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Author SHA1 Message Date
MrZ_26
c9a3e3ce1b Alpha V0.7.13+ 2020-02-04 19:33:03 +08:00
16 changed files with 1255 additions and 1141 deletions

8
ai.lua
View File

@@ -51,7 +51,7 @@ function ifoverlapAI(f,bk,x,y)
if y<1 then return true end
if y>#f then return end
for i=1,#bk do for j=1,#bk[1]do
if f[y+i-1]and bk[i][j]>0 and f[y+i-1][x+j-1]>0 then return true end
if f[y+i-1]and bk[i][j]and f[y+i-1][x+j-1]>0 then return true end
end end
end
function resetField(f0,f,start)
@@ -117,7 +117,7 @@ function getScore(field,bn,cb,cx,cy)
+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
if mh1>3 then score=score-40-mh1*30 end
return score
end
function AI_getControls(ctrl)
@@ -131,7 +131,7 @@ function AI_getControls(ctrl)
end
local best={x=1,dir=0,hold=false,score=-9e99}
for ifhold=0,P.gameEnv.hold and 1 or 0 do
local bn=ifhold==0 and P.curID or P.holdID>0 and P.holdID or P.nextID[1]
local bn=ifhold==0 and P.cur.id or P.hold.id>0 and P.hold.id or P.next[1].id
for dir=0,dirCount[bn] do--each dir
local cb=blocks[bn][dir]
for cx=1,11-#cb[1]do--each pos
@@ -144,7 +144,7 @@ function AI_getControls(ctrl)
local y=cy+i-1
if not Tfield[y]then Tfield[y]=getNewRow()end
for j=1,#cb[1]do
if cb[i][j]~=0 then
if cb[i][j]then
Tfield[y][cx+j-1]=1
end
end

View File

@@ -1,3 +1,99 @@
local gc=love.graphics
local tm=love.timer
local ms=love.mouse
local tc=love.touch
local wd=love.window
local setFont=setFont
local Timer=tm.getTime
local ww,wh=gc.getWidth(),gc.getHeight()
local xOy=love.math.newTransform()
local focus=true
local mx,my,mouseShow=-20,-20,false
local touching=nil--1st touching ID
local sceneInit={
load=function()
curBG="none"
keeprun=true
loading=1--Loading mode
loadnum=1--Loading counter
loadprogress=0--Loading bar(0~1)
end,
intro=function()
curBG="none"
count=0
keeprun=true
end,
main=function()
curBG="none"
keeprun=true
collectgarbage()
end,
mode=function()
saveData()
modeSel=modeSel or 1
levelSel=levelSel or 3
curBG="none"
keeprun=true
end,
custom=function()
optSel=optSel or 1
curBG="matrix"
keeprun=true
end,
play=function()
keeprun=false
resetGameData()
sysSFX("ready")
end,
setting=function()
curBG="none"
keeprun=true
end,
setting2=function()
curBG="none"
keeprun=true
curBoard=1
keyboardSet=1
joystickSet=1
keyboardSetting=false
joystickSetting=false
end,--Control settings
setting3=function()
curBG="game1"
keeprun=true
defaultSel=1
sel=nil
snapLevel=1
end,--Touch setting
help=function()
curBG="none"
keeprun=true
end,
stat=function()
curBG="none"
keeprun=true
end,
quit=function()
love.event.quit()
end,
}
BGblockList={}for i=1,16 do BGblockList[i]={v=0}end
local BGblock={tm=150,next=7,ct=0}
local function getNewBlock()
BGblock.ct=BGblock.ct+1
if BGblock.ct==17 then BGblock.ct=1 end
local t=BGblockList[BGblock.ct]
t.bn,t.size=BGblock.next,2+3*rnd()
t.b=blocks[t.bn][rnd(0,3)]
t.x=rnd(-#t.b[1]*t.size*30+100,1180)
t.y=-#t.b*30*t.size
t.v=t.size*(1+rnd())
BGblock.next=BGblock.next%7+1
return t
end
local scs={{1,2},{1,2},{1,2},{1,2},{1,2},{1.5,1.5},{0.5,2.5}}
function onVirtualkey(x,y)
local x,y=xOy:inverseTransformPoint(x,y)
local d2,nearest,distance
@@ -54,6 +150,11 @@ function mouseDown.intro(x,y,k)
gotoScene("main")
end
end
wheelmoved={}
function wheelmoved.mode(x,y)
modeSel=min(max(modeSel+(y>0 and -1 or 1),1),#modeID)
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
end
keyDown={}
function keyDown.intro(key)
if key=="escape"then
@@ -243,11 +344,6 @@ function gamepadUp.play(key)
end
end
end
wheelmoved={}
function wheelmoved.mode(x,y)
modeSel=min(max(modeSel-sgn(y),1),#modeID)
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
end
@@ -321,7 +417,7 @@ function love.touchreleased(id,x,y)
if id==touching then
touching=nil
if Buttons.sel then
local B=Buttons[scene][Buttons.sel]
local B=Buttons.sel
B.code()
B.alpha=1
Buttons.sel=nil
@@ -372,15 +468,14 @@ function love.touchmoved(id,x,y,dx,dy)
end
function love.keypressed(i)
if i=="f12"then devMode=not devMode end
if i=="f8"then devMode=not devMode end
if devMode then
if i=="k"then
P=players.alive[rnd(#players.alive)]
Event_gameover.lose()
--Test code here
elseif i=="q"then
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
for k,B in next,Buttons[scene]do
print(format("x=%d,y=%d,w=%d,h=%d",B.x,B.y,B.w,B.h))
end
elseif Buttons.sel then
@@ -429,6 +524,13 @@ end
function love.joystickhat(js,hat,dir)
end
function love.sendData(data)
return
end
function love.receiveData(id,data)
return
end
]]
function love.update(dt)
@@ -444,10 +546,10 @@ function love.update(dt)
if BGblock[i].y>720 then rem(BGblock,i)end
end
if setting.bgblock then
BGblock.ct=BGblock.ct-1
if BGblock.ct==0 then
BGblock.tm=BGblock.tm-1
if BGblock.tm==0 then
ins(BGblock,getNewBlock())
BGblock.ct=rnd(20,30)
BGblock.tm=rnd(20,30)
end
end
if sceneSwaping then
@@ -472,21 +574,14 @@ function love.update(dt)
end
updateButton()
end
function love.sendData(data)
return
end
function love.receiveData(id,data)
return
end
function love.draw()
gc.clear()
Pnt.BG[curBG]()
gc.setColor(1,1,1,.3)
gc.setColor(1,1,1,.22)
for n=1,#BGblock do
local b,img=BGblock[n].b,blockSkin[BGblock[n].bn]
local size=BGblock[n].size
for i=1,#b do for j=1,#b[1]do
if b[i][j]>0 then
if b[i][j]then
gc.draw(img,BGblock[n].x+(j-1)*30*size,BGblock[n].y+(i-1)*30*size,nil,size)
end
end end
@@ -497,7 +592,7 @@ function love.draw()
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.draw(mouseBlock[r],mx,my,Timer()%pi*4,20,20,scs[r][2]-.5,#blocks[r][0]-scs[r][1]+.5)
gc.setColor(1,1,1,.5)
gc.circle("fill",mx,my,5)
gc.setColor(1,1,1)

View File

@@ -9,7 +9,6 @@ function newTask(code,P,data)
setmetatable(obj,metatable_task)
ins(Task,obj)
end
function clearTask(opt)
if opt=="all"then
while Task[1]do

View File

@@ -9,7 +9,7 @@ function love.conf(t)
t.audio.mixwithsystem=true--Switch on to keep sysBGM
local W=t.window
W.title="Techmino V0.7.12"
W.title="Techmino V0.7.13+"
W.icon="/image/icon.png"
W.width,W.height=1280,720
W.minwidth,W.minheight=640,360
@@ -17,7 +17,7 @@ function love.conf(t)
W.resizable=true
W.fullscreentype="desktop"--Choose between "desktop" fullscreen or "exclusive" fullscreen mode (string)
W.fullscreen=X
W.vsync=0--0 to set ∞fps
W.vsync=0--0∞fps
W.msaa=X--The number of samples to use with multi-sampled antialiasing (number)
W.depth=X--Bits per sample in the depth buffer
W.stencil=1--The number of bits per sample in the stencil buffer

View File

@@ -1,3 +1,6 @@
local gc=love.graphics
local setFont=setFont
local PCbase={
{3,3,3,0,0,0,0,0,2,2},
{3,6,6,0,0,0,0,2,2,5},
@@ -8,7 +11,7 @@ local PCbase={
{5,5,2,2,0,0,0,6,6,4},
{5,2,2,0,0,0,0,4,4,4},
}
local PClist={
PClist={
{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},
@@ -23,70 +26,265 @@ local marathon_drop={[0]=60,48,40,30,24,18,15,12,10,8,7,6,5,4,3,2,1,1,0,0}
local rush_lock={20,18,16,15,14}
local rush_wait={12,10,9,8,7}
local rush_fall={18,16,14,13,12}
local death_lock={12,10,9,8,7}
local death_lock={12,11,10,9,8}
local death_wait={10,9,8,7,6}
local death_fall={10,9,8,7,6}
local pc_drop={50,45,40,35,30,26,22,18,15,12}
local pc_lock={55,50,45,40,36,32,30}
local pc_fall={18,16,14,12,10,9,8,7,6}
freshMethod={
bag7=function()
if #P.nextID<6 then
local bag={1,2,3,4,5,6,7}
for i=1,7 do
newNext(rem(bag,rnd(#bag)))
end
loadmode={
sprint=function()
createPlayer(1,340,15)
end,
marathon=function()
createPlayer(1,340,15)
end,
master=function()
createPlayer(1,340,15)
end,
classic=function()
createPlayer(1,340,15)
end,
zen=function()
createPlayer(1,340,15)
end,
infinite=function()
createPlayer(1,340,15)
end,
solo=function()
createPlayer(1,340,15)
createPlayer(2,965,360,.5,customRange.opponent[3*curMode.lv])
end,
tsd=function()
createPlayer(1,340,15)
end,
blind=function()
createPlayer(1,340,15)
end,
dig=function()
createPlayer(1,340,15)
newTask(Event_task[curMode.lv==1 and"dig_normal"or curMode.lv==2 and"dig_lunatic"],P)
pushSpeed=1
end,
survivor=function()
createPlayer(1,340,15)
newTask(Event_task[curMode.lv==1 and"survivor_easy"or curMode.lv==2 and"survivor_normal"or curMode.lv==3 and"survivor_hard"or curMode.lv==4 and"survivor_lunatic"or curMode.lv==5 and"survivor_ultimate"],P)
pushSpeed=curMode.lv>2 and 2 or 1
end,
tech=function()
createPlayer(1,340,15)
end,
pctrain=function()
createPlayer(1,340,15)
P=players[1]
Event.newPC()
P.freshNext()
end,
pcchallenge=function()
createPlayer(1,340,15)
end,
techmino41=function()
createPlayer(1,340,15)--Player
if curMode.lv==5 then players[1].gameEnv.drop=15 end
local n,min,max=2
if curMode.lv==1 then min,max=5,30
elseif curMode.lv==2 then min,max=3,25
elseif curMode.lv==3 then min,max=2,20
elseif curMode.lv==4 then min,max=2,10
elseif curMode.lv==5 then min,max=1,6
end
for i=1,4 do for j=1,5 do
createPlayer(n,77*i-55,140*j-125,.2,rnd(min,max))
n=n+1
end end
for i=9,12 do for j=1,5 do
createPlayer(n,77*i+275,140*j-125,.2,rnd(min,max))
n=n+1
end end
--AIs
end,
techmino99=function()
createPlayer(1,340,15)--Player
if curMode.lv==5 then players[1].gameEnv.drop=15 end
local n,min,max=2
if curMode.lv==1 then min,max=5,32
elseif curMode.lv==2 then min,max=3,25
elseif curMode.lv==3 then min,max=2,18
elseif curMode.lv==4 then min,max=2,12
elseif curMode.lv==5 then min,max=1,12
end
for i=1,7 do for j=1,7 do
createPlayer(n,46*i-36,97*j-72,.135,rnd(min,max))
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(min,max))
n=n+1
end end
--AIs
end,
drought=function()
createPlayer(1,340,15)
end,
hotseat=function()
if curMode.lv==1 then
createPlayer(1,20,15)
createPlayer(2,650,15)
elseif curMode.lv==2 then
createPlayer(1,20,100,.65)
createPlayer(2,435,100,.65)
createPlayer(3,850,100,.65)
elseif curMode.lv==3 then
createPlayer(1,25,160,.5)
createPlayer(2,335,160,.5)
createPlayer(3,645,160,.5)
createPlayer(4,955,160,.5)
end
end,
his4=function()
if #P.nextID<6 then
local j,i=0
::L::
i,j=rnd(7),j+1
if(i==P.his[1]or i==P.his[2]or i==P.his[3]or i==P.his[4])then goto L end
newNext(i)
rem(P.his,1)ins(P.his,i)
custom=function()
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(1,340,15)
createPlayer(2,965,360,.5,modeEnv.opponent)
end
end,
rnd=function()
local i
::L::
i=rnd(7)
if i==P.nextID[5]then goto L end
newNext(i)
end,--random
pc=function()
if P.cstat.piece%4==0 then
local r=rnd(#PClist)
local f=P.cstat.event==1
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
newNext(b)
end
P.cstat.event=(P.cstat.event+1)%2
}
mesDisp={
--Default:font=35,white
sprint=function()
setFont(70)
local r=max(P.gameEnv.target-P.cstat.row,0)
mStr(r,-82,260)
if r<21 and r>0 then
gc.setLineWidth(3)
gc.setColor(1,.5,.5)
gc.line(0,600-30*r,300,600-30*r)
end
end,
drought1=function()
if #P.nextID<6 then
local bag={1,2,3,4,5,6}
for i=1,6 do
newNext(rem(bag,rnd(#bag)))
end
marathon=function()
setFont(50)
mStr(P.cstat.row,-82,320)
mStr(P.gameEnv.target,-82,370)
gc.rectangle("fill",-128,376,90,4)
end,
master=function()
setFont(50)
mStr(P.cstat.point,-82,320)
mStr((P.cstat.event+1)*100,-82,370)
gc.rectangle("fill",-128,376,90,4)
end,
classic=function()
setFont(80)
local r=P.gameEnv.target*.1
mStr(r<11 and 19+r or r==11 and"00"or r==12 and"0a"or format("%x",r*10-110),-82,210)
setFont(20)
mStr("speed level",-82,290)
setFont(50)
mStr(P.cstat.row,-82,320)
mStr(P.gameEnv.target,-82,370)
gc.rectangle("fill",-128,376,90,4)
end,
zen=function()
setFont(75)
mStr(max(200-P.cstat.row,0),-82,280)
end,
infinite=function()
setFont(50)
mStr(P.cstat.atk,-82,310)
mStr(format("%.2f",2.5*P.cstat.atk/P.cstat.piece),-82,420)
setFont(20)
mStr("Attack",-82,363)
mStr("Efficiency",-82,475)
end,
tsd=function()
setFont(35)
mStr("TSD",-82,407)
setFont(80)
mStr(P.cstat.event,-82,330)
end,
blind=function()
setFont(25)
mStr("Rows",-82,300)
mStr("Techrash",-82,420)
setFont(80)
mStr(P.cstat.row,-82,220)
mStr(P.cstat.techrash,-82,340)
end,
dig=function()
setFont(70)
mStr(P.cstat.event,-82,310)
setFont(30)
mStr("Wave",-82,375)
end,
survivor=function()
setFont(70)
mStr(P.cstat.event,-82,310)
setFont(30)
mStr("Wave",-82,375)
end,
pctrain=function()
setFont(22)
mStr("Perfect Clear",-82,412)
setFont(80)
mStr(P.cstat.pc,-82,330)
end,
pcchallenge=function()
setFont(22)
mStr("Perfect Clear",-82,432)
setFont(80)
mStr(P.cstat.pc,-82,350)
setFont(50)
mStr(max(100-P.cstat.row,0),-82,250)
end,
techmino41=function()
setFont(40)
mStr(#players.alive.."/41",-82,175)
mStr(P.ko,-70,215)
setFont(25)
gc.print("KO",-127,225)
gc.setColor(1,.5,0,.6)
gc.print(P.badge,-47,227)
gc.setColor(1,1,1)
setFont(30)
gc.print(up0to4[P.strength],-132,290)
for i=1,P.strength do
gc.draw(badgeIcon,16*i-142,260)
end
end,
drought2=function()
if #P.nextID<6 then
local bag={1,1,1,2,2,2,3,3,3,4,4,4,6,6,6,5,7}
::L::
newNext(rem(bag,rnd(#bag)))
if bag[1]then goto L end
techmino99=function()
setFont(40)
mStr(#players.alive.."/99",-82,175)
mStr(P.ko,-70,215)
setFont(25)
gc.print("KO",-127,225)
gc.setColor(1,.5,0,.6)
gc.print(P.badge,-47,227)
gc.setColor(1,1,1)
setFont(30)
gc.print(up0to4[P.strength],-132,290)
for i=1,P.strength do
gc.draw(badgeIcon,16*i-142,260)
end
end,
drought=function()
setFont(75)
mStr(max(100-P.cstat.row,0),-82,280)
end,
custom=function()
if P.gameEnv.target<1e4 then
setFont(75)
mStr(max(P.gameEnv.target-P.cstat.row,0),-82,280)
end
end
}
Event={
marathon_reach=function()
@@ -103,8 +301,9 @@ Event={
end,
master_reach_lunatic=function()
local t=P.cstat.point
if t%100==99 and #P.clearing==0 then goto L end
t=t+clearPoint[#P.clearing]
local c=#P.clearing
if t%100==99 and c==0 then goto L end
t=t+(c<3 and c+1 or c==3 and 5 or 7)
if int(t*.01)>P.cstat.event then
P.cstat.event=P.cstat.event+1
if P.cstat.event==5 then
@@ -130,8 +329,9 @@ Event={
end,
master_reach_ultimate=function()
local t=P.cstat.point
if t%100==99 and #P.clearing==0 then goto L end
t=t+clearPoint[#P.clearing]
local c=#P.clearing
if t%100==99 and c==0 then goto L end
t=t+(c<3 and c+1 or c==3 and 5 or 7)
if int(t*.01)>P.cstat.event then
P.cstat.event=P.cstat.event+1
if P.cstat.event==5 then
@@ -220,6 +420,7 @@ Event_gameover={
P.result="WIN"
showText(P,1,"appear",60,120,nil,true)
changeAtk(P)
BGM("end")
end
for i=1,#P.atkBuffer do
P.atkBuffer[i].sent=true
@@ -253,25 +454,27 @@ Event_gameover={
P.rank=#players.alive+1
showText(P,P.rank,"appear",60,120,nil,true)
P.strength=0
local A,i=P,0
::L::
A,i=A.lastRecv,i+1
if A and not A.alive and A~=P and i<3 then goto L end
if A and A~=P then
if P.id==1 or A.id==1 then
P.killMark=A.id==1
end
A.ko,A.badge=A.ko+1,A.badge+P.badge+1
for i=A.strength+1,4 do
if A.badge>=modeEnv.royalePowerup[i]then
A.strength=i
if P.lastRecv then
local A,i=P,0
::L::
A,i=A.lastRecv,i+1
if A and not A.alive and A~=P and i<3 then goto L end
if A and A~=P then
if P.id==1 or A.id==1 then
P.killMark=A.id==1
end
A.ko,A.badge=A.ko+1,A.badge+P.badge+1
for i=A.strength+1,4 do
if A.badge>=modeEnv.royalePowerup[i]then
A.strength=i
end
end
P.lastRecv=A
if P.id==1 or A.id==1 then
newTask(Event_task.throwBadge,nil,{P,max(3,P.badge)*4})
end
freshMostBadge()
end
P.lastRecv=A
if P.id==1 or A.id==1 then
newTask(Event_task.throwBadge,nil,{P,max(3,P.badge)*4})
end
freshMostBadge()
else
P.badge=-1
end
@@ -294,11 +497,12 @@ Event_gameover={
P.visTime[i][j]=min(P.visTime[i][j],20)
end
end
P.gameEnv.keepVisible=P.gameEnv.visible~="show"
showText(P,text.lose,"appear",90,nil,nil,true)
if P.id==1 then
SFX("fail")
if modeEnv.royaleMode then
BGM("sores")
BGM("end")
end
end
newTask(Event_task.lose,P)
@@ -371,11 +575,7 @@ Event_task={
if not P.control then return end
P.counter=P.counter+1
if #P.clearing==0 and P.counter>=max(90,180-2*P.cstat.event)then
ins(P.field,1,getNewRow(10))
ins(P.visTime,1,getNewRow(1e99))
P.field[1][rnd(10)]=0
P.fieldBeneath=P.fieldBeneath+30
P.curY,P.y_img=P.curY+1,P.y_img+1
garbageRise(10,1,rnd(10))
P.counter=0
P.cstat.event=P.cstat.event+1
end
@@ -384,11 +584,7 @@ Event_task={
if not P.control then return end
P.counter=P.counter+1
if #P.clearing==0 and P.counter>=max(45,80-.4*P.cstat.event)then
ins(P.field,1,getNewRow(11+P.cstat.event%3))
ins(P.visTime,1,getNewRow(1e99))
P.field[1][rnd(10)]=0
P.fieldBeneath=P.fieldBeneath+30
P.curY,P.y_img=P.curY+1,P.y_img+1
garbageRise(11+P.cstat.event%3,1,rnd(10))
P.counter=0
P.cstat.event=P.cstat.event+1
end
@@ -396,25 +592,27 @@ Event_task={
survivor_easy=function(P)
if not P.control then return end
P.counter=P.counter+1
if P.counter==max(60,180-2*P.cstat.event)then
ins(P.atkBuffer,{rnd(10),amount=1,countdown=30,cd0=30,time=0,sent=false,lv=1})
if P.counter==max(60,150-2*P.cstat.event)then
ins(P.atkBuffer,{pos=rnd(10),amount=1,countdown=30,cd0=30,time=0,sent=false,lv=1})
P.counter=0
if P.cstat.event==60 then showText(P,text.maxspeed,"appear",80,-140)end
if P.cstat.event==45 then showText(P,text.maxspeed,"appear",80,-140)end
P.cstat.event=P.cstat.event+1
end
end,
survivor_normal=function(P)
if not P.control then return end
P.counter=P.counter+1
if P.counter==max(60,180-2*P.cstat.event)then
if P.counter==max(90,180-2*P.cstat.event)then
local d=P.cstat.event+1
if d%4==0 then ins (P.atkBuffer,{rnd(10),amount=1,countdown=60,cd0=60,time=0,sent=false,lv=1})
elseif d%4==1 then ins(P.atkBuffer,{rnd(10),amount=2,countdown=70,cd0=70,time=0,sent=false,lv=1})
elseif d%4==2 then ins(P.atkBuffer,{rnd(10),amount=3,countdown=80,cd0=80,time=0,sent=false,lv=2})
elseif d%4==3 then ins(P.atkBuffer,{rnd(10),amount=4,countdown=90,cd0=90,time=0,sent=false,lv=3})
if d%4==0 then ins(P.atkBuffer,{pos=rnd(10),amount=1,countdown=60,cd0=60,time=0,sent=false,lv=1})
elseif d%4==1 then ins(P.atkBuffer,{pos=rnd(10),amount=2,countdown=70,cd0=70,time=0,sent=false,lv=1})
elseif d%4==2 then ins(P.atkBuffer,{pos=rnd(10),amount=3,countdown=80,cd0=80,time=0,sent=false,lv=2})
elseif d%4==3 then ins(P.atkBuffer,{pos=rnd(10),amount=4,countdown=90,cd0=90,time=0,sent=false,lv=3})
end
P.atkBuffer.sum=P.atkBuffer.sum+d%4+1
if P.atkBuffer.sum>20 then garbageRelease()end
P.counter=0
if P.cstat.event==60 then showText(P,text.maxspeed,"appear",80,-140)end
if P.cstat.event==45 then showText(P,text.maxspeed,"appear",80,-140)end
P.cstat.event=P.cstat.event+1
end
end,
@@ -423,10 +621,12 @@ Event_task={
P.counter=P.counter+1
if P.counter==max(60,180-2*P.cstat.event)then
if P.cstat.event%3<2 then
ins(P.atkBuffer,{rnd(10),amount=1,countdown=0,cd0=0,time=0,sent=false,lv=1})
ins(P.atkBuffer,{pos=rnd(10),amount=1,countdown=0,cd0=0,time=0,sent=false,lv=1})
else
ins(P.atkBuffer,{rnd(10),amount=3,countdown=60,cd0=60,time=0,sent=false,lv=2})
ins(P.atkBuffer,{pos=rnd(10),amount=3,countdown=60,cd0=60,time=0,sent=false,lv=2})
end
P.atkBuffer.sum=P.atkBuffer.sum+(P.cstat.event%3<2 and 1 or 3)
if P.atkBuffer.sum>20 then garbageRelease()end
P.counter=0
if P.cstat.event==45 then showText(P,text.maxspeed,"appear",80,-140)end
P.cstat.event=P.cstat.event+1
@@ -435,11 +635,29 @@ Event_task={
survivor_lunatic=function(P)
if not P.control then return end
P.counter=P.counter+1
if P.counter==max(90,150-P.cstat.event)then
if P.counter==max(60,150-P.cstat.event)then
local t=max(60,90-P.cstat.event)
ins(P.atkBuffer,{rnd(10),amount=4,countdown=t,cd0=t,time=0,sent=false,lv=3})
ins(P.atkBuffer,{pos=rnd(10),amount=4,countdown=t,cd0=t,time=0,sent=false,lv=3})
P.atkBuffer.sum=P.atkBuffer.sum+4
if P.atkBuffer.sum>20 then garbageRelease()end
P.counter=0
if P.cstat.event==30 then showText(P,text.maxspeed,"appear",80,-140)end
if P.cstat.event==60 then showText(P,text.maxspeed,"appear",80,-140)end
P.cstat.event=P.cstat.event+1
end
end,
survivor_ultimate=function(P)
if not P.control then return end
P.counter=P.counter+1
if P.counter==max(300,600-10*P.cstat.event)then
local t=max(300,480-12*P.cstat.event)
ins(P.atkBuffer,{pos=rnd(10),amount=4,countdown=t,cd0=t,time=0,sent=false,lv=2})
ins(P.atkBuffer,{pos=rnd(10),amount=4,countdown=t,cd0=t,time=0,sent=false,lv=3})
ins(P.atkBuffer,{pos=rnd(10),amount=6,countdown=1.2*t,cd0=1.2*t,time=0,sent=false,lv=4})
ins(P.atkBuffer,{pos=rnd(10),amount=6,countdown=1.5*t,cd0=1.5*t,time=0,sent=false,lv=5})
P.atkBuffer.sum=P.atkBuffer.sum+20
if P.atkBuffer.sum>30 then garbageRelease()end
P.counter=0
if P.cstat.event==31 then showText(P,text.maxspeed,"appear",80,-140)end
P.cstat.event=P.cstat.event+1
end
end,
@@ -561,7 +779,7 @@ defaultModeEnv={
bg="game2",
bgm="secret8th",
},
{
{
_20G=true,
drop=0,
lock=death_lock[1],
@@ -646,7 +864,6 @@ defaultModeEnv={
drop=30,
lock=60,
freshLimit=15,
ghost=false,
visible="time",
bg="glow",
bgm="newera",
@@ -670,6 +887,15 @@ defaultModeEnv={
bg="rgb",
bgm="secret7th",
},
{
fall=5,
lock=60,
center=false,
visible="none",
freshLimit=15,
bg="rgb",
bgm="secret8th",
},
{
fall=5,
lock=60,
@@ -744,6 +970,14 @@ defaultModeEnv={
bg="game3",
bgm="secret7th",
},
{
drop=5,
lock=60,
fall=10,
freshLimit=15,
bg="rgb",
bgm="secret7th",
},
},
tech={
{

View File

@@ -1,7 +1,163 @@
local blockPos={4,4,4,4,4,5,4}
local renATK={[0]=0,0,0,1,1,2,2,3,3,4,4}--3 else
local b2bPoint={50,100,180}
local b2bATK={3,5,8}
local testScore={[-1]=1,[-2]=0,[-3]=1,2,2,2}
local visible_opt={show=1e99,time=300,fast=20,none=5}
local reAtk={0,0,1,1,1,2,2,3,3}
local reDef={0,1,1,2,3,3,4,4,5}
local spin_n={"spin_1","spin_2","spin_3"}
local clear_n={"clear_1","clear_2","clear_3","clear_4"}
local ren_n={}for i=1,11 do ren_n[i]="ren_"..i end
local scs={
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1.5,1.5},{1.5,1.5},{1.5,1.5},{1.5,1.5},},
{[0]={0.5,2.5},{2.5,0.5},{1.5,2.5},{2.5,1.5}},
}
local 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},{0,1},{-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},{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}},
[31]={{0,0},{0,1},{0,-1},{1,0}},
},--Z/J
[2]={
[01]={{0,0},{-1,0},{-1,1},{-1,-1},{0,-2},{-1,-2}},
[10]={{0,0},{1,0},{1,-1},{0,2},{1,2}},
[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},{0,1},{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}},
[31]={{0,0},{0,-1},{0,1},{-1,0}},
},--S/L
[5]={
[01]={{0,0},{-1,0},{-1,1},{0,-2},{-1,-2},{-1,-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}},
[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}},
},
[7]={
[01]={{0,0},{0,1},{1,0},{-2,0},{-2,-1},{1,2}},
[03]={{0,0},{0,1},{-1,0},{2,0},{2,-1},{-1,2}},
[10]={{0,0},{2,0},{-1,0},{-1,-2},{2,1},{0,2}},
[30]={{0,0},{-2,0},{1,0},{1,-2},{-2,1},{0,2}},
[12]={{0,0},{-1,0},{2,0},{-1,2},{2,-1}},
[32]={{0,0},{1,0},{-2,0},{1,-2},{-2,-1}},
[21]={{0,0},{-2,0},{1,0},{1,-2},{-2,1}},
[23]={{0,0},{2,0},{-1,0},{-1,-2},{2,1}},
[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},{-1,0},{1,0},{0,1}},
[31]={{0,0},{1,0},{-1,0}},
}
}TRS[3],TRS[4]=TRS[2],TRS[1]
local freshMethod={
bag7=function()
if #P.next<6 then
local bag={1,2,3,4,5,6,7}
::L::
newNext(rem(bag,rnd(#bag)))
if bag[1]then goto L end
end
end,
his4=function()
if #P.next<6 then
local j,i=0
::L::
i,j=rnd(7),j+1
if(i==P.his[1]or i==P.his[2]or i==P.his[3]or i==P.his[4])then goto L end
newNext(i)
rem(P.his,1)ins(P.his,i)
end
end,
rnd=function()
local i
::L::
i=rnd(7)
if i==P.next[5]then goto L end
newNext(i)
end,--random
pc=function()
if P.cstat.piece%4==0 then
local r=rnd(#PClist)
local f=P.cstat.event==1
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
newNext(b)
end
P.cstat.event=(P.cstat.event+1)%2
end
end,
drought1=function()
if #P.next<6 then
local bag={1,2,3,4,5,6}
::L::
newNext(rem(bag,rnd(#bag)))
if bag[1]then goto L end
end
end,
drought2=function()
if #P.next<6 then
local bag={1,1,1,2,2,2,3,3,3,4,4,4,6,6,6,5,7}
::L::
newNext(rem(bag,rnd(#bag)))
if bag[1]then goto L end
end
end,
}
local shadeColor={
{1,0,0,.3},
{0,1,0,.3},
{1,.5,0,.3},
{0,0,1,.3},
{1,0,1,.3},
{1,1,0,.3},
{0,1,1,.3},
}
local function createShade(x1,y1,x2,y2)--x1<x2,y1>y2
if not P.small and P.showTime>=20 and setting.fxs and y1>=y2 then
ins(P.shade,{5,P.cur.color,x1,y1,x2,y2})
end
end
function loadGame(mode,level)
--rec={}
curMode={id=modeID[mode],lv=level,modeName=text.modeName[mode],levelName=modeLevel[modeID[mode]][level]}
gotoScene("play")
curMode={id=modeID[mode],lv=level}
PTC.attack[1]:reset()PTC.attack[2]:reset()PTC.attack[3]:reset()
drawableText.modeName:set(text.modeName[mode])
drawableText.levelName:set(modeLevel[modeID[mode]][level])
gotoScene("play","deck")
end
function resetGameData()
frame=0
@@ -112,17 +268,18 @@ function createPlayer(id,x,y,size,AIspeed,data)
P.gameEnv[k]=v
end
end--reset current game settings
P.curBlock,P.curID,P.curColor,P.curName={{}},1,0,0
P.cur={bk={{}},id=0,color=0,name=0}
P.sc,P.dir,P.r,P.c={0,0},0,0,0
P.curX,P.curY,P.y_img=0,0,0
P.holdBlock,P.holdID,P.holdColor,P.holdName={{}},0,0,0
P.hold={bk={{}},id=0,color=0,name=0}
P.holded=false
P.nextID,P.nextBlock,P.nextColor,P.nextName={},{},{},{}
P.next={}
P.dropDelay,P.lockDelay=P.gameEnv.drop,P.gameEnv.lock
P.freshTime=0
P.spinLast,P.lastClear=false,nil
P.his={rnd(7),rnd(7),rnd(7),rnd(7)}
local s=P.gameEnv.sequence
if s=="bag7"or s=="his4"then
local bag1={1,2,3,4,5,6,7}
@@ -148,19 +305,20 @@ function createPlayer(id,x,y,size,AIspeed,data)
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.nextID[i+3]end--History4
elseif P.gameEnv.sequence==2 then P.his={}for i=1,4 do P.his[i]=P.next.id[i+3]end--History4
elseif P.gameEnv.sequence==3 then--Pure random
end
P.showTime=visible_opt[P.gameEnv.visible]
P.keepVisible=P.gameEnv.visible=="show"
P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
P.moving,P.downing=0,0
P.waiting,P.falling=0,0
P.waiting,P.falling=-1,-1
P.clearing={}
P.fieldBeneath=0
P.combo=0
P.b2b=0
P.combo,P.b2b=0,0
P.shade,P.b2b1={},0
P.endCounter=0
P.counter=0
@@ -173,35 +331,45 @@ function showText(P,text,type,font,dy,spd,inf)
end
end
function garbageSend(S,R,send,time)
local pos=rnd(10)
createBeam(S,R,send<4 and 1 or send<7 and 2 or 3)
R.lastRecv=S
if R.atkBuffer.sum<20 then
send=min(send,20-R.atkBuffer.sum)
R.atkBuffer.sum=R.atkBuffer.sum+send
ins(R.atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=min(int(send^.69),5)})
ins(R.atkBuffer,{
pos=rnd(10),
amount=send,
countdown=time,
cd0=time,
time=0,
sent=false,
lv=min(int(send^.69),5),
})
if R.id==1 then sysSFX(send<4 and "blip_1"or"blip_2",min(send+1,5)*.1)end
end
end
function garbageRelease()
local t=P.showTime*2
for i=1,#P.atkBuffer do
local atk=P.atkBuffer[i]
if not atk.sent and atk.countdown<=0 then
for j=1,atk.amount do
ins(P.field,1,getNewRow(8+atk.lv))
ins(P.visTime,1,getNewRow(t))
for k=1,#atk do
P.field[1][atk[k]]=0
end
end
P.atkBuffer.sum=P.atkBuffer.sum-atk.amount
atk.sent=true
atk.time=0
P.fieldBeneath=P.fieldBeneath+atk.amount*30
local A=P.atkBuffer[i]
if not A.sent and A.countdown<=0 then
garbageRise(8+A.lv,A.amount,A.pos)
P.atkBuffer.sum=P.atkBuffer.sum-A.amount
A.sent=true
A.time=0
end
end
end
function garbageRise(color,amount,pos)
local t=P.showTime*2
for _=1,amount do
ins(P.field,1,getNewRow(color))
ins(P.visTime,1,getNewRow(t))
P.field[1][pos]=0
end
P.fieldBeneath=P.fieldBeneath+amount*30
P.curY,P.y_img=P.curY+amount,P.y_img+amount
if #P.field>40 then Event_gameover.lose()end
end
function createBeam(S,R,lv)--Player id
local x1,y1,x2,y2
if S.small then
@@ -352,16 +520,19 @@ function royaleLevelup()
end
end
function freshgho()
P.y_img=min(#P.field+1,P.curY)
if P.gameEnv._20G or P.keyPressing[7]and P.gameEnv.sdarr==0 then
::L::if not ifoverlap(P.curBlock,P.curX,P.curY-1)then
P.curY=P.curY-1
::L::if not ifoverlap(P.cur.bk,P.curX,P.y_img-1)then
P.y_img=P.y_img-1
P.spinLast=false
goto L
end
P.y_img=P.curY
if P.curY>P.y_img then
createShade(P.curX,P.curY+1,P.curX+P.c-1,P.y_img+P.r-1)
P.curY=P.y_img
end
else
P.y_img=P.curY>#P.field+1 and #P.field+1 or P.curY
::L::if not ifoverlap(P.curBlock,P.curX,P.y_img-1)then
::L::if not ifoverlap(P.cur.bk,P.curX,P.y_img-1)then
P.y_img=P.y_img-1
goto L
end
@@ -379,7 +550,7 @@ function ifoverlap(bk,x,y)
if x<1 or x+#bk[1]>11 or y<1 then return true end
if y>#P.field then return end
for i=1,#bk do for j=1,#bk[1]do
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
if P.field[y+i-1]and bk[i][j]and P.field[y+i-1][x+j-1]>0 then return true end
end end
end
function ckfull(i)
@@ -410,79 +581,32 @@ function solid(x,y)
return P.field[y][x]>0
end
function newNext(n)
ins(P.nextBlock,blocks[n][0])
ins(P.nextID,n)
ins(P.nextColor,P.gameEnv.bone and 8 or n)
ins(P.nextName,n)
ins(P.next,{bk=blocks[n][0],id=n,color=P.gameEnv.bone and 8 or n,name=n})
end
function resetblock()
P.spinLast=false
P.curID,P.curBlock,P.curColor,P.curName=rem(P.nextID,1),rem(P.nextBlock,1),rem(P.nextColor,1),rem(P.nextName,1)--id/block/color/name
P.holded,P.spinLast=false,false
P.cur=rem(P.next,1)
P.freshNext()
P.holded=false
P.sc,P.dir=scs[P.curID][0],0--spin center/direction
P.r,P.c=#P.curBlock,#P.curBlock[1]--row/column
P.curX,P.curY=blockPos[P.curID],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
P.sc,P.dir=scs[P.cur.id][0],0--spin center/direction
P.r,P.c=#P.cur.bk,#P.cur.bk[1]--row/column
P.curX,P.curY=blockPos[P.cur.id],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 P.keyPressing[8]then hold(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 abs(P.moving)-P.gameEnv.das>1 and not ifoverlap(P.curBlock,P.curX+sgn(P.moving),P.curY)then
P.curX=P.curX+sgn(P.moving)
end
if abs(P.moving)-P.gameEnv.das>1 and not ifoverlap(P.cur.bk,P.curX+(P.moving>0 and 1 or -1),P.curY)then
P.curX=P.curX+(P.moving>0 and 1 or -1)
end--Initial SYSs
if ifoverlap(P.curBlock,P.curX,P.curY)then lock()Event_gameover.lose()end
if ifoverlap(P.cur.bk,P.curX,P.curY)then lock()Event_gameover.lose()end
freshgho()
if P.keyPressing[6]then act.hardDrop()P.keyPressing[6]=false end
end
function pressKey(i,p)
P=p
P.keyPressing[i]=true
if P.id==1 then
virtualkeyDown[i]=true
virtualkeyPressTime[i]=10
end
if i==10 then
act.restart()
elseif P.alive then
if P.control and P.waiting<=0 then
act[actName[i]]()
if i>2 and i<7 then P.keyPressing[i]=false end
elseif i==9 and not setting.swap then
P.atkMode=P.atkMode<3 and P.atkMode+2 or 5-P.atkMode
elseif P.keyPressing[9]and setting.swap then
if i==1 then
P.atkMode=1
changeAtk(P,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(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
--ins(rec,{i,frame})
end
function releaseKey(i,p)
p.keyPressing[i]=false
if p.id==1 then virtualkeyDown[i]=false end
-- if recording then ins(rec,{-i,frame})end
end
function spin(d,ifpre)
local idir=(P.dir+d)%4
if P.curID==6 then
if P.cur.id==6 then
freshLockDelay()
SFX(ifpre and"prerotate"or"rotate")
if P.gameEnv.ospin and P.freshTime>10 then
@@ -510,16 +634,16 @@ function spin(d,ifpre)
end
goto E
::T::
P.curID=5
P.curBlock=blocks[5][0]
P.cur.id=5
P.cur.bk=blocks[5][0]
P.sc=scs[5][0]
P.r,P.c,P.dir=2,3,0
P.spinLast=3
if P.id==1 then stat.rotate=stat.rotate+1 end
goto E
::I::
P.curID=7
P.curBlock=blocks[7][2]
P.cur.id=7
P.cur.bk=blocks[7][2]
P.sc=scs[7][2]
P.r,P.c,P.dir=1,4,2
P.spinLast=3
@@ -527,12 +651,12 @@ function spin(d,ifpre)
end
::E::return
end
local icb=blocks[P.curID][idir]
local isc=scs[P.curID][idir]
local icb=blocks[P.cur.id][idir]
local isc=scs[P.cur.id][idir]
local ir,ic=#icb,#icb[1]
local ix,iy=P.curX+P.sc[2]-isc[2],P.curY+P.sc[1]-isc[1]
local t--succssful test id
local iki=TRS[P.curID][P.dir*10+idir]
local iki=TRS[P.cur.id][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]
@@ -543,39 +667,37 @@ function spin(d,ifpre)
goto fail
::spin::
P.curX,P.curY,P.dir=ix,iy,idir
P.sc,P.curBlock=scs[P.curID][idir],icb
P.sc,P.cur.bk=scs[P.cur.id][idir],icb
P.r,P.c=ir,ic
P.spinLast=t==2 and testScore[-d]or 2
freshgho()
freshLockDelay()
SFX(ifpre and"prerotate"or ifoverlap(P.curBlock,P.curX,P.curY+1)and ifoverlap(P.curBlock,P.curX-1,P.curY)and ifoverlap(P.curBlock,P.curX+1,P.curY)and"rotatekick"or"rotate")
SFX(ifpre and"prerotate"or ifoverlap(P.cur.bk,P.curX,P.curY+1)and ifoverlap(P.cur.bk,P.curX-1,P.curY)and ifoverlap(P.cur.bk,P.curX+1,P.curY)and"rotatekick"or"rotate")
if id==1 then
stat.rotate=stat.rotate+1
end
::fail::
end
function hold(ifpre)
if not P.holded and P.waiting<=0 and P.gameEnv.hold then
if not P.holded and P.waiting==-1 and P.gameEnv.hold then
P.holded=P.gameEnv.oncehold
P.holdID,P.curID=P.curID,P.holdID
P.holdBlock,P.curBlock=blocks[P.holdID][0],P.holdBlock
P.holdColor,P.curColor=P.curColor,P.holdColor
P.holdName,P.curName=P.curName,P.holdName
if P.curID==0 then
P.curID,P.curBlock,P.curColor,P.curName=rem(P.nextID,1),rem(P.nextBlock,1),rem(P.nextColor,1),rem(P.nextName,1)--id/block/color/name
P.cur,P.hold=P.hold,P.cur
P.hold.bk=blocks[P.hold.id][0]
if P.cur.id==0 then
P.cur=rem(P.next,1)
P.freshNext()
end
P.sc,P.dir=scs[P.curID][0],0
P.r,P.c=#P.curBlock,#P.curBlock[1]
P.curX,P.curY=blockPos[P.curID],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
P.sc,P.dir=scs[P.cur.id][0],0
P.r,P.c=#P.cur.bk,#P.cur.bk[1]
P.curX,P.curY=blockPos[P.cur.id],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
if abs(P.moving)-P.gameEnv.das>1 and not ifoverlap(P.curBlock,P.curX+sgn(P.moving),P.curY)then
P.curX=P.curX+sgn(P.moving)
if abs(P.moving)-P.gameEnv.das>1 and not ifoverlap(P.cur.bk,P.curX+(P.moving>0 and 1 or -1),P.curY)then
P.curX=P.curX+(P.moving>0 and 1 or -1)
end
freshgho()
P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,0
if ifoverlap(P.curBlock,P.curX,P.curY)then lock()Event_gameover.lose()end
P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,max(P.freshTime-5,0)
if ifoverlap(P.cur.bk,P.curX,P.curY)then lock()Event_gameover.lose()end
SFX(ifpre and"prehold"or"hold")
if P.id==1 then
@@ -589,7 +711,7 @@ function drop()
P.waiting=P.gameEnv.wait
local dospin=0
if P.spinLast then
if P.curID<6 then
if P.cur.id<6 then
local x,y=P.curX+P.sc[2]-1,P.curY+P.sc[1]-1
local c=0
if solid(x-1,y+1)then c=c+1 end
@@ -597,12 +719,10 @@ function drop()
if c==0 then goto NTC end
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
if c>2 then dospin=dospin+1 end
end--Three point
::NTC::
if P.curID~=6 and ifoverlap(P.curBlock,P.curX-1,P.curY)and ifoverlap(P.curBlock,P.curX+1,P.curY)and ifoverlap(P.curBlock,P.curX,P.curY+1)then
if P.cur.id~=6 and ifoverlap(P.cur.bk,P.curX-1,P.curY)and ifoverlap(P.cur.bk,P.curX+1,P.curY)and ifoverlap(P.cur.bk,P.curX,P.curY+1)then
dospin=dospin+2
end--Immobile
end
@@ -621,7 +741,7 @@ function drop()
elseif dospin<2 then
dospin=false
elseif dospin==2 then
mini=P.curID<6 and cc<3 and cc<P.r
mini=P.cur.id<6 and cc<3 and cc<P.r
end
P.combo=P.combo+1--combo=0 is under
@@ -646,14 +766,14 @@ function drop()
elseif cc>0 then
if dospin then
if P.b2b>1000 then
showText(P,text.b3b..text.spin[P.curName]..text.clear[cc],"spin",40,-30)
showText(P,text.b3b..text.spin[P.cur.name]..text.clear[cc],"spin",40,-30)
csend=b2bATK[cc]+1
exblock=exblock+1
elseif P.b2b>=40 then
showText(P,text.b2b..text.spin[P.curName]..text.clear[cc],"spin",40,-30)
showText(P,text.b2b..text.spin[P.cur.name]..text.clear[cc],"spin",40,-30)
csend=b2bATK[cc]
else
showText(P,text.spin[P.curName]..text.clear[cc],"spin",50,-30)
showText(P,text.spin[P.cur.name]..text.clear[cc],"spin",50,-30)
csend=2*cc
end
sendTime=20+csend*20
@@ -665,7 +785,7 @@ function drop()
else
P.b2b=P.b2b+b2bPoint[cc]
end
P.lastClear=P.curID*10+cc
P.lastClear=P.cur.id*10+cc
if P.id==1 then
stat.spin=stat.spin+1
end
@@ -680,7 +800,7 @@ function drop()
else
P.combo=0
if dospin then
showText(P,text.spin[P.curName],"appear",50,-30)
showText(P,text.spin[P.cur.name],"appear",50,-30)
SFX("spin_0")
P.b2b=P.b2b+20
end
@@ -692,7 +812,7 @@ function drop()
sendTime=sendTime+30
if P.cstat.row>4 then P.b2b=1200 end
P.cstat.pc=P.cstat.pc+1
P.lastClear=P.curID*10+5
P.lastClear=P.cur.id*10+5
SFX("perfectclear")
end
@@ -789,13 +909,57 @@ function lock()
local y=P.curY+i-1
if not P.field[y]then P.field[y],P.visTime[y]=getNewRow(),getNewRow()end
for j=1,P.c do
if P.curBlock[i][j]~=0 then
P.field[y][P.curX+j-1]=P.curColor
if P.cur.bk[i][j]then
P.field[y][P.curX+j-1]=P.cur.color
P.visTime[y][P.curX+j-1]=P.showTime
end
end
end
end
function pressKey(i,p)
P=p
P.keyPressing[i]=true
if P.id==1 then
virtualkeyDown[i]=true
virtualkeyPressTime[i]=10
end
if i==10 then
act.restart()
elseif P.alive then
if P.control and P.waiting==-1 then
act[actName[i]]()
if i>2 and i<7 then P.keyPressing[i]=false end
elseif i==9 and not setting.swap then
P.atkMode=P.atkMode<3 and P.atkMode+2 or 5-P.atkMode
elseif P.keyPressing[9]and setting.swap then
if i==1 then
P.atkMode=1
changeAtk(P,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(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
--ins(rec,{i,frame})
end
function releaseKey(i,p)
p.keyPressing[i]=false
if p.id==1 then virtualkeyDown[i]=false end
-- if recording then ins(rec,{-i,frame})end
end
act={
moveLeft=function(auto)
if P.keyPressing[9]and setting.swap then
@@ -804,7 +968,7 @@ act={
if not auto then
P.moving=-1
end
if not ifoverlap(P.curBlock,P.curX-1,P.curY)then
if not ifoverlap(P.cur.bk,P.curX-1,P.curY)then
P.curX=P.curX-1
freshgho()
freshLockDelay()
@@ -820,7 +984,7 @@ act={
if not auto then
P.moving=1
end
if not ifoverlap(P.curBlock,P.curX+1,P.curY)then
if not ifoverlap(P.cur.bk,P.curX+1,P.curY)then
P.curX=P.curX+1
freshgho()
freshLockDelay()
@@ -836,13 +1000,15 @@ act={
if P.keyPressing[9]and setting.swap then
changeAtkMode(3)
else
if P.waiting<=0 then
if P.curY~=P.y_img then
if P.waiting==-1 then
if P.curY-P.y_img>0 then
createShade(P.curX,P.curY+1,P.curX+P.c-1,P.y_img+P.r-1)
P.curY=P.y_img
P.spinLast=false
SFX("drop")
if P.id==1 then VIB(1)end
end
P.lockDelay=-1
drop()
end
end
@@ -877,14 +1043,21 @@ act={
end
end,
restart=function()
clearTask("play")
resetGameData()
frame=30
end,
insDown=function()if P.curY~=P.y_img then P.curY,P.lockDelay,P.spinLast=P.y_img,P.gameEnv.lock,false end end,
insDown=function()
if P.curY~=P.y_img then
createShade(P.curX,P.curY+1,P.curX+P.c-1,P.y_img+P.r-1)
P.curY,P.lockDelay,P.spinLast=P.y_img,P.gameEnv.lock,false
end
end,
insLeft=function()
local x0=cx
::L::if not ifoverlap(P.curBlock,P.curX-1,P.curY)then
::L::if not ifoverlap(P.cur.bk,P.curX-1,P.curY)then
P.curX=P.curX-1
createShade(P.curX-1,P.curY+P.r-1,P.curX+P.c-1,P.curY)
freshgho()
goto L
end
@@ -892,8 +1065,9 @@ act={
end,
insRight=function()
local x0=cx
::L::if not ifoverlap(P.curBlock,P.curX+1,P.curY)then
::L::if not ifoverlap(P.cur.bk,P.curX+1,P.curY)then
P.curX=P.curX+1
createShade(P.curX,P.curY+P.r-1,P.curX+P.c-1,P.curY)
freshgho()
goto L
end

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View File

@@ -156,6 +156,7 @@ return{
center=function()return setting.center and"旋转中心:开"or"旋转中心:关"end,
grid=function()return setting.grid and"网格:开"or"网格:关"end,
swap=function()return setting.swap and"目标选择:组合键"or"目标选择:循环"end,
fxs=function()return setting.fxs and"特效:开"or"特效:关"end,
dasD="-",dasU="+",
arrD="-",arrU="+",
sddasD="-",sddasU="+",
@@ -192,4 +193,4 @@ return{
path="打开存储目录",
},
},
}--中文
}--中文

View File

@@ -42,7 +42,7 @@ return{
wait=nil,
fall=nil,
next=nil,
hold={"on","off"},
hold={"ON","OFF"},
sequence={"bag7","his4","random"},
visible={"normal","time","invisible","sudden"},
target={10,20,40,100,200,500,1000,""},
@@ -156,6 +156,7 @@ return{
center=function()return setting.center and"Center:ON"or"Center:OFF"end,
grid=function()return setting.grid and"Grid:ON"or"Grid:OFF"end,
swap=function()return setting.swap and"Swap:comboKey"or"Swap:loop"end,
fxs=function()return setting.fxs and"FXs:ON"or"FXs:OFF"end,
dasD="-",
dasU="+",
arrD="-",
@@ -164,11 +165,11 @@ return{
sddasU="+",
sdarrD="-",
sdarrU="+",
sfx=function()return setting.sfx and"SFX:ON"or"SFX:off"end,
bgm=function()return setting.bgm and"BGM:ON"or"BGM:off"end,
sfx=function()return setting.sfx and"SFX:ON"or"SFX:OFF"end,
bgm=function()return setting.bgm and"BGM:ON"or"BGM:OFF"end,
vib=function()return "Vibrate level:"..setting.vib end,
fullscreen=function()return setting.fullscreen and"Fullscreen:ON"or"Fullscreen:off"end,
bgblock=function()return setting.bgblock and"BG animation:ON"or"BG animation:off"end,
fullscreen=function()return setting.fullscreen and"Fullscreen:ON"or"Fullscreen:OFF"end,
bgblock=function()return setting.bgblock and"BG animation:ON"or"BG animation:OFF"end,
frame=function()return"FrameDraw:"..setting.frameMul.."%"end,
control="Control settings",
touch="Touch settings",

372
list.lua
View File

@@ -1,16 +1,7 @@
--[["four name"
Techrash
x Zestris
x Quadruple
x Tequeno
x Techzino
x Tectris
Techris
Techmino
Tequéno
]]
local gc=love.graphics
local sys=love.system
actName={"moveLeft","moveRight","rotRight","rotLeft","rotFlip","hardDrop","softDrop","hold","swap","restart","insLeft","insRight","insDown"}
color={
red={1,0,0},
green={0,1,0},
@@ -42,40 +33,6 @@ color={
purple={.5,0,1},
lightPurple={.7,.3,1},
}
attackColor={
{color.darkGrey,color.white},
{color.grey,color.white},
{color.lightPurple,color.white},
{color.lightRed,color.white},
{color.darkGreen,color.cyan},
}
frameColor={
[0]=color.white,
color.lightGreen,
color.lightBlue,
color.lightPurple,
color.lightOrange,
}
blockColor={
color.red,
color.green,
color.orange,
color.blue,
color.magenta,
color.yellow,
color.cyan,
}
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",
@@ -103,96 +60,7 @@ bgm={
"secret7th",
"secret8th",
"rockblock",
"sores",
}
sceneInit={
load=function()
curBG="none"
keeprun=true
loading=1--Loading mode
loadnum=1--Loading counter
loadprogress=0--Loading bar(0~1)
end,
intro=function()
curBG="none"
count=0
keeprun=true
end,
main=function()
curBG="none"
keeprun=true
collectgarbage()
end,
mode=function()
saveData()
modeSel=modeSel or 1
levelSel=levelSel or 3
curBG="none"
keeprun=true
end,
custom=function()
optSel=optSel or 1
curBG="matrix"
keeprun=true
end,
play=function()
keeprun=false
resetGameData()
sysSFX("ready")
mouseShow=false
end,
setting=function()
curBG="none"
keeprun=true
end,
setting2=function()
curBG="none"
keeprun=true
curBoard=1
keyboardSet=1
joystickSet=1
keyboardSetting=false
joystickSetting=false
end,--Control settings
setting3=function()
curBG="game1"
keeprun=true
defaultSel=1
sel=nil
snapLevel=1
end,--Touch setting
help=function()
curBG="none"
keeprun=true
end,
stat=function()
curBG="none"
keeprun=true
end,
quit=function()
love.event.quit()
end,
}
prevMenu={
load=love.event.quit,
intro="quit",
main="intro",
mode="main",
custom="mode",
ready="mode",
play=function()
clearTask()
gotoScene(curMode.id~="custom"and"mode"or"custom")
end,
help="main",
stat="main",
setting=function()
saveSetting()
gotoScene("main")
end,
setting2="setting",
setting3="setting",
"end",
}
customID={
@@ -211,8 +79,8 @@ customID={
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},
wait={0,1,2,3,4,5,6,7,8,10,15,20,30,60},
fall={0,1,2,3,4,5,6,7,8,10,15,20,30,60},
next={0,1,2,3,4,5,6},
hold={true,false},
sequence={"bag7","his4","rnd"},
@@ -222,23 +90,6 @@ customRange={
opponent={0,60,30,20,15,10,7,5,4,3,2,1},
}
langName={"中文","English"}
langID={"chi","eng"}
actName={"moveLeft","moveRight","rotRight","rotLeft","rotFlip","hardDrop","softDrop","hold","swap","restart","insLeft","insRight","insDown"}
blockPos={4,4,4,4,4,5,4}
clearPoint={[0]=1,2,3,5,7}
renATK={[0]=0,0,0,1,1,2,2,3,3,4,4}--3 else
b2bPoint={50,120,200}
b2bATK={3,5,8}
testScore={[-1]=1,[-2]=0,[-3]=1,2,2,2}
visible_opt={show=1e99,time=300,fast=20,none=5}
reAtk={0,0,1,1,1,2,2,3,3}
reDef={0,1,1,2,3,3,4,4,5}
spin_n={"spin_1","spin_2","spin_3"}
clear_n={"clear_1","clear_2","clear_3","clear_4"}
ren_n={}for i=1,11 do ren_n[i]="ren_"..i end
vibrateLevel={0,0,.03,.04,.05,.07,.9}
snapLevelValue={1,10,20,40,60,80}
RCPB={10,33,200,33,105,5,105,60}
@@ -259,9 +110,9 @@ modeLevel={
infinite={"NORMAL"},
solo={"EASY","NORMAL","HARD","LUNATIC"},
tsd={"NORMAL","HARD"},
blind={"EASY","HARD","LUNATIC","ULTIMATE","GM"},
blind={"EASY","HARD","HARD+","LUNATIC","ULTIMATE","GM"},
dig={"NORMAL","LUNATIC"},
survivor={"EASY","NORMAL","HARD","LUNATIC"},
survivor={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
tech={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
pctrain={"NORMAL","EXTRA"},
pcchallenge={"NORMAL","HARD","LUNATIC"},
@@ -271,138 +122,20 @@ modeLevel={
hotseat={"2P","3P","4P",},
custom={""},
}
modeLevelColor={
EASY=color.cyan,
NORMAL=color.green,
HARD=color.magenta,
LUNATIC=color.red,
EXTRA=color.lightMagenta,
ULTIMATE=color.lightYellow,
MESS=color.lightGrey,
GM=color.blue,
DEATH=color.lightRed,
CTWC=color.lightBlue,
["10L"]=color.cyan,
["20L"]=color.lightBlue,
["40L"]=color.green,
["100L"]=color.orange,
["400L"]=color.red,
["1000L"]=color.darkRed,
}
local t,f=true,false
blocks={
{[0]={{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}}},
{[0]={{1,1,1},{0,0,1}},{{1,1},{1,0},{1,0}},{{1,0,0},{1,1,1}},{{0,1},{0,1},{1,1}}},
{[0]={{1,1,1},{1,0,0}},{{1,0},{1,0},{1,1}},{{0,0,1},{1,1,1}},{{1,1},{0,1},{0,1}}},
{[0]={{1,1,1},{0,1,0}},{{1,0},{1,1},{1,0}},{{0,1,0},{1,1,1}},{{0,1},{1,1},{0,1}}},
{[0]={{1,1},{1,1}},{{1,1},{1,1}}},
{[0]={{1,1,1,1}},{{1},{1},{1},{1}}},
{[0]={{f,t,t},{t,t,f}},{{t,f},{t,t},{f,t}}},
{[0]={{t,t,f},{f,t,t}},{{f,t},{t,t},{t,f}}},
{[0]={{t,t,t},{f,f,t}},{{t,t},{t,f},{t,f}},{{t,f,f},{t,t,t}},{{f,t},{f,t},{t,t}}},
{[0]={{t,t,t},{t,f,f}},{{t,f},{t,f},{t,t}},{{f,f,t},{t,t,t}},{{t,t},{f,t},{f,t}}},
{[0]={{t,t,t},{f,t,f}},{{t,f},{t,t},{t,f}},{{f,t,f},{t,t,t}},{{f,t},{t,t},{f,t}}},
{[0]={{t,t},{t,t}},{{t,t},{t,t}}},
{[0]={{t,t,t,t}},{{t},{t},{t},{t}}},
}
local l={1,2,6,7}for i=1,4 do blocks[l[i]][2],blocks[l[i]][3]=blocks[l[i]][0],blocks[l[i]][1]end
for i=1,7 do blocks[i+7]=blocks[i]end
scs={
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1,2},{2,1},{2,2},{2,2}},
{[0]={1.5,1.5},{1.5,1.5},{1.5,1.5},{1.5,1.5},},
{[0]={0.5,2.5},{2.5,0.5},{1.5,2.5},{2.5,1.5}},
}
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},{0,1},{-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},{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}},
[31]={{0,0},{0,1},{0,-1},{1,0}},
},--Z/J
[2]={
[01]={{0,0},{-1,0},{-1,1},{-1,-1},{0,-2},{-1,-2}},
[10]={{0,0},{1,0},{1,-1},{0,2},{1,2}},
[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},{0,1},{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}},
[31]={{0,0},{0,-1},{0,1},{-1,0}},
},--S/L
[5]={
[01]={{0,0},{-1,0},{-1,1},{0,-2},{-1,-2},{-1,-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}},
[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}},
},
[7]={
[01]={{0,0},{0,1},{1,0},{-2,0},{-2,-1},{1,2}},
[03]={{0,0},{0,1},{-1,0},{2,0},{2,-1},{-1,2}},
[10]={{0,0},{2,0},{-1,0},{-1,-2},{2,1},{0,2}},
[30]={{0,0},{-2,0},{1,0},{1,-2},{-2,1},{0,2}},
[12]={{0,0},{-1,0},{2,0},{-1,2},{2,-1}},
[32]={{0,0},{1,0},{-2,0},{1,-2},{-2,-1}},
[21]={{0,0},{-2,0},{1,0},{1,-2},{-2,1}},
[23]={{0,0},{2,0},{-1,0},{-1,-2},{2,1}},
[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},{-1,0},{1,0},{0,1}},
[31]={{0,0},{1,0},{-1,0}},
}
}TRS[3],TRS[4]=TRS[2],TRS[1]
dataOpt={
"run",
"game",
"gametime",
"piece",
"row",
"atk",
"key",
"rotate",
"hold",
"spin",
}
saveOpt={
"lang",
"ghost",
"center",
"grid",
"swap",
"sfx",
"bgm",
"vib",
"fullscreen",
"bgblock",
"das",
"arr",
"sddas",
"sdarr",
"virtualkeyAlpha",
"virtualkeyIcon",
"virtualkeySwitch",
"frameMul",
}
virtualkeySet={
local virtualkeySet={
{
{80,720-200,6400,80},--moveLeft
{320,720-200,6400,80},--moveRight
@@ -495,54 +228,57 @@ Buttons={
back={x=1235,y=45,w=80,h=80,rgb=color.white,code=back,f=35},
},
setting={--Normal setting
ghost={x=290,y=90,w=210,h=60,rgb=color.white,code=function()setting.ghost=not setting.ghost end,down="grid",right="center"},
center={x=505,y=90,w=210,h=60,rgb=color.white,code=function()setting.center=not setting.center end,down="swap",left="ghost",right="sfx"},
grid={x=290,y=160,w=210,h=60,rgb=color.white,code=function()setting.grid=not setting.grid end,up="ghost",down="dasD",right="swap"},
swap={x=505,y=160,w=210,h=60,f=28,rgb=color.white,code=function()setting.swap=not setting.swap end,up="center",down="arrD",left="grid",right="vib"},
dasD={x=210,y=230,w=50,h=50,rgb=color.white,code=function()setting.das=(setting.das-1)%31 end,up="grid",down="sddasD",right="dasU"},
dasU={x=370,y=230,w=50,h=50,rgb=color.white,code=function()setting.das=(setting.das+1)%31 end,up="grid",down="sddasU",left="dasD",right="arrD"},
arrD={x=425,y=230,w=50,h=50,rgb=color.white,code=function()setting.arr=(setting.arr-1)%16 end,up="swap",down="sdarrD",left="dasU",right="arrU"},
arrU={x=585,y=230,w=50,h=50,rgb=color.white,code=function()setting.arr=(setting.arr+1)%16 end,up="swap",down="sdarrU",left="arrD",right="fullscreen"},--3~6
sddasD={x=210,y=300,w=50,h=50,rgb=color.white,code=function()setting.sddas=(setting.sddas-1)%11 end,up="dasD",down="lang",right="sddasU"},
sddasU={x=370,y=300,w=50,h=50,rgb=color.white,code=function()setting.sddas=(setting.sddas+1)%11 end,up="dasU",down="lang",left="sddasD",right="sdarrD"},
sdarrD={x=425,y=300,w=50,h=50,rgb=color.white,code=function()setting.sdarr=(setting.sdarr-1)%4 end,up="arrD",down="lang",left="sddasU",right="sdarrU"},
sdarrU={x=585,y=300,w=50,h=50,rgb=color.white,code=function()setting.sdarr=(setting.sdarr+1)%4 end,up="arrU",down="lang",left="sdarrD",right="bgblock"},
sfx={x=760,y=90,w=160,h=60,rgb=color.white,code=function()setting.sfx=not setting.sfx end,down="vib",left="center",right="bgm"},
bgm={x=940,y=90,w=160,h=60,rgb=color.white,code=function()
ghost= {x=290, y=90, w=210, h=60, rgb=color.white, code=function()setting.ghost=not setting.ghost end,down="grid",right="center"},
center= {x=505, y=90, w=210, h=60, rgb=color.white, code=function()setting.center=not setting.center end,down="swap",left="ghost",right="sfx"},
grid= {x=290, y=160, w=210, h=60, rgb=color.white, code=function()setting.grid=not setting.grid end,up="ghost",down="fxs",right="swap"},
swap= {x=505, y=160, w=210, h=60,f=28, rgb=color.white, code=function()setting.swap=not setting.swap end,up="center",down="arrD",left="grid",right="vib"},
fxs= {x=290, y=230, w=210, h=60, rgb=color.white, code=function()setting.fxs=not setting.fxs end,up="grid",down="dasU",right="fullscreen"},
dasD= {x=210, y=300, w=50, h=50, rgb=color.white, code=function()setting.das=(setting.das-1)%31 end,up="fxs",down="sddasD",right="dasU"},
dasU= {x=370, y=300, w=50, h=50, rgb=color.white, code=function()setting.das=(setting.das+1)%31 end,up="fxs",down="sddasU",left="dasD",right="arrD"},
arrD= {x=425, y=300, w=50, h=50, rgb=color.white, code=function()setting.arr=(setting.arr-1)%16 end,up="swap",down="sdarrD",left="dasU",right="arrU"},
arrU= {x=585, y=300, w=50, h=50, rgb=color.white, code=function()setting.arr=(setting.arr+1)%16 end,up="swap",down="sdarrU",left="arrD",right="bgblock"},--3~6
sddasD= {x=210, y=370, w=50, h=50, rgb=color.white, code=function()setting.sddas=(setting.sddas-1)%11 end,up="dasD",down="lang",right="sddasU"},
sddasU= {x=370, y=370, w=50, h=50, rgb=color.white, code=function()setting.sddas=(setting.sddas+1)%11 end,up="dasU",down="lang",left="sddasD",right="sdarrD"},
sdarrD= {x=425, y=370, w=50, h=50, rgb=color.white, code=function()setting.sdarr=(setting.sdarr-1)%4 end,up="arrD",down="lang",left="sddasU",right="sdarrU"},
sdarrU= {x=585, y=370, w=50, h=50, rgb=color.white, code=function()setting.sdarr=(setting.sdarr+1)%4 end,up="arrU",down="lang",left="sdarrD",right="frame"},
sfx= {x=760, y=90, w=160, h=60, rgb=color.white, code=function()setting.sfx=not setting.sfx end,down="vib",left="center",right="bgm"},
bgm= {x=940, y=90, w=160, h=60, rgb=color.white, code=function()
BGM()
setting.bgm=not setting.bgm
BGM("blank")
end,down="vib",left="sfx"},
vib={x=850,y=160,w=340,h=60,rgb=color.white,code=function()
end,down="vib",left="sfx"},
vib= {x=850, y=160, w=340, h=60, rgb=color.white, code=function()
setting.vib=(setting.vib+1)%5
VIB(2)
end,up="sfx",down="fullscreen",left="swap"},
fullscreen={x=850,y=230,w=340,h=60,rgb=color.white,code=function()
end,up="sfx",down="fullscreen",left="swap"},
fullscreen= {x=850, y=230, w=340, h=60, rgb=color.white, code=function()
setting.fullscreen=not setting.fullscreen
love.window.setFullscreen(setting.fullscreen)
if not setting.fullscreen then
love.resize(gc.getWidth(),gc.getHeight())
end
end,up="vib",down="bgblock",left="arrU"},
bgblock={x=850,y=300,w=340,h=60,rgb=color.white,code=function()
end,up="vib",down="bgblock",left="arrU"},
bgblock= {x=850, y=300, w=340, h=60, rgb=color.white, code=function()
setting.bgblock=not setting.bgblock
if not setting.bgblock then
for i=1,16 do
BGblockList[i].v=3*BGblockList[i].v
end
end
end,up="fullscreen",down="frame",left="sdarrU"},
frame={x=850,y=370,w=340,h=60,rgb=color.white,code=function()
end,up="fullscreen",down="frame",left="sdarrU"},
frame= {x=850, y=370, w=340, h=60, rgb=color.white, code=function()
setting.frameMul=setting.frameMul+(setting.frameMul<50 and 5 or 10)
if setting.frameMul>100 then setting.frameMul=25 end
end,up="bgblock",down="control",left="sdarrU"},
control={x=850,y=440,w=340,h=60,rgb=color.green,code=function()gotoScene("setting2")end,up="frame",down="touch",left="lang"},
touch={x=850,y=510,w=340,h=60,rgb=color.yellow,code=function()gotoScene("setting3")end,up="control",down="back",left="lang"},
lang={x=280,y=510,w=200,h=60,rgb=color.red,code=function()
end,up="bgblock",down="control",left="sdarrU"},
control= {x=850, y=440, w=340, h=60, rgb=color.green, code=function()gotoScene("setting2")end,up="frame",down="touch",left="lang"},
touch= {x=850, y=510, w=340, h=60, rgb=color.yellow, code=function()gotoScene("setting3")end,up="control",down="back",left="lang"},
lang= {x=280, y=510, w=200, h=60, rgb=color.red, code=function()
setting.lang=setting.lang%#langName+1
swapLanguage(setting.lang)
end,up="sddasD",down="back",right="touch"},
back={x=640,y=620,w=300,h=70,rgb=color.white,code=back,up="touch"},
end,up="sddasD",down="back",right="touch"},
back= {x=640, y=620, w=300, h=70, rgb=color.white, code=back,up="touch"},
},
setting2={--Control setting
back={x=840,y=630,w=180,h=60,rgb=color.white,code=back},
@@ -551,25 +287,25 @@ Buttons={
back={x=640,y=410,w=170,h=80,f=45,code=back},
hide={x=640,y=210,w=500,h=80,f=45,code=function()
setting.virtualkeySwitch=not setting.virtualkeySwitch
end},
end},
default={x=450,y=310,w=170,h=80,code=function()
for K=1,#virtualkey do
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--Default virtualkey
defaultSel=defaultSel%5+1
end},
end},
snap={x=640,y=310,w=170,h=80,code=function()
snapLevel=snapLevel%6+1
end},
end},
alpha={x=830,y=310,w=170,h=80,f=45,code=function()
setting.virtualkeyAlpha=(setting.virtualkeyAlpha+1)%6
--Adjust virtualkey alpha
end},
end},
icon={x=450,y=410,w=170,h=80,f=45,code=function()
setting.virtualkeyIcon=not setting.virtualkeyIcon
--Switch virtualkey icon
end},
end},
size={x=830,y=410,w=170,h=80,f=45,code=function()
if sel then
local b=virtualkey[sel]
@@ -577,7 +313,7 @@ Buttons={
if b[4]==150 then b[4]=40 end
b[3]=b[4]^2
end
end},
end},
},
help={
back={x=640,y=590,w=180,h=60,rgb=color.white,code=back,right="qq"},

313
main.lua
View File

@@ -1,39 +1,22 @@
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
local gc=love.graphics
local tm=love.timer
local ms,kb=love.mouse,love.keyboard
local fs,sys=love.filesystem,love.system
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()
touching=nil--1st touching ID
scene=""
bgmPlaying=nil
curBG="none"
BGblock={ct=150,next=7}
kb.setKeyRepeat(false)
kb.setTextInput(false)
ms.setVisible(false)
Fonts={}
local Fonts={}
function setFont(s)
if s~=currentFont then
if Fonts[s]then
@@ -45,6 +28,7 @@ function setFont(s)
end
currentFont=s
end
return Fonts[s]
end
gameEnv0={
@@ -54,13 +38,15 @@ gameEnv0={
grid=false,swap=true,
_20G=false,bone=false,
drop=30,lock=45,
wait=1,fall=1,
wait=0,fall=0,
next=6,hold=true,oncehold=true,
keepVisible=true,visible="show",
sequence="bag7",
block=true,visible="show",
target=1e99,
freshLimit=1e99,
block=true,
ospin=true,
freshLimit=1e99,
target=1e99,
reach=null,
bg="none",
bgm="race"
@@ -78,276 +64,19 @@ customSel={
freshLimit=3,
opponent=1,
}
loadmode={
sprint=function()
createPlayer(1,340,15)
end,
marathon=function()
createPlayer(1,340,15)
end,
master=function()
createPlayer(1,340,15)
end,
classic=function()
createPlayer(1,340,15)
end,
zen=function()
createPlayer(1,340,15)
end,
infinite=function()
createPlayer(1,340,15)
end,
solo=function()
createPlayer(1,340,15)
createPlayer(2,965,360,.5,customRange.opponent[3*curMode.lv])
end,
tsd=function()
createPlayer(1,340,15)
end,
blind=function()
createPlayer(1,340,15)
end,
dig=function()
createPlayer(1,340,15)
local P=players[1]
if curMode.lv==1 then
newTask(Event_task.dig_normal,P)
pushSpeed=1
elseif curMode.lv==2 then
newTask(Event_task.dig_lunatic,P)
pushSpeed=1
end
end,
survivor=function()
createPlayer(1,340,15)
newTask(Event_task[curMode.lv==1 and"survivor_easy"or curMode.lv==2 and"survivor_normal"or curMode.lv==3 and"survivor_hard"or curMode.lv==4 and"survivor_lunatic"],P)
pushSpeed=curMode.lv>2 and 2 or 1
end,
tech=function()
createPlayer(1,340,15)
end,
pctrain=function()
createPlayer(1,340,15)
P=players[1]
Event.newPC()
P.freshNext()
end,
pcchallenge=function()
createPlayer(1,340,15)
end,
techmino41=function()
createPlayer(1,340,15)--Player
if curMode.lv==5 then players[1].gameEnv.drop=15 end
local n,min,max=2
if curMode.lv==1 then min,max=5,30
elseif curMode.lv==2 then min,max=3,25
elseif curMode.lv==3 then min,max=2,20
elseif curMode.lv==4 then min,max=2,10
elseif curMode.lv==5 then min,max=1,6
end
for i=1,4 do for j=1,5 do
createPlayer(n,77*i-55,140*j-125,.2,rnd(min,max))
n=n+1
end end
for i=9,12 do for j=1,5 do
createPlayer(n,77*i+275,140*j-125,.2,rnd(min,max))
n=n+1
end end
--AIs
end,
techmino99=function()
createPlayer(1,340,15)--Player
if curMode.lv==5 then players[1].gameEnv.drop=15 end
local n,min,max=2
if curMode.lv==1 then min,max=5,32
elseif curMode.lv==2 then min,max=3,25
elseif curMode.lv==3 then min,max=2,18
elseif curMode.lv==4 then min,max=2,12
elseif curMode.lv==5 then min,max=1,12
end
for i=1,7 do for j=1,7 do
createPlayer(n,46*i-36,97*j-72,.135,rnd(min,max))
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(min,max))
n=n+1
end end
--AIs
end,
drought=function()
createPlayer(1,340,15)
end,
hotseat=function()
if curMode.lv==1 then
createPlayer(1,20,15)
createPlayer(2,650,15)
elseif curMode.lv==2 then
createPlayer(1,20,100,.65)
createPlayer(2,435,100,.65)
createPlayer(3,850,100,.65)
elseif curMode.lv==3 then
createPlayer(1,25,160,.5)
createPlayer(2,335,160,.5)
createPlayer(3,645,160,.5)
createPlayer(4,955,160,.5)
end
end,
custom=function()
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(1,340,15)
createPlayer(2,965,360,.9,modeEnv.opponent)
end
end,
}
mesDisp={
--Default:font=35,white
sprint=function()
setFont(70)
local r=max(P.gameEnv.target-P.cstat.row,0)
mStr(r,-75,260)
if r<21 and r>0 then
gc.setLineWidth(3)
gc.setColor(color.lightRed)
gc.line(0,600-30*r,300,600-30*r)
end
end,
marathon=function()
setFont(50)
mStr(P.cstat.row,-75,320)
mStr(P.gameEnv.target,-75,370)
gc.rectangle("fill",-120,376,90,4)
end,
master=function()
setFont(50)
mStr(P.cstat.point,-75,320)
mStr((P.cstat.event+1)*100,-75,370)
gc.rectangle("fill",-120,376,90,4)
end,
classic=function()
setFont(80)
local r=P.gameEnv.target*.1
mStr(r<11 and 19+r or r==11 and"00"or r==12 and"0a"or format("%x",r*10-110),-75,210)
setFont(20)
mStr("speed level",-75,290)
setFont(50)
mStr(P.cstat.row,-75,320)
mStr(P.gameEnv.target,-75,370)
gc.rectangle("fill",-120,376,90,4)
end,
zen=function()
setFont(75)
mStr(max(200-P.cstat.row,0),-75,280)
end,
infinite=function()
setFont(50)
mStr(P.cstat.atk,-75,310)
mStr(format("%.2f",2.5*P.cstat.atk/P.cstat.piece),-75,420)
setFont(20)
mStr("Attack",-75,363)
mStr("Efficiency",-75,475)
end,
tsd=function()
setFont(35)
mStr("TSD",-75,405)
setFont(80)
mStr(P.cstat.event,-75,330)
end,
blind=function()
setFont(25)
mStr("Rows",-75,300)
mStr("Techrash",-75,420)
setFont(80)
mStr(P.cstat.row,-75,220)
mStr(P.cstat.techrash,-75,340)
end,
dig=function()
setFont(70)
mStr(P.cstat.event,-75,310)
setFont(30)
mStr("Wave",-75,375)
end,
survivor=function()
setFont(70)
mStr(P.cstat.event,-75,310)
setFont(30)
mStr("Wave",-75,375)
end,
pctrain=function()
setFont(25)
mStr("Perfect Clear",-75,410)
setFont(80)
mStr(P.cstat.pc,-75,330)
end,
pcchallenge=function()
setFont(25)
mStr("Perfect Clear",-75,430)
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",-75,175)
mStr(P.ko,-60,215)
setFont(25)
gc.print("KO",-115,225)
gc.setColor(1,.5,0,.6)
gc.print(P.badge,-35,227)
gc.setColor(1,1,1)
setFont(30)
gc.print(up0to4[P.strength],-125,290)
for i=1,P.strength do
gc.draw(badgeIcon,16*i-130,260)
end
end,
techmino99=function()
setFont(40)
mStr(#players.alive.."/99",-75,175)
mStr(P.ko,-60,215)
setFont(25)
gc.print("KO",-115,225)
gc.setColor(1,.5,0,.6)
gc.print(P.badge,-35,227)
gc.setColor(1,1,1)
setFont(30)
gc.print(up0to4[P.strength],-125,290)
for i=1,P.strength do
gc.draw(badgeIcon,16*i-130,260)
end
end,
drought=function()
setFont(75)
mStr(max(100-P.cstat.row,0),-75,280)
end,
custom=function()
if P.gameEnv.target<1e4 then
setFont(75)
mStr(max(P.gameEnv.target-P.cstat.row,0),-75,280)
end
end
}
--Game system Data
setting={
lang=1,
ghost=true,center=true,
grid=false,swap=true,
fxs=true,
das=10,arr=2,
sddas=0,sdarr=2,
sfx=true,bgm=true,vib=3,
fullscreen=false,
bgblock=true,
das=10,arr=2,
sddas=0,sdarr=2,
ghost=true,center=true,
grid=false,swap=true,
lang=1,
keyMap={
{"left","right","x","z","c","up","down","space","tab","r","","",""},
{"","","","","","","","","","","","",""},
@@ -422,6 +151,7 @@ virtualkeyDown={false,false,false,false,false,false,false,false,false,false,fals
virtualkeyPressTime={0,0,0,0,0,0,0,0,0,0,0,0,0}
--User Data&User Setting
require"toolfunc"
require"list"
require"class"
require"gamefunc"
require"ai"
@@ -429,7 +159,6 @@ require"timer"
require"paint"
require"call&sys"
require"dataList"
require"list"
require"texture"
userData,userSetting=fs.newFile("userdata"),fs.newFile("usersetting")

329
paint.lua
View File

@@ -1,40 +1,65 @@
swapDeck_data={
{4,0,1,1},{6,0,15,1},{5,0,9,1},{6,0,6,1},
{1,0,3,1},{3,0,12,1},{1,1,8,1},{2,1,4,2},
{3,2,13,2},{4,1,12,2},{5,2,1,2},{7,1,11,2},
{2,1,9,3},{3,0,6,3},{4,2,14,3},{1,0,4,4},
{7,1,1,4},{6,0,2,4},{5,2,6,4},{6,0,14,5},
{3,3,15,5},{4,0,7,6},{7,1,10,5},{5,0,2,6},
{2,1,1,7},{1,0,4,6},{4,1,13,5},{1,1,6,7},
{5,3,11,5},{3,2,11,7},{6,0,8,7},{4,2,12,8},
{7,0,8,9},{1,0,2,8},{5,2,4,8},{6,0,15,8},
}--Block id [ZSLJTOI] ,dir,x,y
swap={
none={2,1,d=function()end},
flash={8,1,d=function()gc.clear(1,1,1)end},
deck={50,8,d=function()
local t=sceneSwaping.time
gc.setColor(1,1,1)
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]
for y=1,#b do for x=1,#b[1]do
if b[y][x]>0 then
gc.draw(blockSkin[bn],80*(cx+x-2),80*(10-cy-y),nil,8/3)
end
end end
end
end
if t<17 then
gc.setColor(1,1,1,(8-abs(t-8))*.125)
gc.rectangle("fill",0,0,1280,720)
end
local gc=love.graphics
local mt=love.math
local setFont=setFont
local Timer=love.timer.getTime
local attackColor={
{color.darkGrey,color.white},
{color.grey,color.white},
{color.lightPurple,color.white},
{color.lightRed,color.white},
{color.darkGreen,color.cyan},
}
local frameColor={
[0]=color.white,
color.lightGreen,
color.lightBlue,
color.lightPurple,
color.lightOrange,
}
local modeLevelColor={
EASY=color.cyan,
NORMAL=color.green,
HARD=color.magenta,
["HARD+"]=color.darkMagenta,
LUNATIC=color.red,
EXTRA=color.lightMagenta,
ULTIMATE=color.lightYellow,
MESS=color.lightGrey,
GM=color.blue,
DEATH=color.lightRed,
CTWC=color.lightBlue,
["10L"]=color.cyan,
["20L"]=color.lightBlue,
["40L"]=color.green,
["100L"]=color.orange,
["400L"]=color.red,
["1000L"]=color.darkRed,
}
local 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},
}
local function stencil_miniTitle()
for i=1,#miniTitle_rect do
gc.rectangle("fill",unpack(miniTitle_rect[i]))
end
},
}--Scene swapping animations
end
local function stencil_field()
gc.rectangle("fill",0,-10,300,610)
end
local function stencil_field_small()
gc.rectangle("fill",0,0,60,120)
end
FX={
flash=0,--Black screen(frame)
shake=0,--Screen shake(frame)
@@ -148,8 +173,7 @@ function drawDial(x,y,speed)
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)
function drawPixel(y,x,id)
gc.draw(blockSkin[id],30*x-30,600-30*y)
end
function drawAtkPointer(x,y)
@@ -188,51 +212,49 @@ function drawVirtualkey()
end
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(background1,640,360,Timer()*.15,12,nil,64,64)
end,
game2=function()
gc.setColor(1,.5,.5)
gc.draw(background1,640,360,Timer()*.2,12,nil,64,64)
end,
game3=function()
gc.setColor(.6,.6,1)
gc.draw(background1,640,360,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(background2,x,0,nil,10)
gc.draw(background2,x-1280,0,nil,10)
end,
matrix=function()
for i=0,15 do
for j=0,8 do
-- local t=sin(Timer()*((2.468*i-1.357*j)%3))*.3
local t=(sin((mt.noise(i,j)+2)*Timer())+1)*.2
gc.setColor(t,t,t)
gc.rectangle("fill",80*i,80*j,80,80)
end
Pnt={BG={}}
function Pnt.BG.none()
gc.clear(.15,.15,.15)
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(background1,640,360,Timer()*.15,12,nil,64,64)
end
function Pnt.BG.game2()
gc.setColor(1,.5,.5)
gc.draw(background1,640,360,Timer()*.2,12,nil,64,64)
end
function Pnt.BG.game3()
gc.setColor(.6,.6,1)
gc.draw(background1,640,360,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(background2,x,0,nil,10)
gc.draw(background2,x-1280,0,nil,10)
end
local matrixT={}for i=0,15 do matrixT[i]={}for j=0,8 do matrixT[i][j]=mt.noise(i,j)+2 end end
function Pnt.BG.matrix()
for i=0,15 do
for j=0,8 do
local t=sin(matrixT[i][j]*Timer())*.2+.2
gc.setColor(1,1,1,t)
gc.rectangle("fill",80*i,80*j,80,80)
end
end,
}
end
end
function Pnt.load()
gc.setLineWidth(4)
@@ -265,7 +287,7 @@ function Pnt.main()
gc.setColor(1,1,1)
gc.draw(titleImage,300,30)
setFont(30)
gc.print("Alpha V0.7.12",290,140)
gc.print("Alpha V0.7.13+",290,140)
gc.print(system,800,110)
end
function Pnt.mode()
@@ -288,11 +310,11 @@ function Pnt.mode()
end
end
function Pnt.custom()
gc.setColor(1,1,1,.3+sin(Timer()*8)*.2)
gc.rectangle("fill",25,95+40*optSel,465,40)
setFont(80)
gc.setColor(color.lightGrey)
gc.print(text.custom,20,20)
gc.setColor(color.white)
gc.print(text.custom,22,23)
gc.setColor(.8,.8,.8)gc.print(text.custom,20,20)
gc.setColor(1,1,1)gc.print(text.custom,22,23)
setFont(40)
for i=1,#customID do
local k=customID[i]
@@ -304,7 +326,6 @@ function Pnt.custom()
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
@@ -363,36 +384,50 @@ function Pnt.play()
gc.stencil(stencil_field,"replace", 1)
gc.translate(0,P.fieldBeneath)
gc.setStencilTest("equal",1)
local h=#P.clearing
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
drawPixel(j,i,P.field[j][i],min(P.visTime[j][i],20)*.05)
end
end
else
if j==P.clearing[h]and P.falling>-1 then
h=h-1
gc.setColor(1,1,1,P.falling/P.gameEnv.fall)
gc.rectangle("fill",0,600-30*j,320,30)
else
for i=1,10 do
if P.field[j][i]>0 then
gc.setColor(1,1,1,min(P.visTime[j][i],20)*.05)
drawPixel(j,i,P.field[j][i])
end
end
end
end--Field
if P.waiting<=0 then
for i=1,#P.shade do
local S=P.shade[i]
gc.setColor(1,1,1,.15+S[1]*.08)
for x=S[3],S[5]do
for y=S[6],S[4]do
drawPixel(y,x,S[2])
end
end
end
if P.waiting==-1 then
if P.gameEnv.ghost then
gc.setColor(1,1,1,.3)
for i=1,P.r do for j=1,P.c do
if P.curBlock[i][j]>0 then
drawPixel(i+P.y_img-1,j+P.curX-1,P.curColor,.3)
if P.cur.bk[i][j]then
drawPixel(i+P.y_img-1,j+P.curX-1,P.cur.color)
end
end end
end--Ghost
if P.gameEnv.block then
gc.setColor(1,1,1,P.lockDelay/P.gameEnv.lock)
for i=1,P.r do for j=1,P.c do
if P.curBlock[i][j]>0 then
gc.rectangle("fill",30*(j+P.curX-1)-34,596-30*(i+P.curY-1),38,38)
if P.cur.bk[i][j]then
gc.rectangle("fill",30*(j+P.curX-1)-33,597-30*(i+P.curY-1),36,36)
end
end end--BlockShade(lockdelay indicator)
gc.setColor(1,1,1)
for i=1,P.r do for j=1,P.c do
if P.curBlock[i][j]>0 then
drawPixel(i+P.curY-1,j+P.curX-1,P.curColor,1)
if P.cur.bk[i][j]then
drawPixel(i+P.curY-1,j+P.curX-1,P.cur.color)
end
end end--Block
end
@@ -405,15 +440,16 @@ function Pnt.play()
end--Rotate center
end
gc.setColor(1,1,1)
gc.draw(PTC.dust[p])--Draw game field
gc.draw(PTC.dust[p])
--Draw game field
gc.setStencilTest()--In-playField mask
gc.translate(0,-P.fieldBeneath)
gc.setLineWidth(3)
gc.setColor(1,1,1)
gc.rectangle("line",-1,-11,302,612)--Draw boarder
gc.setLineWidth(2)
gc.rectangle("line",301,0,16,601.5)--Draw atkBuffer boarder
local h=0
for i=1,#P.atkBuffer do
local a=P.atkBuffer[i]
@@ -445,40 +481,44 @@ function Pnt.play()
end
h=h+bar
end--Buffer line
local a,b=P.b2b,P.b2b1 if a>b then a,b=b,a end
gc.setColor(.8,1,.2)
gc.rectangle("fill",-15,599.5,11,-b*.5)
gc.setColor(P.b2b<40 and color.white or P.b2b<=1e3 and color.lightRed or color.lightBlue)
gc.rectangle("fill",-15,599.5,11,-a*.5)
gc.setColor(1,1,1,.5+sin(Timer()*30)*.5)
gc.rectangle("fill",-16,b<40 and 578.5 or 98.5,13,3)
gc.setColor(1,1,1)
gc.draw(lightBulb,-35,573)
if P.b2b>0 then
gc.setColor(P.b2b<50 and color.white or P.b2b<=1000 and color.lightRed or color.lightBlue)
gc.draw(light,-35,573)
end
gc.rectangle("line",-17,-3,16,604.5)--Draw b2b bar boarder
--B2B indictator
setFont(40)
gc.setColor(1,1,1)
if P.gameEnv.hold then
mStr(text.hold,-75,-10)
for i=1,#P.holdBlock do
for j=1,#P.holdBlock[1] do
if P.holdBlock[i][j]>0 then
drawPixel(i+17.5-#P.holdBlock*.5,j-2.5-#P.holdBlock[1]*.5,P.holded and 9 or P.holdColor,1)
gc.draw(drawableText.hold,-75-drawableText.hold:getWidth()*.5,-10)
gc.setColor(1,1,1)
for i=1,#P.hold.bk do
for j=1,#P.hold.bk[1] do
if P.hold.bk[i][j]then
drawPixel(i+17.5-#P.hold.bk*.5,j-2.5-#P.hold.bk[1]*.5,P.holded and 9 or P.hold.color)
end
end
end
end--Hold
mStr(text.next,375,-10)
for N=1,P.gameEnv.next do
local b=P.nextBlock[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+12.7-#b[1]*.5,P.nextColor[N],1)
end
gc.draw(drawableText.next,382-drawableText.next:getWidth()*.5,-10)
local N=1
::L::
local b,c=P.next[N].bk,P.next[N].color
gc.setColor(1,1,1)
for i=1,#b do for j=1,#b[1] do
if b[i][j]then
drawPixel(i+20-2.4*N-#b*.5,j+12.7-#b[1]*.5,c)
end
end
end--Next
setFont(30)
end end
N=N+1
if N<=P.gameEnv.next and P.next[N]then goto L end
--Next
gc.setColor(.8,.8,.8)
gc.print(curMode.modeName,-135,-65)
gc.printf(curMode.levelName,240,-65,200,"right")
gc.draw(drawableText.modeName,-135,-65)
gc.draw(drawableText.levelName,437-drawableText.levelName:getWidth(),-65)
if frame<180 then
local count=179-frame
gc.push("transform")
@@ -499,9 +539,8 @@ function Pnt.play()
if mesDisp[curMode.id]then mesDisp[curMode.id]()end--Draw other message
gc.setColor(1,1,1)
setFont(15)
gc.print("BPM",390,490)
gc.print("KPM",350,583)
gc.draw(drawableText.bpm,390,490)
gc.draw(drawableText.kpm,350,583)
setFont(30)
drawDial(360,520,P.dropSpeed)
drawDial(405,575,P.keySpeed)
@@ -518,16 +557,14 @@ function Pnt.play()
end
end--Draw players
gc.setColor(1,1,1)
for i=1,3 do
gc.draw(PTC.attack[i])
end
if setting.virtualkeySwitch then
drawVirtualkey()
end
gc.draw(PTC.attack[1])
gc.draw(PTC.attack[2])
gc.draw(PTC.attack[3])
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
local t=b.t<10 and 0 or b.t<50 and .5+sin(1.5*(b.t/20-1.5))*.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,nil,nil,14,14)
end
@@ -551,14 +588,14 @@ end
function Pnt.setting()
gc.setColor(1,1,1)
setFont(35)
mStr("DAS:"..setting.das,290,208)
mStr("ARR:"..setting.arr,506,208)
mStr("DAS:"..setting.das,290,278)
mStr("ARR:"..setting.arr,506,278)
setFont(18)
mStr(text.softdropdas..setting.sddas,290,291)
mStr(text.softdroparr..setting.sdarr,506,291)
mStr(text.softdropdas..setting.sddas,290,361)
mStr(text.softdroparr..setting.sdarr,506,361)
end
function Pnt.setting2()
local a=.2+(sin(Timer()*15)+1)*.1
local a=.3+sin(Timer()*15)*.1
if keyboardSetting then
gc.setColor(1,.5,.5,a)
else
@@ -585,8 +622,8 @@ function Pnt.setting2()
gc.line(200*x-160,30,200*x-160,550)
end
gc.line(40,550,640,550)
gc.print(text.keyboard,335,1)
gc.print(text.joystick,420,1)
mStr(text.keyboard,340,0)
mStr(text.joystick,540,0)
gc.print(text.setting2Help,50,620)
setFont(40)
gc.print("< P"..curBoard.."/P8 >",430,570)

View File

@@ -1,6 +1,7 @@
local c
local N=gc.newImage
local C=function(x,y)
local gc=love.graphics
local N,c=gc.newImage
local function T(s,t)return gc.newText(setFont(s),t)end
local function C(x,y)
c=gc.newCanvas(x,y)
gc.setCanvas(c)
return c
@@ -25,6 +26,15 @@ for i=1,10 do
virtualkeyIcon[i]=N("/image/virtualkey/"..actName[i]..".png")
end
local blockColor={
color.red,
color.green,
color.orange,
color.blue,
color.magenta,
color.yellow,
color.cyan,
}
gc.setColor(1,1,1)
mouseBlock={}
for i=1,7 do
@@ -32,7 +42,7 @@ for i=1,7 do
mouseBlock[i]=C(#b[1],#b)
gc.setColor(blockColor[i])
for y=1,#b do for x=1,#b[1]do
if b[y][x]~=0 then
if b[y][x]then
gc.rectangle("fill",x-1,#b-y,1,1)
end
end end
@@ -83,5 +93,13 @@ background2=N("/image/BG/bg2.png")
groupCode=N("/image/mess/groupcode.png")
payCode=N("/image/mess/paycode.png")
c=nil
gc.setCanvas()
drawableText={
bpm=T(15,"BPM"),
kpm=T(15,"KPM"),
modeName=T(30),
levelName=T(30),
next=T(40),
hold=T(40),
}
c=gc.setCanvas()

120
timer.lua
View File

@@ -1,3 +1,5 @@
local Timer=love.timer.getTime
Tmr={}
function Tmr.load()
if loading==1 then
@@ -70,10 +72,9 @@ function Tmr.play(dt)
virtualkeyPressTime[i]=virtualkeyPressTime[i]-1
end
end
for i=1,3 do
PTC.attack[i]:update(dt)
end
PTC.attack[1]:update(dt)
PTC.attack[2]:update(dt)
PTC.attack[3]:update(dt)
if frame<180 then
if frame==179 then
gameStart()
@@ -83,13 +84,13 @@ function Tmr.play(dt)
for p=1,#players do
P=players[p]
if P.keyPressing[1]or P.keyPressing[2]then
P.moving=P.moving+sgn(P.moving)
P.moving=P.moving+(P.moving>0 and 1 or -1)
else
P.moving=0
end
end
return
end--Counting,include pre-das
end--Counting,include pre-das,directy RETURN
for p=1,#players do
P=players[p]
if P.timing then P.time=P.time+dt end
@@ -109,7 +110,7 @@ function Tmr.play(dt)
end
end
if P.ai and P.waiting<=0 then
if P.ai and P.waiting==-1 then
P.ai.controlDelay=P.ai.controlDelay-1
if P.ai.controlDelay==0 then
if #P.ai.controls>0 then
@@ -128,13 +129,14 @@ function Tmr.play(dt)
end
end
end
if not P.keepVisible then
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
end--Fresh visible time
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 P.keyPressing[1]or P.keyPressing[2]then
P.moving=P.moving+sgn(P.moving)
P.moving=P.moving+(P.moving>0 and 1 or -1)
local d=abs(P.moving)-P.gameEnv.das
if d>1 then
if P.gameEnv.arr>0 then
@@ -149,8 +151,8 @@ function Tmr.play(dt)
P.moving=0
end
if P.keyPressing[7]and not P.keyPressing[9]then
P.downing=P.downing+1
local d=abs(P.downing)-P.gameEnv.sddas
P.downing=P.downing+1
if d>1 then
if P.gameEnv.sdarr>0 then
if d%P.gameEnv.sdarr==0 then
@@ -163,40 +165,44 @@ function Tmr.play(dt)
else
P.downing=0
end
if P.falling>0 then
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
::L::if P.clearing[1]then
rem(P.clearing)
goto L
end
if P.falling>=0 then goto stop end
if P.gameEnv.fall>0 and #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
elseif P.waiting>0 then
::L::
rem(P.clearing)
if P.clearing[1]then goto L end
end
if P.waiting>=0 then
P.waiting=P.waiting-1
if P.waiting<=0 then
resetblock()
if P.waiting==-1 then resetblock()end
goto stop
end
if P.curY~=P.y_img then
if P.dropDelay>=0 then
P.dropDelay=P.dropDelay-1
if P.dropDelay>=0 then goto stop end
end
drop()
P.dropDelay=P.gameEnv.drop
if P.freshTime<=P.gameEnv.freshLimit then
P.lockDelay=P.gameEnv.lock
end
else
if P.curY~=P.y_img then
if P.dropDelay>0 then
P.dropDelay=P.dropDelay-1
else
drop()
P.dropDelay=P.gameEnv.drop
if P.freshTime<=P.gameEnv.freshLimit then
P.lockDelay=P.gameEnv.lock
end
end
else
if P.lockDelay>0 then P.lockDelay=P.lockDelay-1
else drop()
end
end
P.lockDelay=P.lockDelay-1
if P.lockDelay>=0 then goto stop end
drop()
end
::stop::
if P.b2b1==P.b2b then
elseif P.b2b1<P.b2b then
P.b2b1=min(P.b2b1*.98+P.b2b*.02+.4,P.b2b)
else
P.b2b1=max(P.b2b1*.95+P.b2b*.05-.6,P.b2b)
end
--Alive
else
@@ -208,27 +214,33 @@ function Tmr.play(dt)
P.swappingAtkMode=min(P.swappingAtkMode+2,30)
end
end
if P.falling>0 then
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={}
if P.falling>=0 then goto stop end
if P.gameEnv.fall>0 and #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
end--Rows cleared drop
::L::
rem(P.clearing)
if P.clearing[1]then goto L end
end::stop::
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(0,P.b2b1*.92-1)end
--Dead
end
for i=#P.shade,1,-1 do
local S=P.shade[i]
S[1]=S[1]-1
if S[1]==0 then
rem(P.shade,i)
end
end
for i=#P.bonus,1,-1 do
local b=P.bonus[i]
if b.inf then

View File

@@ -1,4 +1,8 @@
function string.splitS(s,sep)
local gc=love.graphics
local setFont=setFont
local toN,toS=tonumber,tostring
local function splitS(s,sep)
local t={}
::L::
local i=find(s,sep)or #s+1
@@ -7,7 +11,6 @@ function string.splitS(s,sep)
if #s~=0 then goto L end
return t
end
function sgn(i)return i>0 and 1 or i<0 and -1 or 0 end--Row numbe is A-uth-or's id!
function without(t,v)
for i=1,#t do
if t[i]==v then return end
@@ -37,40 +40,9 @@ function removeRow(t,k)
ins(freeRow,rem(t,k))
end
local count=0
BGblockList={}for i=1,16 do BGblockList[i]={v=0}end
function getNewBlock()
count=count+1
if count==17 then count=1 end
local t=BGblockList[count]
t.bn,t.size=BGblock.next,2+3*rnd()
t.b=blocks[t.bn][rnd(0,3)]
t.x=rnd(-#t.b[1]*t.size*30+100,1180)
t.y=-#t.b*30*t.size
t.v=t.size*(1+rnd())
BGblock.next=BGblock.next%7+1
return t
end
--Background animation
function timeSort(a,b)
return a.time>b.time
end
function badgeSort(a,b)
return a.badge>b.badge
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)
end
function stencil_field_small()
gc.rectangle("fill",0,0,60,120)
end
--Single-usage funcs
langName={"中文","English"}
local langID={"chi","eng"}
function swapLanguage(l)
text=require("language/"..langID[l])
Buttons.sel=nil
@@ -80,19 +52,26 @@ function swapLanguage(l)
B.t=text.ButtonText[S][N]
end
end
drawableText.next:set(text.next)
drawableText.hold:set(text.hold)
if royaleCtrlPad then royaleCtrlPad:release()end
royaleCtrlPad=gc.newCanvas(300,100)
gc.setCanvas(royaleCtrlPad)
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(text.atkModeName[i],RCPB[2*i-1]+45,RCPB[2*i]+3)
end
gc.setCanvas()
gc.push("transform")
gc.origin()
royaleCtrlPad=gc.newCanvas(300,100)
gc.setCanvas(royaleCtrlPad)
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(text.atkModeName[i],RCPB[2*i-1]+45,RCPB[2*i]+3)
end
gc.setCanvas()
gc.pop()
collectgarbage()
end
local vibrateLevel={0,0,.03,.04,.05,.07,.9}
function VIB(t)
if setting.vib>0 then
love.system.vibrate(vibrateLevel[setting.vib+t])
@@ -145,9 +124,51 @@ function BGM(s)
bgmPlaying=s
end
end
local swapDeck_data={
{4,0,1,1},{6,0,15,1},{5,0,9,1},{6,0,6,1},
{1,0,3,1},{3,0,12,1},{1,1,8,1},{2,1,4,2},
{3,2,13,2},{4,1,12,2},{5,2,1,2},{7,1,11,2},
{2,1,9,3},{3,0,6,3},{4,2,14,3},{1,0,4,4},
{7,1,1,4},{6,0,2,4},{5,2,6,4},{6,0,14,5},
{3,3,15,5},{4,0,7,6},{7,1,10,5},{5,0,2,6},
{2,1,1,7},{1,0,4,6},{4,1,13,5},{1,1,6,7},
{5,3,11,5},{3,2,11,7},{6,0,8,7},{4,2,12,8},
{7,0,8,9},{1,0,2,8},{5,2,4,8},{6,0,15,8},
}--Block id [ZSLJTOI] ,dir,x,y
local swap={
none={2,1,d=function()end},
flash={8,1,d=function()gc.clear(1,1,1)end},
fade={30,15,d=function()
local t=1-abs(sceneSwaping.time*.06667-1)
gc.setColor(0,0,0,t)
gc.rectangle("fill",0,0,1280,720)
end},
deck={50,8,d=function()
local t=sceneSwaping.time
gc.setColor(1,1,1)
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]
for y=1,#b do for x=1,#b[1]do
if b[y][x]then
gc.draw(blockSkin[bn],80*(cx+x-2),80*(10-cy-y),nil,8/3)
end
end end
end
end
if t<17 then
gc.setColor(1,1,1,(8-abs(t-8))*.125)
gc.rectangle("fill",0,0,1280,720)
end
end},
}--Scene swapping animations
function gotoScene(s,style)
if not sceneSwaping and s~=scene then
style=style or"deck"
style=style or"fade"
sceneSwaping={
tar=s,style=style,
time=swap[style][1],mid=swap[style][2],
@@ -156,6 +177,27 @@ function gotoScene(s,style)
Buttons.sel=nil
end
end
local prevMenu={
load=love.event.quit,
intro="quit",
main="intro",
mode="main",
custom="mode",
ready="mode",
play=function()
clearTask("play")
gotoScene(curMode.id~="custom"and"mode"or"custom","deck")
end,
help="main",
stat="main",
setting=function()
saveSetting()
gotoScene("main")
end,
setting2="setting",
setting3="setting",
}
function back()
local t=prevMenu[scene]
if type(t)=="string"then
@@ -164,10 +206,46 @@ function back()
t()
end
end
local dataOpt={
"run",
"game",
"gametime",
"piece",
"row",
"atk",
"key",
"rotate",
"hold",
"spin",
}
local saveOpt={
"lang",
"ghost",
"center",
"grid",
"swap",
"sfx",
"bgm",
"vib",
"fxs",
"das",
"arr",
"sddas",
"sdarr",
"fullscreen",
"bgblock",
"virtualkeyAlpha",
"virtualkeyIcon",
"virtualkeySwitch",
"frameMul",
}
function loadData()
userData:open("r")
--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n")
local t=string.splitS(userData:read(),"\r\n")
--local t=splitS(love.math.decompress(userdata,"zlib"),"\r\n")
local t=splitS(userData:read(),"\r\n")
userData:close()
for i=1,#t do
local i=t[i]
@@ -194,8 +272,8 @@ function saveData()
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")
--local t=splitS(love.math.decompress(userdata,"zlib"),"\r\n")
local t=splitS(userSetting:read(),"\r\n")
userSetting:close()
for i=1,#t do
local i=t[i]
@@ -210,17 +288,17 @@ function loadSetting()
setting.fullscreen=v=="true"
love.window.setFullscreen(setting.fullscreen)
elseif t=="keymap"then
v=string.splitS(v,"/")
v=splitS(v,"/")
for i=1,16 do
local v1=string.splitS(v[i],",")
local v1=splitS(v[i],",")
for j=1,#v1 do
setting.keyMap[i][j]=v1[j]
end
end
elseif t=="keylib"then
v=string.splitS(v,"/")
v=splitS(v,"/")
for i=1,4 do
local v1=string.splitS(v[i],",")
local v1=splitS(v[i],",")
for j=1,#v1 do
setting.keyLib[i][j]=toN(v1[j])
end
@@ -233,10 +311,10 @@ function loadSetting()
end
end
elseif t=="virtualkey"then
v=string.splitS(v,"/")
v=splitS(v,"/")
for i=1,10 do
if not v[i]then goto c end
virtualkey[i]=string.splitS(v[i],",")
virtualkey[i]=splitS(v[i],",")
for j=1,4 do
virtualkey[i][j]=toN(virtualkey[i][j])
end
@@ -251,7 +329,7 @@ function loadSetting()
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"or t=="grid"or t=="swap"then
elseif t=="ghost"or t=="center"or t=="grid"or t=="swap"or t=="fxs"then
setting[t]=v=="true"
elseif t=="lang"then
setting[t]=toN(v:match("[12]"))or 1