snapLevelValue[snapLevel]
if d>=10 then if d>=10 then
gc.setLineWidth(3) gc.setLineWidth(3)
@@ -520,15 +598,15 @@ 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)
end end
gc.print(stat.run,650,60) gc.print(stat.run,650,60)

View File

@@ -1,203 +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=="bgblock"then
setting.bgblock=v=="true"
elseif t=="keymap"then
v=string.splitS(v,"/")
for i=1,16 do
local v1=string.splitS(v[i],",")
for j=1,#v1 do
setting.keyMap[i][j]=v1[j]
end
end
elseif t=="keylib"then
v=string.splitS(v,"/")
for i=1,4 do
local v1=string.splitS(v[i],",")
for j=1,#v1 do
setting.keyLib[i][j]=toN(v1[j])
end
for j=1,#setting.keyLib[i]do
local v=setting.keyLib[i][j]
if int(v)~=v or v>=9 or v<=0 then
setting.keyLib[i]={i}
break
end
end
end
elseif t=="virtualkey"then
v=string.splitS(v,"/")
for i=1,9 do
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 map={}
for i=1,16 do
map[i]=table.concat(setting.keyMap[i],",")
end
local lib={}
for i=1,4 do
lib[i]=table.concat(setting.keyLib[i],",")
end
local t=table.concat({
stringPack("sfx=",setting.sfx),
stringPack("bgm=",setting.bgm),
stringPack("fullscreen=",setting.fullscreen),
stringPack("bgblock=",setting.bgblock),
stringPack("das=",setting.das),
stringPack("arr=",setting.arr),
stringPack("sddas=",setting.sddas),
stringPack("sdarr=",setting.sdarr),
stringPack("keymap=",table.concat(map,"/")),
stringPack("keylib=",table.concat(lib,"/")),
stringPack("virtualkey=",table.concat(vk,"/")),
stringPack("virtualkeyAlpha=",setting.virtualkeyAlpha),
stringPack("virtualkeyIcon=",setting.virtualkeyIcon),
stringPack("virtualkeySwitch=",setting.virtualkeySwitch),
stringPack("frameMul=",setting.frameMul),
},"\r\n")
--t=love.math.compress(t,"zlib"):getString()
userSetting:open("w")
userSetting:write(t)
userSetting:close()
end

View File

@@ -1,58 +1,163 @@
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")
badgeIcon=N("/image/mess/badge.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/mess/atk1.png"),200) PTC.attack[1]=gc.newParticleSystem(N("/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/mess/atk2.png"),200) PTC.attack[2]=gc.newParticleSystem(N("/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/mess/atk3.png"),200) PTC.attack[3]=gc.newParticleSystem(N("/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.setDefaultFilter("linear","linear")
titleImage=N("/image/mess/title.png")
dialCircle=N("/image/mess/dialCircle.png")
dialNeedle=N("/image/mess/dialNeedle.png")
badgeIcon=N("/image/mess/badge.png")
spinCenter=N("/image/mess/spinCenter.png")
background1=N("/image/BG/bg1.jpg")
background2=N("/image/BG/bg2.png")
c=nil
gc.setCanvas() gc.setCanvas()
c=nil
sceneInit={
load=function()
curBG="none"
keeprun=true
loading=1--Loading mode
loadnum=1--Loading counter
loadprogress=0--Loading bar(0~1)
end,
intro=function()
curBG="none"
count=0
keeprun=true
end,
main=function()
curBG="none"
keeprun=true
collectgarbage()
end,
mode=function()
saveData()
modeSel=modeSel or 1
levelSel=levelSel or 3
curBG="none"
keeprun=true
end,
custom=function()
optSel=optSel or 1
curBG="matrix"
keeprun=true
end,
play=function()
keeprun=false
resetGameData()
sysSFX("ready")
mouseShow=false
end,
setting=function()
curBG="none"
keeprun=true
end,
setting2=function()
curBG="none"
keeprun=true
curBoard=1
keyboardSet=1
joystickSet=1
keyboardSetting=false
joystickSetting=false
end,--Control settings
setting3=function()
curBG="game1"
keeprun=true
defaultSel=1
sel=nil
snapLevel=1
end,--Touch setting
help=function()
curBG="none"
keeprun=true
end,
stat=function()
curBG="none"
keeprun=true
end,
quit=function()
love.event.quit()
end,
}

209
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
@@ -60,92 +64,81 @@ function Tmr.play(dt)
rem(FX.badge,i) rem(FX.badge,i)
end end
end end
for i=1,#virtualkey do
if virtualkeyPressTime[i]>0 then
virtualkeyPressTime[i]=virtualkeyPressTime[i]-1
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
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
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=P.ai.controlDelay0+2
end end
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"insRight"or"insLeft"]() 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
@@ -155,93 +148,107 @@ function Tmr.play(dt)
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
::L::if P.clearing[1]then
rem(P.clearing)
goto L
end
end
elseif P.waiting>0 then
P.waiting=P.waiting-1
if P.waiting<=0 then
resetblock() resetblock()
end end
else else
if cy~=y_img then if P.cy~=P.y_img then
if dropDelay>0 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
P.b2b1=P.b2b1*.93+P.b2b*.07 P.b2b1=P.b2b1*.92+P.b2b*.08
if P.b2b>480 then P.b2b=P.b2b-1 end --Alive
--ALive
else else
P.keySpeed=keySpeed*.96+cstat.key/time*60*.04 P.keySpeed=P.keySpeed*.96+P.cstat.key/P.time*60*.04
P.dropSpeed=dropSpeed*.96+cstat.piece/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
if P.counter<40 then if P.endCounter<40 then
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]<20 then P.visTime[j][i]=visTime[j][i]+.5 end if P.visTime[j][i]<20 then P.visTime[j][i]=P.visTime[j][i]+.5 end
end end--Make field visible end end--Make field visible
end end
if P.b2b1>0 then P.b2b1=max(P.b2b1-3,0)end if P.b2b1>0 then P.b2b1=max(P.b2b1-3,0)end
--Dead --Dead
end end
for i=#bonus,1,-1 do for i=#P.bonus,1,-1 do
if bonus[i].inf then local b=P.bonus[i]
if bonus[i].t<30 then if b.inf then
bonus[i].t=bonus[i].t+1 if b.t<30 then
b.t=b.t+.5
end end
else else
bonus[i].t=bonus[i].t+1 b.t=b.t+b.speed
if bonus[i].t==60 then rem(bonus,i)end if b.t>=60 then rem(P.bonus,i)end
end end
end end
for i=#task,1,-1 do for i=#P.task,1,-1 do
if task[i]()then rem(task,i)end if P.task[i]()then rem(P.task,i)end
end end
for i=#atkBuffer,1,-1 do for i=#P.atkBuffer,1,-1 do
local atk=atkBuffer[i] 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
PTC.dust[p]:update(dt) if not P.small then
PTC.dust[p]:update(dt)
end
end end
setmetatable(_G,nil) if modeEnv.royaleMode and frame%60==0 then freshMostDangerous()end
end end

View File

@@ -1,23 +1,22 @@
function string.splitS(s,sep) function string.splitS(s,sep)
local t={} local t={}
repeat ::L::
local i=find(s,sep)or #s+1 local i=find(s,sep)or #s+1
ins(t,sub(s,1,i-1)) ins(t,sub(s,1,i-1))
s=sub(s,i+#sep) s=sub(s,i+#sep)
until #s==0 if #s~=0 then goto L end
return t return t
end end
function sgn(i)return i>0 and 1 or i<0 and -1 or 0 end--Row numbe is A-uth-or's id! function sgn(i)return i>0 and 1 or i<0 and -1 or 0 end--Row numbe is A-uth-or's id!
function stringPack(s,v)return s..toS(v)end function stringPack(s,v)return s..toS(v)end
function without(t,v) function without(t,v)
for i=1,#t do for i=1,#t do
if t[i]==v then return nil end if t[i]==v then return end
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-300,y,600,"center")
return x*screenK,(y-screenM)*screenK
end end
function getNewRow(val) function getNewRow(val)
@@ -53,14 +52,235 @@ function getNewBlock()
BGblock.next=BGblock.next%7+1 BGblock.next=BGblock.next%7+1
return t 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_miniTitle()
for i=1,#miniTitle_rect do
gc.rectangle("fill",unpack(miniTitle_rect[i]))
end
end
function stencil_field() function stencil_field()
gc.rectangle("fill",0,-10,300,610) gc.rectangle("fill",150,60,300,610)
end end
function stencil_field_small() function stencil_field_small()
gc.rectangle("fill",0,0,300,600) gc.rectangle("fill",0,0,60,120)
end end
--Single use --Single-usage funcs
function swapLanguage(l)
text=require("language/"..langID[l])
Buttons.sel=nil
for scene,list in pairs(Buttons)do
for num=1,#list do
list[num].alpha=0
list[num].t=text.ButtonText[scene][num]
end
end
end
function VIB(t)
if setting.vib>0 then
love.system.vibrate(vibrateLevel[setting.vib+t])
end
end
function sysSFX(s,v)
if setting.sfx then
local n=1
::L::if sfx[s][n]:isPlaying()then
n=n+1
if not sfx[s][n]then
sfx[s][n]=sfx[s][n-1]:clone()
sfx[s][n]:seek(0)
goto quit
end
goto L
end::quit::
sfx[s][n]:setVolume(v or 1)
sfx[s][n]:play()
end
end
function SFX(s,v)
if setting.sfx and not P.ai then
local n=1
::L::if sfx[s][n]:isPlaying()then
n=n+1
if not sfx[s][n]then
sfx[s][n]=sfx[s][n-1]:clone()
sfx[s][n]:seek(0)
goto quit
end
goto L
end::quit::
sfx[s][n]:setVolume(v or 1)
sfx[s][n]:play()
end
end
function BGM(s)
if setting.bgm and bgmPlaying~=s then
for k,v in pairs(bgm)do v:stop()end
if s then bgm[s]:play()end
bgmPlaying=s
end
end
function gotoScene(s,style)
if not sceneSwaping and s~=scene then
style=style or"deck"
sceneSwaping={
tar=s,style=style,
time=swap[style][1],mid=swap[style][2],
draw=swap[style].d
}
Buttons.sel=nil
end
end
function back()
local t=prevMenu[scene]
if type(t)=="string"then
gotoScene(t)
else
t()
end
end
function loadData()
userData:open("r")
--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n")
local t=string.splitS(userData:read(),"\r\n")
userData:close()
for i=1,#t do
local i=t[i]
if find(i,"=")then
local t=sub(i,1,find(i,"=")-1)
local v=sub(i,find(i,"=")+1)
if t=="run"or t=="game"or t=="gametime"or t=="piece"or t=="row"or t=="atk"or t=="key"or t=="rotate"or t=="hold"or t=="spin"then
v=toN(v)if not v or v<0 then v=0 end
stat[t]=v
end
end
end
end
function saveData()
local t=table.concat({
stringPack("run=",stat.run),
stringPack("game=",stat.game),
stringPack("gametime=",stat.gametime),
stringPack("piece=",stat.piece),
stringPack("row=",stat.row),
stringPack("atk=",stat.atk),
stringPack("key=",stat.key),
stringPack("rotate=",stat.rotate),
stringPack("hold=",stat.hold),
stringPack("spin=",stat.spin),
},"\r\n")
--t=love.math.compress(t,"zlib"):getString()
userData:open("w")
userData:write(t)
userData:close()
end
function loadSetting()
userSetting:open("r")
--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n")
local t=string.splitS(userSetting:read(),"\r\n")
userSetting:close()
for i=1,#t do
local i=t[i]
if find(i,"=")then
local t=sub(i,1,find(i,"=")-1)
local v=sub(i,find(i,"=")+1)
if t=="sfx"or t=="bgm"or t=="bgblock"then
setting[t]=v=="true"
elseif t=="vib"then
setting.vib=toN(v:match("[01234]"))or 0
elseif t=="fullscreen"then
setting.fullscreen=v=="true"
love.window.setFullscreen(setting.fullscreen)
elseif t=="keymap"then
v=string.splitS(v,"/")
for i=1,16 do
local v1=string.splitS(v[i],",")
for j=1,#v1 do
setting.keyMap[i][j]=v1[j]
end
end
elseif t=="keylib"then
v=string.splitS(v,"/")
for i=1,4 do
local v1=string.splitS(v[i],",")
for j=1,#v1 do
setting.keyLib[i][j]=toN(v1[j])
end
for j=1,#setting.keyLib[i]do
local v=setting.keyLib[i][j]
if int(v)~=v or v>=9 or v<=0 then
setting.keyLib[i]={i}
break
end
end
end
elseif t=="virtualkey"then
v=string.splitS(v,"/")
for i=1,10 do
if not v[i]then goto c end
virtualkey[i]=string.splitS(v[i],",")
for j=1,4 do
virtualkey[i][j]=toN(virtualkey[i][j])
end
::c::
end
elseif t=="virtualkeyAlpha"then
setting.virtualkeyAlpha=int(abs(toN(v)))
elseif t=="virtualkeyIcon"or t=="virtualkeySwitch"then
setting[t]=v=="true"
elseif t=="frameMul"then
setting.frameMul=min(max(toN(v)or 100,0),100)
elseif t=="das"or t=="arr"or t=="sddas"or t=="sdarr"then
v=toN(v)if not v or v<0 then v=0 end
setting[t]=int(v)
elseif t=="ghost"or t=="center"then
setting[t]=v=="true"
elseif t=="lang"then
setting[t]=toN(v:match("[12]"))or 1
end
end
end
end
function saveSetting()
local vk={}
for i=1,10 do
for j=1,4 do
virtualkey[i][j]=int(virtualkey[i][j]+.5)
end--Saving a integer is better?
vk[i]=table.concat(virtualkey[i],",")
end--pre-pack virtualkey setting
local map={}
for i=1,16 do
map[i]=table.concat(setting.keyMap[i],",")
end
local lib={}
for i=1,4 do
lib[i]=table.concat(setting.keyLib[i],",")
end
local t=table.concat({
stringPack("lang=",setting.lang),
stringPack("sfx=",setting.sfx),
stringPack("bgm=",setting.bgm),
stringPack("vib=",setting.vib),
stringPack("fullscreen=",setting.fullscreen),
stringPack("bgblock=",setting.bgblock),
stringPack("das=",setting.das),
stringPack("arr=",setting.arr),
stringPack("sddas=",setting.sddas),
stringPack("sdarr=",setting.sdarr),
stringPack("keymap=",table.concat(map,"/")),
stringPack("keylib=",table.concat(lib,"/")),
stringPack("virtualkey=",table.concat(vk,"/")),
stringPack("virtualkeyAlpha=",setting.virtualkeyAlpha),
stringPack("virtualkeyIcon=",setting.virtualkeyIcon),
stringPack("virtualkeySwitch=",setting.virtualkeySwitch),
stringPack("frameMul=",setting.frameMul),
},"\r\n")
--t=love.math.compress(t,"zlib"):getString()
userSetting:open("w")
userSetting:write(t)
userSetting:close()
end