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6 Commits

Author SHA1 Message Date
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
35 changed files with 1826 additions and 1101 deletions

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

View File

@@ -1,5 +1,5 @@
function onVirtualkey(x,y)
local x,y=convert(x,y)
local x,y=xOy:inverseTransformPoint(x,y)
local d2,nearest,distance
for K=1,#virtualkey do
local b=virtualkey[K]
@@ -28,7 +28,6 @@ function buttonControl_key(i)
sysSFX("button")
end
end
mouseShow=false
end
function buttonControl_gamepad(i)
if i=="dpup"or i=="dpdown"or i=="dpleft"or i=="dpright"then
@@ -50,7 +49,21 @@ function buttonControl_gamepad(i)
end
mouseDown={}
function mouseDown.intro(x,y,k)
if k==2 then
back()
else
gotoScene("main")
end
end
keyDown={}
function keyDown.intro(key)
if key=="escape"then
back()
else
gotoScene("main")
end
end
function keyDown.mode(key)
if key=="down"then
if modeSel<#modeID then modeSel=modeSel+1 end
@@ -58,6 +71,25 @@ function keyDown.mode(key)
if modeSel>1 then modeSel=modeSel-1 end
elseif key=="return"then
startGame(modeID[modeSel])
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
startGame("custom")
elseif key=="escape"then
back()
end
@@ -71,7 +103,7 @@ function keyDown.setting2(key)
end
elseif keyboardSetting then
for l=1,8 do
for y=1,12 do
for y=1,13 do
if setting.keyMap[l][y]==key then
setting.keyMap[l][y]=""
end
@@ -84,7 +116,7 @@ function keyDown.setting2(key)
elseif key=="up"then
keyboardSet=max(keyboardSet-1,1)
elseif key=="down"then
keyboardSet=min(keyboardSet+1,12)
keyboardSet=min(keyboardSet+1,13)
elseif key=="left"then
curBoard=max(curBoard-1,1)
elseif key=="right"then
@@ -122,6 +154,13 @@ function keyUp.play(key)
end
end
gamepadDown={}
function gamepadDown.intro(key)
if key=="back"then
back()
else
gotoScene("main")
end
end
function gamepadDown.mode(key)
if key=="dpdown"then
if modeSel<#modeID then modeSel=modeSel+1 end
@@ -167,10 +206,10 @@ function gamepadDown.play(key)
local m=setting.keyMap
for p=1,4 do
local lib=setting.keyLib[p]
for s=1,#l[p]do
for s=1,#lib do
for k=1,12 do
if key==m[8+lib[s]][k]then
pressKey(k)
pressKey(k,players[p])
return nil
end
end
@@ -182,10 +221,10 @@ function gamepadUp.play(key)
local m=setting.keyMap
for p=1,4 do
local lib=setting.keyLib[p]
for s=1,#l[p]do
for s=1,#lib do
for k=1,12 do
if key==m[8+lib[s]][k]then
pressKey(k)
releaseKey(k,players[p])
return nil
end
end
@@ -202,7 +241,7 @@ end
function love.mousemoved(x,y,dx,dy,t)
if not t then
mouseShow=true
mx,my=convert(x,y)
mx,my=xOy:inverseTransformPoint(x,y)
Buttons.sel=nil
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
@@ -218,19 +257,22 @@ end
function love.mousepressed(x,y,k,t,num)
if not t then
mouseShow=true
mx,my=convert(x,y)
if mouseDown[scene]then mouseDown[scene](mx,my,k)end
if k==1 then
if not sceneSwaping and Buttons.sel then
local B=Buttons[scene][Buttons.sel]
B.code()
B.alpha=1
Buttons.sel=nil
love.mousemoved(x,y)
sysSFX("button")
mx,my=xOy:inverseTransformPoint(x,y)
if mouseDown[scene]then
mouseDown[scene](mx,my,k)
else
if k==1 then
if not sceneSwaping and Buttons.sel then
local B=Buttons[scene][Buttons.sel]
B.code()
B.alpha=1
Buttons.sel=nil
love.mousemoved(x,y)
sysSFX("button")
end
elseif k==2 then
back()
end
elseif k==3 then
back()
end
end
end
@@ -242,19 +284,23 @@ function love.touchpressed(id,x,y)
love.mousemoved(x,y)
mouseShow=false
end
if scene=="play"and setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
pressKey(t)
if scene=="play"then
if setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
pressKey(t,players[1])
end
end
elseif scene=="setting3"then
x,y=convert(x,y)
x,y=xOy:inverseTransformPoint(x,y)
for K=1,#virtualkey do
local b=virtualkey[K]
if (x-b[1])^2+(y-b[2])^2<b[3]then
sel=K
end
end
elseif scene=="intro"then
gotoScene("main")
end
end
function love.touchreleased(id,x,y)
@@ -272,10 +318,10 @@ function love.touchreleased(id,x,y)
if scene=="play"and setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
releaseKey(t)
releaseKey(t,players[1])
end
elseif scene=="setting3"and sel then
x,y=convert(x,y)
x,y=xOy:inverseTransformPoint(x,y)
if sel then
local b=virtualkey[sel]
local k=snapLevelValue[snapLevel]
@@ -295,18 +341,18 @@ function love.touchmoved(id,x,y,dx,dy)
local b=virtualkey[n]
local p=false
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
p=true
break
end
end
if not p and players[1].keyPressing then
releaseKey(n)
releaseKey(n,players[1])
end
end
elseif scene=="setting3"then
x,y=convert(x,y)
x,y=xOy:inverseTransformPoint(x,y)
dx,dy=dx*screenK,dy*screenK
if sel then
local b=virtualkey[sel]
@@ -316,12 +362,12 @@ function love.touchmoved(id,x,y,dx,dy)
end
function love.keypressed(i)
if i=="f12"then devMode=true end
if keyDown[scene]then keyDown[scene](i)
elseif i=="escape"or i=="back"then back()
else buttonControl_key(i)
end
if i=="f12"then devMode=true end
mouseShow=false
end
function love.keyreleased(i)
if keyUp[scene]then keyUp[scene](i)
@@ -397,6 +443,7 @@ function love.receiveData(id,data)
return nil
end
function love.draw()
gc.clear()
Pnt.BG[curBG]()
gc.setColor(1,1,1,.3)
for n=1,#BGblock do
@@ -411,37 +458,43 @@ function love.draw()
if Pnt[scene]then Pnt[scene]()end
drawButton()
if mouseShow and not touching then
local r=Timer()*.5
gc.setColor(1,1,1,min(1-abs(1-r%1*2),.3))
r=int(r)%7+1
gc.draw(mouseBlock[r],mx,my,Timer()%pi*4,20,20,scs[r][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.draw(mouseIcon,mx,my,nil,nil,nil,10,10)
gc.circle("fill",mx,my,3)
end
if sceneSwaping then sceneSwaping.draw()end
gc.setColor(0,0,0)
if screenM>0 then
gc.rectangle("fill",0,0,1280,-screenM)
gc.rectangle("fill",0,720,1280,screenM)
end--Draw black side
setFont(20)gc.setColor(1,1,1)
gc.print(tm.getFPS(),0,700)
if devMode then
gc.print(gcinfo(),0,680)
gc.print(freeRow and #freeRow or 0,0,660)
if wh/ww>.5625 then
gc.setColor(0,0,0)
gc.rectangle("fill",0,0,1280,ww*9/16-wh)
gc.rectangle("fill",0,720,1280,wh-ww*9/16)
elseif wh/ww<.5625 then
gc.setColor(0,0,0)
gc.rectangle("fill",0,0,wh*16/9-ww,720)
gc.rectangle("fill",1280,0,ww-wh*16/9,720)
end
setFont(20)gc.setColor(1,1,1)
gc.print(tm.getFPS(),5,700)
if devMode then
gc.print(gcinfo(),5,680)
gc.print(freeRow and #freeRow or 0,5,660)
end
--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)
function love.resize(w,h)
ww,wh=w,h
screenK=h/w>=.5625 and w/1280 or h/720
xOy=xOy:setTransformation(w*.5,h*.5,nil,screenK,nil,640,360)
gc.replaceTransform(xOy)
end
function love.run()
local frameT=Timer()
local readyDrawFrame=0
tm.step()
love.resize(nil,gc.getHeight())
love.resize(gc.getWidth(),gc.getHeight())
game.load()--System scene Launch
math.randomseed(os.time()*626)
return function()
@@ -461,21 +514,25 @@ function love.run()
love.draw()
gc.present()
end
if not wd.hasFocus()then
if not(wd.hasFocus()or keeprun)then
focus=false
ms.setVisible(true)
if bgmPlaying then bgm[bgmPlaying]:pause()end
if scene=="play"then
for i=1,#players[1].keyPressing do
if players[1].keyPressing[i]then
releaseKey(i)
for i=1,#players.alive do
local l=players.alive[i].keyPressing
for j=1,#l do
if l[j]then
releaseKey(j,players.alive[i])
end
end
end
end
end
else
tm.sleep(.2)
tm.sleep(.5)
if wd.hasFocus()then
tm.step()
focus=true
ms.setVisible(false)
if bgmPlaying then bgm[bgmPlaying]:play()end

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@@ -1,15 +1,15 @@
function love.conf(t)
local X=nil
t.identity="Techmino"--The name of the save directory (string)
t.appendidentity=X--Search files in source directory before save directory (boolean)
t.identity="Techmino"--Save directory name
t.appendidentity=X--If search files in source before save directory
t.version="11.1"
t.console=X
t.accelerometerjoystick=X--Enable the accelerometer on iOS and Android by exposing it as a Joystick (boolean)
t.gammacorrect=true
t.audio.mixwithsystem=true--Switch on to keep background music playing
t.accelerometerjoystick=X--If exposing accelerometer on iOS and Android as a Joystick
t.gammacorrect=X
t.audio.mixwithsystem=true--Switch on to keep sysBGM
local W=t.window
W.title="Techmino V0.65"
W.title="Techmino V0.7.5"
W.icon="/image/icon.png"
W.width,W.height=1280,720
W.borderless=X
@@ -19,8 +19,8 @@ function love.conf(t)
W.fullscreen=X
W.vsync=X--0 to set ∞fps
W.msaa=X--The number of samples to use with multi-sampled antialiasing (number)
W.depth=X--The number of bits per sample in the depth buffer
W.stencil=8--The number of bits per sample in the stencil buffer
W.depth=X--Bits per sample in the depth buffer
W.stencil=1--The number of bits per sample in the stencil buffer
W.display=1--Monitor ID
W.highdpi=X--Enable high-dpi mode for the window on a Retina display (boolean)
W.x,W.y=nil

View File

@@ -1,15 +1,29 @@
function resetGameData()
frame=0
players={alive={}}
royaleMode=false
loadmode[gamemode]()
frame=0
count=179
FX.beam={}
for i=1,#PTC.dust do PTC.dust[i]:release()end
for k,v in pairs(PTC.dust)do
v:release()
end
for i=1,#players do
PTC.dust[i]=PTC.dust[0]:clone()
PTC.dust[i]:start()
if not players[i].small then
PTC.dust[i]=PTC.dust0:clone()
PTC.dust[i]:start()
end
end
if modeEnv.royaleMode then
for i=1,#players do
local P=players[i]
if not P.atking then
repeat
P.atking=players.alive[rnd(#players.alive)]
until P.atking~=P
end
end
mostBadge,mostDangerous,secBadge,secDangerous=nil
end
for i=1,#virtualkey do
virtualkey[i].press=false
@@ -18,17 +32,33 @@ function resetGameData()
freeRow={}
collectgarbage()
for i=1,50*#players do
for i=1,40*#players do
freeRow[i]={0,0,0,0,0,0,0,0,0,0}
end
end
function gameStart()
sysSFX("start")
for P=1,#players do
P=players[P]
_G.P=P
P.control=true
P.timing=true
resetblock()
end
setmetatable(_G,nil)
end
function createPlayer(id,x,y,size,AIspeed,data)
players[id]={id=id}
ins(players.alive,id)
local P=players[id]
ins(players.alive,P)
P.index={__index=P}
P.x,P.y,P.size=x,y,size or 1
P.small=P.size<.3
if P.small then
P.centerX,P.centerY=P.x+150*P.size,P.y+300*P.size
else
P.centerX,P.centerY=P.x+300*P.size,P.y+670*P.size
end
if AIspeed then
P.ai={
@@ -42,12 +72,16 @@ function createPlayer(id,x,y,size,AIspeed,data)
P.control=false
P.timing=false
P.time=0
P.cstat={key=0,piece=0,row=0,atk=0,tetris=0}--Current gamestat
P.cstat={key=0,piece=0,row=0,atk=0,techrash=0,pc=0}--Current gamestat
P.keyTime={}for i=1,10 do P.keyTime[i]=-1e5 end P.keySpeed=0
P.dropTime={}for i=1,10 do P.dropTime[i]=-1e5 end P.dropSpeed=0
P.field,P.visTime,P.atkBuffer={},{},{}
P.badge,P.strength,P.lastRecv=0,0,nil
P.ko,P.badge,P.strength=0,0,0
P.atkMode,P.swappingAtkMode,P.atking,P.lastRecv=1,20
--Royale-related
P.gameEnv={}--Game setting vars,like dropDelay setting
for k,v in pairs(gameEnv0)do
@@ -67,19 +101,27 @@ function createPlayer(id,x,y,size,AIspeed,data)
P.dropDelay,P.lockDelay=P.gameEnv.drop,P.gameEnv.lock
P.freshTime=0
P.lastSpin=false
if P.gameEnv.sequence==3 then
for i=1,6 do
local r=rnd(7)
P.nxt[i]=r
P.nb[i]=blocks[r][0]
end
elseif P.gameEnv.sequence<5 then
local bag1={1,2,3,4,5,6,7}
for i=1,7 do
P.nxt[i]=rem(bag1,rnd(#bag1))
P.nb[i]=blocks[P.nxt[i]][0]
end--First bag
end
local bag1={1,2,3,4,5,6,7}
for i=1,7 do
P.nxt[i]=rem(bag1,rnd(#bag1))
P.nb[i]=blocks[P.nxt[i]][0]
end--First bag
P.freshNext=freshMethod[P.gameEnv.sequence]
if P.gameEnv.sequence==1 then P.bag={}--Bag7
elseif P.gameEnv.sequence==2 then P.his={}for i=1,4 do P.his[i]=P.nxt[i+3]end--History4
elseif P.gameEnv.sequence==3 then--Pure random
end
P.showTime=P.gameEnv.visible==1 and 1e99 or P.gameEnv.visible==2 and 300 or 20
P.freshNext=randomMethod[P.gameEnv.sequence]
P.cb,P.sc,P.bn,P.r,P.c,P.cx,P.cy,P.dir,P.y_img={{}},{0,0},1,0,0,0,0,0,0
P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
P.moving,P.downing=0,0
@@ -101,13 +143,12 @@ function showText(text,type,font,dy,inf)
ins(P.bonus,{t=0,text=text,draw=FX[type],font=font,dy=dy or 0,inf=inf,solid=inf})
end
end
function createBeam(s,r,lv)--Player id
S,R=players[s],players[r]
function createBeam(S,R,lv)--Player id
local x1,y1,x2,y2
if S.small then
x1,y1=S.x+(30*(cx+sc[2]-1)+15)*S.size,S.y+(600-30*(cy+sc[1]-1)+15)*S.size
x1,y1=S.x+(30*(P.cx+P.sc[2]-1)+15)*S.size,S.y+(600-30*(P.cy+P.sc[1]-1)+15)*S.size
else
x1,y1=S.x+(30*(cx+sc[2]-1)-30+15+150)*S.size,S.y+(600-30*(cy+sc[1]-1)+15+70)*S.size
x1,y1=S.x+(30*(P.cx+P.sc[2]-1)-30+15+150)*S.size,S.y+(600-30*(P.cy+P.sc[1]-1)+15+70)*S.size
end
if R.small then
x2,y2=R.x+150*R.size,R.y+300*R.size
@@ -116,139 +157,185 @@ function createBeam(s,r,lv)--Player id
end
ins(FX.beam,{x1,y1,x2,y2,t=0,lv=lv})
end
function throwBadge(s,r,amount)--Player id
s,r=players[s],players[r]
function throwBadge(S,R,amount)--Player id
local x1,y1,x2,y2
if s.small then
x1,y1=s.x+150*s.size,s.y+300*s.size
if S.small then
x1,y1=S.x+150*S.size,S.y+300*S.size
else
x1,y1=s.x+308*s.size,s.y+450*s.size
x1,y1=S.x+308*S.size,S.y+450*S.size
end
if r.small then
x2,y2=r.x+150*r.size,r.y+300*r.size
if R.small then
x2,y2=R.x+150*R.size,R.y+300*R.size
else
x2,y2=r.x+308*r.size,r.y+450*r.size
x2,y2=R.x+308*R.size,R.y+450*R.size
end
ins(FX.badge,{x1,y1,x2,y2,t=0,size=(10+min(amount,10))*.1})
end
function freshgho()
if not P.gameEnv._20G then
P.y_img=P.cy>#field+1 and #field+1 or P.cy
while not ifoverlap(cb,cx,y_img-1)do
P.y_img=P.y_img-1
function randomTarget(p)
if #players.alive>1 then
local r
repeat
r=players.alive[rnd(#players.alive)]
until r~=p
return r
end
end
function freshRoyaleTarget()
mostBadge,secBadge,mostDangerous,secDangerous=nil
local h,b=0,0
for i=1,#players.alive do
if players.alive[i].badge>=h then
mostBadge,secBadge=players.alive[i],mostBadge
h=players[i].badge
end
else
while not ifoverlap(cb,cx,cy-1)do
if #players.alive[i].field>=b then
mostDangerous,secDangerous=players.alive[i],mostDangerous
b=#players[i].field
end
end
for i=1,#players.alive do
local P=players.alive[i]
if P.atkMode==1 then
if not P.atking then
P.atking=randomTarget(P)
end
elseif P.atkMode==2 then
P.atking=P~=mostBadge and mostBadge or secBadge
elseif P.atkMode==3 then
P.atking=P~=mostDangerous and mostDangerous or secDangerous
end
end
end
function freshgho()
if P.gameEnv._20G or P.keyPressing[7]and P.gameEnv.sdarr==0 then
while not ifoverlap(P.cb,P.cx,P.cy-1)do
P.cy=P.cy-1
P.spinLast=false
end
P.y_img=P.cy
else
P.y_img=P.cy>#P.field+1 and #P.field+1 or P.cy
while not ifoverlap(P.cb,P.cx,P.y_img-1)do
P.y_img=P.y_img-1
end
end
end
function freshLockDelay()
if P.lockDelay<gameEnv.lock and P.freshTime<=gameEnv.freshLimit then
P.lockDelay=gameEnv.lock
if P.lockDelay<P.gameEnv.lock and P.freshTime<=P.gameEnv.freshLimit then
P.lockDelay=P.gameEnv.lock
P.freshTime=P.freshTime+1
end
end
function ifoverlap(bk,x,y)
if x<1 or x+#bk[1]>11 or y<1 then return true end
if y>#field then return nil end
if y>#P.field then return nil end
for i=1,#bk do for j=1,#bk[1]do
if field[y+i-1]and bk[i][j]>0 and field[y+i-1][x+j-1]>0 then return true end
if P.field[y+i-1]and bk[i][j]>0 and P.field[y+i-1][x+j-1]>0 then return true end
end end
end
function ckfull(i)
for j=1,10 do if field[i][j]==0 then return nil end end
for j=1,10 do if P.field[i][j]==0 then return nil end end
return true
end
function checkrow(s,num)--(cy,r)
local c=0--rows cleared
for i=s,s+num-1 do if ckfull(i)then
ins(clearing,1,i)
P.falling=gameEnv.fall
c=c+1--row cleared+1
for k=1,250 do
PTC.dust[P.id]:setPosition(rnd(300),600-30*i+rnd(30))
PTC.dust[P.id]:emit(1)
for i=s,s+num-1 do
if ckfull(i)then
ins(P.clearing,1,i)
P.falling=P.gameEnv.fall
c=c+1--row cleared+1
if not P.small then
for k=1,250 do
PTC.dust[P.id]:setPosition(rnd(300),600-30*i+rnd(30))
PTC.dust[P.id]:emit(1)
end
end
end
end end
end
return c
end
function solid(x,y)
if x<1 or x>10 or y<1 then return true end
if y>#field then return false end
return field[y][x]>0
if y>#P.field then return false end
return P.field[y][x]>0
end
function resetblock()
P.holded=false
P.spinLast=false
P.freshNext()
P.sc,P.dir=scs[bn][0],0
P.r,P.c=#cb,#cb[1]
P.cx,P.cy=blockPos[bn],21+ceil(fieldBeneath/30)
P.dropDelay,P.lockDelay,P.freshTime=gameEnv.drop,gameEnv.lock,0
P.sc,P.dir=scs[P.bn][0],0
P.r,P.c=#P.cb,#P.cb[1]
P.cx,P.cy=blockPos[P.bn],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,0
if keyPressing[8]then hold(true)end
if abs(moving)-gameEnv.das>1 then
if not ifoverlap(cb,cx+sgn(moving),cy)then
P.cx=cx+sgn(moving)
if P.keyPressing[8]then hold(true)end
if abs(P.moving)-P.gameEnv.das>1 then
if not ifoverlap(P.cb,P.cx+sgn(P.moving),P.cy)then
P.cx=P.cx+sgn(P.moving)
end
end
if keyPressing[3]then spin(1,true)end
if keyPressing[4]then spin(-1,true)end
if keyPressing[5]then spin(2,true)end
if P.keyPressing[3]then spin(1,true)end
if P.keyPressing[4]then spin(-1,true)end
if P.keyPressing[5]then spin(2,true)end
if ifoverlap(cb,cx,cy)then lock()Event.gameover.lose()end
if ifoverlap(P.cb,P.cx,P.cy)then lock()Event.gameover.lose()end
freshgho()
if keyPressing[6]then act.hardDrop()P.keyPressing[6]=false end
if P.keyPressing[6]then act.hardDrop()P.keyPressing[6]=false end
end
function pressKey(i,player)
P=player or players[1]
setmetatable(_G,P.index)
function pressKey(i,p)
P=p
P.keyPressing[i]=true
if i==9 then
if i==10 then
act.restart()
elseif alive then
if control and waiting<=0 then
elseif P.alive then
if P.control and P.waiting<=0 then
act[actName[i]]()
if i>2 and i<6 then keyPressing[i]=false end
elseif i==1 then
P.moving=-1
elseif i==2 then
P.moving=1
if i>2 and i<7 then P.keyPressing[i]=false end
elseif P.keyPressing[9]then
if i==1 then
P.atkMode=1
P.atking=randomTarget(P)
elseif i==2 then
P.atkMode=2
elseif i==6 then
P.atkMode=3
elseif i==7 then
P.atkMode=4
end
else
if i==1 then
P.moving=-1
elseif i==2 then
P.moving=1
end
end
ins(keyTime,1,frame)rem(keyTime,11)
cstat.key=cstat.key+1
if player.id==1 then stat.key=stat.key+1 end
--Key count
ins(P.keyTime,1,frame)rem(P.keyTime,11)
P.cstat.key=P.cstat.key+1
if P.id==1 then stat.key=stat.key+1 end
end
-- if playmode=="recording"then ins(rec,{i,frame})end
--ins(rec,{i,frame})
end
function releaseKey(i,player)
P=player or players[1]
setmetatable(_G,P.index)
P.keyPressing[i]=false
function releaseKey(i,p)
p.keyPressing[i]=false
-- if playmode=="recording"then ins(rec,{-i,frame})end
end
function spin(d,ifpre)
if bn==6 then
freshgho()--May cancel spinLast
local idir=(P.dir+d)%4
if P.bn==6 then
freshLockDelay()
SFX(ifpre and"prerotate"or ifoverlap(cb,cx,cy+1)and ifoverlap(cb,cx-1,cy)and ifoverlap(cb,cx+1,cy)and"rotatekick"or"rotate")
if id==1 then
SFX(ifpre and"prerotate"or"rotate")
if P.id==1 then
stat.rotate=stat.rotate+1
end
return nil
end
local icb=blocks[bn][(dir+d)%4]
local isc=d==1 and{c-sc[2]+1,sc[1]}or d==-1 and{sc[2],r-sc[1]+1}or{r-sc[1]+1,c-sc[2]+1}
local icb=blocks[P.bn][idir]
local isc=scs[P.bn][idir]
local ir,ic=#icb,#icb[1]
local ix,iy=cx+sc[2]-isc[2],cy+sc[1]-isc[1]
local t--succssful num
local iki=TRS[bn][dir*10+(dir+d)%4]
for i=1,#iki do
local ix,iy=P.cx+P.sc[2]-isc[2],P.cy+P.sc[1]-isc[1]
local t--succssful test
local iki=TRS[P.bn][P.dir*10+idir]
for i=1,P.freshTime<=1.2*P.gameEnv.freshLimit and #iki or 1 do
if not ifoverlap(icb,ix+iki[i][1],iy+iki[i][2])then
ix,iy=ix+iki[i][1],iy+iki[i][2]
t=i
@@ -256,113 +343,131 @@ function spin(d,ifpre)
end
end
if t then
P.cx,P.cy=ix,iy
P.sc,P.cb=isc,icb
P.cx,P.cy,P.dir=ix,iy,idir
P.sc,P.cb=scs[P.bn][idir],icb
P.r,P.c=ir,ic
P.dir=(dir+d)%4
P.spinLast=t
freshgho()--May cancel spinLast
P.spinLast=testScore[t==2 and -d or d]
freshgho()
freshLockDelay()
SFX(ifpre and"prerotate"or ifoverlap(cb,cx,cy+1)and ifoverlap(cb,cx-1,cy)and ifoverlap(cb,cx+1,cy)and"rotatekick"or"rotate")
SFX(ifpre and"prerotate"or ifoverlap(P.cb,P.cx,P.cy+1)and ifoverlap(P.cb,P.cx-1,P.cy)and ifoverlap(P.cb,P.cx+1,P.cy)and"rotatekick"or"rotate")
if id==1 then
stat.rotate=stat.rotate+1
end
end
end
function hold(ifpre)
if not holded and waiting<=0 and gameEnv.hold then
P.hn,P.bn=bn,hn
P.hb,P.cb=blocks[hn][0],hb
if not P.holded and P.waiting<=0 and P.gameEnv.hold then
P.hn,P.bn=P.bn,P.hn
P.hb,P.cb=blocks[P.hn][0],P.hb
if bn==0 then freshNext()end
P.sc,P.dir=scs[bn][0],0
P.r,P.c=#cb,#cb[1]
P.cx,P.cy=blockPos[bn],21+ceil(fieldBeneath/30)
if P.bn==0 then P.freshNext()end
P.sc,P.dir=scs[P.bn][0],0
P.r,P.c=#P.cb,#P.cb[1]
P.cx,P.cy=blockPos[P.bn],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
if abs(moving)-gameEnv.das>1 then
if not ifoverlap(cb,cx+sgn(moving),cy)then
P.cx=cx+sgn(moving)
if abs(P.moving)-P.gameEnv.das>1 then
if not ifoverlap(P.cb,P.cx+sgn(P.moving),P.cy)then
P.cx=P.cx+sgn(P.moving)
end
end
freshgho()
P.dropDelay,P.lockDelay,P.freshTime=gameEnv.drop,gameEnv.lock,0
if ifoverlap(cb,cx,cy) then lock()Event.gameover.lose()end
P.holded=true
P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,0
if ifoverlap(P.cb,P.cx,P.cy) then lock()Event.gameover.lose()end
P.holded=P.gameEnv.oncehold
SFX(ifpre and"prehold"or"hold")
if id==1 then
if P.id==1 then
stat.hold=stat.hold+1
end
end
end
function drop()
if cy==y_img then
ins(dropTime,1,frame)rem(dropTime,11)--update speed dial
P.waiting=gameEnv.wait
local dospin=bn~=6 and ifoverlap(cb,cx-1,cy)and ifoverlap(cb,cx+1,cy)and ifoverlap(cb,cx,cy+1)and 1 or 0
if bn<6 and spinLast then
local x,y=cx+sc[2]-1,cy+sc[1]-1
local c=0
if solid(x-1,y+1)then c=c+1 end
if solid(x+1,y+1)then c=c+1 end
if c>0 then
if solid(x-1,y-1)then c=c+1 end
if solid(x+1,y-1)then c=c+1 end
if c>2 then
dospin=dospin+(spinLast==2 and 1 or 2)
if P.cy==P.y_img then
ins(P.dropTime,1,frame)rem(P.dropTime,11)--update speed dial
P.waiting=P.gameEnv.wait
local dospin=0
if P.spinLast then
if P.bn<6 then
local x,y=P.cx+P.sc[2]-1,P.cy+P.sc[1]-1
local c=0
if solid(x-1,y+1)then c=c+1 end
if solid(x+1,y+1)then c=c+1 end
if c>0 then
if solid(x-1,y-1)then c=c+1 end
if solid(x+1,y-1)then c=c+1 end
if c>2 then
dospin=dospin+1
end
end
end
end--Three point
if dospin==0 then dospin=false end
end--Three point
if P.bn~=6 and ifoverlap(P.cb,P.cx-1,P.cy)and ifoverlap(P.cb,P.cx+1,P.cy)and ifoverlap(P.cb,P.cx,P.cy+1)then
dospin=dospin+2
end--Immobile
end
lock()
local cc,csend,exblock,sendTime=checkrow(cy,r),0,0,0--Currect clear&send&sendTime
local mini=bn~=7 and dospin==1 and cc<3 and cc<r
local cc,csend,exblock,sendTime=checkrow(P.cy,P.r),0,0,0--Currect clear&send&sendTime
local mini
if P.spinLast and cc>0 and dospin>0 then
dospin=dospin+P.spinLast
end
if not P.spinLast then
dospin=false
elseif cc==0 then
if dospin==0 then
dospin=false
end
elseif dospin<2 then
dospin=false
elseif dospin==2 then
mini=P.bn<6 and cc<3 and cc<P.r
end
P.combo=P.combo+1--combo=0 is under
if cc==4 then
if b2b>500 then
showText("Tetris B2B2B","fly",70)
if P.b2b>480 then
showText("Techrash B2B2B","fly",70)
csend=6
exblock=exblock+2
elseif b2b>=100 then
showText("Tetris B2B","drive",70)
csend=5
sendTime=80
exblock=exblock+1
elseif P.b2b>=30 then
showText("Techrash B2B","drive",70)
sendTime=70
csend=5
else
showText("Tetris","stretch",80)
showText("Techrash","stretch",80)
sendTime=60
csend=4
end
P.b2b=P.b2b+100
sendTime=60
P.cstat.tetris=P.cstat.tetris+1
P.cstat.techrash=P.cstat.techrash+1
elseif cc>0 then
if dospin then
if b2b>500 then
showText(spinName[cc][bn].." B2B2B","spin",40)
if P.b2b>480 then
showText(spinName[cc][P.bn].." B2B2B","spin",40)
csend=b2bATK[cc]+1
exblock=exblock+1
elseif b2b>=100 then
showText(spinName[cc][bn].." B2B","spin",40)
elseif P.b2b>=30 then
showText(spinName[cc][P.bn].." B2B","spin",40)
csend=b2bATK[cc]
else
showText(spinName[cc][bn],"spin",50)
showText(spinName[cc][P.bn],"spin",50)
csend=2*cc
end
sendTime=20+csend*20
if mini then
showText("Mini","drive",40,10)
csend=ceil(csend*.5)
sendTime=sendTime+60
P.b2b=P.b2b+90+10*cc
P.b2b=P.b2b+b2bPoint[cc]*.8
else
P.b2b=P.b2b+70+30*cc
P.b2b=P.b2b+b2bPoint[cc]
end
SFX(spin_n[cc])
if id==1 then
if P.id==1 then
stat.spin=stat.spin+1
end
elseif #clearing<#field then
P.b2b=P.b2b-300
elseif #P.clearing<#P.field then
P.b2b=P.b2b-150-cc*50
showText(clearName[cc],"appear",50)
csend=cc-1
sendTime=20+csend*20
@@ -370,45 +475,68 @@ function drop()
else
P.combo=0
if dospin then
showText(spinName[0][bn],"appear",50)
showText(spinName[0][P.bn],"appear",50)
SFX("spin_0")
P.b2b=b2b+40
P.b2b=P.b2b+15
end
end
if cc>0 and #clearing==#field then
if cc>0 and #P.clearing==#P.field then
showText("Perfect Clear","flicker",70,-80)
csend=csend+5
csend=csend+min(6+P.cstat.pc,10)
exblock=exblock+2
sendTime=sendTime+30
SFX("perfectclear")
if cstat.piece>10 then
if P.cstat.row>10 then
P.b2b=600
end
SFX("perfectclear")
P.cstat.pc=P.cstat.pc+1
end
csend=csend+(renATK[combo]or 4)
if combo>2 then
showText(renName[min(combo,20)],combo<10 and"appear"or"flicker",20+combo*3,60)
csend=csend+(renATK[P.combo]or 4)
if P.combo>2 then
showText(renName[min(P.combo,20)],P.combo<10 and"appear"or"flicker",20+P.combo*3,60)
end
sendTime=sendTime+20*combo
sendTime=sendTime+20*P.combo
if cc>0 then
SFX(clear_n[cc])
SFX(ren_n[min(combo,11)])
SFX(ren_n[min(P.combo,11)])
end
P.b2b=max(min(P.b2b,600),0)
if cc>0 and modeEnv.royaleMode then
local atker=0
for i=1,#players.alive do
if players.alive[i].atking==P then
atker=atker+1
if atker==9 then
break
end
end
end
if atker>1 then
csend=csend+reAtk[atker]
exblock=exblock+reDef[atker]
end
end
P.b2b=max(min(b2b,600),0)
if csend>0 then
if exblock then exblock=int(exblock*(1+P.strength*.25))end
csend=csend*(1+P.strength*.25)
if mini then csend=csend end
csend=int(csend)
--Buffs
--Badge Buff
P.cstat.atk=P.cstat.atk+csend
if P.id==1 then stat.atk=stat.atk+csend end
--ATK statistics
if csend>0 then
showText(csend,"zoomout",25,70)
if exblock>0 then
showText(exblock,"zoomout",10,70)
end
end
while csend>0 and P.atkBuffer[1]do
if exblock>0 then
exblock=exblock-1
@@ -425,16 +553,28 @@ function drop()
end
end
if csend>0 then
showText(csend,"zoomout",25,70)
if #players.alive>1 then
garbageSend(P.id,csend,sendTime)
if modeEnv.royaleMode then
if P.atkMode==4 then
local f
for i=1,#players.alive do
if players.alive[i].atking==P then
garbageSend(P,players.alive[i],csend,sendTime)
f=true
end
end
if not f then
garbageSend(P,P.atking or randomTarget(P),csend,sendTime)
end
else
garbageSend(P,P.atking or randomTarget(P),csend,sendTime)
end
elseif #players.alive>1 then
garbageSend(P,randomTarget(P),csend,sendTime)
end
end
elseif cc==0 then
if P.b2b>450 then
P.b2b=max(b2b-2,450)
elseif P.b2b>100 then
P.b2b=max(b2b-5,100)
if P.b2b>480 then
P.b2b=max(P.b2b-40,480)
end
garbageRelease()
end
@@ -442,37 +582,35 @@ function drop()
stat.piece,stat.row=stat.piece+1,stat.row+cc
end
P.cstat.piece,P.cstat.row=P.cstat.piece+1,P.cstat.row+cc
if P.cstat.row>=gameEnv.target then
gameEnv.reach()
if control then SFX("reach")end
if P.cstat.row>=P.gameEnv.target then
P.gameEnv.reach()
end
P.spinLast=dospin and cc>0
else
P.cy=cy-1
P.cy=P.cy-1
P.spinLast=false
end
end
function lock()
for i=1,r do
local y=cy+i-1
for i=1,P.r do
local y=P.cy+i-1
if not P.field[y]then P.field[y],P.visTime[y]=getNewRow(),getNewRow()end
for j=1,c do
if cb[i][j]~=0 then
P.field[y][cx+j-1]=P.bn
P.visTime[y][cx+j-1]=P.showTime
for j=1,P.c do
if P.cb[i][j]~=0 then
P.field[y][P.cx+j-1]=P.bn
P.visTime[y][P.cx+j-1]=P.showTime
end
end
end
end
function garbageSend(sender,send,time)
local pos,r=rnd(10)
function garbageSend(S,R,send,time)
local pos=rnd(10)
local level=send<4 and 1 or send<7 and 2 or 3
repeat
r=players.alive[rnd(#players.alive)]
until r~=P.id
createBeam(sender,r,level)
ins(players[r].atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=level})
players[r].lastRecv=sender
sort(players[r].atkBuffer,timeSort)
createBeam(S,R,level)
R.lastRecv=S
if #R.atkBuffer<15 then
ins(R.atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=level})
end
end
function garbageRelease()
local t=P.showTime*2
@@ -491,4 +629,126 @@ function garbageRelease()
P.fieldBeneath=P.fieldBeneath+atk.amount*30
end
end
end
end
act={
moveLeft=function(auto)
if P.keyPressing[9]then
if P.atkMode~=1 then
P.atkMode=1
end
else
if not auto then
P.moving=-1
end
if not ifoverlap(P.cb,P.cx-1,P.cy)then
P.cx=P.cx-1
freshgho()
freshLockDelay()
if P.cy==P.y_img then SFX("move")end
P.spinLast=false
end
end
end,
moveRight=function(auto)
if P.keyPressing[9]then
if P.atkMode~=2 then
P.atkMode=2
P.atking=P~=mostBadge and mostBadge or secBadge
end
else
if not auto then
P.moving=1
end
if not ifoverlap(P.cb,P.cx+1,P.cy)then
P.cx=P.cx+1
freshgho()
freshLockDelay()
if P.cy==P.y_img then SFX("move")end
P.spinLast=false
end
end
end,
rotRight=function()spin(1)end,
rotLeft=function()spin(-1)end,
rotFlip=function()spin(2)end,
hardDrop=function()
if P.keyPressing[9]then
if P.atkMode~=3 then
P.atkMode=3
P.atking=P~=mostDangerous and mostDangerous or secDangerous
end
else
if P.waiting<=0 then
if P.cy~=P.y_img then
P.cy=P.y_img
P.spinLast=false
SFX("drop")
end
drop()
end
end
end,
softDrop=function()
if P.keyPressing[9]then
if P.atkMode~=4 then
P.atkMode=4
P.atking=nil
end
else
if P.cy~=P.y_img then
P.cy=P.cy-1
P.spinLast=false
end
P.downing=1
end
end,
hold=function()hold()end,
--Player movements
swap=function()
if modeEnv.royaleMode then
for i=1,#P.keyPressing do
if P.keyPressing[i]then
P.keyPressing[i]=false
end
end
P.keyPressing[9]=true
else
P.keyPressing[9]=false
end
end,
restart=function()
resetGameData()
frame=90
end,
insDown=function()if P.cy~=P.y_img then P.cy,P.lockDelay,P.spinLast=P.y_img,P.gameEnv.lock,false end end,
insLeft=function()
while not ifoverlap(P.cb,P.cx-1,P.cy)do
P.cx,P.lockDelay=P.cx-1,P.gameEnv.lock
freshgho()
end
end,
insRight=function()
while not ifoverlap(P.cb,P.cx+1,P.cy)do
P.cx,P.lockDelay=P.cx+1,P.gameEnv.lock
freshgho()
end
end,
down1=function()
if P.cy~=P.y_img then
P.cy=P.cy-1
P.spinLast=false
end
end,
down4=function()
for i=1,4 do
if P.cy~=P.y_img then
P.cy=P.cy-1
P.spinLast=false
else
break
end
end
end,
quit=function()Event.gameover.lose()end,
--System movements
}

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288
list.lua
View File

@@ -1,3 +1,34 @@
--[["four name"
Techrash
Techmino
Tequéno
Zestris
Quadruple
Tequeno
Techzino
Tectris
]]
PCbase={
{3,3,3,0,0,0,0,0,2,2},
{3,6,6,0,0,0,0,2,2,5},
{4,6,6,0,0,0,1,1,5,5},
{4,4,4,0,0,0,0,1,1,5},
{1,1,0,0,0,0,0,3,3,3},
{5,1,1,0,0,0,0,6,6,3},
{5,5,2,2,0,0,0,6,6,4},
{5,2,2,0,0,0,0,4,4,4},
}
PClist={--ZSLJTOI
{7,7,4,5},{7,7,6,4},{7,7,2,4},{7,7,1,3},{7,7,5,6},{7,7,5,2},{7,7,5,4},{7,7,5,3},
{7,4,1,2},{7,3,5,7},{7,5,4,3},{7,5,1,2},{7,1,4,2},{7,4,2,5},{7,6,4,5},{7,5,4,2},
{7,5,6,4},{7,5,3,6},{7,2,5,6},{7,2,6,4},{7,2,1,3},{7,5,2,7},{7,5,7,2},{7,5,2,3},
{7,5,3,2},{7,6,4,5},{7,6,5,4},{7,3,1,5},{7,3,2,5},{7,4,1,5},{7,4,5,2},{7,7,3,6},
{7,3,7,6},{7,3,6,2},{7,3,7,1},{7,6,4,2},{3,2,7,6},{3,2,6,7},{7,7,4,5},{7,5,3,4},
{7,3,6,5},{7,3,2,5},{7,4,6,5},{7,6,4,5},{7,5,2,3},{7,3,5,7},{7,3,2,5},{7,3,5,1},
{7,5,2,3},{3,6,2,5},{3,1,2,5},{3,1,1,5},{3,1,5,2},{3,1,5,1},{3,5,1,2},{4,5,3,2},
{4,2,6,5},{6,5,3,2},{1,4,2,5},{1,5,3,6},{5,2,6,3},{5,2,1,3},{5,2,7,4},{2,4,1,5},
{2,4,5,1},{2,1,4,5},{2,5,4,3},{2,5,6,7},{7,5,4,2},
}
color={
red={1,0,0},
green={0,1,0},
@@ -71,9 +102,20 @@ for j=1,7 do
spinName[0][j]=blockName[j].." spin"
end
miniTitle_pixel={
{2,0,5,1},{4,1,1,6},
{9,0,4,1},{9,3,4,1},{9,6,4,1},{8,0,1,7},
{15,0,3,1},{15,6,3,1},{14,0,1,7},
{19,0,1,7},{23,0,1,7},{20,3,3,1},
{0,8,1,6},{6,8,1,6},{1,9,1,1},{2,10,1,1},{3,11,1,1},{4,10,1,1},{5,9,1,1},
{8,8,5,1},{8,13,5,1},{10,9,1,4},
{14,8,1,6},{19,8,1,6},{15,9,1,1},{16,10,1,1},{17,11,1,1},{18,12,1,1},
{21,8,5,1},{21,13,5,1},{21,9,1,4},{25,9,1,4},
}
sfx={
"button",
"ready","start",
"ready","start","win","fail",
"move","rotate","rotatekick","hold",
"prerotate","prehold",
"drop","fall",
@@ -89,14 +131,19 @@ bgm={
"race",
"push",
"reason",
"hide",
"infinite",
}
prevMenu={
load=love.event.quit,
ready="mode",
play="mode",
intro="quit",
main="intro",
mode="main",
custom="mode",
ready="mode",
play=function()
gotoScene(gamemode~="custom"and"mode"or"custom")
end,
help="main",
stat="main",
setting=function()
@@ -105,100 +152,115 @@ prevMenu={
end,
setting2="setting",
setting3="setting",
intro="quit",
main="quit",
}
modeID={"sprint","marathon","zen","infinite","solo","death","blind","tetris41","asymsolo","gmroll","p2","p3","p4"}
modeName={"Sprint","Marathon","Zen","Infinite","1v1","Death","Blind","Tetris 41","Asymmetry solo","GM roll","2P","3P","4P"}
modeID={
"sprint","marathon","zen","infinite","solo","death","tsd","blind",
"pctrain","pcchallenge","techmino41","techmino99","gmroll","p2","p3","p4"
}
modeName={
"Sprint","Marathon","Zen","Infinite","1v1","Death","TSD-only","Blind",
"PC Train","PC Challenge","Techmino41","Techmino99","GM roll","2P","3P","4P"
}
modeInfo={
sprint="Clear 40 Lines",
marathon="Clear 200 Lines",
zen="Clear 200 Lines without gravity",
infinite="Infinite game,infinite happy",
infinite="Infinite game,infinite happiness",
solo="Beat AI",
death="Survive under terrible speed",
tsd="T-spin-double Only!",
blind="Invisible board!",
tetris41="Melee fight with 40 AIs",
asymsolo=" See-->",
pctrain="Let's learn some PCs",
pcchallenge="Make PCs in 100 Lines",
techmino41="Melee fight with 40 AIs",
techmino99="Melee fight with 98 AIs",
gmroll="Who want to be the grand master?",
p2="2 players game",
p3="3 players game",
p4="4 players game",
}
actName={"moveLeft","moveRight","rotRight","rotLeft","rotFlip","hardDrop","softDrop","hold","restart","insLeft","insRight","insDown"}
actName_show={"Move Left:","Move Right:","Rotate Right:","Rotate Left:","Rotate Flip","Hard Drop:","Soft Drop:","Hold:","Restart:","Instant Left:","Instant Right:","Ins Down:"}
customID={
"drop",
"lock",
"wait",
"fall",
"next",
"hold",
"sequence",
"visible",
"target",
"freshLimit",
"opponent",
}--Order
customOption={
drop="Drop delay:",
lock="Lock delay:",
wait="Next piece delay:",
fall="Clear row delay:",
next="Next count:",
hold="Hold:",
sequence="Sequence:",
visible="Visible:",
target="Line limit:",
freshLimit="Lock fresh limit:",
opponent="Opponent speed:",
}--Key str
customVal={
drop={0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,25,30,40,60,180,"","[20G]"},
lock={0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,25,30,40,60,180,""},
wait=nil,
fall=nil,
next=nil,
hold={"on","off"},
sequence={"bag","his4","random"},
visible={"normal","time","invisible"},
target={10,20,40,100,200,500,1000,""},
freshLimit={0,8,15,""},
opponent={"No CPU",1,2,3,4,5,6,7,8,9,10,11},
}--number-Val str
customRange={
drop={0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,25,30,40,60,180,1e99,-1},
lock={0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,25,30,40,60,180,1e99},
wait={1,3,5,7,10,15,20,30,60},
fall={1,3,5,7,10,15,20,30,60},
next={0,1,2,3,4,5,6},
hold={true,false},
sequence={1,2,3},
visible={1,2,3},
target={10,20,40,100,200,500,1000,1e99},
freshLimit={0,8,15,1e99},
opponent={0,60,30,20,15,10,7,5,4,3,2,1},
}
actName={"moveLeft","moveRight","rotRight","rotLeft","rotFlip","hardDrop","softDrop","hold","swap","restart","insLeft","insRight","insDown"}
actName_show={"Move Left:","Move Right:","Rotate Right:","Rotate Left:","Rotate Flip","Hard Drop:","Soft Drop:","Hold:","Swap:","Restart:","Instant Left:","Instant Right:","Ins Down:"}
blockPos={4,4,4,4,4,5,4}
renATK={[0]=0,0,0,1,1,2,2,3,3,4,4}--3 else
renName={nil,nil,"3 Combo","4 Combo","5 Combo","6 Combo","7 Combo","8 Combo","9 Combo","10 Combo!","11 Combo!","12 Combo!","13 Combo!","14 Combo!","15 Combo!","16 Combo!","17 Combo!","18 Combo!","19 Combo!","MEGACMB",}
b2bPoint={50,90,150}
b2bATK={3,5,8}
testScore={[0]=0,[-1]=1,[-2]=0,[-3]=1,2,2,2}
spin_n={"spin_1","spin_2","spin_3"}
clear_n={"clear_1","clear_2","clear_3","clear_4"}
ren_n={"ren_1","ren_2","ren_3","ren_4","ren_5","ren_6","ren_7","ren_8","ren_9","ren_10","ren_11"}
atkModeName={"Random","Badges","K.O.s","Counters"}
up0to4={[0]="000%UP","025%UP","050%UP","075%UP","100%UP",}
percent0to5={[0]="0%","20%","40%","60%","80%","100%",}
reAtk={0,0,1,1,1,2,2,3,3}
reDef={0,1,1,2,3,3,4,4,5}
marathon_drop={[0]=60,48,40,30,24,18,15,12,10,8,7,6,5,4,3,2,1,1,0,0}
death_lock={10,9,8,7,6}
death_wait={6,5,4,3,2}
death_fall={10,8,7,6,5}
snapLevelValue={1,10,20,40,60,80}
death_lock={12,11,10,9,8}
death_wait={9,8,7,6,5}
death_fall={10,9,8,7,6}
pc_drop={50,45,40,35,30,26,22,18,15,12}
pc_lock={55,50,45,40,36,32,30}
pc_fall={18,16,14,12,10,9,8,7,6}
snapLevelName={"Free pos","Snap-10","Snap-20","Snap-40","Snap-60","Snap-80"}
snapLevelValue={1,10,20,40,60,80}
act={
moveLeft=function(auto)
if not auto then P.moving=-1 end
if not ifoverlap(cb,cx-1,cy)then
P.cx=cx-1
freshgho()
freshLockDelay()
if cy==y_img then SFX("move")end
P.spinLast=false
end
end,
moveRight=function(auto)
if not auto then P.moving=1 end
if not ifoverlap(cb,cx+1,cy)then
P.cx=cx+1
freshgho()
freshLockDelay()
if cy==y_img then SFX("move")end
P.spinLast=false
end
end,
hardDrop=function()
if P.waiting<=0 then
if cy~=y_img then
P.cy=y_img
P.spinLast=false
SFX("drop")
end
drop()
P.keyPressing[6]=false
end
end,
softDrop=function()
if cy~=y_img then P.cy=cy-1 end
P.downing=1
end,
rotRight=function()spin(1)end,
rotLeft=function()spin(-1)end,
rotFlip=function()spin(2)end,
hold=function()hold()end,
--Player movements
restart=function()
resetGameData()
count=60+26--Althour'z neim
end,
insDown=function()if cy~= y_img then P.cy,P.lockDelay,P.spinLast=y_img,gameEnv.lock,false end end,
insLeft=function()while not ifoverlap(cb,cx-1,cy)do P.cx,P.lockDelay=cx-1,gameEnv.lock;freshgho()end end,
insRight=function()while not ifoverlap(cb,cx+1,cy)do P.cx,P.lockDelay=cx+1,gameEnv.lock;freshgho()end end,
down1=function()if cy~=y_img then P.cy=cy-1 end end,
down4=function()for i=1,4 do if cy~=y_img then P.cy=cy-1 else break end end end,
quit=function()Event.gameover.lose()end,
--System movements
}
blocks={
{[0]={{0,1,1},{1,1,0}},{{1,0},{1,1},{0,1}},{{0,1,1},{1,1,0}},{{1,0},{1,1},{0,1}}},
{[0]={{1,1,0},{0,1,1}},{{0,1},{1,1},{1,0}},{{1,1,0},{0,1,1}},{{0,1},{1,1},{1,0}}},
@@ -221,38 +283,38 @@ TRS={
[1]={
[01]={{0,0},{-1,0},{-1,1},{0,-2},{-1,-2},{0,1}},
[10]={{0,0},{1,0},{1,-1},{0,2},{1,2},{0,-1}},
[12]={{0,0},{1,0},{1,-1},{0,2},{1,2}},
[21]={{0,0},{-1,0},{-1,1},{0,-2},{-1,-2}},
[23]={{0,0},{1,0},{1,1},{0,-2},{1,-2}},
[32]={{0,0},{-1,0},{-1,-1},{0,2},{-1,2}},
[30]={{0,0},{-1,0},{-1,-1},{0,2},{-1,2}},
[03]={{0,0},{1,0},{1,1},{0,-2},{1,-2}},
[12]={{0,0},{1,0},{1,-1},{-1,0},{0,2},{1,2}},
[21]={{0,0},{-1,0},{-1,1},{1,0},{0,-2},{-1,-2}},
[23]={{0,0},{1,0},{1,1},{1,-1},{0,-2},{1,-2}},
[32]={{0,0},{-1,0},{-1,-1},{-1,1},{0,2},{-1,2}},
[30]={{0,0},{-1,0},{-1,-1},{0,2},{-1,2},{0,-1}},
[03]={{0,0},{1,0},{1,1},{0,-2},{1,-2},{0,1}},
[02]={{0,0},{1,0},{-1,0},{0,-1},{0,1}},
[20]={{0,0},{-1,0},{1,0},{0,1},{0,-1}},
[13]={{0,0},{0,1},{0,-1},{-1,0},{1,0},{0,2}},
[31]={{0,0},{0,-1},{0,1},{1,0},{-1,0},{0,2}},
},
[13]={{0,0},{0,-1},{0,1},{-1,0}},
[31]={{0,0},{0,1},{0,-1},{1,0}},
},--Z/J
[2]={
[01]={{0,0},{-1,0},{-1,1},{0,-2},{-1,-2}},
[10]={{0,0},{1,0},{1,-1},{0,2},{1,2}},
[12]={{0,0},{1,0},{1,-1},{0,2},{1,2}},
[21]={{0,0},{-1,0},{-1,1},{0,-2},{-1,-2}},
[23]={{0,0},{1,0},{1,1},{0,-2},{1,-2}},
[32]={{0,0},{-1,0},{-1,-1},{0,2},{-1,2}},
[30]={{0,0},{-1,0},{-1,-1},{0,2},{-1,2},{0,-1}},
[03]={{0,0},{1,0},{1,1},{0,-2},{1,-2},{0,1}},
[12]={{0,0},{1,0},{1,-1},{1,1},{0,2},{1,2}},
[21]={{0,0},{-1,0},{-1,1},{-1,-1},{0,-2},{-1,-2}},
[23]={{0,0},{1,0},{1,1},{-1,0},{0,-2},{1,-2}},
[32]={{0,0},{-1,0},{-1,-1},{1,0},{0,2},{-1,2}},
[30]={{0,0},{-1,0},{-1,-1},{0,2},{-1,2},{0,-1},{-1,1}},
[03]={{0,0},{1,0},{1,1},{0,-2},{1,-2},{1,-1},{0,1}},
[02]={{0,0},{-1,0},{1,0},{0,-1},{0,1}},
[20]={{0,0},{1,0},{-1,0},{0,1},{0,-1}},
[13]={{0,0},{0,-1},{0,1},{1,0},{-1,0},{0,2}},
[31]={{0,0},{0,1},{0,-1},{-1,0},{1,0},{0,2}},
},
[13]={{0,0},{0,1},{0,-1},{1,0}},
[31]={{0,0},{0,-1},{0,1},{-1,0}},
},--S/L
[5]={
[01]={{0,0},{-1,0},{-1,1},{0,-2},{-1,-2}},
[10]={{0,0},{1,0},{1,-1},{0,2},{1,2},{0,-1}},
[12]={{0,0},{1,0},{1,-1},{0,2},{1,2}},
[21]={{0,0},{-1,0},{-1,1},{0,-2},{-1,-2}},
[23]={{0,0},{1,0},{1,1},{0,-2},{1,-2}},
[32]={{0,0},{-1,0},{-1,-1},{0,2},{-1,2}},
[01]={{0,0},{-1,0},{-1,1},{0,-2},{-1,-2},{-1,-1},{0,1}},
[10]={{0,0},{1,0},{1,-1},{0,2},{1,2},{0,-1},{1,1}},
[12]={{0,0},{1,0},{1,-1},{0,-1},{0,2},{1,2},{-1,-1}},
[21]={{0,0},{-1,0},{-1,1},{0,-2},{-1,-2},{1,1}},
[23]={{0,0},{1,0},{1,1},{0,-2},{1,-2},{-1,1}},
[32]={{0,0},{-1,0},{-1,-1},{0,-1},{0,2},{-1,2},{1,-1}},
[30]={{0,0},{-1,0},{-1,-1},{0,2},{-1,2},{0,-1}},
[03]={{0,0},{1,0},{1,1},{0,-2},{1,-2},{0,1}},
[02]={{0,0},{-1,0},{1,0},{0,-1},{0,1}},
@@ -264,8 +326,8 @@ TRS={
[01]={{0,0},{1,0},{-2,0},{-2,-1},{1,2}},
[10]={{0,0},{2,0},{-1,0},{2,1},{-1,-2}},
[12]={{0,0},{-1,0},{2,0},{-1,2},{2,-1}},
[21]={{0,0},{-2,0},{1,0},{-2,1},{1,-2}},
[23]={{0,0},{2,0},{-1,0},{2,1},{-1,-2}},
[21]={{0,0},{-2,0},{1,0},{1,-2},{-2,1}},
[23]={{0,0},{2,0},{-1,0},{-1,-2},{2,1}},
[32]={{0,0},{-2,0},{1,0},{-2,-1},{1,2}},
[30]={{0,0},{1,0},{-2,0},{1,-2},{-2,1}},
[03]={{0,0},{-1,0},{2,0},{2,-1},{-1,2}},
@@ -284,13 +346,22 @@ Buttons={
{x=250,y=380,w=330,h=60,rgb=color.blue,t="Settings",code=function()gotoScene("setting")end,up=1,down=3},
{x=165,y=460,w=160,h=60,rgb=color.yellow,t="Help",code=function()gotoScene("help")end,up=2,down=5,right=4},
{x=335,y=460,w=160,h=60,rgb=color.cyan,t="Statistics",code=function()gotoScene("stat")end,up=2,down=5,left=3},
{x=250,y=540,w=330,h=60,rgb=color.grey,t="Quit",code=function()gotoScene("quit")end,up=3},
{x=250,y=540,w=330,h=60,rgb=color.grey,t="Quit",code=back,up=3},
},
mode={
{x=1000,y=210,w=200,h=140,rgb=color.white,hide=function()return not setting.virtualkeySwitch end,code=function()if modeSel>1 then modeSel=modeSel-1 end end},
{x=1000,y=430,w=200,h=140,rgb=color.white,t="v",f=80,hide=function()return not setting.virtualkeySwitch end,code=function()if modeSel<#modeID then modeSel=modeSel+1 end end},
{x=1000,y=210,w=200,h=140,rgb=color.white,t="Λ",f=64,code=function()if modeSel>1 then modeSel=modeSel-1 end end},
{x=1000,y=430,w=200,h=140,rgb=color.white,t="v",f=80,code=function()if modeSel<#modeID then modeSel=modeSel+1 end end},
{x=1000,y=600,w=180,h=80,rgb=color.green,t="Start",code=function()startGame(modeID[modeSel])end},
{x=640,y=630,w=180,h=60,rgb=color.white,t="Back",code=function()gotoScene("main")end},
{x=400,y=150,w=180,h=80,rgb=color.yellow,t="Custom(c)",code=function()gotoScene("custom")end},
{x=640,y=630,w=180,h=60,rgb=color.white,t="Back",code=back},
},
custom={
{x=1000,y=200,w=100,h=100,rgb=color.white,t="Λ",f=40,code=function()optSel=(optSel-2)%#customID+1 end},
{x=1000,y=440,w=100,h=100,rgb=color.white,t="v",f=50,code=function()optSel=optSel%#customID+1 end},
{x=880,y=320,w=100,h=100,rgb=color.white,t="<",f=50,code=function()local k=customID[optSel]customSel[k]=(customSel[k]-2)%#customRange[k]+1 end},
{x=1120,y=320,w=100,h=100,rgb=color.white,t=">",f=50,code=function()local k=customID[optSel]customSel[k]=customSel[k]%#customRange[k]+1 end},
{x=1000,y=580,w=180,h=80,rgb=color.green,t="Start",code=function()startGame("custom")end},
{x=640,y=630,w=180,h=60,rgb=color.white,t="Back",code=back},
},
play={
},
@@ -339,14 +410,14 @@ Buttons={
end,up=14,down=16},
{x=870,y=420,w=340,h=60,rgb=color.green,t="Control settings",code=function()gotoScene("setting2")end,up=15,down=17},
{x=870,y=500,w=340,h=60,rgb=color.yellow,t="Touch settings",code=function()gotoScene("setting3")end,up=16,down=18},
{x=640,y=640,w=210,h=60,rgb=color.white,t="Save&Back",code=function()back()end,up=17},
{x=640,y=640,w=210,h=60,rgb=color.white,t="Save&Back",code=back,up=17},
--15~18
},
setting2={--Control setting
{x=840,y=630,w=180,h=60,rgb=color.white,t="Back",code=function()keysetting=nil;back()end},
{x=840,y=630,w=180,h=60,rgb=color.white,t="Back",code=back},
},
setting3={--Touch setting
{x=640,y=410,w=170,h=80,t="Back",code=function()back()end},
{x=640,y=410,w=170,h=80,t="Back",code=back},
{x=640,y=210,w=500,h=80,t=function()return setting.virtualkeySwitch and"Hide Virtual Key"or"Show Virtual Key"end,code=function()
setting.virtualkeySwitch=not setting.virtualkeySwitch
end},
@@ -377,11 +448,11 @@ Buttons={
end},
},
help={
{x=640,y=590,w=180,h=60,rgb=color.white,t="Back",code=function()back()end,right=2},
{x=640,y=590,w=180,h=60,rgb=color.white,t="Back",code=back,right=2},
{x=980,y=590,w=230,h=60,rgb=color.white,t="Author's qq",code=function()sys.openURL("tencent://message/?uin=1046101471&Site=&Menu=yes")end,left=1},
},
stat={
{x=640,y=590,w=180,h=60,rgb=color.white,t="Back",code=function()back()end},
{x=640,y=590,w=180,h=60,rgb=color.white,t="Back",code=back},
},
sel=nil,--selected button id(integer)
}
@@ -400,6 +471,7 @@ virtualkey={
{1280-80,720-80,6400,80},--hardDrop
{1280-80,720-240,6400,80},--softDrop
{1280-80,720-400,6400,80},--hold
{80,360,6400,80},--swap
{80,80,6400,80},--restart
--[[
{x=0,y=0,r=0},--toLeft
@@ -424,7 +496,7 @@ Text={
},
help={
"I think you don't need \"help\".",
"THIS IS NOT TETRIS,and SRS NOT USED.",
"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",
"",
@@ -432,7 +504,7 @@ Text={
"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,flyz,and YOU!!",
"Special thanks:farter,teatube,flyz,t830,[all test staff] and YOU!!",
"Any bugs/suggestions to my E-mail.",
},
}

609
main.lua
View File

@@ -1,12 +1,24 @@
gc,kb,ms,tc,tm,fs,wd,sys=love.graphics,love.keyboard,love.mouse,love.touch,love.timer,love.filesystem,love.window,love.system
lib={
gc=love.graphics,
kb=love.keyboard,
ms=love.mouse,
tc=love.touch,
tm=love.timer,
fs=love.filesystem,
wd=love.window,
mt=love.math,
sys=love.system,
}for k,v in pairs(lib)do _G[k]=v end lib=nil
toN,toS=tonumber,tostring
int,ceil,abs,rnd,max,min,sin,cos,atan,pi=math.floor,math.ceil,math.abs,math.random,math.max,math.min,math.sin,math.cos,math.atan,math.pi
sub,gsub,find,format,byte,char=string.sub,string.gsub,string.find,string.format,string.byte,string.char
ins,rem,sort=table.insert,table.remove,table.sort
null=function()end
ww,wh=gc.getWidth(),gc.getHeight()
Timer=tm.getTime--Easy&Quick to get time!
mx,my,mouseShow=-20,-20,false
xOy=love.math.newTransform()
focus=true
system=sys.getOS()
@@ -16,7 +28,7 @@ scene=""
gamemode=""
bgmPlaying=nil
curBG="none"
BGblock={ct=140,next=7}
BGblock={ct=150,next=7}
kb.setKeyRepeat(false)
kb.setTextInput(false)
@@ -28,7 +40,7 @@ function setFont(s)
if Fonts[s]then
gc.setFont(Fonts[s])
else
local t=gc.setNewFont("cb.ttf",s)
local t=gc.setNewFont("siyuanhei.otf",s-5)
Fonts[s]=t
gc.setFont(t)
end
@@ -41,11 +53,11 @@ gameEnv0={
sddas=0,sdarr=2,
ghost=true,center=true,
drop=30,lock=45,
wait=0,fall=20,
next=6,hold=true,
wait=1,fall=1,
next=6,hold=true,oncehold=true,
sequence=1,visible=1,
_20G=false,target=9e99,
freshLimit=9e99,
_20G=false,target=1e99,
freshLimit=1e99,
virtualkey={
{80,720-80,6400,80},--moveLeft
{240,720-80,6400,80},--moveRight
@@ -55,33 +67,42 @@ gameEnv0={
{1280-80,720-80,6400,80},--hardDrop
{1280-80,720-240,6400,80},--softDrop
{1280-80,720-400,6400,80},--hold
{80,360,6400,80},--swap
{80,80,6400,80},--restart
},
reach=function()end,
reach=null,
--not all is actually used,some only provide a key
}
randomMethod={
customSel={
drop=20,
lock=20,
wait=1,
fall=1,
next=7,
hold=1,
sequence=1,
visible=1,
target=4,
freshLimit=3,
opponent=1,
}
freshMethod={
function()
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
if #P.nxt<6 then
local bag={1,2,3,4,5,6,7}
for i=1,7 do
ins(P.nxt,rem(bag,rnd(8-i)))
ins(P.nb,blocks[P.nxt[#P.nxt]][0])
end
end
for i=6,#P.nxt do
P.nb[i]=blocks[P.nxt[i]][0]
end
end,
function()
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
for j=1,4 do
local i,f=rnd(7)
for k=1,4 do
if i==P.his[k]then f=true end
end
if not f then break end
end
local i,j=nil,0
repeat
i,j=rnd(7),j+1
until not(i==P.his[1]or i==P.his[2]or i==P.his[3]or i==P.his[4])
P.nxt[6],P.nb[6]=i,blocks[i][0]
rem(P.his,1)ins(P.his,i)
end,
@@ -90,12 +111,40 @@ randomMethod={
repeat i=rnd(7)until i~=P.nxt[5]
P.nxt[6],P.nb[6]=i,blocks[i][0]
end,
function()
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
if #P.nxt<6 then
local bag={1,1,2,2,3,3,4,4,5,5,5,6,6,7,7}
repeat
local i=rem(bag,rnd(#bag))
ins(P.nxt,i)
ins(P.nb,blocks[i][0])
until #bag==0
end
end,
function()
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
if P.cstat.piece%4==0 then
local r=rnd(#PClist)
local P=players[1]
local f=P.cstat.pc%2==0
for i=1,4 do
local b=PClist[r][i]
if f then
if b<3 then b=3-b
elseif b<5 then b=7-b
end
end
ins(P.nxt,b)
ins(P.nb,blocks[b][0])
end
end
end,
}
loadmode={
sprint=function()
modeEnv={
wait=1,
fall=1,
drop=60,
target=40,
reach=Event.gameover.win,
}
@@ -107,25 +156,21 @@ loadmode={
modeEnv={
drop=1e99,
lock=1e99,
wait=1,
fall=1,
target=200,
reach=Event.gameover.win,
}
createPlayer(1,340,15)
curBG="strap"
BGM("reason")
BGM("infinite")
end,
infinite=function()
modeEnv={
drop=1e99,
lock=1e99,
wait=1,
fall=1,
}
createPlayer(1,340,15)
curBG="glow"
BGM("hide")
BGM("infinite")
end,
gmroll=function()
modeEnv={
@@ -145,7 +190,6 @@ loadmode={
marathon=function()
modeEnv={
drop=60,
wait=1,
fall=20,
target=10,
reach=Event.marathon_reach,
@@ -159,9 +203,9 @@ loadmode={
modeEnv={
_20G=true,
drop=0,
lock=10,
wait=6,
fall=10,
lock=death_lock[1],
wait=death_wait[1],
fall=death_fall[1],
target=50,
reach=Event.death_reach,
freshLimit=15,
@@ -171,24 +215,103 @@ loadmode={
curBG="game2"
BGM("push")
end,
tetris41=function()
tsd=function()
modeEnv={
wait=1,
fall=1,
drop=60,
lock=60,
sequence=4,
target=1,
reach=Event.tsd_reach,
freshLimit=15,
}
createPlayer(1,340,15)
curBG="matrix"
BGM("infinite")
end,
pctrain=function()
modeEnv={
next=4,
hold=false,
drop=60,
lock=60,
fall=20,
sequence=5,
target=0,
reach=Event.newPC,
freshLimit=15,
}
createPlayer(1,340,15)
local r=rnd(#PClist)
local P=players[1]
for i=1,4 do
local b=PClist[r][i]
ins(P.nxt,b)
ins(P.nb,blocks[b][0])
end
Event.newPC()
curBG="matrix"
BGM("infinite")
end,
pcchallenge=function()
modeEnv={
oncehold=false,
drop=300,
lock=1e99,
fall=20,
sequence=1,
target=100,
reach=Event.gameover.win,
freshLimit=1e99,
}
createPlayer(1,340,15)
curBG="matrix"
BGM("infinite")
end,
techmino41=function()
modeEnv={
freshLimit=15,
fall=20,
royaleMode=true,
royale={2,5,10,20},
}
royaleMode=true
createPlayer(1,340,15)--Player
local n=2
for i=1,4 do
for j=1,5 do
createPlayer(n,75*i-48,142*j-130,.19,1+rnd(14))
createPlayer(n,77*i-55,140*j-125,.2,rnd(15))
n=n+1
end
end
for i=9,12 do
for j=1,5 do
createPlayer(n,75*i+292,142*j-130,.19,1+rnd(14))
createPlayer(n,77*i+275,140*j-125,.2,rnd(15))
n=n+1
end
end--AIs
curBG="game3"
BGM("race")
end,
techmino99=function()
modeEnv={
freshLimit=15,
fall=20,
royaleMode=true,
royale={2,6,14,30},
}
createPlayer(1,340,15)--Player
local n=2
for i=1,7 do
for j=1,7 do
createPlayer(n,46*i-36,97*j-72,.135,rnd()<.1 and rnd(6)or rnd(10,30))
n=n+1
end
end
for i=15,21 do
for j=1,7 do
createPlayer(n,46*i+264,97*j-72,.135,rnd()<.1 and rnd(6)or rnd(10,30))
n=n+1
end
end--AIs
@@ -198,8 +321,6 @@ loadmode={
end,
solo=function()
modeEnv={
wait=1,
fall=1,
freshLimit=15,
}
createPlayer(1,20,15)--Player
@@ -212,8 +333,6 @@ loadmode={
modeEnv={
drop=15,
lock=30,
wait=1,
fall=1,
visible=0,
freshLimit=10,
}
@@ -222,23 +341,8 @@ loadmode={
curBG="glow"
BGM("push")
end,
asymsolo=function()
modeEnv={
wait=1,
fall=1,
visible=2,
freshLimit=15,
}
createPlayer(1,20,15)--Player
createPlayer(2,660,85,.9,2)--AI
curBG="game2"
BGM("race")
end,
p2=function()
modeEnv={
wait=1,
fall=1,
freshLimit=15,
}
createPlayer(1,20,15)
@@ -249,8 +353,6 @@ loadmode={
end,
p3=function()
modeEnv={
wait=1,
fall=1,
freshLimit=15,
}
createPlayer(1,20,100,.65)
@@ -262,8 +364,6 @@ loadmode={
end,
p4=function()
modeEnv={
wait=1,
fall=1,
freshLimit=15,
}
createPlayer(1,25,150,.5)
@@ -274,6 +374,126 @@ loadmode={
curBG="game2"
BGM("way")
end,
custom=function()
modeEnv={reach=Event.gameover.win}
for i=1,#customID do
local k=customID[i]
modeEnv[k]=customRange[k][customSel[k]]
end
modeEnv._20G=modeEnv.drop==-1
if modeEnv.opponent==0 then
createPlayer(1,340,15)
else
modeEnv.target=nil
createPlayer(1,20,15)
createPlayer(2,660,85,.9,modeEnv.opponent)
end
curBG="matrix"
BGM("reason")
end,
}
mesDisp={
--Default:font=40,white
sprint=function()
setFont(75)
mStr(max(40-P.cstat.row,0),-75,280)
end,
zen=function()
setFont(75)
mStr(max(200-P.cstat.row,0),-75,280)
end,
infinite=function()
setFont(50)
mStr(P.cstat.atk,-75,320)
mStr(format("%.2f",2.5*P.cstat.atk/P.cstat.piece),-75,430)
setFont(20)
gc.print("Attack",-100,360)
gc.print("Efficiency",-108,472)
end,
solo=function()
setFont(50)
mStr(P.cstat.atk,-75,320)
setFont(20)
gc.print("Attack",-100,360)
end,
gmroll=function()
setFont(25)
gc.print("Techrash",-120,420)
setFont(80)
mStr(P.cstat.techrash,-75,350)
end,
marathon=function()
setFont(50)
mStr(P.cstat.row,-75,330)
mStr(P.gameEnv.target,-75,380)
gc.rectangle("fill",-120,376,90,4)
end,
death=function()
setFont(50)
mStr(P.cstat.row,-75,330)
mStr(P.gameEnv.target,-75,380)
gc.rectangle("fill",-120,376,90,4)
end,
tsd=function()
setFont(35)
gc.print("TSD",-105,405)
setFont(80)
mStr((P.gameEnv.target-1)*.5,-75,330)
end,
pctrain=function()
setFont(25)
gc.print("Perfect Clear",-138,400)
setFont(80)
mStr(P.cstat.pc,-75,330)
end,
pcchallenge=function()
setFont(25)
gc.print("Perfect Clear",-138,420)
setFont(80)
mStr(P.cstat.pc,-75,350)
setFont(50)
mStr(max(100-P.cstat.row,0),-75,250)
end,
techmino41=function()
setFont(40)
mStr(#players.alive.."/41",-80,180)
mStr(P.ko,-65,220)
setFont(25)
gc.print("KO",-120,229)
gc.print(P.badge,-40,233)
setFont(30)
gc.print(up0to4[P.strength],-125,295)
for i=1,P.strength do
gc.draw(badgeIcon,16*i-130,260)
end
end,
techmino99=function()
setFont(40)
mStr(#players.alive.."/99",-80,180)
mStr(P.ko,-65,220)
setFont(25)
gc.print("KO",-120,229)
gc.print(P.badge,-40,233)
setFont(30)
gc.print(up0to4[P.strength],-125,295)
for i=1,P.strength do
gc.draw(badgeIcon,16*i-130,260)
end
end,
blind=function()
setFont(25)
gc.print("Rows",-100,300)
gc.print("Techrash",-120,420)
setFont(80)
mStr(P.cstat.row,-75,230)
mStr(P.cstat.techrash,-75,350)
end,
custom=function()
if P.gameEnv.target<1e4 then
setFont(75)
mStr(max(P.gameEnv.target-P.cstat.row,0),-75,280)
end
end
}
Event={
gameover={
@@ -282,48 +502,67 @@ Event={
P.control=false
P.timing=false
P.waiting=1e99
P.result="WIN"
P.atking=nil
P.b2b=0
for i=1,#field do
P.result="WIN"
for i=1,#P.field do
for j=1,10 do
visTime[i][j]=min(visTime[i][j],20)
P.visTime[i][j]=min(P.visTime[i][j],20)
end
end
showText("WIN","appear",100,nil,true)
ins(task,Event.task.win)
if P.id==1 and players[2]and players[2].ai then SFX("win")end
ins(P.task,Event.task.win)
end,
lose=function()
P.alive=false
P.control=false
P.timing=false
P.result=" K.O."
P.waiting=1e99
P.atking=nil
P.b2b=0
P.result=" K.O."
showText("LOSE","appear",100,nil,true)
if royaleMode and P.lastRecv then
throwBadge(P.id,P.lastRecv,P.badge)
players[P.lastRecv].badge=players[P.lastRecv].badge+P.badge+1
players[P.lastRecv].strength=min(int(players[P.lastRecv].badge*.2),4)
end
for i=1,#players.alive do
if players.alive[i]==P.id then
if players.alive[i]==P then
rem(players.alive,i)
if #players.alive==1 then
ins(players[players.alive[1]].task,Event.task.winTrigger)
end
break
end
end
if modeEnv.royaleMode then
if P.lastRecv and P.lastRecv.alive then
if P.lastRecv.id==1 then
throwBadge(P,P.lastRecv,P.badge)
end
local A=P.lastRecv
A.ko,A.badge=A.ko+1,A.badge+P.badge+1
for i=A.strength+1,4 do
if A.badge>=modeEnv.royale[i]then
A.strength=i
end
end
end
for i=1,#players.alive do
if players.alive[i].atking==P then
players.alive[i].atking=nil
end
end
freshRoyaleTarget()
end
for i=1,#P.atkBuffer do
P.atkBuffer[i].sent=true
P.atkBuffer[i].time=0
end
for i=1,#field do
for i=1,#P.field do
for j=1,10 do
visTime[i][j]=min(visTime[i][j],20)
P.visTime[i][j]=min(P.visTime[i][j],20)
end
end
ins(task,Event.task.lose)
if P.id==1 and players[2]and players[2].ai then SFX("fail")end
ins(P.task,Event.task.lose)
if #players.alive==1 then
ins(players.alive[1].task,Event.task.winTrigger)
end
end,
},
marathon_reach=function()
@@ -331,24 +570,52 @@ Event={
if s>=20 then
Event.gameover.win()
else
gameEnv.drop=marathon_drop[s]
if s==18 then gameEnv._20G=true end
gameEnv.target=s*10+10
P.gameEnv.drop=marathon_drop[s]
if s==18 then P.gameEnv._20G=true end
P.gameEnv.target=s*10+10
SFX("reach")
end
end,
death_reach=function()
if gameEnv.target==250 then
if P.gameEnv.target==250 then
Event.gameover.win()
else
gameEnv.target=gameEnv.target+50
local t=gameEnv.target/50
gameEnv.lock=death_lock[t]
gameEnv.wait=death_wait[t]
gameEnv.fall=death_fall[t]
P.gameEnv.target=P.gameEnv.target+50
local t=P.gameEnv.target/50
P.gameEnv.lock=death_lock[t]
P.gameEnv.wait=death_wait[t]
P.gameEnv.fall=death_fall[t]
showText("STAGE "..t,"fly",80,-120)
SFX("reach")
end
end,
tsd_reach=function()
if not(#P.clearing==2 and P.bn==5 and P.spinLast)then
Event.gameover.lose()
else
P.gameEnv.target=P.gameEnv.target+2
end
end,
newPC=function()
local P=players[1]
if #P.field==#P.clearing then
P.counter=P.cstat.piece==0 and 19 or 0
ins(P.task,Event.task.PC)
local s=P.cstat.pc*.5
if int(s)==s and s>0 then
P.gameEnv.drop=pc_drop[s]or 10
P.gameEnv.lock=pc_lock[s]or 20
P.gameEnv.fall=pc_fall[s]or 5
if s==10 then
showText("Max speed","appear",80,-120)
else
showText("Speed up","appear",30,-130)
end
end
else
Event.gameover.lose()
end
end,
task={
winTrigger=function()
Event.gameover.win()
@@ -356,26 +623,7 @@ Event={
end,
win=function()
P.counter=P.counter+1
if P.counter>60 then
for i=1,#field do
for j=1,10 do
if visTime[i][j]>0 then
visTime[i][j]=visTime[i][j]-1
end
end
end
if P.counter==100 then
for i=1,#field do
removeRow(field)
removeRow(visTime)
end
return true
end
end
end,
lose=function()
P.counter=P.counter+1
if P.counter>60 then
if P.counter>80 then
for i=1,#P.field do
for j=1,10 do
if P.visTime[i][j]>0 then
@@ -392,73 +640,51 @@ Event={
end
end
end,
lose=function()
P.counter=P.counter+1
if P.counter>80 then
for i=1,#P.field do
for j=1,10 do
if P.visTime[i][j]>0 then
P.visTime[i][j]=P.visTime[i][j]-1
end
end
end
if P.counter==100 then
for i=1,#P.field do
removeRow(P.field)
removeRow(P.visTime)
end
return true
end
end
end,
garbagepush=function()
end,
PC=function()
local P=players[1]
P.counter=P.counter+1
if P.counter==21 then
P.gameEnv.target=P.gameEnv.target+4
local t=P.cstat.pc%2
for i=1,4 do
local r=getNewRow()
for j=1,10 do
r[j]=PCbase[4*t+i][j]
end
ins(P.field,1,r)
ins(P.visTime,1,getNewRow(P.showTime))
end
P.fieldBeneath=P.fieldBeneath+120
-- P.cy=P.cy+4
P.y_img=P.y_img+4
freshgho()
return true
end
end,
},
}
mesDisp={
--Default:font=40,white
sprint=function()
setFont(75)
mStr(max(40-P.cstat.row,0),-75,280)
end,
zen=function()
setFont(75)
mStr(max(200-P.cstat.row,0),-75,280)
end,
infinite=function()
setFont(50)
mStr(cstat.atk,-75,320)
mStr(format("%.2f",2.5*cstat.atk/cstat.piece),-75,430)
setFont(20)
gc.print("Attack",-103,360)
gc.print("Efficiency",-114,472)
end,
gmroll=function()
setFont(35)
gc.print("Tetris",-120,390)
setFont(80)
mStr(cstat.tetris,-75,420)
end,
marathon=function()
setFont(50)
mStr(P.cstat.row,-75,330)
mStr(gameEnv.target,-75,380)
gc.line(-120,377,-30,377)
end,
death=function()
setFont(50)
mStr(P.cstat.row,-75,330)
mStr(gameEnv.target,-75,380)
gc.line(-120,377,-30,377)
end,
tetris41=function()
gc.draw(badgeIcon,-120,150,nil,1.5)
setFont(50)
gc.print(badge,-65,150)
mStr(cstat.atk,-75,320)
mStr(#players.alive,-75,430)
setFont(20)
gc.print("Attack",-103,360)
gc.print("Remain",-105,472)
end,
blind=function()
setFont(35)
gc.print("Rows",-115,220)
gc.print("Tetris",-120,390)
setFont(80)
mStr(P.cstat.row,-75,250)
mStr(cstat.tetris,-75,420)
end,
solo=function()
gc.print("Attack",-130,365)
setFont(80)
mStr(cstat.atk,-75,300)
end,
asymsolo=function()
gc.print("Attack",-132,365)
setFont(80)
mStr(cstat.atk,-75,300)
end,
}
--Game system Data
setting={
@@ -470,22 +696,22 @@ setting={
sddas=0,sdarr=2,
ghost=true,center=true,
keyMap={
{"left","right","x","z","c","up","down","space","r","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"dpleft","dpright","a","b","y","dpup","dpdown","rightshoulder","leftshoulder","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"left","right","x","z","c","up","down","space","tab","r","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"dpleft","dpright","a","b","y","dpup","dpdown","rightshoulder","x","leftshoulder","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
},--keyboard & joystick
keyLib={
{1},
@@ -522,16 +748,15 @@ stat={
spin=0,
}
--User Data&User Setting
--------------------------------Wrning!_G __index Ply[n] when chng any playr's elments!
--------------------------------Wrning!_G __index Plyr[n] when chng any playr's val!
require("toolfunc")
require("gamefunc")
require("list")
require("texture")
require("ai")
require("toolfunc")
require("sysfunc")
require("gamefunc")
require("timer")
require("paint")
require("game_scene")
require("scene")
require("call&sys")
userData=fs.newFile("userdata")

366
paint.lua
View File

@@ -12,11 +12,12 @@ swapDeck_data={
swap={
none={2,1,d=function()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
gc.setColor(1,1,1)
if t>6 then
for i=1,43-t do
if t>8 then
local t=max(t,15)
for i=1,51-t do
local bn=swapDeck_data[i][1]
local b=blocks[bn][swapDeck_data[i][2]]
local cx,cy=swapDeck_data[i][3],swapDeck_data[i][4]
@@ -26,8 +27,10 @@ swap={
end
end end
end
else
gc.clear(1,1,1)
end
if t<17 then
gc.setColor(1,1,1,(8-abs(t-8))*.125)
gc.rectangle("fill",0,0,1280,720)
end
end
},
@@ -131,13 +134,16 @@ function drawDial(x,y,speed)
mStr(int(speed),0,-14)
gc.draw(dialCircle,0,0,nil,nil,nil,32,32)
gc.setColor(1,1,1,.6)
gc.draw(dialNeedle,0,0,2.0944+(speed<=175 and .020944*speed or 4.712389-52.35988/(speed-125)),nil,nil,5,4)
gc.draw(dialNeedle,0,0,2.094+(speed<=175 and .02094*speed or 4.712-52.36/(speed-125)),nil,nil,5,4)
gc.pop()
end
function drawPixel(y,x,id,alpha)
gc.setColor(1,1,1,alpha)
gc.draw(blockSkin[id],30*x-30,600-30*y)
end
function drawPixelmini(y,x,id)
gc.draw(blockSkinmini[id],30*x-30,600-30*y,nil,5)
end
function drawVirtualkey(s)
gc.setLineWidth(10)
if s then
@@ -157,39 +163,51 @@ function drawVirtualkey(s)
end
end
Pnt={BG={}}
function Pnt.BG.none()
gc.clear(.2,.2,.2)
end
function Pnt.BG.glow()
local t=((sin(Timer()*.5)+sin(Timer()*.7)+sin(Timer()*.9+1)+sin(Timer()*1.5)+sin(Timer()*2+3))+5)*.05
gc.clear(t,t,t)
end
function Pnt.BG.game1()
gc.setColor(1,1,1)
gc.draw(background[1],640,360,Timer()*.15,12,nil,64,64)
end
function Pnt.BG.game2()
gc.setColor(1,.5,.5)
gc.draw(background[1],640,360,Timer()*.2,12,nil,64,64)
end
function Pnt.BG.game3()
gc.setColor(.6,.6,1)
gc.draw(background[1],640,360,Timer()*.25,12,nil,64,64)
end
function Pnt.BG.rgb()
gc.clear(
sin(Timer()*1.2)*.15+.5,
sin(Timer()*1.5)*.15+.5,
sin(Timer()*1.9)*.15+.5
)
end
function Pnt.BG.strap()
gc.setColor(1,1,1)
local x=Timer()%32*40
gc.draw(background[2],x,0,nil,10)
gc.draw(background[2],x-1280,0,nil,10)
end
Pnt={}
Pnt.BG={
none=function()
gc.clear(.2,.2,.2)
end,
glow=function()
local t=((sin(Timer()*.5)+sin(Timer()*.7)+sin(Timer()*.9+1)+sin(Timer()*1.5)+sin(Timer()*2+3))+5)*.05
gc.clear(t,t,t)
end,
game1=function()
gc.setColor(1,1,1)
gc.draw(background[1],640,360,Timer()*.15,12,nil,64,64)
end,
game2=function()
gc.setColor(1,.5,.5)
gc.draw(background[1],640,360,Timer()*.2,12,nil,64,64)
end,
game3=function()
gc.setColor(.6,.6,1)
gc.draw(background[1],640,360,Timer()*.25,12,nil,64,64)
end,
rgb=function()
gc.clear(
sin(Timer()*1.2)*.15+.5,
sin(Timer()*1.5)*.15+.5,
sin(Timer()*1.9)*.15+.5
)
end,
strap=function()
gc.setColor(1,1,1)
local x=Timer()%32*40
gc.draw(background[2],x,0,nil,10)
gc.draw(background[2],x-1280,0,nil,10)
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()
gc.setLineWidth(4)
@@ -198,30 +216,38 @@ function Pnt.load()
gc.setColor(1,1,1)
gc.rectangle("line",340,340,640,40)
setFont(30)
mStr(Text.load[loading],640,345)
mStr(Text.load[loading],640,346)
setFont(20)
mStr("not animation,real loading!",640,392)
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
function Pnt.main()
gc.setColor(1,1,1)
setFont(30)
gc.print("Alpha V0.65",370,150)
gc.print("Alpha V0.7.5",370,150)
gc.print(system,530,110)
gc.draw(titleImage,30,30)
end
function Pnt.mode()
if setting.virtualkeySwitch then
gc.setColor(.5,.5,.5)
gc.draw(charV,1019,249,pi)
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)
mStr(modeInfo[modeID[modeSel]],270,300)
gc.setColor(color.white)
mStr(modeInfo[modeID[modeSel]],270,305)
setFont(80)
gc.setColor(color.grey)
mStr(modeName[modeSel],643,283)
@@ -234,142 +260,124 @@ function Pnt.mode()
end
end
end
function Pnt.custom()
setFont(80)
gc.setColor(color.lightGrey)
gc.print("Custom Game",20,20)
gc.setColor(color.white)
gc.print("Custom Game",22,23)
setFont(40)
for i=1,#customID do
local k=customID[i]
local y=90+40*i
gc.print(customOption[k],50,y)
if customVal[k]then
gc.print(customVal[k][customSel[k]],350,y)
else
gc.print(customRange[k][customSel[k]],350,y)
end
end
gc.print("",10,90+40*optSel)
end
function Pnt.play()
for p=1,#players do
P=players[p]
setmetatable(_G,P.index)
if P.small then
gc.push("transform")
gc.translate(x,y)gc.scale(size)--Scale
gc.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.setLineWidth(13)
gc.stencil(stencil_field_small, "replace",1)
gc.translate(0,fieldBeneath)
gc.stencil(stencil_field_small,"replace",1)
gc.translate(0,P.fieldBeneath)
gc.setStencilTest("equal",1)
for j=1,#field do
if falling<=0 or without(clearing,j)then
for i=1,10 do
if field[j][i]>0 then
drawPixel(j,i,field[j][i],min(visTime[j][i],20)*.05)
end
gc.setColor(1,1,1,P.result and max(20-P.counter,0)*.05 or 1)
for j=int(P.fieldBeneath/30+1),#P.field do
if P.falling<=0 or without(P.clearing,j)then
for i=1,10 do
if P.field[j][i]>0 then
drawPixelmini(j,i,P.field[j][i])
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
gc.setColor(1,1,1)
gc.draw(PTC.dust[p])--Draw game field
end
gc.setStencilTest()--In-playField mask
gc.translate(0,-fieldBeneath)
gc.translate(0,-P.fieldBeneath)
gc.setColor(frameColor[P.strength])gc.rectangle("line",-7,-7,314,614)--Draw boarder
if P.result then
gc.setColor(1,1,1,min(P.counter,60)*.01)
setFont(100)
mStr(P.result,150,250)
else
local h=0
for i=1,#atkBuffer do
local a=atkBuffer[i]
local bar=a.amount*30
if not a.sent then
if a.countdown>0 then
gc.setColor(attackColor[a.lv][1])
gc.rectangle("fill",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
gc.pop()
else
gc.push("transform")
gc.translate(x,y)gc.scale(size)--Scale
gc.translate(P.x,P.y)gc.scale(P.size)--Scale
gc.setColor(0,0,0,.7)gc.rectangle("fill",0,0,600,690)--Black Background
gc.setLineWidth(7)
gc.setColor(frameColor[P.strength])gc.rectangle("line",0,0,600,690)--Big frame
gc.translate(150,70)
gc.stencil(stencil_field, "replace", 1)
gc.translate(0,fieldBeneath)
gc.stencil(stencil_field,"replace", 1)
gc.translate(150,70+P.fieldBeneath)
gc.setStencilTest("equal",1)
for j=1,#field do
if falling<=0 or without(clearing,j)then
for j=int(P.fieldBeneath/30+1),#P.field do
if P.falling<=0 or without(P.clearing,j)then
for i=1,10 do
if field[j][i]>0 then
drawPixel(j,i,field[j][i],min(visTime[j][i],20)*.05)
if P.field[j][i]>0 then
drawPixel(j,i,P.field[j][i],min(P.visTime[j][i],20)*.05)
end
end
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)
end
end--Field
if waiting<=0 then
if gameEnv.ghost then
for i=1,r do for j=1,c do
if cb[i][j]>0 then
drawPixel(i+y_img-1,j+cx-1,bn,.3)
if P.waiting<=0 then
if P.gameEnv.ghost then
for i=1,P.r do for j=1,P.c do
if P.cb[i][j]>0 then
drawPixel(i+P.y_img-1,j+P.cx-1,P.bn,.3)
end
end end
end--Ghost
gc.setColor(1,1,1,lockDelay/gameEnv.lock)
for i=1,r do for j=1,c do
if cb[i][j]>0 then
gc.rectangle("fill",30*(j+cx-1)-34,596-30*(i+cy-1),38,38)
gc.setColor(1,1,1,P.lockDelay/P.gameEnv.lock)
for i=1,P.r do for j=1,P.c do
if P.cb[i][j]>0 then
gc.rectangle("fill",30*(j+P.cx-1)-34,596-30*(i+P.cy-1),38,38)
end
end end--BlockShade(lockdelay indicator)
for i=1,r do for j=1,c do
if cb[i][j]>0 then
drawPixel(i+cy-1,j+cx-1,bn,1)
for i=1,P.r do for j=1,P.c do
if P.cb[i][j]>0 then
drawPixel(i+P.cy-1,j+P.cx-1,P.bn,1)
end
end end--Block
if gameEnv.center then
local x=30*(cx+sc[2]-1)-30+15
gc.draw(spinCenter,x,600-30*(cy+sc[1]-1)+15,nil,nil,nil,4,4)
if P.gameEnv.center then
local x=30*(P.cx+P.sc[2]-1)-30+15
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.draw(spinCenter,x,600-30*(y_img+sc[1]-1)+15,nil,nil,nil,4,4)
gc.draw(spinCenter,x,600-30*(P.y_img+P.sc[1]-1)+15,nil,nil,nil,4,4)
end--Rotate center
end
gc.setColor(1,1,1)
gc.draw(PTC.dust[p])--Draw game field
gc.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
if modeEnv.royale 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)
--Draw selector
end
local h=0
for i=1,#atkBuffer do
local a=atkBuffer[i]
for i=1,#P.atkBuffer do
local a=P.atkBuffer[i]
local bar=a.amount*30
if h+bar>600 then bar=600-h end
if not a.sent then
if a.time<20 then
bar=bar*(20*a.time)^.5*.05
@@ -377,57 +385,58 @@ function Pnt.play()
end
if a.countdown>0 then
gc.setColor(attackColor[a.lv][1])
gc.rectangle("fill",305,600-h,8,-bar+5)
gc.rectangle("fill",308,600-h,8,-bar+5)
gc.setColor(attackColor[a.lv][2])
gc.rectangle("fill",305,600-h+(-bar+5),8,-(-bar+5)*(1-a.countdown/a.cd0))
gc.rectangle("fill",308,600-h+(-bar+5),8,-(-bar+5)*(1-a.countdown/a.cd0))
--Timing
else
attackColor.animate[a.lv]((sin((Timer()-i)*20)+1)*.5)
gc.rectangle("fill",305,600-h,8,-bar+5)
gc.rectangle("fill",308,600-h,8,-bar+5)
--Warning
end
else
gc.setColor(attackColor[a.lv][1])
bar=bar*(20-a.time)*.05
gc.rectangle("fill",305,600-h,8,-bar+5)
gc.rectangle("fill",308,600-h,8,-bar+3)
--Disappear
end
h=h+bar
if h>600 then break end
if h>=600 then break end
end--Buffer line
gc.setColor(b2b<100 and color.white or b2b<=500 and color.lightRed or color.lightBlue)
gc.rectangle("fill",-17,600,10,-b2b1)
gc.setColor(P.b2b<40 and color.white or P.b2b<=480 and color.lightRed or color.lightBlue)
gc.rectangle("fill",-17,600,10,-P.b2b1)
gc.setColor(color.red)
gc.rectangle("fill",-23,600-100,16,5)
gc.rectangle("fill",-23,600-40,16,5)
gc.setColor(color.blue)
gc.rectangle("fill",-23,600-500,16,5)
gc.rectangle("fill",-23,600-480,16,5)
--B2B bar
setFont(40)
gc.setColor(1,1,1)
if gameEnv.hold then
if P.gameEnv.hold then
gc.print("Hold",-113,0)
for i=1,#hb do
for j=1,#hb[1] do
if hb[i][j]>0 then
drawPixel(i+17.5-#hb*.5,j-2.5-#hb[1]*.5,holded and 13 or hn,1)
for i=1,#P.hb do
for j=1,#P.hb[1] do
if P.hb[i][j]>0 then
drawPixel(i+17.5-#P.hb*.5,j-2.5-#P.hb[1]*.5,P.holded and 13 or P.hn,1)
end
end
end
end--Hold
gc.print("Next",336,0)
for N=1,gameEnv.next do
local b=nb[N]
for N=1,P.gameEnv.next do
local b=P.nb[N]
for i=1,#b do
for j=1,#b[1] do
if b[i][j]>0 then
drawPixel(i+20-2.4*N-#b*.5,j+12.5-#b[1]*.5,nxt[N],1)
drawPixel(i+20-2.4*N-#b*.5,j+12.5-#b[1]*.5,P.nxt[N],1)
end
end
end
end--Next
if count then
if frame<180 then
local count=179-frame
gc.push("transform")
gc.translate(155,220)
gc.setColor(1,1,1)
@@ -436,13 +445,13 @@ function Pnt.play()
mStr(int(count/60+1),0,0)
gc.pop()
end--Draw starting counter
for i=1,#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))
for i=1,#P.bonus do
P.bonus[i]:draw(min((30-abs(P.bonus[i].t-30))*.05,1)*(not P.bonus[i].solid and #P.field>(9-P.bonus[i].dy*.03333)and .7 or 1))
end--Effects
gc.setColor(1,1,1)
setFont(40)
gc.print(format("%0.2f",time),-130,530)--Draw time
gc.print(format("%.2f",P.time),-130,530)--Draw time
if mesDisp[gamemode]then mesDisp[gamemode]()end--Draw other message
setFont(15)
@@ -450,8 +459,8 @@ function Pnt.play()
gc.print("BPM",380,490)
gc.print("KPM",335,580)
setFont(30)
drawDial(350,520,dropSpeed)
drawDial(400,570,keySpeed)
drawDial(350,520,P.dropSpeed)
drawDial(400,570,P.keySpeed)
--Speed dials
gc.pop()
end
@@ -466,10 +475,31 @@ function Pnt.play()
gc.setColor(1,1,1,b.t<10 and b.t*.1 or b.t<50 and 1 or(60-b.t)*.1)
gc.draw(badgeIcon,b[1]+(b[3]-b[1])*t,b[2]+(b[4]-b[2])*t,nil,b.size,nil,14,14)
end
setmetatable(_G,nil)
if setting.virtualkeySwitch then
drawVirtualkey()
end
if modeEnv.royaleMode then
P=players[1]
if P.atkMode~=4 then
gc.setLineWidth(5)
gc.setColor(.8,1,0,.2)
else
gc.setLineWidth(9)
gc.setColor(1,.6,.2,.4)
end
for i=1,#players.alive do
local p=players.alive[i]
if p.atking==players[1]then
gc.line(p.centerX,p.centerY,P.centerX,P.centerY)
end
end
if P.atkMode~=4 then
if P.atking then
gc.setColor(0,.5,1,.2+(sin(Timer()*7)+1)*.1)
gc.line(P.centerX,P.centerY,P.atking.centerX,P.atking.centerY)
end
end
end
end
function Pnt.setting()
gc.setColor(1,1,1)
@@ -495,10 +525,8 @@ function Pnt.setting2()
gc.rectangle("fill",440,40*joystickSet-10,200,40)
gc.setColor(1,1,1)
setFont(40)
gc.print("< P"..curBoard.."/P8 >",430,530)
setFont(25)
for y=1,12 do
for y=1,13 do
mStr(actName_show[y],150,40*y)
for x=1,2 do
mStr(setting.keyMap[curBoard+x*8-8][y],200*x+140,40*y)
@@ -506,11 +534,13 @@ function Pnt.setting2()
gc.line(40,40*y-10,640,40*y-10)
end
for x=1,4 do
gc.line(200*x-160,30,200*x-160,510)
gc.line(200*x-160,30,200*x-160,550)
end
gc.line(40,510,640,510)
gc.line(40,550,640,550)
gc.print("Keyboard | Joystick",330,3)
gc.print("Arrowkey to select/change slot,Enter to change,Esc back",50,580)
gc.print("Arrowkey to select/change slot,Enter to change,Esc back",50,620)
setFont(40)
gc.print("< P"..curBoard.."/P8 >",430,570)
end
function Pnt.setting3()
drawVirtualkey(sel)

View File

@@ -2,6 +2,7 @@ game={}
function game.load()
scene="load"
curBG="none"
keeprun=true
loading=1--Loading mode
loadnum=1--Loading counter
loadprogress=0--Loading bar
@@ -9,10 +10,13 @@ end
function game.intro()
scene="intro"
curBG="none"
count=0
keeprun=true
end
function game.main()
scene="main"
curBG="none"
keeprun=true
BGM("blank")
collectgarbage()
end
@@ -21,11 +25,20 @@ function game.mode()
modeSel=modeSel or 1
scene="mode"
curBG="none"
keeprun=true
BGM("blank")
end
function game.custom()
optSel=optSel or 1
scene="custom"
curBG="matrix"
keeprun=true
BGM("blank")
end
function game.play()
scene="play"
--curBG="game1"
keeprun=false
resetGameData()
sysSFX("ready")
mouseShow=false
@@ -33,21 +46,24 @@ end
function game.setting()
scene="setting"
curBG="none"
keeprun=true
BGM("blank")
end
function game.setting2()
scene="setting2"
curBG="none"
curBoard=1
keyboardSet=1
joystickSet=1
keyboardSetting=false
joystickSetting=false
keeprun=true
curBoard=1
keyboardSet=1
joystickSet=1
keyboardSetting=false
joystickSetting=false
BGM("blank")
end--Control settings
function game.setting3()
scene="setting3"
curBG="game1"
keeprun=true
sel=nil
keyssetting=nil
snapLevel=1
@@ -56,11 +72,13 @@ end--Touch setting
function game.help()
scene="help"
curBG="none"
keeprun=true
BGM("blank")
end
function game.stat()
scene="stat"
curBG="none"
keeprun=true
BGM("blank")
end
function game.quit()

BIN
siyuanhei.otf Normal file

Binary file not shown.

View File

@@ -1,199 +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 and not P.ai then
local n=1
while sfx[s][n]:isPlaying()do
n=n+1
if not sfx[s][n]then
sfx[s][n]=sfx[s][n-1]:clone()
sfx[s][n]:seek(0)
break
end
end
sfx[s][n]:setVolume(v or 1)
sfx[s][n]:play()
end
end
function BGM(s)
if setting.bgm and bgmPlaying~=s then
for k,v in pairs(bgm)do v:stop()end
if s then bgm[s]:play()end
bgmPlaying=s
end
end
function gotoScene(s,style)
if not sceneSwaping and s~=scene then
style=style or"deck"
sceneSwaping={
tar=s,style=style,
time=swap[style][1],mid=swap[style][2],
draw=swap[style].d
}
Buttons.sel=nil
end
end
function 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

@@ -1,36 +1,63 @@
setFont(80)
charV=gc.newText(Fonts[80],"v")
local N=gc.newImage
titleImage=N("/image/mess/title.png")
mouseIcon=N("/image/mess/mouseIcon.png")
spinCenter=N("/image/mess/spinCenter.png")
dialCircle=N("/image/mess/dialCircle.png")
dialNeedle=N("/image/mess/dialNeedle.png")
badgeIcon=N("/image/mess/badge.png")
blockSkin={}
for i=1,13 do
blockSkin[i]=N("/image/block/1/"..i..".png")
function C(x,y)
c=gc.newCanvas(x,y)
gc.setCanvas(c)
return c
end
background={}
gc.setColor(1,1,1)
background={
N("/image/BG/bg1.jpg"),
N("/image/BG/bg2.png"),
}
gc.setDefaultFilter("nearest","nearest")
local blockImg=N("/image/block/1.png")
blockSkin,blockSkinmini={},{}
for i=1,13 do
C(30,30)
gc.draw(blockImg,30-30*i,0)
blockSkin[i]=c
C(6,6)
gc.draw(blockImg,6-6*i,0,nil,.2)
blockSkinmini[i]=c
end
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]+6)
end
end
virtualkeyIcon={}
for i=1,9 do
for i=1,10 do
virtualkeyIcon[i]=N("/image/virtualkey/"..actName[i]..".png")
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
c=gc.newCanvas(6,6)gc.setCanvas(c)
C(6,6)
gc.clear(1,1,1)
PTC.dust[0]=gc.newParticleSystem(c,1000)
PTC.dust[0]:setParticleLifetime(.2,.3)
PTC.dust[0]:setEmissionRate(0)
PTC.dust[0]:setLinearAcceleration(-1500,-200,1500,200)
PTC.dust[0]:setColors(1,1,1,.5,1,1,1,0)
PTC.dust0=gc.newParticleSystem(c,1000)
PTC.dust0:setParticleLifetime(.2,.3)
PTC.dust0:setEmissionRate(0)
PTC.dust0:setLinearAcceleration(-1500,-200,1500,200)
PTC.dust0:setColors(1,1,1,.5,1,1,1,0)
c:release()
--Dust particles
@@ -54,5 +81,16 @@ PTC.attack[3]:setSpin(6)
PTC.attack[3]:setColors(1,1,1,.7,1,1,1,0)
--Attack particles
gc.setCanvas()
c=nil
gc.setDefaultFilter("linear","linear")
titleImage=N("/image/mess/title.png")
spinCenter=N("/image/mess/spinCenter.png")
dialCircle=N("/image/mess/dialCircle.png")
dialNeedle=N("/image/mess/dialNeedle.png")
badgeIcon=N("/image/mess/badge.png")
background={
N("/image/BG/bg1.jpg"),
N("/image/BG/bg2.png"),
}
c=nil
gc.setCanvas()

193
timer.lua
View File

@@ -34,10 +34,14 @@ function Tmr.load()
loadnum=loadnum+1
if loadnum==15 then
stat.run=stat.run+1
gotoScene("main")
gotoScene("intro","none")
end
end
end
function Tmr.intro()
count=count+1
if count==200 then count=80 end
end
function Tmr.play(dt)
frame=frame+1
stat.gametime=stat.gametime+dt
@@ -65,87 +69,72 @@ function Tmr.play(dt)
end
-- Update attack beam
if count then
count=count-1
if count==0 then
count=nil
sysSFX("start")
for P=1,#players do
P=players[P]
_G.P=P
setmetatable(_G,P.index)
P.control=true
P.timing=true
resetblock()
end
setmetatable(_G,nil)
elseif count%60==0 then
if frame<180 then
if frame==179 then
gameStart()
elseif frame%60==0 then
sysSFX("ready")
end
if count then
for p=1,#players do
P=players[p]
setmetatable(_G,P.index)
if keyPressing[1]or keyPressing[2]then
P.moving=moving+sgn(moving)
else
P.moving=0
end
for p=1,#players do
P=players[p]
if P.keyPressing[1]or P.keyPressing[2]then
P.moving=P.moving+sgn(P.moving)
else
P.moving=0
end
return nil
end
end--Start counting,include pre-das
return nil
end--Counting,include pre-das
for p=1,#players do
P=players[p]
setmetatable(_G,P.index)
if timing then P.time=time+dt end
if alive then
if P.timing then P.time=P.time+dt end
if P.alive then
local v=0
for i=2,10 do v=v+i*(i-1)*7.2/(frame-keyTime[i])end P.keySpeed=keySpeed*.99+v*.1
v=0 for i=2,10 do v=v+i*(i-1)*7.2/(frame-dropTime[i])end P.dropSpeed=dropSpeed*.99+v*.1
for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.keyTime[i])end P.keySpeed=P.keySpeed*.99+v*.1
v=0
for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.dropTime[i])end P.dropSpeed=P.dropSpeed*.99+v*.1
--Update speeds
if P.ai then
if P.ai and P.waiting<=0 then
P.ai.controlDelay=P.ai.controlDelay-1
if P.ai.controlDelay==0 then
if #P.ai.controls>0 then
pressKey(P.ai.controls[1],P)
releaseKey(P.ai.controls[1],P)
rem(P.ai.controls,1)
P.ai.controlDelay=P.ai.controlDelay0+rnd(3)
P.ai.controlDelay=P.ai.controlDelay0+2
else
AI_getControls(P.ai.controls)
P.ai.controlDelay=2*P.ai.controlDelay0
P.ai.controlDelay=rnd(3)*P.ai.controlDelay0
end
end
end
for j=1,#field do for i=1,10 do
if visTime[j][i]>0 then P.visTime[j][i]=visTime[j][i]-1 end
for j=1,#P.field do for i=1,10 do
if P.visTime[j][i]>0 then P.visTime[j][i]=P.visTime[j][i]-1 end
end end
--Fresh visible time
if keyPressing[1]or keyPressing[2]then
P.moving=moving+sgn(moving)
local d=abs(moving)-gameEnv.das
if P.keyPressing[1]or P.keyPressing[2]then
P.moving=P.moving+sgn(P.moving)
local d=abs(P.moving)-P.gameEnv.das
if d>1 then
if gameEnv.arr>0 then
if d%gameEnv.arr==0 then
act[moving>0 and"moveRight"or"moveLeft"](true)
if P.gameEnv.arr>0 then
if d%P.gameEnv.arr==0 then
act[P.moving>0 and"moveRight"or"moveLeft"](true)
end
else
act[moving>0 and"insRight"or"insLeft"]()
act[P.moving>0 and"insRight"or"insLeft"]()
end
end
else
P.moving=0
end
if keyPressing[7]then
P.downing=downing+1
local d=abs(downing)-gameEnv.sddas
if P.keyPressing[7]and not P.keyPressing[9]then
P.downing=P.downing+1
local d=abs(P.downing)-P.gameEnv.sddas
if d>1 then
if gameEnv.sdarr>0 then
if d%gameEnv.sdarr==0 then
if P.gameEnv.sdarr>0 then
if d%P.gameEnv.sdarr==0 then
act.down1()
end
else
@@ -155,80 +144,89 @@ function Tmr.play(dt)
else
P.downing=0
end
if falling>0 then
P.falling=falling-1
if falling<=0 then
if #field>clearing[1]then SFX("fall")end
for i=1,#clearing do
removeRow(field,clearing[i])
removeRow(visTime,clearing[i])
if modeEnv.royaleMode then
if P.keyPressing[9]then
P.swappingAtkMode=min(P.swappingAtkMode+2,30)
else
P.swappingAtkMode=P.swappingAtkMode+((#P.field>15 and P.swappingAtkMode>4 or P.swappingAtkMode>8)and -1 or 1)
end
end
if P.falling>0 then
P.falling=P.falling-1
if P.falling<=0 then
if #P.field>P.clearing[1]then SFX("fall")end
for i=1,#P.clearing do
removeRow(P.field,P.clearing[i])
removeRow(P.visTime,P.clearing[i])
end
while #P.clearing>0 do
rem(P.clearing)
end
P.clearing={}
end
--Rows cleared drop
elseif waiting>0 then
P.waiting=waiting-1
if waiting<=0 then
elseif P.waiting>0 then
P.waiting=P.waiting-1
if P.waiting<=0 then
resetblock()
end
else
if cy~=y_img then
if dropDelay>0 then
P.dropDelay=dropDelay-1
if P.cy~=P.y_img then
if P.dropDelay>0 then
P.dropDelay=P.dropDelay-1
else
drop()
P.dropDelay=gameEnv.drop
if P.freshTime<=gameEnv.freshLimit then
P.lockDelay=gameEnv.lock
P.dropDelay=P.gameEnv.drop
if P.freshTime<=P.gameEnv.freshLimit then
P.lockDelay=P.gameEnv.lock
end
end
else
if lockDelay>0 then P.lockDelay=lockDelay-1
if P.lockDelay>0 then P.lockDelay=P.lockDelay-1
else drop()
end
end
end
P.b2b1=P.b2b1*.93+P.b2b*.07
if P.b2b>500 then P.b2b=P.b2b-.1 end
--ALive
P.b2b1=P.b2b1*.92+P.b2b*.08
--Alive
else
P.keySpeed=keySpeed*.96+cstat.key/time*60*.04
P.dropSpeed=dropSpeed*.96+cstat.piece/time*60*.04
P.keySpeed=P.keySpeed*.96+P.cstat.key/P.time*60*.04
P.dropSpeed=P.dropSpeed*.96+P.cstat.piece/P.time*60*.04
--Final average speeds
if falling>0 then
P.falling=falling-1
if falling<=0 then
if #field>clearing[1]then SFX("fall")end
for i=1,#clearing do
removeRow(field,clearing[i])
removeRow(visTime,clearing[i])
if P.falling>0 then
P.falling=P.falling-1
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
P.clearing={}
end
end--Rows cleared drop
if P.counter<40 then
for j=1,#field do for i=1,10 do
if visTime[j][i]<20 then P.visTime[j][i]=visTime[j][i]+.5 end
for j=1,#P.field do for i=1,10 do
if P.visTime[j][i]<20 then P.visTime[j][i]=P.visTime[j][i]+.5 end
end end--Make field visible
end
if P.b2b1>0 then P.b2b1=max(P.b2b1-3,0)end
--Dead
end
for i=#bonus,1,-1 do
if bonus[i].inf then
if bonus[i].t<30 then
bonus[i].t=bonus[i].t+1
for i=#P.bonus,1,-1 do
local b=P.bonus[i]
if b.inf then
if b.t<30 then
b.t=b.t+1
end
else
bonus[i].t=bonus[i].t+1
if bonus[i].t==60 then rem(bonus,i)end
b.t=b.t+1
if b.t==60 then rem(P.bonus,i)end
end
end
for i=#task,1,-1 do
if task[i]()then rem(task,i)end
for i=#P.task,1,-1 do
if P.task[i]()then rem(P.task,i)end
end
for i=#atkBuffer,1,-1 do
local atk=atkBuffer[i]
for i=#P.atkBuffer,1,-1 do
local atk=P.atkBuffer[i]
atk.time=atk.time+1
if not atk.sent then
if atk.countdown>0 then
@@ -236,12 +234,17 @@ function Tmr.play(dt)
end
else
if atk.time>20 then
rem(atkBuffer,i)
rem(P.atkBuffer,i)
end
end
end
if fieldBeneath>0 then P.fieldBeneath=fieldBeneath-3 end
PTC.dust[p]:update(dt)
if P.fieldBeneath>0 then P.fieldBeneath=P.fieldBeneath-3 end
if not P.small then
PTC.dust[p]:update(dt)
end
end
if modeEnv.royale and frame%75==0 then
freshRoyaleTarget()
end
setmetatable(_G,nil)
end

View File

@@ -15,9 +15,8 @@ function without(t,v)
end
return true
end
function mStr(s,x,y)gc.printf(s,x-500,y,1000,"center")end
function convert(x,y)
return x*screenK,(y-screenM)*screenK
function mStr(s,x,y)
gc.printf(s,x-500,y,1000,"center")
end
function getNewRow(val)
@@ -53,14 +52,222 @@ function getNewBlock()
BGblock.next=BGblock.next%7+1
return t
end
--Background animation
function timeSort(a,b)
return a.time>b.time
end
function stencil_miniTitle()
for i=1,#miniTitle_pixel do
gc.rectangle("fill",unpack(miniTitle_pixel[i]))
end
end
function stencil_field()
gc.rectangle("fill",0,-10,300,610)
gc.rectangle("fill",150,60,300,610)
end
function stencil_field_small()
gc.rectangle("fill",0,0,300,600)
end
--Single use
--Single-usage funcs
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 and not P.ai then
local n=1
while sfx[s][n]:isPlaying()do
n=n+1
if not sfx[s][n]then
sfx[s][n]=sfx[s][n-1]:clone()
sfx[s][n]:seek(0)
break
end
end
sfx[s][n]:setVolume(v or 1)
sfx[s][n]:play()
end
end
function BGM(s)
if setting.bgm and bgmPlaying~=s then
for k,v in pairs(bgm)do v:stop()end
if s then bgm[s]:play()end
bgmPlaying=s
end
end
function gotoScene(s,style)
if not sceneSwaping and s~=scene then
style=style or"deck"
sceneSwaping={
tar=s,style=style,
time=swap[style][1],mid=swap[style][2],
draw=swap[style].d
}
Buttons.sel=nil
end
end
function 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=1,10 do
if not v[i]then goto continue end
virtualkey[i]=string.splitS(v[i],",")
for j=1,4 do
virtualkey[i][j]=toN(virtualkey[i][j])
end
::continue::
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=1,10 do
for j=1,4 do
virtualkey[i][j]=int(virtualkey[i][j]+.5)
end--Saving a integer is better?
vk[i]=table.concat(virtualkey[i],",")
end--pre-pack virtualkey setting
local map={}
for i=1,16 do
map[i]=table.concat(setting.keyMap[i],",")
end
local lib={}
for i=1,4 do
lib[i]=table.concat(setting.keyLib[i],",")
end
local t=table.concat({
stringPack("sfx=",setting.sfx),
stringPack("bgm=",setting.bgm),
stringPack("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