Compare commits

...

7 Commits

Author SHA1 Message Date
MrZ_26
c35152cf6e Alpha V0.7.7 2020-02-04 19:31:17 +08:00
MrZ_26
1b0ad009b0 Alpha V0.7.6 2020-02-04 19:30:59 +08:00
MrZ_26
e7c797bf14 Alpha V0.7.5 2020-02-04 19:30:42 +08:00
MrZ_26
e281634f72 Alpha V0.7.4 2020-02-04 19:30:30 +08:00
MrZ_26
7eea017c72 Alpha V0.7.3 2020-02-04 19:30:03 +08:00
MrZ_26
f0cca3092a Alpha V0.7.2 2020-02-04 19:29:42 +08:00
MrZ_26
1447893378 Alpha V0.7.1 2020-02-04 19:29:24 +08:00
36 changed files with 2721 additions and 1385 deletions

BIN
BGM/cruelty.ogg Normal file

Binary file not shown.

BIN
BGM/final.ogg Normal file

Binary file not shown.

BIN
SFX/blip_1.ogg Normal file

Binary file not shown.

BIN
SFX/blip_2.ogg Normal file

Binary file not shown.

BIN
SFX/emit.ogg Normal file

Binary file not shown.

98
ai.lua
View File

@@ -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

BIN
albbph.ttf Normal file

Binary file not shown.

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]
@@ -16,7 +16,9 @@ end
function buttonControl_key(i)
if i=="up"or i=="down"or i=="left"or i=="right"then
if not Buttons.sel then
Buttons.sel=1
if Buttons[scene][1]then
Buttons.sel=1
end
else
Buttons.sel=Buttons[scene][Buttons.sel][i]or Buttons.sel
end
@@ -28,12 +30,13 @@ 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
if not Buttons.sel then
Buttons.sel=1
if Buttons[scene][1]then
Buttons.sel=1
end
mouseShow=false
else
Buttons.sel=Buttons[scene][Buttons.sel][i=="dpup"and"up"or i=="dpdown"and"down"or i=="dpleft"and"left"or"right"]or Buttons.sel
@@ -50,14 +53,61 @@ 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
if modeSel<#modeID then
modeSel=modeSel+1
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
end
elseif key=="up"then
if modeSel>1 then modeSel=modeSel-1 end
if modeSel>1 then
modeSel=modeSel-1
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
end
elseif key=="left"then
if levelSel>1 then
levelSel=levelSel-1
end
elseif key=="right"then
if levelSel<#modeLevel[modeID[modeSel]]then
levelSel=levelSel+1
end
elseif key=="return"then
startGame(modeID[modeSel])
loadGame(modeSel,levelSel)
elseif key=="c"then
gotoScene("custom")
elseif key=="escape"then
back()
end
end
function keyDown.custom(key)
if key=="left"then
local k=customID[optSel]
customSel[k]=(customSel[k]-2)%#customRange[k]+1
elseif key=="right"then
local k=customID[optSel]
customSel[k]=customSel[k]%#customRange[k]+1
elseif key=="down"then
optSel=optSel%#customID+1
elseif key=="up"then
optSel=(optSel-2)%#customID+1
elseif key=="return"then
loadGame(0,1)
elseif key=="escape"then
back()
end
@@ -71,7 +121,7 @@ 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 +134,7 @@ 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
@@ -122,13 +172,20 @@ 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
elseif key=="dpup"then
if modeSel>1 then modeSel=modeSel-1 end
elseif key=="start"then
startGame(modeID[modeSel])
loadGame(modeSel,levelSel)
elseif key=="back"then
back()
end
@@ -167,10 +224,10 @@ 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 +239,10 @@ 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
@@ -195,6 +252,7 @@ end
wheelmoved={}
function wheelmoved.mode(x,y)
modeSel=min(max(modeSel-sgn(y),1),#modeID)
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
end
--Warning,these are not system callbacks!
@@ -202,7 +260,7 @@ 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 +276,22 @@ 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 +303,23 @@ 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,players[1])
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 +337,10 @@ 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 +360,18 @@ 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)
if not p and players[1].isKeyDown then
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 +381,41 @@ function love.touchmoved(id,x,y,dx,dy)
end
function love.keypressed(i)
if keyDown[scene]then keyDown[scene](i)
elseif i=="escape"or i=="back"then back()
else buttonControl_key(i)
if i=="f12"then devMode=not devMode end
if devMode then
if Buttons.sel then
local B=Buttons[scene][Buttons.sel]
if i=="left"then
B.x=B.x-10
elseif i=="right"then
B.x=B.x+10
elseif i=="up"then
B.y=B.y-10
elseif i=="down"then
B.y=B.y+10
elseif i==","then
B.w=B.w-10
elseif i=="."then
B.w=B.w+10
elseif i=="/"then
B.h=B.h-10
elseif i=="'"then
B.h=B.h+10
end
end
if i=="q"then
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
print(format("x=%d,y=%d,w=%d,h=%d",B.x,B.y,B.w,B.h))
end
end
else
if keyDown[scene]then keyDown[scene](i)
elseif i=="escape"or i=="back"then back()
else buttonControl_key(i)
end
end
if i=="f12"then devMode=true end
mouseShow=false
end
function love.keyreleased(i)
if keyUp[scene]then keyUp[scene](i)
@@ -330,9 +424,10 @@ end
function love.gamepadpressed(joystick,i)
if gamepadDown[scene]then return gamepadDown[scene](i)
elseif i=="back"then return back()
elseif i=="back"then back()
else buttonControl_gamepad(i)
end
mouseShow=false
end
function love.gamepadreleased(joystick,i)
if gamepadUp[scene]then gamepadUp[scene](i)
@@ -372,8 +467,6 @@ function love.update(dt)
BGblock.ct=rnd(20,30)
end
end
--Background blocks update
if sceneSwaping then
sceneSwaping.time=sceneSwaping.time-1
if sceneSwaping.time==sceneSwaping.mid then
@@ -388,7 +481,7 @@ function love.update(dt)
elseif Tmr[scene]then
Tmr[scene](dt)
end
--scene swapping & Timer
updateButton()
end
function love.sendData(data)
return nil
@@ -397,6 +490,7 @@ 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
@@ -406,42 +500,48 @@ function love.draw()
if b[i][j]>0 then
gc.draw(img,BGblock[n].x+(j-1)*30*size,BGblock[n].y+(i-1)*30*size,nil,size)
end
end end--Block
end end
end
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 +561,25 @@ 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].isKeyDown
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

BIN
cb.ttf

Binary file not shown.

View File

@@ -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 V0.68"
W.title="Techmino V0.7.7"
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

File diff suppressed because it is too large Load Diff

BIN
image/block/1.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.2 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 463 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 659 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 578 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 575 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 441 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 584 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 577 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 586 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 533 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 635 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 660 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 430 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 684 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 4.4 KiB

After

Width:  |  Height:  |  Size: 36 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 201 B

BIN
image/virtualkey/swap.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 300 B

809
list.lua
View File

@@ -1,3 +1,36 @@
--[["four name"
Techrash
Zestris
x Quadruple
x Tequeno
x Techzino
x Tectris
Techris
Techmino
Tequéno
]]
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},{7,6,5,4},{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},{7,5,2,3},{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},
@@ -35,10 +68,10 @@ attackColor={
gc.setColor(1,t,0)
end,
function(t)
gc.setColor(1,0,t)
gc.setColor(1,.4,.3+t*.7)
end,
function(t)
gc.setColor(t,t,1)
gc.setColor(.2+t*.8,.2+t*.8,1)
end,
}--3 animation-colorsets of attack buffer bar
}
@@ -71,6 +104,17 @@ for j=1,7 do
spinName[0][j]=blockName[j].." spin"
end
miniTitle_rect={
{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","win","fail",
@@ -81,6 +125,7 @@ sfx={
"ren_1","ren_2","ren_3","ren_4","ren_5","ren_6","ren_7","ren_8","ren_9","ren_10","ren_11",
"clear_1","clear_2","clear_3","clear_4",
"spin_0","spin_1","spin_2","spin_3",
"emit","blip_1","blip_2",
"perfectclear",
}
bgm={
@@ -90,13 +135,20 @@ bgm={
"push",
"reason",
"infinite",
"cruelty",
"final",
}
prevMenu={
load=love.event.quit,
ready="mode",
play="mode",
intro="quit",
main="intro",
mode="main",
custom="mode",
ready="mode",
play=function()
gotoScene(curMode.id~="custom"and"mode"or"custom")
end,
help="main",
stat="main",
setting=function()
@@ -105,110 +157,482 @@ prevMenu={
end,
setting2="setting",
setting3="setting",
intro="quit",
main="quit",
}
modeID={"sprint","marathon","zen","infinite","solo","death","blind","puzzle","tetris41","asymsolo","gmroll","p2","p3","p4"}
modeName={"Sprint","Marathon","Zen","Infinite","1v1","Death","Blind","Puzzle","Tetris 41","Asymmetry solo","GM roll","2P","3P","4P"}
modeInfo={
sprint="Clear 40 Lines",
marathon="Clear 200 Lines",
zen="Clear 200 Lines without gravity",
infinite="Infinite game,infinite happiness",
solo="Beat AI",
death="Survive under terrible speed",
blind="Invisible board!",
puzzle="Your keyboard broke",
tetris41="Melee fight with 40 AIs",
asymsolo=" See-->",
gmroll="Who want to be the grand master?",
p2="2 players game",
p3="3 players game",
p4="4 players game",
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={"bag7","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","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:"}
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"}
vibrateLevel={0,.02,.03,.04,.06,.08,.1}
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%",}
snapLevelName={"Free pos","Snap-10","Snap-20","Snap-40","Snap-60","Snap-80"}
snapLevelValue={1,10,20,40,60,80}
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={10,9,9,8,8}
death_wait={6,6,5,5,4}
death_lock={12,11,10,9,8}
death_wait={9,8,7,6,5}
death_fall={10,9,8,7,6}
snapLevelValue={1,10,20,40,60,80}
snapLevelName={"Free pos","Snap-10","Snap-20","Snap-40","Snap-60","Snap-80"}
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}
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")
defaultModeEnv={
sprint={
{
drop=60,
target=10,
reach=Event.gameover.win,
},
{
drop=60,
target=20,
reach=Event.gameover.win,
},
{
drop=60,
target=40,
reach=Event.gameover.win,
},
{
drop=60,
target=100,
reach=Event.gameover.win,
},
{
drop=60,
target=400,
reach=Event.gameover.win,
},
{
drop=60,
target=1000,
reach=Event.gameover.win,
},
},
marathon={
{
drop=1e99,
lock=1e99,
target=200,
reach=Event.marathon_reach,
},
{
drop=60,
fall=20,
target=10,
reach=Event.marathon_reach,
},
{
_20G=true,
fall=20,
target=200,
reach=Event.marathon_reach,
},
{
_20G=true,
drop=0,
lock=death_lock[1],
wait=death_wait[1],
fall=death_fall[1],
target=50,
reach=Event.marathon_reach_lunatic,
arr=1,
},
},
zen={
{
drop=1e99,
lock=1e99,
target=200,
reach=Event.gameover.win,
},
},
infinite={
{
drop=1e99,
lock=1e99,
oncehold=false,
},
},
solo={
{},
},
tsd={
{
oncehold=false,
drop=1e99,
lock=1e99,
target=1,
reach=Event.tsd_reach,
},
{
drop=60,
lock=60,
target=1,
reach=Event.tsd_reach,
},
},
blind={
{
drop=30,
lock=60,
visible=2,
},
{
drop=15,
lock=30,
visible=0,
freshLimit=10,
},
{
_20G=true,
lock=60,
visible=0,
freshLimit=15,
},
{
_20G=true,
drop=0,
lock=15,
wait=10,
fall=15,
visible=0,
arr=1,
},
},
dig={
{
drop=60,
lock=120,
fall=20,
},
{
drop=10,
lock=30,
},
},
survivor={
{
drop=60,
lock=120,
fall=30,
},
{
drop=30,
lock=60,
fall=20,
},
{
drop=10,
lock=20,
fall=15,
},
{
drop=5,
lock=15,
fall=10,
},
},
sudden={
{
oncehold=false,
drop=1e99,
lock=1e99,
target=0,
reach=Event.sudden_reach,
},
{
drop=30,
lock=60,
target=0,
reach=Event.sudden_reach,
},
{
drop=15,
lock=60,
target=0,
reach=Event.sudden_reach_hard,
},
{
drop=5,
lock=20,
target=0,
reach=Event.sudden_reach_hard,
},
},
pctrain={
{
next=4,
hold=false,
drop=120,
lock=120,
fall=20,
sequence=4,
target=0,
freshLimit=1e99,
reach=Event.newPC,
},
{
next=4,
hold=false,
drop=60,
lock=60,
fall=15,
sequence=4,
target=0,
reach=Event.newPC,
},
},
pcchallenge={
{
oncehold=false,
drop=300,
lock=1e99,
sequence=1,
target=100,
reach=Event.gameover.win,
freshLimit=1e99,
},
{
drop=60,
lock=120,
fall=10,
sequence=1,
target=100,
reach=Event.gameover.win,
},
{
drop=20,
lock=60,
fall=20,
sequence=1,
target=100,
reach=Event.gameover.win,
},
},
techmino41={
{
fall=20,
royaleMode=true,
royalePowerup={2,5,10,20},
royaleRemain={30,20,15,10,5},
pushSpeed=2,
},
},
techmino99={
{
fall=20,
royaleMode=true,
royalePowerup={2,6,14,30},
royaleRemain={75,50,35,20,10},
pushSpeed=2,
},
},
drought={
{
drop=20,
lock=30,
sequence=5,
target=100,
reach=Event.gameover.win,
},
{
drop=20,
lock=30,
sequence=6,
target=100,
reach=Event.gameover.win,
},
},
hotseat={
{},
},
custom={
{
reach=Event.gameover.win
},
},
}
modeLevel={
sprint={"10L","20L","40L","100L","400L","1000L"},
marathon={"EASY","NORMAL","EXTRA","DEATH"},
zen={"NORMAL"},
infinite={"NORMAL"},
solo={"EASY","NORMAL","HARD","LUNATIC"},
tsd={"NORMAL","HARD"},
blind={"EASY","HARD","LUNATIC","GM"},
dig={"NORMAL","LUNATIC"},
survivor={"EASY","NORMAL","HARD","LUNATIC"},
sudden={"EASY","NORMAL","HARD","LUNATIC"},
pctrain={"HARD","LUNATIC"},
pcchallenge={"NORMAL","HARD","LUNATIC"},
techmino41={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
techmino99={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
drought={"NORMAL","MESS"},
hotseat={"2P","3P","4P",},
custom={""},
}
modeLevelColor={
EASY=color.cyan,
NORMAL=color.green,
HARD=color.purple,
LUNATIC=color.red,
EXTRA=color.lightPurple,
MESS=color.lightGrey,
GM=color.blue,
ULTIMATE=color.lightYellow,
DEATH=color.lightRed,
["10L"]=color.cyan,
["20L"]=color.lightBlue,
["40L"]=color.green,
["100L"]=color.orange,
["400L"]=color.red,
["1000L"]=color.darkRed,
}
modeID={
[0]="custom",
"sprint","marathon","zen","infinite","solo","tsd","blind","dig","survivor","sudden",
"pctrain","pcchallenge","techmino41","techmino99","drought","hotseat",
}
modeName={
[0]="Custom",
"Sprint","Marathon","Zen","Infinite","1v1","TSD-only","Blind","Dig","Survivor","Sudden",
"PC Train","PC Challenge","Techmino41","Techmino99","Drought","Hotseat",
}
modeInfo={
sprint="Speed run.",
marathon="Survive and reach target",
zen="Clear 200 Lines without gravity",
infinite="Infinite game,infinite happiness",
solo="Beat AI",
tsd="Make more T-spin-doubles",
blind="Invisible board",
dig="Downstack!",
survivor="Hand them!",
sudden="Techniques practice",
pctrain="Let's learn some PCs",
pcchallenge="Make PCs in 100 Lines",
techmino41="Melee fight with 40 AIs",
techmino99="Melee fight with 98 AIs",
drought="ERRSEQ flood attack",
hotseat="",
}
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
drop()
P.keyPressing[6]=false
end
end,
softDrop=function()
if cy~=y_img then P.cy=cy-1 end
P.downing=1
function()
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
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,
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
function()
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
repeat i=rnd(7)until i~=P.nxt[5]
P.nxt[6],P.nb[6]=i,blocks[i][0]
end,
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()
function()
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
--generate in newPC
end,
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}
for i=1,6 do
ins(P.nxt,rem(bag,rnd(7-i)))
ins(P.nb,blocks[P.nxt[#P.nxt]][0])
end
end
end,
insRight=function()
while not ifoverlap(cb,cx+1,cy)do
P.cx,P.lockDelay=cx+1,gameEnv.lock
freshgho()
function()
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
if #P.nxt<6 then
local bag={1,1,1,2,2,2,3,3,3,4,4,4,6,6,6,5,7}
repeat
ins(P.nxt,rem(bag,rnd(#bag)))
ins(P.nb,blocks[P.nxt[#P.nxt]][0])
until not bag[1]
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}}},
@@ -232,38 +656,38 @@ 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}},
@@ -291,37 +715,56 @@ Buttons={
load={},
intro={},
main={
{x=250,y=300,w=330,h=60,rgb=color.red,t="Play",code=function()gotoScene("mode")end,down=2},
{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=250,w=350,h=100,rgb=color.red,f=55,t="Play",code=function()gotoScene("mode")end,down=2},
{x=250,y=360,w=350,h=100,rgb=color.blue,f=50,t="Settings",code=function()gotoScene("setting")end,up=1,down=3},
{x=160,y=470,w=170,h=100,rgb=color.yellow,f=50,t="Help",code=function()gotoScene("help")end,up=2,down=5,right=4},
{x=340,y=470,w=170,h=100,rgb=color.cyan,f=40,t="Statistics",code=function()gotoScene("stat")end,up=2,down=5,left=3},
{x=250,y=580,w=350,h=100,rgb=color.grey,f=40,t="Quit",code=function()gotoScene("quit")end,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=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=1000,y=210,w=200,h=140,rgb=color.white,hide=function()return modeSel==1 end,t="Λ",f=64,code=function()keyDown.mode("up")end},
{x=1000,y=430,w=200,h=140,rgb=color.white,hide=function()return modeSel==#modeID end,t="v",f=80,code=function()keyDown.mode("down")end},
{x=190,y=160,w=100,h=80,rgb=color.white,hide=function()return levelSel==1 end,t="<",code=function()keyDown.mode("left")end},
{x=350,y=160,w=100,h=80,rgb=color.white,hide=function()return levelSel==#modeLevel[modeID[modeSel]] end,t=">",code=function()keyDown.mode("right")end},
{x=1000,y=600,w=250,h=100,rgb=color.green,f=50,t="Start",code=function()loadGame(modeSel,levelSel)end},
{x=270,y=540,w=190,h=85,rgb=color.yellow,t="Custom(c)",code=function()gotoScene("custom")end},
{x=640,y=630,w=230,h=90,rgb=color.white,f=45,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()loadGame(0,1)end},
{x=640,y=630,w=180,h=60,rgb=color.white,t="Back",code=back},
},
play={
},
setting={--Normal setting
{x=330,y=100,w=200,h=60,rgb=color.white,t=function()return setting.ghost and"Ghost ON"or"Ghost OFF"end,code=function()setting.ghost=not setting.ghost end,down=3,right=2},
{x=540,y=100,w=200,h=60,rgb=color.white,t=function()return setting.center and"Center ON"or"Center OFF"end,code=function()setting.center=not setting.center end,down=5,left=1,right=11},
{x=285,y=90,w=210,h=60,rgb=color.white,t=function()return setting.ghost and"Ghost ON"or"Ghost OFF"end,code=function()setting.ghost=not setting.ghost end,down=3,right=2},
{x=505,y=90,w=210,h=60,rgb=color.white,t=function()return setting.center and"Center ON"or"Center OFF"end,code=function()setting.center=not setting.center end,down=5,left=1,right=11},
--1,2
{x=245,y=180,w=40,h=40,rgb=color.white,t="-",code=function()setting.das=(setting.das-1)%31 end,up=1,down=7,right=4},
{x=410,y=180,w=40,h=40,rgb=color.white,t="+",code=function()setting.das=(setting.das+1)%31 end,up=1,down=8,left=3,right=5},
{x=460,y=180,w=40,h=40,rgb=color.white,t="-",code=function()setting.arr=(setting.arr-1)%16 end,up=2,down=9,left=4,right=6},
{x=625,y=180,w=40,h=40,rgb=color.white,t="+",code=function()setting.arr=(setting.arr+1)%16 end,up=2,down=10,left=5,right=13},
{x=205,y=180,w=50,h=50,rgb=color.white,t="-",code=function()setting.das=(setting.das-1)%31 end,up=1,down=7,right=4},
{x=370,y=180,w=50,h=50,rgb=color.white,t="+",code=function()setting.das=(setting.das+1)%31 end,up=1,down=8,left=3,right=5},
{x=420,y=180,w=50,h=50,rgb=color.white,t="-",code=function()setting.arr=(setting.arr-1)%16 end,up=2,down=9,left=4,right=6},
{x=585,y=180,w=50,h=50,rgb=color.white,t="+",code=function()setting.arr=(setting.arr+1)%16 end,up=2,down=10,left=5,right=13},
--3~6
{x=245,y=260,w=40,h=40,rgb=color.white,t="-",code=function()setting.sddas=(setting.sddas-1)%11 end,up=3,down=17,right=8},
{x=410,y=260,w=40,h=40,rgb=color.white,t="+",code=function()setting.sddas=(setting.sddas+1)%11 end,up=4,down=17,left=7,right=9},
{x=460,y=260,w=40,h=40,rgb=color.white,t="-",code=function()setting.sdarr=(setting.sdarr-1)%6 end,up=5,down=17,left=8,right=10},
{x=625,y=260,w=40,h=40,rgb=color.white,t="+",code=function()setting.sdarr=(setting.sdarr+1)%4 end,up=6,down=17,left=9,right=14},
{x=205,y=260,w=50,h=50,rgb=color.white,t="-",code=function()setting.sddas=(setting.sddas-1)%11 end,up=3,down=13,right=8},
{x=370,y=260,w=50,h=50,rgb=color.white,t="+",code=function()setting.sddas=(setting.sddas+1)%11 end,up=4,down=13,left=7,right=9},
{x=420,y=260,w=50,h=50,rgb=color.white,t="-",code=function()setting.sdarr=(setting.sdarr-1)%4 end,up=5,down=13,left=8,right=10},
{x=585,y=260,w=50,h=50,rgb=color.white,t="+",code=function()setting.sdarr=(setting.sdarr+1)%4 end,up=6,down=13,left=9,right=14},
--7~10
{x=870-90,y=100,w=160,h=60,rgb=color.white,t=function()return setting.sfx and"SFX:on"or"SFX:off"end,code=function()setting.sfx=not setting.sfx end,down=13,left=2,right=12},
{x=870+90,y=100,w=160,h=60,rgb=color.white,t=function()return setting.bgm and"BGM:on"or"BGM:off"end,code=function()BGM()setting.bgm=not setting.bgm;BGM("blank")end,down=13,left=11},
{x=870,y=180,w=340,h=60,rgb=color.white,t=function()return setting.fullscreen and"Fullscreen:on"or"Fullscreen:off"end,
{x=760,y=90,w=160,h=60,rgb=color.white,t=function()return setting.sfx and"SFX:on"or"SFX:off"end,code=function()setting.sfx=not setting.sfx end,down=13,left=2,right=12},
{x=940,y=90,w=160,h=60,rgb=color.white,t=function()return setting.bgm and"BGM:on"or"BGM:off"end,code=function()
BGM()
setting.bgm=not setting.bgm
BGM("blank")
end,down=13,left=6},
{x=850,y=160,w=340,h=60,rgb=color.white,t=function()return "Vibrate level:"..setting.vib end,code=function()
setting.vib=(setting.vib+1)%5
VIB(2)
end,up=11,down=14,left=6},
{x=850,y=230,w=340,h=60,rgb=color.white,t=function()return setting.fullscreen and"Fullscreen:on"or"Fullscreen:off"end,
code=function()
setting.fullscreen=not setting.fullscreen
love.window.setFullscreen(setting.fullscreen)
@@ -329,9 +772,9 @@ Buttons={
love.resize(gc.getWidth(),gc.getHeight())
end
end,
up=11,down=14,left=6
up=13,down=15,left=6
},
{x=870,y=260,w=340,h=60,rgb=color.white,t=function()return setting.bgblock and"BG animation:on"or"BG animation:off"end,
{x=850,y=300,w=340,h=60,rgb=color.white,t=function()return setting.bgblock and"BG animation:on"or"BG animation:off"end,
code=function()
setting.bgblock=not setting.bgblock
if not setting.bgblock then
@@ -340,32 +783,32 @@ Buttons={
end
end
end,
up=12,down=15,left=10
up=14,down=16,left=10
},
--11~14
{x=870,y=340,w=340,h=60,rgb=color.white,t=function()return"frameDraw:"..setting.frameMul.."%"end,code=function()
{x=850,y=370,w=340,h=60,rgb=color.white,t=function()return"frameDraw:"..setting.frameMul.."%"end,code=function()
setting.frameMul=setting.frameMul+(setting.frameMul<50 and 5 or 10)
if setting.frameMul>100 then setting.frameMul=25 end
end,up=14,down=16},
{x=870,y=420,w=340,h=60,rgb=color.green,t="Control settings",code=function()gotoScene("setting2")end,up=15,down=17},
{x=870,y=500,w=340,h=60,rgb=color.yellow,t="Touch settings",code=function()gotoScene("setting3")end,up=16,down=18},
{x=640,y=640,w=210,h=60,rgb=color.white,t="Save&Back",code=function()back()end,up=17},
--15~18
end,up=15,down=17},
--11~16
{x=850,y=440,w=340,h=60,rgb=color.green,t="Control settings",code=function()gotoScene("setting2")end,up=16,down=18},
{x=850,y=510,w=340,h=60,rgb=color.yellow,t="Touch settings",code=function()gotoScene("setting3")end,up=17,down=19},
{x=640,y=620,w=300,h=70,rgb=color.white,t="Save&Back",code=back,up=18},
--17~19
},
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},
{x=450,y=310,w=170,h=80,t="Reset",code=function()
{x=450,y=310,w=170,h=80,t="Defaults",code=function()
for K=1,#virtualkey do
local b,b0=virtualkey[K],gameEnv0.virtualkey[K]
local b,b0=virtualkey[K],virtualkeySet[defaultSel][K]
b[1],b[2],b[3],b[4]=b0[1],b0[2],b0[3],b0[4]
end--Reset virtualkey
end--Default virtualkey
defaultSel=defaultSel%5+1
end},
{x=640,y=310,w=170,h=80,t=function()return snapLevelName[snapLevel]end,code=function()
snapLevel=snapLevel%6+1
@@ -388,11 +831,11 @@ 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)
}
@@ -411,6 +854,7 @@ 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
@@ -418,9 +862,78 @@ virtualkey={
{x=0,y=0,r=0},--toDown
]]
}
virtualkeySet={
{
{80,720-200,6400,80},--moveLeft
{320,720-200,6400,80},--moveRight
{1280-80,720-200,6400,80},--rotRight
{1280-200,720-80,6400,80},--rotLeft
{1280-200,720-320,6400,80},--rotFlip
{200,720-320,6400,80},--hardDrop
{200,720-80,6400,80},--softDrop
{1280-320,720-200,6400,80},--hold
{1280-80,280,6400,80},--swap
{80,280,6400,80},--restart
},--Farter's set 3
{
{1280-320,720-200,6400,80},--moveLeft
{1280-80,720-200,6400,80},--moveRight
{200,720-80,6400,80},--rotRight
{80,720-200,6400,80},--rotLeft
{200,720-320,6400,80},--rotFlip
{1280-200,720-320,6400,80},--hardDrop
{1280-200,720-80,6400,80},--softDrop
{320,720-200,6400,80},--hold
{80,280,6400,80},--swap
{1280-80,280,6400,80},--restart
},--Mirrored farter's set 3
{
{80,720-80,6400,80},--moveLeft
{240,720-80,6400,80},--moveRight
{1280-240,720-80,6400,80},--rotRight
{1280-400,720-80,6400,80},--rotLeft
{1280-240,720-240,6400,80},--rotFlip
{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
},--Author's set
{
{1280-400,720-80,6400,80},--moveLeft
{1280-80,720-80,6400,80},--moveRight
{240,720-80,6400,80},--rotRight
{80,720-80,6400,80},--rotLeft
{240,720-240,6400,80},--rotFlip
{1280-240,720-240,6400,80},--hardDrop
{1280-240,720-80,6400,80},--softDrop
{1280-80,720-240,6400,80},--hold
{80,720-240,6400,80},--swap
{80,320,6400,80},--restart
},--Keyboard set
{
{1280-360,40,1600,40},--moveLeft
{1280-280,40,1600,40},--moveRight
{1280-520,40,1600,40},--rotRight
{1280-600,40,1600,40},--rotLeft
{1280-440,40,1600,40},--rotFlip
{1280-40,40,1600,40},--hardDrop
{1280-120,40,1600,40},--softDrop
{1280-200,40,1600,40},--hold
{1280-680,40,1600,40},--swap
{-10,-10,0,0},--restart
},--PC key feedback
}
Text={
load={"Loading textures","Loading BGM","Loading SFX","Finished",},
tips={
"The whole game is made by MrZ!",
"Back to Back 8 combo Techrash PC!",
"Techmino has a Nspire-CX edition!",
"Is B2B2B2B possible?",
"MrZ spin Penta!",
},
stat={
"Games run:",
"Games played:",
@@ -435,7 +948,7 @@ 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",
"",
@@ -443,7 +956,7 @@ 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,196,Flyz,T830,[all test staff] and YOU!",
"Any bugs/suggestions to my E-mail.",
},
}

895
main.lua

File diff suppressed because it is too large Load Diff

526
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
},
@@ -51,8 +54,8 @@ FX={
gc.push("transform")
setFont(t.font)
gc.translate(150,250+t.dy)
gc.setColor(1,1,1,a)
if t.t<20 then gc.scale((20-t.t)*.015+1,1)end
gc.setColor(1,1,1,a)
mStr(t.text,0,-t.font*.5)
gc.pop()
end,
@@ -60,46 +63,63 @@ FX={
gc.push("transform")
setFont(t.font)
gc.translate(150,290+t.dy)
gc.setColor(1,1,1,a)
if t.t<20 then gc.shear((20-t.t)*.05,0)end
mStr(t.text,0,-t.font*.5)
gc.setColor(1,1,1,a)
mStr(t.text,0,-t.font*.5-15)
gc.pop()
end,
spin=function(t,a)
gc.push("transform")
setFont(t.font)
gc.translate(150,250+t.dy)
gc.setColor(1,1,1,a)
if t.t<20 then
gc.rotate((20-t.t)^2*.0015)
end
mStr(t.text,0,-t.font*.5)
gc.setColor(1,1,1,a)
mStr(t.text,0,-t.font*.5-8)
gc.pop()
end,
flicker=function(t,a)
setFont(t.font)
gc.setColor(1,1,1,a*(rnd()+.5))
mStr(t.text,150,250-t.font*.5+t.dy)
mStr(t.text,150,225-t.font*.5+t.dy)
end,
zoomout=function(t,a)
gc.push("transform")
setFont(t.font)
gc.translate(150,290+t.dy)
gc.setColor(1,1,1,a)
local k=t.t^.5*.2+1
gc.translate(150,290+t.dy)
gc.scale(k,k)
mStr(t.text,0,-t.font*.5)
gc.setColor(1,1,1,a)
mStr(t.text,0,-t.font*.5-5)
gc.pop()
end
end,
beat=function(t,a)
gc.push("transform")
setFont(t.font)
gc.translate(150,290+t.dy)
if t.t<20 then
local k=.2*(5+(25-t.t)^.5)-.5
gc.scale(k,k)
end
gc.setColor(1,1,1,a)
mStr(t.text,0,-t.font*.5-5)
gc.pop()
end,
}
function updateButton()
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
local t=i==Buttons.sel and .4 or 0
B.alpha=abs(B.alpha-t)>.02 and(B.alpha+(B.alpha<t and .02 or -.02))or t
if B.alpha>t then B.alpha=B.alpha-.02 elseif B.alpha<t then B.alpha=B.alpha+.02 end
end
end
function drawButton()
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
if not(B.hide and B.hide())then
local t=i==Buttons.sel and .3 or 0
B.alpha=abs(B.alpha-t)>.02 and(B.alpha+(B.alpha<t and .02 or -.02))or t
if B.alpha>t then B.alpha=B.alpha-.02 elseif B.alpha<t then B.alpha=B.alpha+.02 end
local C=B.rgb or color.white
gc.setColor(C[1],C[2],C[3],B.alpha)
gc.rectangle("fill",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
@@ -110,7 +130,7 @@ function drawButton()
if t then
if type(t)=="function"then t=t()end
setFont(B.f or 40)
y0=B.y-1-currentFont*.5
y0=B.y-7-currentFont*.5
mStr(t,B.x-1,y0)
mStr(t,B.x+1,y0)
mStr(t,B.x-1,y0+2)
@@ -120,236 +140,269 @@ function drawButton()
if t then
mStr(t,B.x,y0+1)
end
gc.setLineWidth(3)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
gc.setLineWidth(3)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h,4)
end
end
end
function drawDial(x,y,speed)
gc.push("transform")
gc.translate(x,y)
gc.setColor(1,1,1)
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.pop()
gc.setColor(1,1,1)
mStr(int(speed),x,y-18)
gc.draw(dialCircle,x,y,nil,nil,nil,32,32)
gc.setColor(1,1,1,.6)
gc.draw(dialNeedle,x,y,2.094+(speed<=175 and .02094*speed or 4.712-52.36/(speed-125)),nil,nil,5,4)
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 drawVirtualkey(s)
gc.setLineWidth(10)
if s then
for i=1,#virtualkey do
gc.setColor(1,s==i and 0 or 1,s==i and 0 or 1,setting.virtualkeyAlpha*.2)
local b=virtualkey[i]
gc.circle("line",b[1],b[2],b[4]-5)
if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],b[2],nil,2*b[4]*.0125,nil,18,18)end
end
else
gc.setColor(1,1,1,setting.virtualkeyAlpha*.2)
for i=1,#virtualkey do
local b=virtualkey[i]
gc.circle("line",b[1],b[2],b[4]-5)
if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],b[2],nil,2*b[4]*.0125,nil,18,18)end
function drawPixelmini(y,x,id)
gc.draw(blockSkinmini[id],30*x-30,600-30*y,nil,5)
end
function VirtualkeyPreview()
for i=1,#virtualkey do
gc.setColor(1,sel==i and .5 or 1,sel==i and .5 or 1,setting.virtualkeyAlpha*.2)
local b=virtualkey[i]
gc.setLineWidth(b[4]*.08)
gc.circle("line",b[1],b[2],b[4]-5)
if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],b[2],nil,2*b[4]*.0125,nil,18,18)end
end
end
function drawVirtualkey()
local a=setting.virtualkeyAlpha*.2
local P=players[1]
for i=1,#virtualkey do
local p=P.isKeyDown[i]
local b=virtualkey[i]
if p then
gc.setColor(.75,.75,1,a)
else
gc.setColor(1,1,1,a)
end
gc.setLineWidth(b[4]*.08)
gc.circle("line",b[1],p and b[2]+15 or b[2],b[4]-5)
if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],p and b[2]+15 or b[2],nil,b[4]*.025,nil,18,18)end
end
end
Pnt={BG={}}
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)
gc.setColor(1,1,1,.5)
gc.rectangle("fill",340,340,loadprogress*640,40)
gc.rectangle("fill",300,330,loadprogress*680,60)
gc.setColor(1,1,1)
gc.rectangle("line",340,340,640,40)
setFont(30)
mStr(Text.load[loading],640,345)
setFont(20)
mStr("not animation,real loading!",640,392)
gc.rectangle("line",300,330,680,60)
setFont(40)
mStr(Text.load[loading],640,335)
setFont(25)
mStr("not animation,real loading!",640,400)
end
function Pnt.intro()
gc.push()
gc.translate(250,150)
gc.scale(30)
gc.stencil(stencil_miniTitle,"replace",1)
gc.setStencilTest("equal",1)
gc.setColor(1,1,1,min(count,80)*.005)
gc.rectangle("fill",0,0,26,14)
gc.pop()
gc.setColor(1,1,1)
gc.setColor(1,1,1,.125)
for i=19,5,-2 do
gc.setLineWidth(i)
gc.line(250+(count-80)*25,150,(count-80)*25-150,570)
end
gc.setStencilTest()
end
function Pnt.main()
gc.setColor(1,1,1)
setFont(30)
gc.print("Alpha V0.68",370,150)
gc.print("Alpha V0.7.7",370,140)
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(40)
gc.setColor(modeLevelColor[modeLevel[modeID[modeSel]][levelSel]]or color.white)
mStr(modeLevel[modeID[modeSel]][levelSel],270,215)
setFont(30)
mStr(modeInfo[modeID[modeSel]],270,300)
gc.setColor(color.white)
mStr(modeInfo[modeID[modeSel]],270,255)
setFont(80)
gc.setColor(color.grey)
mStr(modeName[modeSel],643,283)
mStr(modeName[modeSel],643,273)
for i=modeSel-2,modeSel+2 do
if i>=1 and i<=#modeID then
local f=80-abs(i-modeSel)*20
gc.setColor(i==modeSel and color.white or abs(i-modeSel)==1 and color.grey or color.darkGrey)
setFont(f)
mStr(modeName[i],640,320+70*(i-modeSel)-f*.5)
mStr(modeName[i],640,310+70*(i-modeSel)-f*.5)
end
end
end
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.setColor(0,0,0,.5)gc.rectangle("fill",0,0,300,600)--Black Background
gc.translate(P.x,P.y)gc.scale(P.size)--Scale
gc.setColor(0,0,0,.4)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.endCounter,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
end
end--Field
gc.setColor(1,1,1)
gc.draw(PTC.dust[p])--Draw game field
end
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 modeEnv.royaleMode then
gc.setColor(1,1,1)
for i=1,P.strength do
gc.draw(badgeIcon,61*i-47,15,nil,3)
end
end
if P.result then
gc.setColor(1,1,1,min(P.counter,60)*.01)
gc.setColor(1,1,1,min(P.endCounter,60)*.01)
setFont(100)
mStr(P.result,150,250)
else
local h=0
for i=1,#atkBuffer do
local a=atkBuffer[i]
local bar=a.amount*30
if not a.sent then
if a.countdown>0 then
gc.setColor(attackColor[a.lv][1])
gc.rectangle("fill",315,600-h,8,-bar+5)
gc.setColor(attackColor[a.lv][2])
gc.rectangle("fill",315,600-h+(-bar+5),8,-(-bar+5)*(1-a.countdown/a.cd0))
--Timing
else
attackColor.animate[a.lv]((sin((Timer()-i)*20)+1)*.5)
gc.rectangle("fill",315,600-h,8,-bar+5)
--Warning
end
end
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
mStr(P.result,150,235)
if P.killMark then
gc.setLineWidth(20)
gc.setColor(1,0,0,min(P.endCounter,25)*.04)
gc.circle("line",150,300,420-10*min(P.endCounter,30))
end
end
gc.pop()
else
gc.push("transform")
gc.translate(x,y)gc.scale(size)--Scale
gc.setColor(0,0,0,.7)gc.rectangle("fill",0,0,600,690)--Black Background
gc.translate(P.x,P.y)gc.scale(P.size)--Scale
gc.setColor(0,0,0,.6)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.setColor(1,1,1)gc.rectangle("line",-3,-13,306,616)--Draw boarder
gc.translate(0,-P.fieldBeneath)
gc.setLineWidth(5)
gc.setColor(1,1,1)gc.rectangle("line",-2,-12,304,614)--Draw boarder
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
@@ -357,57 +410,61 @@ function Pnt.play()
end
if a.countdown>0 then
gc.setColor(attackColor[a.lv][1])
gc.rectangle("fill",308,600-h,8,-bar+5)
gc.rectangle("fill",307,600-h,12,-bar+5)
gc.setColor(attackColor[a.lv][2])
gc.rectangle("fill",308,600-h+(-bar+5),8,-(-bar+5)*(1-a.countdown/a.cd0))
gc.rectangle("fill",307,600-h+(-bar+5),12,-(-bar+5)*(1-a.countdown/a.cd0))
--Timing
else
attackColor.animate[a.lv]((sin((Timer()-i)*20)+1)*.5)
gc.rectangle("fill",308,600-h,8,-bar+5)
gc.rectangle("fill",307,600-h,12,-bar+5)
--Warning
end
else
gc.setColor(attackColor[a.lv][1])
bar=bar*(20-a.time)*.05
gc.rectangle("fill",308,600-h,8,-bar+5)
gc.rectangle("fill",307,600-h,12,-bar+3)
--Disappear
end
h=h+bar
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
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)
if P.gameEnv.hold then
gc.print("Hold",-115,-10)
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]
gc.print("Next",336,-10)
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
setFont(30)
gc.setColor(.8,.8,.8)
gc.print(curMode.modeName,-135,-65)
gc.printf(curMode.levelName,240,-65,200,"right")
if frame<180 then
local count=179-frame
gc.push("transform")
gc.translate(155,220)
gc.setColor(1,1,1)
@@ -416,23 +473,31 @@ 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].inf and #P.field>(9-P.bonus[i].dy*.0333)and .7 or 1))
end--Effects
gc.setColor(1,1,1)
setFont(40)
gc.print(format("%.2f",time),-130,530)--Draw time
if mesDisp[gamemode]then mesDisp[gamemode]()end--Draw other message
setFont(35)
mStr(format("%.2f",P.time),-75,520)--Draw time
if mesDisp[curMode.id]then mesDisp[curMode.id]()end--Draw other message
setFont(15)
gc.setColor(1,1,1)
gc.print("BPM",380,490)
gc.print("KPM",335,580)
setFont(15)
gc.print("BPM",390,490)
gc.print("KPM",350,583)
setFont(30)
drawDial(350,520,dropSpeed)
drawDial(400,570,keySpeed)
drawDial(360,520,P.dropSpeed)
drawDial(405,575,P.keySpeed)
--Speed dials
if modeEnv.royaleMode then
if P.atkMode then
gc.setColor(1,.8,0,P.swappingAtkMode*.02)
gc.rectangle("fill",RCPB[2*P.atkMode-1],RCPB[2*P.atkMode],90,35,8,4)
end
gc.setColor(1,1,1,P.swappingAtkMode*.025)
gc.draw(royaleCtrlPad)
end
gc.pop()
end
end--Draw players
@@ -440,25 +505,44 @@ function Pnt.play()
for i=1,3 do
gc.draw(PTC.attack[i])
end
for i=1,#FX.badge do
local b=FX.badge[i]
local t=b.t<10 and 0 or b.t<50 and(sin(1.5*(b.t/20-1.5))+1)*.5 or 1
gc.setColor(1,1,1,b.t<10 and b.t*.1 or b.t<50 and 1 or(60-b.t)*.1)
gc.draw(badgeIcon,b[1]+(b[3]-b[1])*t,b[2]+(b[4]-b[2])*t,nil,b.size,nil,14,14)
end
setmetatable(_G,nil)
if setting.virtualkeySwitch then
drawVirtualkey()
end
if modeEnv.royaleMode then
for i=1,#FX.badge do
local b=FX.badge[i]
local t=b.t<10 and 0 or b.t<50 and(sin(1.5*(b.t/20-1.5))+1)*.5 or 1
gc.setColor(1,1,1,b.t<10 and b.t*.1 or b.t<50 and 1 or(60-b.t)*.1)
gc.draw(badgeIcon,b[1]+(b[3]-b[1])*t,b[2]+(b[4]-b[2])*t,nil,b.size,nil,14,14)
end
P=players[1]
if P.atkMode~=4 then
gc.setLineWidth(5)
gc.setColor(.8,1,0,.2)
else
gc.setLineWidth(9)
gc.setColor(1,.6,.2,.4)
end
for i=1,#players[1].atker do
local p=players[1].atker[i]
gc.line(p.centerX,p.centerY,P.centerX,P.centerY)
end
if P.atkMode~=4 then
if P.atking then
gc.setColor(0,.5,1,.2+(sin(Timer()*10)+1)*.1)
gc.line(P.centerX,P.centerY,P.atking.centerX,P.atking.centerY)
end
end
end
end
function Pnt.setting()
gc.setColor(1,1,1)
setFont(35)
mStr("DAS:"..setting.das,328,163)
mStr("ARR:"..setting.arr,543,163)
mStr("DAS:"..setting.das,288,158)
mStr("ARR:"..setting.arr,503,158)
setFont(18)
mStr("softdropDAS:"..setting.sddas,328,250)
mStr("softdropARR:"..setting.sdarr,543,250)
mStr("softdropDAS:"..setting.sddas,288,249)
mStr("softdropARR:"..setting.sdarr,503,249)
end
function Pnt.setting2()
if keyboardSetting then
@@ -475,25 +559,25 @@ 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)
mStr(setting.keyMap[curBoard+x*8-8][y],200*x+140,40*y-3)
end
gc.line(40,40*y-10,640,40*y-10)
end
for x=1,4 do
gc.line(200*x-160,30,200*x-160,510)
gc.line(200*x-160,30,200*x-160,550)
end
gc.line(40,510,640,510)
gc.print("Keyboard | Joystick",330,3)
gc.print("Arrowkey to select/change slot,Enter to change,Esc back",50,580)
gc.line(40,550,640,550)
gc.print("Keyboard | Joystick",335,1)
gc.print("Arrowkey to select/change slot,Enter to change,Esc back",50,620)
setFont(40)
gc.print("< P"..curBoard.."/P8 >",430,570)
end
function Pnt.setting3()
drawVirtualkey(sel)
VirtualkeyPreview()
local d=snapLevelValue[snapLevel]
if d>=10 then
gc.setLineWidth(3)
@@ -510,12 +594,12 @@ function Pnt.help()
setFont(32)
gc.setColor(1,1,1)
for i=1,11 do
mStr(Text.help[i],640,15+43*i)
gc.printf(Text.help[i],140,15+43*i,1000,"center")
end
gc.draw(titleImage,180,600,.2,.7+.05*sin(Timer()*2),nil,140,100)
end
function Pnt.stat()
setFont(30)
setFont(35)
gc.setColor(1,1,1)
for i=1,10 do
gc.print(Text.stat[i],350,20+40*i)

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
@@ -9,23 +10,36 @@ 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
function game.mode()
saveData()
modeSel=modeSel or 1
levelSel=levelSel or 3
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
@@ -33,34 +47,39 @@ 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
defaultSel=1
sel=nil
keyssetting=nil
snapLevel=1
BGM("blank")
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()

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]+3)
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()

204
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
@@ -65,55 +69,40 @@ 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 and waiting<=0 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+1
else
AI_getControls(P.ai.controls)
P.ai.controlDelay=2*P.ai.controlDelay0
@@ -121,31 +110,31 @@ function Tmr.play(dt)
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
@@ -155,97 +144,108 @@ 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])
end
P.clearing={}
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
--Rows cleared drop
elseif waiting>0 then
P.waiting=waiting-1
if waiting<=0 then
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[1]do
rem(P.clearing)
end
end
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-.2
elseif P.b2b>100 then
P.b2b=P.b2b-.15
end
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")
if P.id==1 then VIB(1)end
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
if P.endCounter<40 then
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+.5
end
else
bonus[i].t=bonus[i].t+1
if bonus[i].t==60 then rem(bonus,i)end
b.t=b.t+b.speed
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
atk.countdown=atk.countdown-1
atk.countdown=atk.countdown-garbageSpeed
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=max(P.fieldBeneath-pushSpeed,0)end
if not P.small then
PTC.dust[p]:update(dt)
end
end
if modeEnv.royaleMode and frame%60==0 then
freshMostDangerous()
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-250,y,500,"center")
end
function getNewRow(val)
@@ -53,14 +52,221 @@ 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_rect do
gc.rectangle("fill",unpack(miniTitle_rect[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 VIB(t)
if setting.vib>0 then
love.system.vibrate(vibrateLevel[setting.vib+t])
end
end
function sysSFX(s,v)
if setting.sfx then
local n=1
while sfx[s][n]:isPlaying()do
n=n+1
if not sfx[s][n]then
sfx[s][n]=sfx[s][n-1]:clone()
sfx[s][n]:seek(0)
break
end
end
sfx[s][n]:setVolume(v or 1)
sfx[s][n]:play()
end
end
function SFX(s,v)
if setting.sfx and not P.ai then
local n=1
while sfx[s][n]:isPlaying()do
n=n+1
if not sfx[s][n]then
sfx[s][n]=sfx[s][n-1]:clone()
sfx[s][n]:seek(0)
break
end
end
sfx[s][n]:setVolume(v or 1)
sfx[s][n]:play()
end
end
function BGM(s)
if setting.bgm and bgmPlaying~=s then
for k,v in pairs(bgm)do v:stop()end
if s then bgm[s]:play()end
bgmPlaying=s
end
end
function gotoScene(s,style)
if not sceneSwaping and s~=scene then
style=style or"deck"
sceneSwaping={
tar=s,style=style,
time=swap[style][1],mid=swap[style][2],
draw=swap[style].d
}
Buttons.sel=nil
end
end
function back()
local t=prevMenu[scene]
if type(t)=="string"then
gotoScene(t)
else
t()
end
end
function loadData()
userData:open("r")
--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n")
local t=string.splitS(userData:read(),"\r\n")
userData:close()
for i=1,#t do
local i=t[i]
if find(i,"=")then
local t=sub(i,1,find(i,"=")-1)
local v=sub(i,find(i,"=")+1)
if t=="run"or t=="game"or t=="gametime"or t=="piece"or t=="row"or t=="atk"or t=="key"or t=="rotate"or t=="hold"or t=="spin"then
v=toN(v)if not v or v<0 then v=0 end
stat[t]=v
end
end
end
end
function saveData()
local t=table.concat({
stringPack("run=",stat.run),
stringPack("game=",stat.game),
stringPack("gametime=",stat.gametime),
stringPack("piece=",stat.piece),
stringPack("row=",stat.row),
stringPack("atk=",stat.atk),
stringPack("key=",stat.key),
stringPack("rotate=",stat.rotate),
stringPack("hold=",stat.hold),
stringPack("spin=",stat.spin),
},"\r\n")
--t=love.math.compress(t,"zlib"):getString()
userData:open("w")
userData:write(t)
userData:close()
end
function loadSetting()
userSetting:open("r")
--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n")
local t=string.splitS(userSetting:read(),"\r\n")
userSetting:close()
for i=1,#t do
local i=t[i]
if find(i,"=")then
local t=sub(i,1,find(i,"=")-1)
local v=sub(i,find(i,"=")+1)
if t=="sfx"or t=="bgm"or t=="bgblock"then
setting[t]=v=="true"
elseif t=="vib"then
setting.vib=toN(v:match("[0123]"))or 0
elseif t=="fullscreen"then
setting.fullscreen=v=="true"
love.window.setFullscreen(setting.fullscreen)
elseif t=="keymap"then
v=string.splitS(v,"/")
for i=1,16 do
local v1=string.splitS(v[i],",")
for j=1,#v1 do
setting.keyMap[i][j]=v1[j]
end
end
elseif t=="keylib"then
v=string.splitS(v,"/")
for i=1,4 do
local v1=string.splitS(v[i],",")
for j=1,#v1 do
setting.keyLib[i][j]=toN(v1[j])
end
for j=1,#setting.keyLib[i]do
local v=setting.keyLib[i][j]
if int(v)~=v or v>=9 or v<=0 then
setting.keyLib[i]={i}
break
end
end
end
elseif t=="virtualkey"then
v=string.splitS(v,"/")
for i=1,10 do
if not v[i]then goto c end
virtualkey[i]=string.splitS(v[i],",")
for j=1,4 do
virtualkey[i][j]=toN(virtualkey[i][j])
end
::c::
end
elseif t=="virtualkeyAlpha"then
setting.virtualkeyAlpha=int(abs(toN(v)))
elseif t=="virtualkeyIcon"or t=="virtualkeySwitch"then
setting[t]=v=="true"
elseif t=="frameMul"then
setting.frameMul=min(max(toN(v)or 100,0),100)
elseif t=="das"or t=="arr"or t=="sddas"or t=="sdarr"then
v=toN(v)if not v or v<0 then v=0 end
setting[t]=int(v)
elseif t=="ghost"or t=="center"then
setting[t]=v=="true"
end
end
end
end
function saveSetting()
local vk={}
for i=1,10 do
for j=1,4 do
virtualkey[i][j]=int(virtualkey[i][j]+.5)
end--Saving a integer is better?
vk[i]=table.concat(virtualkey[i],",")
end--pre-pack virtualkey setting
local map={}
for i=1,16 do
map[i]=table.concat(setting.keyMap[i],",")
end
local lib={}
for i=1,4 do
lib[i]=table.concat(setting.keyLib[i],",")
end
local t=table.concat({
stringPack("sfx=",setting.sfx),
stringPack("bgm=",setting.bgm),
stringPack("vib=",setting.vib),
stringPack("fullscreen=",setting.fullscreen),
stringPack("bgblock=",setting.bgblock),
stringPack("das=",setting.das),
stringPack("arr=",setting.arr),
stringPack("sddas=",setting.sddas),
stringPack("sdarr=",setting.sdarr),
stringPack("keymap=",table.concat(map,"/")),
stringPack("keylib=",table.concat(lib,"/")),
stringPack("virtualkey=",table.concat(vk,"/")),
stringPack("virtualkeyAlpha=",setting.virtualkeyAlpha),
stringPack("virtualkeyIcon=",setting.virtualkeyIcon),
stringPack("virtualkeySwitch=",setting.virtualkeySwitch),
stringPack("frameMul=",setting.frameMul),
},"\r\n")
--t=love.math.compress(t,"zlib"):getString()
userSetting:open("w")
userSetting:write(t)
userSetting:close()
end