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3 Commits

Author SHA1 Message Date
MrZ_26
3019f83999 Alpha V0.7.18 2020-02-04 19:34:16 +08:00
MrZ_26
438046f77f Alpha V0.7.17 2020-02-04 19:34:07 +08:00
MrZ_26
830f0ffbed Alpha V0.7.16 2020-02-04 19:33:52 +08:00
18 changed files with 1022 additions and 660 deletions

View File

@@ -12,26 +12,23 @@ local touching=nil--1st touching ID
local sceneInit={
load=function()
curBG="none"
loading=1--Loading mode
loadnum=1--Loading counter
loadprogress=0--Loading bar(0~1)
loadTip=text.tips[rnd(#text.tips)]
end,
intro=function()
curBG="none"
count=0
BGM("blank")
end,
main=function()
curBG="none"
collectgarbage()
end,
mode=function()
curBG="none"
saveData()
modeSel=modeSel or 1
levelSel=levelSel or 3
curBG="none"
BGM("blank")
end,
custom=function()
@@ -40,27 +37,24 @@ local sceneInit={
BGM("blank")
end,
draw=function()
curBG="none"
kb.setKeyRepeat(true)
clearSureTime=0
pen=1
sx,sy=1,1
curBG="none"
pen,sx,sy=1,1,1
end,
play=function()
restartCount=0
if needResetGameData then
resetGameData()
needResetGameData=nil
end
sysSFX("ready")
end,
pause=function()
pauseTime=0
end,
setting=function()
curBG="none"
end,
setting2=function()
curBG="none"
curBoard=1
keyboardSet=1
joystickSet=1
@@ -74,10 +68,8 @@ local sceneInit={
snapLevel=1
end,--Touch setting
help=function()
curBG="none"
end,
stat=function()
curBG="none"
end,
quit=function()
love.event.quit()
@@ -98,7 +90,6 @@ local function getNewBlock()
BGblock.next=BGblock.next%7+1
return t
end
local scs={{1,2},nil,nil,nil,nil,{1.5,1.5},{0.5,2.5}}for i=2,5 do scs[i]=scs[1]end
function onVirtualkey(x,y)
local d2,nearest,distance
@@ -119,7 +110,6 @@ function buttonControl_key(i)
Buttons.sel=Buttons[scene][Buttons.sel[i]]or Buttons.sel
else
Buttons.sel=select(2,next(Buttons[scene]))
mouseShow=false
end
elseif i=="space"or i=="return"then
if not sceneSwaping and Buttons.sel then
@@ -135,7 +125,6 @@ function buttonControl_gamepad(i)
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
else
Buttons.sel=select(2,next(Buttons[scene]))
mouseShow=false
end
elseif i=="start"then
if not sceneSwaping and Buttons.sel then
@@ -144,7 +133,6 @@ function buttonControl_gamepad(i)
sysSFX("button")
end
end
mouseShow=false
end
mouseDown={}
@@ -160,7 +148,6 @@ function mouseDown.draw(x,y,k)
end
function mouseDown.setting3(x,y,k)
if k==2 then back()end
sel=nil
for K=1,#virtualkey do
local b=virtualkey[K]
if (x-b[1])^2+(y-b[2])^2<b[3]then
@@ -387,16 +374,15 @@ function keyDown.setting2(key)
end
end
function keyDown.play(key)
if key=="escape"then pauseGame()end
if key=="escape"and not sceneSwaping then
return(frame<180 and back or pauseGame)()
end
local m=setting.keyMap
for p=1,human do
local lib=setting.keyLib[p]
for s=1,#lib do
for k=1,12 do
if key==m[lib[s]][k]then
pressKey(k,players[p])
return
end
for k=1,12 do
if key==m[2*p-1][k]or key==m[2*p][k]then
pressKey(k,players[p])
return
end
end
end
@@ -412,13 +398,10 @@ keyUp={}
function keyUp.play(key)
local m=setting.keyMap
for p=1,human do
local lib=setting.keyLib[p]
for s=1,#lib do
for k=1,12 do
if key==m[lib[s]][k]then
releaseKey(k,players[p])
return
end
for k=1,12 do
if key==m[2*p-1][k]or key==m[2*p][k]then
releaseKey(k,players[p])
return
end
end
end
@@ -474,14 +457,11 @@ end
function gamepadDown.play(key)
if key=="back"then back()return end
local m=setting.keyMap
for p=1,4 do
local lib=setting.keyLib[p]
for s=1,#lib do
for k=1,12 do
if key==m[8+lib[s]][k]then
pressKey(k,players[p])
return
end
for p=1,human do
for k=1,12 do
if key==m[2*p+7][k]or key==m[2*p+8][k]then
pressKey(k,players[p])
return
end
end
end
@@ -489,14 +469,11 @@ end
gamepadUp={}
function gamepadUp.play(key)
local m=setting.keyMap
for p=1,4 do
local lib=setting.keyLib[p]
for s=1,#lib do
for k=1,12 do
if key==m[8+lib[s]][k]then
releaseKey(k,players[p])
return
end
for p=1,human do
for k=1,12 do
if key==m[2*p+7][k]or key==m[2*p+8][k]then
releaseKey(k,players[p])
return
end
end
end
@@ -520,6 +497,7 @@ function love.mousepressed(x,y,k,t,num)
Buttons.sel=nil
love.mousemoved(x,y,0,0)
sysSFX("button")
VIB(1)
end
end
end
@@ -552,10 +530,10 @@ function love.wheelmoved(x,y)
end
function love.touchpressed(id,x,y)
mouseShow=false
if not touching then
touching=id
love.mousemoved(x,y,0,0)
mouseShow=false
love.touchmoved(id,x,y,0,0)
end
if touchDown[scene]then
touchDown[scene](id,xOy:inverseTransformPoint(x,y))
@@ -570,22 +548,20 @@ function love.touchreleased(id,x,y)
B.alpha=1
Buttons.sel=nil
sysSFX("button")
VIB(1)
end
Buttons.sel=nil
mouseShow=false
end
if touchUp[scene]then
touchUp[scene](id,xOy:inverseTransformPoint(x,y))
end
end
function love.touchmoved(id,x,y,dx,dy)
if not Buttons.sel then
touching=nil
end
x,y=xOy:inverseTransformPoint(x,y)
if touchMove[scene]then
touchMove[scene](id,x,y,dx/scr.k,dy/scr.k)
end
Buttons.sel=nil
for _,B in next,Buttons[scene]do
if not(B.hide and B.hide())then
if abs(x-B.x)<B.w*.5 and abs(y-B.y)<B.h*.5 then
@@ -594,9 +570,13 @@ function love.touchmoved(id,x,y,dx,dy)
end
end
end
if not Buttons.sel then
touching=nil
end
end
function love.keypressed(i)
mouseShow=false
if i=="f8"then devMode=not devMode end
if devMode then
if i=="k"then
@@ -604,11 +584,7 @@ function love.keypressed(i)
Event_gameover.lose()
--Test code here
elseif i=="q"then
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 i=="s"then
print(scr.x,scr.y,scr.w,scr.h,scr.k)
local B=Buttons.sel if B then print(format("x=%d,y=%d,w=%d,h=%d",B.x,B.y,B.w,B.h))end
elseif Buttons.sel then
local B=Buttons.sel
if i=="left"then B.x=B.x-10
@@ -627,7 +603,6 @@ function love.keypressed(i)
else buttonControl_key(i)
end
end
mouseShow=false
end
function love.keyreleased(i)
if keyUp[scene]then keyUp[scene](i)
@@ -635,11 +610,11 @@ function love.keyreleased(i)
end
function love.gamepadpressed(joystick,i)
mouseShow=false
if gamepadDown[scene]then return gamepadDown[scene](i)
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)
@@ -656,11 +631,8 @@ function love.lowmemory()
collectgarbage()
end
function love.resize(w,h)
if w>=h then scr.w,scr.h=w,h
else scr.w,scr.h=h,w
end
scr.r=h/w
if h/w>=.5625 then
scr.w,scr.h,scr.r=w,h,h/w
if scr.r>=.5625 then
scr.k=w/1280
scr.x,scr.y=0,(h-w*9/16)*.5
else
@@ -672,16 +644,12 @@ function love.resize(w,h)
collectgarbage()
end
function love.focus(f)
if not f and scene=="play"then pauseGame()end
if not f and wd.isMinimized()and scene=="play"then pauseGame()end
end
function love.update(dt)
--[[
if players then
for k,v in pairs(players[1])do
if rawget(_G,k)then print(k)end
end
end--check player data flew(debugging)
]]
-- if players then for k,v in pairs(players[1])do
-- if rawget(_G,k)and k~="next"and k~="hold"and k~="stat"then print(k,_G[v])end
-- end end--check player data flew(debugging)
for i=#BGblock,1,-1 do
BGblock[i].y=BGblock[i].y+BGblock[i].v
if BGblock[i].y>720 then rem(BGblock,i)end
@@ -699,9 +667,9 @@ function love.update(dt)
for k,B in next,Buttons[scene]do
B.alpha=0
end--Reset buttons' alpha
Buttons.sel=nil
scene=sceneSwaping.tar
sceneInit[scene]()
Buttons.sel=nil
elseif sceneSwaping.time==0 then
sceneSwaping=nil
end
@@ -712,8 +680,13 @@ function love.update(dt)
for i=#Task,1,-1 do
Task[i]:update()
end
updateButton()
for k,B in next,Buttons[scene]do
local t=B==Buttons.sel and .4 or 0
B.alpha=abs(B.alpha-t)>.02 and(B.alpha+(B.alpha<t and .02 or -.02))or t
if B.alpha>t then B.alpha=B.alpha-.02 elseif B.alpha<t then B.alpha=B.alpha+.02 end
end--update Buttons
end
local scs={1,2,1,2,1,2,1,2,1,2,1.5,1.5,.5,2.5}
function love.draw()
gc.discard()--SPEED UPUPUP!
Pnt.BG[setting.bg and curBG or"grey"]()
@@ -728,59 +701,81 @@ function love.draw()
end end
end
if Pnt[scene]then Pnt[scene]()end
drawButton()
for k,B in next,Buttons[scene]do
if not(B.hide and B.hide())then
local C=B.rgb or color.white
gc.setColor(C[1],C[2],C[3],B.alpha)
gc.rectangle("fill",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
gc.setColor(C)
gc.setLineWidth(3)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h,4)
gc.setColor(C[1],C[2],C[3],.3)
gc.setLineWidth(5)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h,4)
local t=B.t
local y0
if t then
if type(t)=="function"then t=t()end
setFont(B.f or 40)
y0=B.y-currentFont*.64
gc.printf(t,B.x-201,y0+2,400,"center")
gc.printf(t,B.x-199,y0+2,400,"center")
gc.printf(t,B.x-201,y0,400,"center")
gc.printf(t,B.x-199,y0,400,"center")
gc.setColor(C)
mStr(t,B.x,y0+1)
end
end
end--Draw buttons
if mouseShow and not touching then
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][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)
gc.circle("fill",mx,my,3)
end
if sceneSwaping then sceneSwaping.draw()end
if scr.r==.5625 then goto L end
gc.draw(mouseBlock[r],mx,my,Timer()%pi*4,20,20,scs[2*r]-.5,#blocks[r][0]-scs[2*r-1]+.5)
gc.setColor(1,1,1,.5)gc.circle("fill",mx,my,5)
gc.setColor(1,1,1)gc.circle("fill",mx,my,3)
end--Awesome mouse!
if sceneSwaping then sceneSwaping.draw()end--Swaping animation
if scr.r~=.5625 then
gc.setColor(0,0,0)
if scr.r>.5625 then
gc.setColor(0,0,0)
gc.rectangle("fill",0,0,1280,scr.w*9/16-scr.h)
gc.rectangle("fill",0,720,1280,scr.h-scr.w*9/16)
else
gc.setColor(0,0,0)
gc.rectangle("fill",0,0,scr.h*16/9-scr.w,720)
gc.rectangle("fill",1280,0,scr.w-scr.h*16/9,720)
end
::L::
local d=(scr.h-scr.w*9/16)*.5/scr.k
gc.rectangle("fill",0,0,1280,-d)
gc.rectangle("fill",0,720,1280,d)
else--high
local d=(scr.w-scr.h*16/9)*.5/scr.k
gc.rectangle("fill",0,0,-d,720)
gc.rectangle("fill",1280,0,d,720)
end--wide
end--Black side
setFont(20)gc.setColor(1,1,1)
gc.print(tm.getFPS(),5,700)
if devMode then
gc.print(gcinfo(),5,680)
gc.print(mx.." "..my,5,640)
gc.print(#freeRow or 0,5,660)
gc.print(gcinfo(),5,680)
end
end
function love.run()
local frameT=Timer()
local readyDrawFrame=0
local PUMP,POLL=love.event.pump,love.event.poll
love.resize(gc.getWidth(),gc.getHeight())
scene="load"sceneInit.load()--System Launch
return function()
love.event.pump()
for name,a,b,c,d,e,f in love.event.poll()do
if name=="quit"then return 0 end
if love[name]then love[name](a,b,c,d,e,f)end
PUMP()
for N,a,b,c,d,e in POLL()do
if N=="quit"then return 0
elseif love[N]then love[N](a,b,c,d,e)end
end
tm.step()
-- love.receiveData(id,data)
love.update(tm.getDelta())
readyDrawFrame=readyDrawFrame+setting.frameMul
if readyDrawFrame>=100 then
readyDrawFrame=readyDrawFrame-100
gc.clear()
love.draw()
gc.present()
end
::L::if Timer()-frameT<1/60 then goto L end
frameT=Timer()
tm.sleep(.001)
end
end

View File

@@ -29,16 +29,9 @@ function clearTask(opt)
end
end
function Task:update()
if self.code(self.P,self.data)then
self:destroy()
return nil
end
end
function Task:destroy()
for i=#Task,1,-1 do
if Task[i]==self then
rem(Task,i)
return nil
end
if(not self.P or self.P and scene=="play")and self.code(self.P,self.data)then
for i=#Task,1,-1 do
if Task[i]==self then rem(Task,i)return end
end--Destroy
end
end

View File

@@ -9,7 +9,7 @@ function love.conf(t)
t.audio.mixwithsystem=true--Switch on to keep sysBGM
local W=t.window
W.title="Techmino V0.7.15"
W.title="Techmino V0.7.18"
W.icon="/image/icon.png"
W.width,W.height=1280,720
W.minwidth,W.minheight=640,360

View File

@@ -83,22 +83,16 @@ loadmode={
pcchallenge=function()
createPlayer(1,340,15)
end,
techmino41=function()
createPlayer(1,340,15)--Player
techmino49=function()
createPlayer(1,340,15)
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))
local n,min,max=2,curMode.lv,35-6*curMode.lv
for i=1,4 do for j=1,6 do
createPlayer(n,78*i-54,115*j-98,.18,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))
for i=9,12 do for j=1,6 do
createPlayer(n,78*i+267,115*j-98,.18,rnd(min,max))
n=n+1
end end
--AIs
@@ -149,29 +143,34 @@ loadmode={
modeEnv[k]=customRange[k][customSel[k]]
end
modeEnv._20G=modeEnv.drop==-1
modeEnv.oncehold=customSel.hold==1
createPlayer(1,340,15)
if modeEnv.opponent==0 then
else
modeEnv.target=nil
createPlayer(2,965,360,.5,modeEnv.opponent)
end
if curMode.lv==1 then
local h=20
::R::
for i=1,10 do
if preField[h][i]>0 then goto L end
end
h=h-1
if h>0 then goto R end
::L::
for _,P in next,players.alive do
local t=P.showTime*3
for y=1,h do
P.field[y]=getNewRow(0)
P.visTime[y]=getNewRow(t)
for x=1,10 do P.field[y][x]=preField[y][x]end
preField.h=20
::R::
for i=1,10 do
if preField[preField.h][i]>0 then
if curMode.lv==1 then
goto L
elseif curMode.lv==2 then
return
end
end
end
preField.h=preField.h-1
if preField.h>0 then goto R end
::L::
for _,P in next,players.alive do
local t=P.showTime*3
for y=1,preField.h do
P.field[y]=getNewRow(0)
P.visTime[y]=getNewRow(t)
for x=1,10 do P.field[y][x]=preField[y][x]end
end
end
end,
}
@@ -179,7 +178,7 @@ mesDisp={
--Default:font=35,white
sprint=function()
setFont(70)
local r=max(P.gameEnv.target-P.cstat.row,0)
local r=max(P.gameEnv.target-P.stat.row,0)
mStr(r,-82,260)
if r<21 and r>0 then
gc.setLineWidth(3)
@@ -189,14 +188,14 @@ mesDisp={
end,
marathon=function()
setFont(50)
mStr(P.cstat.row,-82,320)
mStr(P.stat.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)
mStr(P.modeData.point,-82,320)
mStr((P.modeData.event+1)*100,-82,370)
gc.rectangle("fill",-128,376,90,4)
end,
classic=function()
@@ -206,18 +205,18 @@ mesDisp={
setFont(20)
mStr("speed level",-82,290)
setFont(50)
mStr(P.cstat.row,-82,320)
mStr(P.stat.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)
mStr(max(200-P.stat.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)
mStr(P.stat.atk,-82,310)
mStr(format("%.2f",2.5*P.stat.atk/P.stat.piece),-82,420)
setFont(20)
mStr("Attack",-82,363)
mStr("Efficiency",-82,475)
@@ -226,45 +225,53 @@ mesDisp={
setFont(35)
mStr("TSD",-82,407)
setFont(80)
mStr(P.cstat.event,-82,330)
mStr(P.modeData.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)
mStr(P.stat.row,-82,220)
mStr(P.stat.clear_4,-82,340)
end,
dig=function()
setFont(70)
mStr(P.cstat.event-20,-82,310)
mStr(P.modeData.event-20,-82,310)
setFont(30)
mStr("Wave",-82,375)
end,
survivor=function()
setFont(70)
mStr(P.cstat.event,-82,310)
mStr(P.modeData.event,-82,310)
setFont(30)
mStr("Wave",-82,375)
end,
tech=function()
setFont(50)
mStr(P.stat.atk,-82,310)
mStr(format("%.2f",2.5*P.stat.atk/P.stat.piece),-82,420)
setFont(20)
mStr("Attack",-82,363)
mStr("Efficiency",-82,475)
end,
pctrain=function()
setFont(22)
mStr("Perfect Clear",-82,412)
setFont(80)
mStr(P.cstat.pc,-82,330)
mStr(P.stat.pc,-82,330)
end,
pcchallenge=function()
setFont(22)
mStr("Perfect Clear",-82,432)
setFont(80)
mStr(P.cstat.pc,-82,350)
mStr(P.stat.pc,-82,350)
setFont(50)
mStr(max(100-P.cstat.row,0),-82,250)
mStr(max(100-P.stat.row,0),-82,250)
end,
techmino41=function()
techmino49=function()
setFont(40)
mStr(#players.alive.."/41",-82,175)
mStr(#players.alive.."/49",-82,175)
mStr(P.ko,-70,215)
setFont(25)
gc.print("KO",-127,225)
@@ -294,16 +301,17 @@ mesDisp={
end,
drought=function()
setFont(75)
mStr(max(100-P.cstat.row,0),-82,280)
mStr(max(100-P.stat.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)
mStr(max(P.gameEnv.target-P.stat.row,0),-82,280)
end
if curMode.lv==2 and(P.keyPressing[9]or frame<180)then
if curMode.lv==2 and P.modeData.event==0 then
gc.setColor(1,1,1,.6)
gc.setLineWidth(3)
for y=1,20 do for x=1,10 do
for y=1,preField.h do for x=1,10 do
if preField[y][x]>0 then
gc.setColor(blockColor[preField[y][x]])
gc.rectangle("line",30*x-25,605-30*y,20,20)
@@ -314,9 +322,9 @@ mesDisp={
}
Event={
marathon_reach=function()
local s=int(P.cstat.row*.1)
local s=int(P.stat.row*.1)
if s>=20 then
P.cstat.row=200
P.stat.row=200
Event_gameover.win()
else
P.gameEnv.drop=marathon_drop[s]
@@ -326,19 +334,20 @@ Event={
end
end,
master_reach_lunatic=function()
local t=P.cstat.point
local t=P.modeData.point
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
P.cstat.event=4
P.cstat.point=500
if int(t*.01)>P.modeData.event then
P.modeData.event=P.modeData.event+1
if P.modeData.event==5 then
P.modeData.event=4
P.modeData.point=500
Event_gameover.win()
goto L
else
local s=P.cstat.event+1
local s=P.modeData.event+1
curBG=s==2 and"game1"or s==3 and"game2"or s==4 and"game3"or s==5 and"game4"
P.gameEnv.lock=rush_lock[s]
P.gameEnv.wait=rush_wait[s]
P.gameEnv.fall=rush_fall[s]
@@ -349,24 +358,26 @@ Event={
SFX("reach")
end
end
P.cstat.point=t
P.modeData.point=t
if t%100==99 then SFX("blip_1")end
::L::
end,
master_reach_ultimate=function()
local t=P.cstat.point
local t=P.modeData.point
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
P.cstat.event=4
P.cstat.point=500
if int(t*.01)>P.modeData.event then
P.modeData.event=P.modeData.event+1
if P.modeData.event==5 then
curBG="game5"
P.modeData.event=4
P.modeData.point=500
Event_gameover.win()
goto L
else
local s=P.cstat.event+1
local s=P.modeData.event+1
curBG=s==2 and"game3"or s==3 and"game4"or s==4 and"game5"or s==5 and"game6"
P.gameEnv.lock=death_lock[s]
P.gameEnv.wait=death_wait[s]
P.gameEnv.fall=death_fall[s]
@@ -376,7 +387,7 @@ Event={
SFX("reach")
end
end
P.cstat.point=t
P.modeData.point=t
if t%100==99 then SFX("blip_1")end
::L::
end,
@@ -391,30 +402,32 @@ Event={
if P.lastClear~=52 then
Event_gameover.lose()
elseif #P.clearing>0 then
P.cstat.event=P.cstat.event+1
if #P.field>11 and P.cstat.event%5~=1 then
ins(P.clearing,1)
end
P.modeData.event=P.modeData.event+1
end
end,
tech_reach=function()
if #P.clearing>0 and P.lastClear<10 then
tech_reach_easy=function()
if P.b2b<40 then
Event_gameover.lose()
end
end,
tech_reach_hard=function()
if #P.clearing>0 and P.lastClear<10 then
Event_gameover.lose()
end
end,
tech_reach_ultimate=function()
if #P.clearing>0 and P.lastClear<10 or P.lastClear==74 then
Event_gameover.lose()
end
end,
newPC=function()
local P=players[1]
if P.cstat.piece%4==0 then
if P.stat.piece%4==0 then
if #P.field==#P.clearing then
P.counter=P.cstat.piece==0 and 20 or 0
P.counter=P.stat.piece==0 and 20 or 0
newTask(Event_task.PC,P)
if curMode.lv==2 then
local s=P.cstat.pc*.5
local s=P.stat.pc*.5
if int(s)==s and s>0 then
P.gameEnv.drop=pc_drop[s]or 10
P.gameEnv.lock=pc_lock[s]or 20
@@ -434,7 +447,6 @@ Event={
}
Event_gameover={
win=function()
local P=players.alive[1]
P.alive=false
P.control=false
P.timing=false
@@ -444,7 +456,6 @@ Event_gameover={
if modeEnv.royaleMode then
P.rank=1
P.result="WIN"
showText(P,1,"appear",60,120,nil,true)
changeAtk(P)
BGM("end")
end
@@ -457,7 +468,11 @@ Event_gameover={
P.visTime[i][j]=min(P.visTime[i][j],20)
end
end
showText(P,text.win,"beat",90,nil,nil,true)
if P.id==1 then
gamefinished=true
newTask(Event_task.finish,P)
end
showText(P,text.win,"beat",90,nil,.4,curMode.id~="custom")
SFX("win")
end,
lose=function()
@@ -525,6 +540,7 @@ Event_gameover={
P.gameEnv.keepVisible=P.gameEnv.visible~="show"
showText(P,text.lose,"appear",90,nil,nil,true)
if P.id==1 then
gamefinished=true
SFX("fail")
if modeEnv.royaleMode then
BGM("end")
@@ -538,10 +554,19 @@ Event_gameover={
end
if #players>1 then
newTask(Event_task.lose,P)
else
newTask(Event_task.finish,P)
end
end,
}
Event_task={
finish=function(P)
P.endCounter=P.endCounter+1
if P.endCounter>120 then
pauseGame()
return true
end
end,
lose=function(P)
P.endCounter=P.endCounter+1
if P.endCounter>80 then
@@ -557,6 +582,9 @@ Event_task={
removeRow(P.field)
removeRow(P.visTime)
end
if P.id==1 then
pauseGame()
end
return true
end
end
@@ -574,108 +602,110 @@ Event_task={
dig_normal=function(P)
if not P.control then return end
P.counter=P.counter+1
if P.counter>=max(90,180-2*P.cstat.event)then
if P.counter>=max(90,180-P.modeData.event)then
garbageRise(10,1,rnd(10))
P.counter=0
P.cstat.event=P.cstat.event+1
P.modeData.event=P.modeData.event+1
end
end,
dig_lunatic=function(P)
if not P.control then return end
P.counter=P.counter+1
if P.counter>=max(45,80-.4*P.cstat.event)then
garbageRise(11+P.cstat.event%3,1,rnd(10))
if P.counter>=max(45,80-.3*P.modeData.event)then
garbageRise(11+P.modeData.event%3,1,rnd(10))
P.counter=0
P.cstat.event=P.cstat.event+1
P.modeData.event=P.modeData.event+1
end
end,
survivor_easy=function(P)
if not P.control then return end
P.counter=P.counter+1
if P.counter>=max(60,150-2*P.cstat.event)then
if P.counter>=max(60,150-2*P.modeData.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==45 then showText(P,text.maxspeed,"appear",80,-140)end
P.cstat.event=P.cstat.event+1
if P.modeData.event==45 then showText(P,text.maxspeed,"appear",80,-140)end
P.modeData.event=P.modeData.event+1
end
end,
survivor_normal=function(P)
if not P.control then return end
P.counter=P.counter+1
if P.counter>=max(90,180-2*P.cstat.event)then
local d=P.cstat.event+1
if P.counter>=max(90,180-2*P.modeData.event)then
local d=P.modeData.event+1
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
P.stat.recv=P.stat.recv+d%4+1
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
if P.modeData.event==45 then showText(P,text.maxspeed,"appear",80,-140)end
P.modeData.event=P.modeData.event+1
end
end,
survivor_hard=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.cstat.event%3<2 then
if P.counter>=max(60,180-2*P.modeData.event)then
if P.modeData.event%3<2 then
ins(P.atkBuffer,{pos=rnd(10),amount=1,countdown=0,cd0=0,time=0,sent=false,lv=1})
else
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)
P.atkBuffer.sum=P.atkBuffer.sum+(P.modeData.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
if P.modeData.event==45 then showText(P,text.maxspeed,"appear",80,-140)end
P.modeData.event=P.modeData.event+1
end
end,
survivor_lunatic=function(P)
if not P.control then return end
P.counter=P.counter+1
if P.counter>=max(60,150-P.cstat.event)then
local t=max(60,90-P.cstat.event)
if P.counter>=max(60,150-P.modeData.event)then
local t=max(60,90-P.modeData.event)
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
if P.atkBuffer.sum>15 then garbageRelease()end
P.counter=0
if P.cstat.event==60 then showText(P,text.maxspeed,"appear",80,-140)end
P.cstat.event=P.cstat.event+1
if P.modeData.event==60 then showText(P,text.maxspeed,"appear",80,-140)end
P.modeData.event=P.modeData.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)
if P.counter>=max(300,600-10*P.modeData.event)then
local t=max(300,480-12*P.modeData.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
if P.atkBuffer.sum>32 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
if P.modeData.event==31 then showText(P,text.maxspeed,"appear",80,-140)end
P.modeData.event=P.modeData.event+1
end
end,
PC=function(P)
P.counter=P.counter+1
if P.counter==21 then
local t=P.cstat.pc%2
local t=P.stat.pc%2
for i=1,4 do
local r=getNewRow(0)
for j=1,10 do
r[j]=PCbase[4*t+i][j]
end
ins(P.field,1,r)
ins(P.visTime,1,getNewRow(P.showTime))
ins(P.visTime,1,getNewRow(20))
end
P.fieldBeneath=P.fieldBeneath+120
-- P.curY=P.curY+4
P.y_img=P.y_img+4
for i=1,#P.clearing do
P.clearing[i]=P.clearing[i]+4
end
freshgho()
return true
end
@@ -696,84 +726,68 @@ Event_task={
defaultModeEnv={
sprint={
{
drop=60,
target=10,
drop=60,target=10,
reach=Event_gameover.win,
bg="strap",bgm="race",
},
{
drop=60,
target=20,
drop=60,target=20,
reach=Event_gameover.win,
bg="strap",bgm="race",
},
{
drop=60,
target=40,
drop=60,target=40,
reach=Event_gameover.win,
bg="strap",bgm="race",
},
{
drop=60,
target=100,
drop=60,target=100,
reach=Event_gameover.win,
bg="strap",bgm="race",
},
{
drop=60,
target=400,
drop=60,target=400,
reach=Event_gameover.win,
bg="strap",bgm="push",
},
{
drop=60,
target=1000,
drop=60,target=1000,
reach=Event_gameover.win,
bg="strap",bgm="push",
},
},
marathon={
{
drop=60,lock=60,
fall=30,
target=200,
reach=Event.marathon_reach,
drop=60,lock=60,fall=30,
target=200,reach=Event.marathon_reach,
bg="strap",bgm="way",
},
{
drop=60,
fall=20,
target=10,
reach=Event.marathon_reach,
drop=60,fall=20,
target=10,reach=Event.marathon_reach,
bg="strap",bgm="way",
},
{
_20G=true,
fall=15,
target=200,
reach=Event.marathon_reach,
_20G=true,fall=15,
target=200,reach=Event.marathon_reach,
bg="strap",bgm="race",
},
},
master={
{
_20G=true,
drop=0,lock=rush_lock[1],
_20G=true,drop=0,lock=rush_lock[1],
wait=rush_wait[1],
fall=rush_fall[1],
target=0,
reach=Event.master_reach_lunatic,
target=0,reach=Event.master_reach_lunatic,
das=9,arr=3,
freshLimit=15,
bg="game2",bgm="secret8th",
bg="strap",bgm="secret8th",
},
{
_20G=true,
drop=0,lock=death_lock[1],
_20G=true,drop=0,lock=death_lock[1],
wait=death_wait[1],
fall=death_fall[1],
target=0,
reach=Event.master_reach_ultimate,
target=0,reach=Event.master_reach_ultimate,
das=6,arr=1,
freshLimit=15,
bg="game2",bgm="secret7th",
@@ -781,16 +795,13 @@ defaultModeEnv={
},
classic={
{
das=15,arr=3,
sddas=2,sdarr=2,
das=15,arr=3,sddas=2,sdarr=2,
ghost=false,center=false,
drop=1,lock=1,
wait=10,fall=25,
drop=1,lock=1,wait=10,fall=25,
next=1,hold=false,
sequence="rnd",
freshLimit=0,
target=10,
reach=Event.classic_reach,
target=10,reach=Event.classic_reach,
bg="rgb",bgm="rockblock",
},
},
@@ -798,8 +809,7 @@ defaultModeEnv={
{
drop=1e99,lock=1e99,
oncehold=false,
target=200,
reach=Event_gameover.win,
target=200,reach=Event_gameover.win,
bg="strap",bgm="infinite",
},
},
@@ -821,16 +831,14 @@ defaultModeEnv={
oncehold=false,
drop=1e99,lock=1e99,
freshLimit=15,
target=1,
reach=Event.tsd_reach,
target=1,reach=Event.tsd_reach,
ospin=false,
bg="matrix",bgm="reason",
},
{
drop=60,lock=60,
freshLimit=15,
target=1,
reach=Event.tsd_reach,
target=1,reach=Event.tsd_reach,
ospin=false,
bg="matrix",bgm="reason",
},
@@ -933,35 +941,32 @@ defaultModeEnv={
{
oncehold=false,
drop=1e99,lock=1e99,
target=0,
reach=Event.tech_reach,
target=1,reach=Event.tech_reach_easy,
bg="matrix",bgm="way",
},
{
oncehold=false,
drop=30,lock=60,
target=0,
reach=Event.tech_reach,
target=1,reach=Event.tech_reach_easy,
bg="matrix",bgm="way",
},
{
drop=15,lock=60,
target=0,
reach=Event.tech_reach_hard,
drop=8,lock=60,
freshLimit=15,
bg="matrix",bgm="way",
target=1,reach=Event.tech_reach_hard,
bg="matrix",bgm="secret8th",
},
{
drop=5,lock=40,
target=0,
drop=4,lock=40,
target=1,
freshLimit=15,
reach=Event.tech_reach_hard,
bg="matrix",bgm="way",
bg="matrix",bgm="secret8th",
},
{
drop=1,lock=40,
target=0,
freshLimit=15,
reach=Event.tech_reach_hard,
target=1,reach=Event.tech_reach_ultimate,
bg="matrix",bgm="secret7th",
},
},
@@ -969,11 +974,10 @@ defaultModeEnv={
{
next=4,
hold=false,
drop=120,lock=120,
drop=150,lock=150,
fall=20,
sequence="pc",
target=0,
reach=Event.newPC,
target=0,reach=Event.newPC,
ospin=false,
bg="rgb",bgm="newera",
},
@@ -983,9 +987,8 @@ defaultModeEnv={
drop=60,lock=60,
fall=20,
sequence="pc",
target=0,
freshLimit=15,
reach=Event.newPC,
target=0,reach=Event.newPC,
ospin=false,
bg="rgb",bgm="newera",
},
@@ -994,31 +997,26 @@ defaultModeEnv={
{
oncehold=false,
drop=300,lock=1e99,
target=100,
reach=Event_gameover.win,
target=100,reach=Event_gameover.win,
ospin=false,
bg="rgb",bgm="newera",
},
{
drop=60,lock=120,
fall=10,
target=100,
reach=Event_gameover.win,
drop=60,lock=120,fall=10,
target=100,reach=Event_gameover.win,
freshLimit=15,
ospin=false,
bg="rgb",bgm="infinite",
},
{
drop=20,lock=60,
fall=20,
target=100,
reach=Event_gameover.win,
drop=20,lock=60,fall=20,
target=100,reach=Event_gameover.win,
freshLimit=15,
ospin=false,
bg="rgb",bgm="infinite",
},
},
techmino41={
techmino49={
{
fall=20,
royaleMode=true,

BIN
font.ttf

Binary file not shown.

View File

@@ -6,7 +6,7 @@ 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 spin_n={[0]="spin_0","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
@@ -105,9 +105,9 @@ local freshMethod={
newNext(i)
end,--random
pc=function()
if P.cstat.piece%4==0 then
if P.stat.piece%4==0 then
local r=rnd(#PClist)
local f=P.cstat.event==1
local f=P.modeData.event==1
for i=1,4 do
local b=PClist[r][i]
if f then
@@ -117,7 +117,7 @@ local freshMethod={
end
newNext(b)
end
P.cstat.event=(P.cstat.event+1)%2
P.modeData.event=(P.modeData.event+1)%2
end
end,
drought1=function()
@@ -160,10 +160,35 @@ function loadGame(mode,level)
needResetGameData=true
gotoScene("play","deck")
end
function resetPartGameData()
frame=30
if players then
for _,P in next,players do if P.id then
while P.field[1]do
removeRow(P.field)
removeRow(P.visTime)
end
end end
end
players={alive={}}human=0
loadmode[curMode.id]()
if modeEnv.royaleMode then
for i=1,#players do
changeAtk(players[i],randomTarget(players[i]))
end
end
for i=1,#virtualkey do
virtualkey[i].press=false
end
collectgarbage()
end
function resetGameData()
gamefinished=false
frame=0
garbageSpeed=1
pushSpeed=3
pauseTime=0--Time paused
pauseCount=0--Times paused
if players then
for _,P in next,players do if P.id then
while P.field[1]do
@@ -179,7 +204,7 @@ function resetGameData()
BGM(modeEnv.bgm)
FX.beam={}
for k,v in pairs(PTC.dust)do
for _,v in next,PTC.dust do
v:release()
end
for i=1,#players do
@@ -205,6 +230,7 @@ function resetGameData()
while freeRow[p]do
rem(freeRow)
end
sysSFX("ready")
collectgarbage()
end
function gameStart()
@@ -247,12 +273,15 @@ function createPlayer(id,x,y,size,AIspeed,data)
P.alive=true
P.control=false
P.timing=false
P.time=0
P.cstat={
key=0,piece=0,row=0,atk=0,
techrash=0,pc=0,
point=0,event=0
P.stat={
time=0,
key=0,rotate=0,hold=0,piece=0,row=0,
atk=0,send=0,recv=0,pend=0,
clear_1=0,clear_2=0,clear_3=0,clear_4=0,
spin_0=0,spin_1=0,spin_2=0,spin_3=0,
pc=0,b2b=0,b3b=0,
}--Current gamestat
P.modeData={point=0,event=0}--data use by mode
P.keyTime={}for i=1,10 do P.keyTime[i]=-1e5 end P.keySpeed=0
P.dropTime={}for i=1,10 do P.dropTime[i]=-1e5 end P.dropSpeed=0
@@ -353,6 +382,7 @@ function garbageSend(S,R,send,time)
sent=false,
lv=min(int(send^.69),5),
})
R.stat.recv=R.stat.recv+send
if R.id==1 then sysSFX(send<4 and "blip_1"or"blip_2",min(send+1,5)*.1)end
end
end
@@ -362,6 +392,7 @@ function garbageRelease()
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
P.stat.pend=P.stat.pend+A.amount
A.sent=true
A.time=0
end
@@ -643,24 +674,24 @@ function spin(d,ifpre)
P.curX=P.curX-1
goto I
end
goto E
goto quit
::T::
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
P.stat.rotate=P.stat.rotate+1
goto quit
::I::
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
if P.id==1 then stat.rotate=stat.rotate+1 end
end
::E::return
P.stat.rotate=P.stat.rotate+1
end
goto quit
end
local icb=blocks[P.cur.id][idir]
local isc=scs[P.cur.id][idir]
@@ -675,7 +706,7 @@ function spin(d,ifpre)
goto spin
end
end
goto fail
goto quit
::spin::
createShade(P.curX,P.curY+P.r-1,P.curX+P.c-1,P.curY)
P.curX,P.curY,P.dir=ix,iy,idir
@@ -685,10 +716,8 @@ function spin(d,ifpre)
freshgho()
freshLockDelay()
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 P.id==1 then
stat.rotate=stat.rotate+1
end
::fail::
P.stat.rotate=P.stat.rotate+1
::quit::
end
function hold(ifpre)
if not P.holded and P.waiting==-1 and P.gameEnv.hold then
@@ -712,9 +741,7 @@ function hold(ifpre)
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
stat.hold=stat.hold+1
end
P.stat.hold=P.stat.hold+1
end
end
function drop()
@@ -739,7 +766,7 @@ function drop()
end--Immobile
end
lock()
local cc,csend,exblock,sendTime=checkrow(P.curY,P.r),0,0,0--Currect clear&send&sendTime
local cc,send,exblock,sendTime=checkrow(P.curY,P.r),0,0,0--Currect clear&send&sendTime
local mini
if P.spinLast and cc>0 and dospin>0 then
dospin=dospin+P.spinLast
@@ -760,71 +787,76 @@ function drop()
if cc==4 then
if P.b2b>1000 then
showText(P,text.techrashB3B,"fly",80,-30)
csend=6
send=6
sendTime=100
exblock=exblock+1
P.stat.b3b=P.stat.b3b+1
elseif P.b2b>=40 then
showText(P,text.techrashB2B,"drive",80,-30)
sendTime=80
csend=5
send=5
P.stat.b2b=P.stat.b2b+1
else
showText(P,text.techrash,"stretch",80,-30)
sendTime=60
csend=4
send=4
end
P.b2b=P.b2b+120
P.lastClear=74
P.cstat.techrash=P.cstat.techrash+1
P.stat.clear_4=P.stat.clear_4+1
elseif cc>0 then
local clearKey=clear_n
if dospin then
if P.b2b>1000 then
showText(P,text.b3b..text.spin[P.cur.name]..text.clear[cc],"spin",40,-30)
csend=b2bATK[cc]+1
send=b2bATK[cc]+1
exblock=exblock+1
P.stat.b3b=P.stat.b3b+1
elseif P.b2b>=40 then
showText(P,text.b2b..text.spin[P.cur.name]..text.clear[cc],"spin",40,-30)
csend=b2bATK[cc]
send=b2bATK[cc]
P.stat.b2b=P.stat.b2b+1
else
showText(P,text.spin[P.cur.name]..text.clear[cc],"spin",50,-30)
csend=2*cc
send=2*cc
end
sendTime=20+csend*20
sendTime=20+send*20
if mini then
showText(P,text.mini,"appear",40,-80)
csend=ceil(csend*.5)
send=ceil(send*.5)
sendTime=sendTime+60
P.b2b=P.b2b+b2bPoint[cc]*.8
else
P.b2b=P.b2b+b2bPoint[cc]
end
P.lastClear=P.cur.id*10+cc
if P.id==1 then
stat.spin=stat.spin+1
end
clearKey=spin_n
SFX(spin_n[cc])
elseif #P.clearing<#P.field then
P.b2b=max(P.b2b-250,0)
showText(P,text.clear[cc],"appear",32+cc*3,-30,(8-cc)*.3)
csend=cc-1
sendTime=20+csend*20
send=cc-1
sendTime=20+send*20
P.lastClear=cc
end
P.stat[clearKey[cc]]=P.stat[clearKey[cc]]+1
else
P.combo=0
if dospin then
showText(P,text.spin[P.cur.name],"appear",50,-30)
SFX("spin_0")
P.b2b=P.b2b+20
P.stat.spin_0=P.stat.spin_0+1
end
end
csend=csend+(renATK[P.combo]or 4)
send=send+(renATK[P.combo]or 4)
if #P.clearing==#P.field then
showText(P,text.PC,"flicker",70,-80)
csend=min(csend,4)+min(6+P.cstat.pc,10)
send=min(send,4)+min(6+P.stat.pc,10)
exblock=exblock+2
sendTime=sendTime+60
if P.cstat.row>4 then P.b2b=1200 end
P.cstat.pc=P.cstat.pc+1
if P.stat.row>4 then P.b2b=1200 end
P.stat.pc=P.stat.pc+1
P.lastClear=P.cur.id*10+5
SFX("perfectclear")
end
@@ -835,39 +867,38 @@ function drop()
if cc>0 then
SFX(clear_n[cc])
SFX(ren_n[min(P.combo,11)])
if P.id==1 then VIB(cc<3 and 1 or cc-1)end
if P.id==1 then VIB(cc)end
end
if P.b2b>1200 then P.b2b=1200 end
if cc>0 and modeEnv.royaleMode then
local i=min(#P.atker,9)
if i>1 then
csend=csend+reAtk[i]
send=send+reAtk[i]
exblock=exblock+reDef[i]
end
end
if csend>0 then
if send>0 then
if exblock then exblock=int(exblock*(1+P.strength*.25))end
csend=csend*(1+P.strength*.25)
if mini then csend=csend end
csend=int(csend)
send=send*(1+P.strength*.25)
if mini then send=send end
send=int(send)
--Badge Buff
P.cstat.atk=P.cstat.atk+csend
if P.id==1 then stat.atk=stat.atk+csend end
P.stat.atk=P.stat.atk+send
--ATK statistics
if csend==0 then goto L end
showText(P,csend,"zoomout",40,70)
if send==0 then goto L end
showText(P,send,"zoomout",40,70)
if exblock==0 then goto L end
showText(P,exblock,"zoomout",20,115)
::L::
if csend>0 and P.atkBuffer[1]then
if send>0 and P.atkBuffer[1]then
if exblock>0 then
exblock=exblock-1
else
csend=csend-1
send=send-1
end
P.atkBuffer[1].amount=P.atkBuffer[1].amount-1
P.atkBuffer.sum=P.atkBuffer.sum-1
@@ -876,24 +907,25 @@ function drop()
end
goto L
end
if csend>0 then
if send>0 then
if modeEnv.royaleMode then
if P.atkMode==4 then
if #P.atker>0 then
for i=1,#P.atker do
garbageSend(P,P.atker[i],csend,sendTime)
garbageSend(P,P.atker[i],send,sendTime)
end
else
garbageSend(P,randomTarget(P),csend,sendTime)
garbageSend(P,randomTarget(P),send,sendTime)
end
else
freshTarget(P)
garbageSend(P,P.atking,csend,sendTime)
garbageSend(P,P.atking,send,sendTime)
end
elseif #players.alive>1 then
garbageSend(P,randomTarget(P),csend,sendTime)
garbageSend(P,randomTarget(P),send,sendTime)
end
if P.id==1 and csend>3 then sysSFX("emit",min(csend,8)*.125)end
P.stat.send=P.stat.send+send
if P.id==1 and send>3 then sysSFX("emit",min(send,8)*.125)end
end
elseif cc==0 then
if P.b2b>1000 then
@@ -901,11 +933,8 @@ function drop()
end
garbageRelease()
end
if P.id==1 then
stat.piece,stat.row=stat.piece+1,stat.row+cc
end
P.cstat.piece,P.cstat.row=P.cstat.piece+1,P.cstat.row+cc
if P.cstat.row>=P.gameEnv.target then
P.stat.piece,P.stat.row=P.stat.piece+1,P.stat.row+cc
if P.stat.row>=P.gameEnv.target then
P.gameEnv.reach()
end
P.spinLast=dospin and cc>0
@@ -961,8 +990,7 @@ function pressKey(i,p)
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
P.stat.key=P.stat.key+1
end
--ins(rec,{i,frame})
end
@@ -1017,7 +1045,7 @@ act={
P.curY=P.y_img
P.spinLast=false
SFX("drop")
if P.id==1 then VIB(1)end
if P.id==1 then VIB(0)end
end
P.lockDelay=-1
drop()
@@ -1051,20 +1079,30 @@ act={
P.swappingAtkMode=30
end
end
if curMode.id=="custom"and curMode.lv==2 and#P.field>0 then
for y=1,#P.field do
for x=1,10 do
if P.field[y][x]~=preField[y][x]then return end
if curMode.id=="custom"and curMode.lv==2 then
if #P.field>=preField.h then
for y=1,preField.h do
for x=1,10 do
local a,b=preField[y][x],P.field[y][x]
if a==0 and b>0 or a<8 and a~=b or a>7 and b==0 then
P.modeData.event=1-P.modeData.event
return
end
end
end
P.modeData.event=1
Event_gameover.win()
else
P.modeData.event=1-P.modeData.event
end
Event_gameover.win()
end
end
end,
restart=function()
clearTask("play")
resetGameData()
frame=30
if frame<180 then
clearTask("play")
resetPartGameData()
end
end,
insDown=function()
if P.curY~=P.y_img then
@@ -1076,7 +1114,7 @@ act={
local x0=cx
::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)
createShade(P.curX+1,P.curY+P.r-1,P.curX+1,P.curY)
freshgho()
goto L
end
@@ -1086,7 +1124,7 @@ act={
local x0=cx
::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)
createShade(P.curX+P.c-1,P.curY+P.r-1,P.curX+P.c-1,P.curY)
freshgho()
goto L
end

BIN
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@@ -3,17 +3,15 @@ return{
royale_remain=function(n)return"剩余 "..n.." 名玩家"end,
cmb={nil,nil,"3 Combo","4 Combo","5 Combo","6 Combo","7 Combo","8 Combo","9 Combo","10 Combo!","11 Combo!","12 Combo!","13 Combo!","14 Combo!","15 Combo!","16 Combo!","17 Combo!","18 Combo!","19 Combo!","MEGACMB"},
techrash="Techrash",
techrashB2B="Techrash B2B",
techrashB3B="Techrash B2B2B",
techrashB2B="B2B Techrash",
techrashB3B="B2B2B Techrash",
block={"Z","S","L","J","T","O","I"},
spin={"Z-spin","S-spin","L-spin","J-spin","T-spin","O-spin","I-spin"},
clear={" single"," double"," triple"},
b2b="B2B ",
b3b="B2B2B ",
spin={"Z-spin","S-spin","L-spin","J-spin","T-spin","O-spin","I-spin"},
b2b="B2B ",b3b="B2B2B ",
mini="Mini",
PC="Perfect Clear",
hold="暂存",
next="下一个",
hold="暂存",next="下一个",
stage={"关卡 1","关卡 2","关卡 3","关卡 4","关卡 5",},
maxspeed="最高速度",
@@ -22,6 +20,8 @@ return{
win="胜利",
lose="失败",
pause="暂停",
finish="结束",
pauseTime="暂停时间",
custom="自定义游戏",
customOption={
@@ -43,7 +43,7 @@ return{
wait=nil,
fall=nil,
next=nil,
hold={"",""},
hold={"","","无限"},
sequence={"bag7","his4","随机"},
visible={"可见","半隐","全隐","瞬隐"},
target={10,20,40,100,200,500,1000,""},
@@ -62,7 +62,7 @@ return{
modeName={
[0]="自定义",
"竞速","马拉松","大师","经典","","无尽","单挑","仅TSD","隐形","挖掘","生存","科研",
"全清训练","全清挑战","41人混战","99人混战","干旱","多人",
"全清训练","全清挑战","49人混战","99人混战","干旱","多人",
},
modeInfo={
sprint="挑战世界纪录",
@@ -72,14 +72,14 @@ return{
zen="无重力消除200行",
infinite="科研沙盒",
solo="打败AI",
tsd="尽可能做T旋消2",
tsd="尽可能做TSD",
blind="最强大脑",
dig="核能挖掘机",
survivor="防守练习",
tech="ALLSPIN练习",
tech="尽可能不要普通消除",
pctrain="熟悉全清定式的组合",
pcchallenge="100行内尽可能多全清",
techmino41="41人混战",
pcchallenge="100行内尽可能多PC",
techmino49="49人混战",
techmino99="99人混战",
drought="异常序列",
hotseat="友尽模式",
@@ -90,27 +90,42 @@ return{
"不是动画,真的在加载!",
"整个游戏都是MrZ完成的!",
"大满贯10连击消四全清!",
"方块研究所有一个Nspire-CX版本!",
"<方块研究所>有一个Nspire-CX版本!",
"B2B2B2B存在吗?",
"MrZ旋转消5!",
"MEGACMB!",
"ALLSPIN!",
"O型回旋三清?",
"只用一个输入设备就可以玩游戏啦~",
"只用一个输入设备就可以游玩了",
"Miya:喵!",
"225238922,哔哩哔哩 干杯~",
"适度游戏益脑,沉迷游戏伤身,合理安排时间,享受健康生活",
"合群了就会消失,但是消失不代表没有意义",
"学会使用两个旋转键,三个更好",
"更小的DAS和ARR拥有更高的操作上限",
"注意到\"旋转\"到底对方块做了些什么吗?",
"20G是一套全新的游戏规则",
"不要在上课时玩游戏!",
"本游戏难度上限很高,做好心理准备",
"方块可以不是个休闲游戏",
},
stat={
"游戏运行次数:",
"游戏局数:",
"游戏时间:",
"总方块使用:",
"总消行数:",
"总攻击行数:",
"总按键数:",
"总旋转数:",
"暂存次数:",
"总旋转消行数:",
"按键数:",
"旋转数:",
"Hold次数:",
"方块使用数:",
"消行数:",
"攻击数:",
"发送数:",
"接收数:",
"上涨数:",
"消除数:",
"Spin数:",
"B2B数:",
"PC数:",
"效率:",
},
help={
"好像也没啥好帮助的吧?就当是关于了",
@@ -189,15 +204,16 @@ return{
arrD="-",arrU="+",
sddasD="-",sddasU="+",
sdarrD="-",sdarrU="+",
ctrl="控制设置",
touch="触摸设置",
lang=function()return langName[setting.lang]end,
sfx=function()return setting.sfx and"音效:开"or"音效:关"end,
bgm=function()return setting.bgm and"音乐:开"or"音乐:关"end,
vib=function()return "震动强度:"..setting.vib end,
fullscreen=function()return setting.fullscreen and"全屏:开"or"全屏:关"end,
bgblock=function()return setting.bgblock and"背景动画:开"or"背景动画:关"end,
frame=function()return"绘制帧:"..setting.frameMul.."%"end,
control="控制设置",
touch="触摸设置",
lang=function()return langName[setting.lang]end,
skin="切换方块皮肤",
back="保存&返回",
},
setting2={
@@ -221,4 +237,4 @@ return{
path="打开存储目录",
},
},
}--中文
}

240
language/chi_full.lua Normal file
View File

@@ -0,0 +1,240 @@
return{
atkModeName={"随机","徽章","击杀","反击"},
royale_remain=function(n)return"剩余 "..n.." 名玩家"end,
cmb={nil,nil,"3 Combo","4 Combo","5 Combo","6 Combo","7 Combo","8 Combo","9 Combo","10 Combo!","11 Combo!","12 Combo!","13 Combo!","14 Combo!","15 Combo!","16 Combo!","17 Combo!","18 Combo!","19 Combo!","MEGACMB"},
techrash="四清",
techrashB2B="满贯 四清",
techrashB3B="大满贯 四清",
block={"Z","S","L","J","T","O","I"},
clear={"单清","双清","三清"},
spin={"Z型回旋","S型回旋","L型回旋","J型回旋","T型回旋","O型回旋","I型回旋"},
b2b="满贯",b3b="大满贯",
mini="迷你",
PC="场地全清",
hold="暂存",next="下一个",
stage={"关卡 1","关卡 2","关卡 3","关卡 4","关卡 5",},
maxspeed="最高速度",
speedup="速度加快",
win="胜利",
lose="失败",
pause="暂停",
finish="结束",
pauseTime="暂停时间",
custom="自定义游戏",
customOption={
drop="下落延迟:",
lock="锁定延迟:",
wait="放块延迟:",
fall="消行延迟:",
next="序列数量:",
hold="暂存:",
sequence="序列:",
visible="可见性:",
target="目标行数:",
freshLimit="锁延刷新次数:",
opponent="对手速度等级:",
},
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={"","","无限"},
sequence={"bag7","his4","随机"},
visible={"可见","半隐","全隐","瞬隐"},
target={10,20,40,100,200,500,1000,""},
freshLimit={0,8,15,""},
opponent={"无电脑",1,2,3,4,5,6,7,8,9,10,11},
},
softdropdas="软降DAS:",
softdroparr="软降ARR:",
snapLevelName={"任意摆放","10px吸附","20px吸附","40px吸附","60px吸附","80px吸附"},
keyboard="键盘",joystick="手柄",
space="空格",enter="回车",
setting2Help="方向键选择/翻页,回车修改,esc返回",
actName={"左移:","右移:","顺时针旋转:","逆时针旋转:","180°旋转","硬降:","软降:","暂存:","功能键:","重新开始:","左瞬移:","右瞬移:","软降到底:"},
modeName={
[0]="自定义",
"竞速","马拉松","大师","经典","","无尽","单挑","仅TSD","隐形","挖掘","生存","科研",
"全清训练","全清挑战","49人混战","99人混战","干旱","多人",
},
modeInfo={
sprint="挑战世界纪录",
marathon="尝试坚持到最后",
master="成为方块大师",
classic="高速经典",
zen="无重力消除200行",
infinite="科研沙盒",
solo="打败AI",
tsd="尽可能做T旋双清",
blind="最强大脑",
dig="核能挖掘机",
survivor="防守练习",
tech="尽可能不要普通消除!",
pctrain="熟悉全清定式的组合",
pcchallenge="100行内尽可能多全清",
techmino49="49人混战",
techmino99="99人混战",
drought="异常序列",
hotseat="友尽模式",
},
load={"加载材质ing","加载音乐ing","加载音效ing","加载完成",},
tips={
"不是动画,真的在加载!",
"整个游戏都是MrZ完成的!",
"大满贯10连击消四全清!",
"<方块研究所>有一个Nspire-CX版本!",
"B2B2B2B存在吗?",
"MEGACMB!",
"ALLSPIN!",
"O型回旋三清?",
"只用一个输入设备就可以游玩了",
"Miya:喵!",
"225238922,哔哩哔哩 干杯~",
"适度游戏益脑,沉迷游戏伤身,合理安排时间,享受健康生活",
"合群了就会消失,但是消失不代表没有意义",
"学会使用两个旋转键,三个更好",
"更小的DAS和ARR拥有更高的操作上限",
"注意到\"旋转\"到底对方块做了些什么吗?",
"20G是一套全新的游戏规则",
"不要在上课时玩游戏!",
"本游戏难度上限很高,做好心理准备",
"方块可以不是个休闲游戏",
},
stat={
"游戏运行次数:",
"游戏局数:",
"游戏时间:",
"按键数:",
"旋转数:",
"暂存次数:",
"方块使用:",
"消行数:",
"攻击行数:",
"发送数:",
"接收数:",
"上涨数:",
"消除数:",
"旋转消行数:",
"满贯数:",
"全清数:",
"效率:",
},
help={
"好像也没啥好帮助的吧?就当是关于了",
"这只是一个方块游戏,请勿过度解读和随意联想",
"不过就当成TOP/C2/KOS/TGM3/JS玩好了",
"游戏还在测试阶段,请 勿 外 传",
"",
"使用LOVE2D引擎",
"作者:MrZ 邮箱:1046101471@qq.com",
"程序:MrZ 美术:MrZ 音乐:MrZ 音效:MrZ",
"使用工具:VScode,GFIE,Beepbox,Goldwave",
"特别感谢:Farter,Teatube,196,Flyz,T830,[所有测试人员]和 你!",
"错误或者建议请附带相关信息发送到作者邮箱~",
},
support="支持作者",
group="官方QQ群",
ButtonText={
main={
play="开始",
setting="设置",
stat="统计信息",
help="帮助",
quit="退出",
},
mode={
up="Λ",
down="v",
left="<",
right=">",
start="开始",
custom="自定义(C)",
back="返回",
},
custom={
up="Λ",
down="v",
left="<",
right=">",
start1="消除开始",
start2="拼图开始",
draw="画图(D)",
back="返回",
},
draw={
block1="",
block2="",
block3="",
block4="",
block5="",
block6="",
block7="",
gb1="",
gb2="",
gb3="",
gb4="",
gb5="",
erase="×",
clear="清空",
back="返回",
},
play={
pause="暂停",
},
pause={
resume="继续",
quit="退出",
},
setting={
ghost=function()return setting.ghost and"阴影:开"or"阴影:关"end,
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,
bg=function()return setting.bg and"背景:开"or"背景:关"end,
dasD="-",dasU="+",
arrD="-",arrU="+",
sddasD="-",sddasU="+",
sdarrD="-",sdarrU="+",
ctrl="控制设置",
touch="触摸设置",
lang=function()return langName[setting.lang]end,
sfx=function()return setting.sfx and"音效:开"or"音效:关"end,
bgm=function()return setting.bgm and"音乐:开"or"音乐:关"end,
vib=function()return "震动强度:"..setting.vib end,
fullscreen=function()return setting.fullscreen and"全屏:开"or"全屏:关"end,
bgblock=function()return setting.bgblock and"背景动画:开"or"背景动画:关"end,
frame=function()return"绘制帧:"..setting.frameMul.."%"end,
skin="切换方块皮肤",
back="保存&返回",
},
setting2={
back="返回",
},
setting3={
back="返回",
hide=function()return setting.virtualkeySwitch and"隐藏虚拟按键"or"显示虚拟按键"end,
default="默认组合",
snap=function()return text.snapLevelName[snapLevel]end,
alpha=function()return percent0to5[setting.virtualkeyAlpha]end,
icon="图标",
size="大小",
},
help={
back="返回",
qq="作者QQ",
},
stat={
back="返回",
path="打开存储目录",
},
},
}--文

View File

@@ -3,17 +3,15 @@ return{
royale_remain=function(n)return n.." Players Remain"end,
cmb={nil,nil,"3 Combo","4 Combo","5 Combo","6 Combo","7 Combo","8 Combo","9 Combo","10 Combo!","11 Combo!","12 Combo!","13 Combo!","14 Combo!","15 Combo!","16 Combo!","17 Combo!","18 Combo!","19 Combo!","MEGACMB"},
techrash="Techrash",
techrashB2B="Techrash B2B",
techrashB3B="Techrash B2B2B",
techrashB2B="B2B Techrash",
techrashB3B="B2B2B Techrash",
block={"Z","S","L","J","T","O","I"},
spin={"Z-spin","S-spin","L-spin","J-spin","T-spin","O-spin","I-spin"},
clear={" single"," double"," triple"},
b2b="B2B ",
b3b="B2B2B ",
spin={"Z-spin","S-spin","L-spin","J-spin","T-spin","O-spin","I-spin"},
b2b="B2B ",b3b="B2B2B ",
mini="Mini",
PC="Perfect Clear",
hold="Hold",
next="Next",
hold="Hold",next="Next",
stage={"STAGE 1","STAGE 2","STAGE 3","STAGE 4","STAGE 5",},
maxspeed="Max speed",
@@ -22,7 +20,9 @@ return{
win="WIN",
lose="LOSE",
pause="PAUSE",
finish="FINISH",
pauseTime="Pause time",
custom="Custom Game",
customOption={
drop="Drop delay:",
@@ -43,7 +43,7 @@ return{
wait=nil,
fall=nil,
next=nil,
hold={"ON","OFF"},
hold={"ON","OFF","FREE"},
sequence={"bag7","his4","random"},
visible={"normal","time","invisible","sudden"},
target={10,20,40,100,200,500,1000,""},
@@ -62,7 +62,7 @@ return{
modeName={
[0]="Custom",
"Sprint","Marathon","Master","Classic","Zen","Infinite","1v1","TSD-only","Blind","Dig","Survivor","Tech",
"PC Train","PC Challenge","Techmino41","Techmino99","Drought","Hotseat",
"PC Train","PC Challenge","Techmino49","Techmino99","Drought","Hotseat",
},
modeInfo={
sprint="Speed run",
@@ -76,10 +76,10 @@ return{
blind="Invisible board",
dig="Downstack!",
survivor="Hand them!",
tech="Techniques practice",
tech="Don't do normal clear",
pctrain="Let's learn some PCs",
pcchallenge="Make PCs in 100 Lines",
techmino41="Melee fight with 40 AIs",
techmino49="Melee fight with 48 AIs",
techmino99="Melee fight with 98 AIs",
drought="ERRSEQ flood attack",
hotseat="",
@@ -92,29 +92,44 @@ return{
"Back to Back 10 combo Techrash PC!",
"Techmino has a Nspire-CX edition!",
"Is B2B2B2B possible?",
"MrZ spin Penta!",
"MEGACMB!",
"ALLSPIN!",
"O spin triple?",
"You can play with any input device!",
"Miya:Nya!",
"225238922,Bilibili cheers!",
"Playing too much = taking drugs",
"Disappearing doesn't mean useless",
"Try to use two rotate button,three better",
"Small DAS&ARR can make you faster,if you can adapt to it",
"Have you noticed what does \"rotating\" do to block?",
"20G is a brand new game rule",
"Do not play game in class!",
"This game can be very hard,be mentally perpared",
"This in not a casual game",
},
stat={
"Games run:",
"Games played:",
"Game time:",
"Total block used:",
"Total rows cleared:",
"Total lines sent:",
"Total key pressed:",
"Total rotate:",
"Total hold:",
"Total spin:",
"Key pressed:",
"Rotate:",
"Hold:",
"Block used:",
"Rows cleared:",
"Attack:",
"Sent:",
"Receive:",
"Pend:",
"Clear:",
"Spin:",
"B2B:",
"PC:",
"Efficiency:",
},
help={
"I don't think you need \"help\".",
"THIS IS ONLY A SMALL BLOCK GAME",
"THIS IS ONLY A BLOCK GAME",
"But just play like playing TOP/C2/KOS/TGM3",
"Game is not public now,so DO NOT DISTIRBUTE",
"",
@@ -189,15 +204,16 @@ return{
arrD="-",arrU="+",
sddasD="-",sddasU="+",
sdarrD="-",sdarrU="+",
ctrl="Control settings",
touch="Touch settings",
lang=function()return langName[setting.lang]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,
frame=function()return"FrameDraw:"..setting.frameMul.."%"end,
control="Control settings",
touch="Touch settings",
lang=function()return langName[setting.lang]end,
skin="Change Block Skin",
back="Save&Back",
},
setting2={

View File

@@ -114,7 +114,7 @@ percent0to5={[0]="0%","20%","40%","60%","80%","100%",}
modeID={
[0]="custom",
"sprint","marathon","master","classic","zen","infinite","solo","tsd","blind","dig","survivor","tech",
"pctrain","pcchallenge","techmino41","techmino99","drought","hotseat",
"pctrain","pcchallenge","techmino49","techmino99","drought","hotseat",
}
modeLevel={
sprint={"10L","20L","40L","100L","400L","1000L"},
@@ -131,7 +131,7 @@ modeLevel={
tech={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
pctrain={"NORMAL","EXTRA"},
pcchallenge={"NORMAL","HARD","LUNATIC"},
techmino41={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
techmino49={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
techmino99={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
drought={"NORMAL","MESS"},
hotseat={"2P","3P","4P",},
@@ -200,27 +200,27 @@ local virtualkeySet={
{80,320,6400,80},--restart
},--Keyboard set
{
{1200-360,40,1600,40},--moveLeft
{1200-370,40,1600,40},--moveLeft
{1200-280,40,1600,40},--moveRight
{1200-520,40,1600,40},--rotRight
{1200-600,40,1600,40},--rotLeft
{1200-440,40,1600,40},--rotFlip
{1200-40,40,1600,40},--hardDrop
{1200-120,40,1600,40},--softDrop
{1200-200,40,1600,40},--hold
{1200-680,40,1600,40},--func
{1200-760,40,1600,40},--restart
{1200-530,40,1600,40},--rotRight
{1200-610,40,1600,40},--rotLeft
{1200-450,40,1600,40},--rotFlip
{1200-50,40,1600,40},--hardDrop
{1200-130,40,1600,40},--softDrop
{1200-210,40,1600,40},--hold
{1200-690,40,1600,40},--func
{1200-770,40,1600,40},--restart
},--PC key feedback
}
Buttons={
load={},
intro={},
main={
play= {x=380,y=300,w=240,h=240,rgb=color.red,f=70,code=function()gotoScene("mode")end,down="stat",right="setting"},
setting={x=640,y=300,w=240,h=240,rgb=color.lightBlue,f=55,code=function()gotoScene("setting")end,down="stat",left="play",right="help"},
stat= {x=640,y=560,w=240,h=240,rgb=color.cyan,f=55,code=function()gotoScene("stat")end,up="setting",left="play",right="help"},
help= {x=900,y=560,w=240,h=240,rgb=color.yellow,f=55,code=function()gotoScene("help")end,up="setting",left="stat",right="quit"},
quit= {x=1180,y=620,w=120,h=120,rgb=color.lightGrey,f=50,code=function()gotoScene("quit")end,up="setting",left="help"},
play= {x=380,y=300,w=240,h=240,rgb=color.red, f=70,code=function()gotoScene("mode")end,down="stat",right="setting"},
setting={x=640,y=300,w=240,h=240,rgb=color.lightBlue, f=55,code=function()gotoScene("setting")end,down="stat",left="play",right="help"},
stat= {x=640,y=560,w=240,h=240,rgb=color.cyan, f=55,code=function()gotoScene("stat")end,up="setting",left="play",right="help"},
help= {x=900,y=560,w=240,h=240,rgb=color.yellow, f=55,code=function()gotoScene("help")end,up="setting",left="stat",right="quit"},
quit= {x=1180,y=620,w=120,h=120,rgb=color.lightGrey, f=50,code=function()gotoScene("quit")end,up="setting",left="help"},
},
mode={
up= {x=1000,y=210,w=200,h=140, rgb=color.white, f=64, code=function()keyDown.mode("up")end, hide=function()return modeSel==1 end,},
@@ -280,15 +280,21 @@ Buttons={
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="bg",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="bg"},
bg= {x=505, y=230, w=210, h=60, rgb=color.white,code=function()setting.bg=not setting.bg end,up="swap",down="arrD",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="bg",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="bg",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"},
sddasD= {x=210, y=370, w=50, h=50, rgb=color.white,code=function()setting.sddas=(setting.sddas-1)%11 end,up="dasD",down="ctrl",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="ctrl",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="ctrl",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="ctrl",left="sdarrD",right="frame"},
ctrl= {x=340,y=440, w=310,h=60,rgb=color.green, code=function()gotoScene("setting2")end,up="sddasU",down="touch",left="lang",right="skin"},
touch= {x=340,y=510, w=310,h=60,rgb=color.yellow,code=function()gotoScene("setting3")end,up="ctrl",down="back",right="lang"},
lang= {x=580,y=510, w=150,h=60,rgb=color.red, code=function()
setting.lang=setting.lang%#langName+1
swapLanguage(setting.lang)
end,up="sdarrU",down="back",left="touch",right="skin"},
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()
@@ -297,8 +303,8 @@ Buttons={
BGM("blank")
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)
setting.vib=(setting.vib+1)%6
VIB(1)
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
@@ -318,14 +324,12 @@ Buttons={
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()
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="bgblock",down="skin",left="sdarrU"},
skin= {x=850,y=440, w=340,h=60,rgb=color.white, code=function()
setting.skin=setting.skin%4+1
changeBlockSkin(setting.skin)
end,up="frame",down="back",left="ctrl"},
back= {x=640,y=620, w=300,h=70,rgb=color.white, code=back,up="lang"},
},
setting2={--Control setting
back={x=840,y=630,w=180,h=60,rgb=color.white,code=back},

View File

@@ -3,7 +3,8 @@ 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
ins,rem,concat=table.insert,table.remove,table.concat
-- sort=table.sort
math.randomseed(os.time()*626)
null=function()end
@@ -13,9 +14,10 @@ scene=""
bgmPlaying=nil
curBG="none"
kb.setKeyRepeat(false)
kb.setTextInput(false)
ms.setVisible(false)
local F=false
kb.setKeyRepeat(F)
kb.setTextInput(F)
ms.setVisible(F)
local Fonts={}
function setFont(s)
@@ -36,8 +38,8 @@ gameEnv0={
das=10,arr=2,
sddas=0,sdarr=2,
ghost=true,center=true,
grid=false,swap=true,
_20G=false,bone=false,
grid=F,swap=true,
_20G=F,bone=F,
drop=30,lock=45,
wait=0,fall=0,
next=6,hold=true,oncehold=true,
@@ -45,24 +47,21 @@ gameEnv0={
block=true,
keepVisible=true,visible="show",
Fkey=false,puzzle=false,ospin=true,
Fkey=F,puzzle=F,ospin=true,
freshLimit=1e99,target=1e99,reach=null,
bg="none",bgm="race"
}
customSel={
drop=20,
lock=20,
wait=1,
fall=1,
next=7,
hold=1,
drop=22,lock=22,
wait=1,fall=1,
next=7,hold=3,
sequence=1,
visible=1,
target=4,
freshLimit=3,
target=8,
freshLimit=4,
opponent=1,
}
preField={}for i=1,20 do preField[i]={0,0,0,0,0,0,0,0,0,0}end
preField={h=20}for i=1,20 do preField[i]={0,0,0,0,0,0,0,0,0,0}end
freeRow={}
for i=1,40 do
freeRow[i]={0,0,0,0,0,0,0,0,0,0}
@@ -70,16 +69,16 @@ end
--Game system Data
setting={
ghost=true,center=true,
grid=false,swap=true,
grid=F,swap=true,
fxs=true,bg=true,
das=10,arr=2,
sddas=0,sdarr=2,
lang=1,
sfx=true,bgm=true,vib=3,
fullscreen=false,
fullscreen=F,
bgblock=true,
lang=1,
skin=1,
keyMap={
{"left","right","x","z","c","up","down","space","tab","r","","",""},
{"","","","","","","","","","","","",""},
@@ -98,12 +97,6 @@ setting={
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
},--keyboard & joystick
keyLib={
{1},
{2},
{3},
{4},
},--Players' key setting(s)
virtualkey={
{80,720-80,6400,80},--moveLeft
{240,720-80,6400,80},--moveRight
@@ -117,20 +110,16 @@ setting={
},
virtualkeyAlpha=3,
virtualkeyIcon=true,
virtualkeySwitch=false,
virtualkeySwitch=F,
frameMul=100,
}
stat={
run=0,
game=0,
gametime=0,
piece=0,
row=0,
atk=0,
key=0,
hold=0,
rotate=0,
spin=0,
run=0,game=0,time=0,
key=0,rotate=0,hold=0,piece=0,row=0,
atk=0,send=0,recv=0,pend=0,
clear_1=0,clear_2=0,clear_3=0,clear_4=0,
spin_0=0,spin_1=0,spin_2=0,spin_3=0,
b2b=0,b3b=0,pc=0,
}
virtualkey={
{80,720-80,6400,80},--moveLeft
@@ -150,7 +139,7 @@ virtualkey={
]]
}
virtualkeyDown={false,false,false,false,false,false,false,false,false,false,false,false,false}
virtualkeyDown={F,F,F,F,F,F,F,F,F,F,F,F,F}
virtualkeyPressTime={0,0,0,0,0,0,0,0,0,0,0,0,0}
--User Data&User Setting
require"toolfunc"
@@ -172,6 +161,8 @@ if fs.getInfo("usersetting")then
loadSetting()
elseif system=="Android" or system=="iOS"then
setting.virtualkeySwitch=true
setting.swap=false
setting.swap=F
end
swapLanguage(setting.lang)
swapLanguage(setting.lang)
changeBlockSkin(setting.skin)

179
paint.lua
View File

@@ -37,7 +37,51 @@ local modeLevelColor={
["400L"]=color.red,
["1000L"]=color.darkRed,
}
local dataOptL={"key","rotate","hold",nil,nil,nil,"send","recv","pend"}
local function dataOpt(i)
local stat=players[1].stat
if i==4 then
return stat.piece.." "..(int(stat.piece/stat.time*100)*.01).."PPS"
elseif i==5 then
return stat.row.." "..(int(stat.row/stat.time*600)*.1).."LPM"
elseif i==6 then
return stat.atk.." "..(int(stat.atk/stat.time*600)*.1).."APM"
elseif i<10 then
return stat[dataOptL[i]]
elseif i==10 then
return stat.clear_1.."/"..stat.clear_2.."/"..stat.clear_3.."/"..stat.clear_4
elseif i==11 then
return "["..stat.spin_0.."]/"..stat.spin_1.."/"..stat.spin_2.."/"..stat.spin_3
elseif i==12 then
return stat.b2b.."[+"..stat.b3b.."]"
elseif i==13 then
return stat.pc
elseif i==14 then
return format("%0.2f",stat.atk/stat.row)
end
end
local statOptL={
"run","game",nil,
"key","rotate","hold","piece","row",
"atk","send","recv","pend",
}
local function statOpt(i)
if i<13 and i~=3 then
return stat[statOptL[i]]
elseif i==3 then
return format("%0.1fHr",stat.time*2.78e-4)
elseif i==13 then
return stat.clear_1.."/"..stat.clear_2.."/"..stat.clear_3.."/"..stat.clear_4
elseif i==14 then
return "["..stat.spin_0.."]/"..stat.spin_1.."/"..stat.spin_2.."/"..stat.spin_3
elseif i==15 then
return stat.b2b.."[+"..stat.b3b.."]"
elseif i==16 then
return stat.pc
elseif i==17 then
return format("%0.2f",stat.atk/stat.row)
end
end
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},
@@ -127,39 +171,6 @@ FX={
end,
}
function updateButton()
for k,B in next,Buttons[scene]do
local t=B==Buttons.sel and .4 or 0
B.alpha=abs(B.alpha-t)>.02 and(B.alpha+(B.alpha<t and .02 or -.02))or t
if B.alpha>t then B.alpha=B.alpha-.02 elseif B.alpha<t then B.alpha=B.alpha+.02 end
end
end
function drawButton()
for k,B in next,Buttons[scene]do
if not(B.hide and B.hide())then
local C=B.rgb or color.white
gc.setColor(C[1],C[2],C[3],B.alpha)
gc.rectangle("fill",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
gc.setColor(C)
gc.setLineWidth(3)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h,4)
gc.setColor(C[1],C[2],C[3],.3)
gc.setLineWidth(5)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h,4)
local t=B.t
local y0
if t then
if type(t)=="function"then t=t()end
setFont(B.f or 40)
y0=B.y-currentFont*.64
gc.printf(t,B.x-201,y0+2,400,"center")
gc.printf(t,B.x-199,y0+2,400,"center")
gc.printf(t,B.x-201,y0,400,"center")
gc.printf(t,B.x-199,y0,400,"center")
gc.setColor(C)
mStr(t,B.x,y0+1)
end
end
end
end
function drawDial(x,y,speed)
gc.setColor(1,1,1)
mStr(int(speed),x,y-18)
@@ -232,6 +243,28 @@ function Pnt.BG.game3()
gc.setColor(.6,.6,1)
gc.draw(background1,640,360,Timer()*.25,12,nil,64,64)
end
function Pnt.BG.game4()
gc.setColor(.1,.5,.5)
local x=Timer()%4*320
gc.draw(background2,x,0,nil,10)
gc.draw(background2,x-1280,0,nil,10)
end
function Pnt.BG.game5()
local t=2.5-Timer()%20%6%2.5
if t<.5 then gc.clear(t,t,t)
else gc.clear(0,0,0)
end
end
local scs={{1,2},nil,nil,nil,nil,{1.5,1.5},{0.5,2.5}}for i=2,5 do scs[i]=scs[1]end
function Pnt.BG.game6()
local t=1.2-Timer()%10%3%1.2
if t<.5 then gc.clear(t,t,t)
else gc.clear(0,0,0)
end
gc.setColor(.3,.3,.3)
local r=7-int(Timer()*.5)%7
gc.draw(mouseBlock[r],640,360,Timer()%pi*6,400,400,scs[r][2]-.5,#blocks[r][0]-scs[r][1]+.5)
end
function Pnt.BG.rgb()
gc.clear(
sin(Timer()*1.2)*.15+.5,
@@ -288,7 +321,7 @@ function Pnt.main()
gc.setColor(1,1,1)
gc.draw(titleImage,300,30)
setFont(30)
gc.print("Alpha V0.7.15",290,140)
gc.print("Alpha V0.7.18",290,140)
gc.print(system,800,110)
end
function Pnt.mode()
@@ -313,9 +346,8 @@ 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(.8,.8,.8)gc.print(text.custom,20,20)
gc.setColor(1,1,1)gc.print(text.custom,22,23)
gc.setColor(.8,.8,.8)gc.draw(drawableText.custom,20,20)
gc.setColor(1,1,1)gc.draw(drawableText.custom,22,23)
setFont(40)
for i=1,#customID do
local k=customID[i]
@@ -384,8 +416,10 @@ function Pnt.play()
end--Field
gc.setScissor()
gc.translate(0,-P.fieldBeneath*.2)
gc.setLineWidth(2)
gc.setColor(frameColor[P.strength])gc.rectangle("line",-1,-1,62,122)--Draw boarder
if P.alive then
gc.setLineWidth(2)
gc.setColor(frameColor[P.strength])gc.rectangle("line",-1,-1,62,122)
end--Draw boarder
if modeEnv.royaleMode then
gc.setColor(1,1,1)
for i=1,P.strength do
@@ -408,7 +442,7 @@ function Pnt.play()
gc.translate(P.x,P.y)gc.scale(P.size)--Position
gc.setColor(0,0,0,.6)gc.rectangle("fill",0,0,600,690)--Background
gc.setLineWidth(7)
gc.setColor(frameColor[P.strength])gc.rectangle("line",0,0,600,690)--Big frame
gc.setColor(frameColor[P.strength])gc.rectangle("line",0,0,600,690,3)--Big frame
gc.translate(150,70)
if P.gameEnv.grid then
gc.setLineWidth(1)
@@ -528,7 +562,7 @@ function Pnt.play()
if P.gameEnv.hold then
gc.setColor(1,1,1)
gc.draw(drawableText.hold,-124,-10)
mDraw(drawableText.hold,-82,-10)
for i=1,#P.hold.bk do
for j=1,#P.hold.bk[1] do
if P.hold.bk[i][j]then
@@ -537,7 +571,7 @@ function Pnt.play()
end
end
end--Hold
gc.draw(drawableText.next,340,-10)
mDraw(drawableText.next,381,-10)
local N=1
::L::
local b,c=P.next[N].bk,P.next[N].color
@@ -569,7 +603,7 @@ function Pnt.play()
gc.setColor(1,1,1)
setFont(35)
mStr(format("%.2f",P.time),-82,520)--Draw time
mStr(format("%.2f",P.stat.time),-82,520)--Draw time
if mesDisp[curMode.id]then mesDisp[curMode.id]()end--Draw other message
gc.setColor(1,1,1)
@@ -618,19 +652,34 @@ function Pnt.play()
end
end
end
if restartCount>0 then
gc.setColor(0,0,0,restartCount/17)
gc.rectangle("fill",0,0,1280,720)
end
end
function Pnt.pause()
gc.setColor(0,0,0,pauseTime*.015)
Pnt.play()
gc.setColor(0,0,0,pauseTimer*.015)
gc.rectangle("fill",0,0,1280,720)
gc.setColor(1,1,1,pauseTimer*.02)
setFont(30)
if pauseCount>0 then
gc.print(text.pauseTime..":["..pauseCount.."] "..format("%0.2f",pauseTime).."s",110,150)
end
for i=1,7 do
gc.print(text.stat[i+3],110,30*i+270)
gc.print(dataOpt(i),305,30*i+270)
end
for i=8,14 do
gc.print(text.stat[i+3],860,30*i+60)
gc.print(dataOpt(i),1000,30*i+60)
end
setFont(40)
if system~="Android"then
setFont(40)
gc.setColor(1,1,1,pauseTime*.02)
mStr(text.space.."/"..text.enter,640,300)
gc.print("ESC",610,598)
end
setFont(120)
gc.setColor(1,1,1)
mStr(text.pause,640,140-12*(5-pauseTime*.1)^2)
mDraw(gamefinished and drawableText.finish or drawableText.pause,640,140-12*(5-pauseTimer*.1)^2)
end
function Pnt.setting()
gc.setColor(1,1,1)
@@ -640,6 +689,7 @@ function Pnt.setting()
setFont(18)
mStr(text.softdropdas..setting.sddas,290,361)
mStr(text.softdroparr..setting.sdarr,506,361)
gc.draw(blockSkin[7-int(Timer()*2)%7],820,480,nil,2)
end
function Pnt.setting2()
local a=.3+sin(Timer()*15)*.1
@@ -669,11 +719,12 @@ function Pnt.setting2()
gc.line(200*x-160,30,200*x-160,550)
end
gc.line(40,550,640,550)
mStr(text.keyboard,340,0)
mStr(text.joystick,540,0)
gc.print(text.setting2Help,50,620)
mDraw(drawableText.keyboard,340,0)
mDraw(drawableText.joystick,540,0)
gc.draw(drawableText.setting2Help,50,620)
setFont(40)
gc.print("< P"..curBoard.."/P8 >",430,570)
gc.print("P"..int(curBoard*.5+.5).."/P4",420,560)
gc.print(curBoard.."/8",580,560)
end
function Pnt.setting3()
VirtualkeyPreview()
@@ -696,6 +747,9 @@ function Pnt.help()
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)
gc.setLineWidth(5)
gc.rectangle("line",17,17,260,260)
gc.rectangle("line",1077,17,186,186)
gc.draw(payCode,20,20)
gc.draw(groupCode,1080,20)
gc.setColor(1,1,1,sin(Timer()*10)*.5+.5)
@@ -705,18 +759,11 @@ function Pnt.help()
mStr(text.group,1170,210)
end
function Pnt.stat()
setFont(35)
setFont(28)
gc.setColor(1,1,1)
for i=1,10 do gc.print(text.stat[i],350,20+40*i)end
gc.print(stat.run,650,60)
gc.print(stat.game,650,100)
gc.print(format("%0.1fhr",stat.gametime*2.78e-4),650,140)
gc.print(stat.piece,650,180)
gc.print(stat.row,650,220)
gc.print(stat.atk,650,260)
gc.print(stat.key,650,300)
gc.print(stat.rotate,650,340)
gc.print(stat.hold,650,380)
gc.print(stat.spin,650,420)
for i=1,17 do
gc.print(text.stat[i],400,30*i-5)
gc.print(statOpt(i),720,30*i-5)
end
gc.draw(titleImage,260,570,.2+.07*sin(Timer()*3),.8,nil,250,60)
end

View File

@@ -8,17 +8,12 @@ local function C(x,y)
end
gc.setDefaultFilter("nearest","nearest")
local blockImg=N("/image/block/1.png")
blockImg=N("/image/block.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
blockSkin[i]=C(30,30)
blockSkinmini[i]=C(6,6)
end
blockImg:release()
virtualkeyIcon={}
for i=1,10 do
@@ -87,9 +82,12 @@ drawableText={
x=T(110,"×"),
bpm=T(15,"BPM"),
kpm=T(15,"KPM"),
modeName=T(30),
levelName=T(30),
next=T(40),
hold=T(40),
modeName=T(30),levelName=T(30),
next=T(40),hold=T(40),
pause=T(120),
custom=T(80),
keyboard=T(25),joystick=T(25),
setting2Help=T(25),
}
c=gc.setCanvas()

View File

@@ -1,3 +1,4 @@
local wd=love.window
local Timer=love.timer.getTime
Tmr={}
@@ -50,8 +51,7 @@ function Tmr.draw()
end
function Tmr.play(dt)
frame=frame+1
stat.gametime=stat.gametime+dt
stat.time=stat.time+dt
for i=#FX.beam,1,-1 do
local b=FX.beam[i]
b.t=b.t+1
@@ -92,11 +92,21 @@ function Tmr.play(dt)
P.moving=0
end
end
if restartCount>0 then restartCount=restartCount-1 end
return
end--Counting,include pre-das,directy RETURN
elseif players[1].keyPressing[10]then
restartCount=restartCount+1
if restartCount>17 then
clearTask("play")
updateStat()
resetGameData()
end
elseif restartCount>0 then
restartCount=max(restartCount-2,0)
end--Counting,include pre-das,directy RETURN,or restart counting
for p=1,#players do
P=players[p]
if P.timing then P.time=P.time+dt end
if P.timing then P.stat.time=P.stat.time+dt end
if P.alive then
if not P.small then
local v=0
@@ -124,9 +134,9 @@ function Tmr.play(dt)
else
AI_getControls(P.ai.controls)
P.ai.controlDelay=P.ai.controlDelay0+2
if Timer()-P.cstat.point>P.cstat.event then
P.cstat.point=Timer()
P.cstat.event=P.ai.controlDelay0+rnd(2,10)
if Timer()-P.modeData.point>P.modeData.event then
P.modeData.point=Timer()
P.modeData.event=P.ai.controlDelay0+rnd(2,10)
changeAtkMode(rnd()<.85 and 1 or #P.atker>3 and 4 or rnd()<.35 and 2 or 3)
end
end
@@ -210,8 +220,8 @@ function Tmr.play(dt)
--Alive
else
if not P.small then
P.keySpeed=P.keySpeed*.96+P.cstat.key/P.time*60*.04
P.dropSpeed=P.dropSpeed*.96+P.cstat.piece/P.time*60*.04
P.keySpeed=P.keySpeed*.96+P.stat.key/P.stat.time*60*.04
P.dropSpeed=P.dropSpeed*.96+P.stat.piece/P.stat.time*60*.04
--Final average speeds
if modeEnv.royaleMode then
P.swappingAtkMode=min(P.swappingAtkMode+2,30)
@@ -276,7 +286,10 @@ function Tmr.play(dt)
if modeEnv.royaleMode and frame%120==0 then freshMostDangerous()end
end
function Tmr.pause(dt)
if pauseTime<50 then
pauseTime=pauseTime+1
if not gamefinished then
pauseTime=pauseTime+dt
end
if pauseTimer<50 and not wd.isMinimized()then
pauseTimer=pauseTimer+1
end
end

View File

@@ -14,7 +14,10 @@ local function splitS(s,sep)
return t
end
function mStr(s,x,y)
gc.printf(s,x-300,y,600,"center")
gc.printf(s,x-320,y,640,"center")
end
function mDraw(s,x,y)
gc.draw(s,x-s:getWidth()*.5,y)
end
function getNewRow(val)
@@ -36,8 +39,17 @@ function removeRow(t,k)
end
--Single-usage funcs
langName={"中文","English"}
local langID={"chi","eng"}
langName={"中文","全中文","English"}
local langID={"chi","chi_full","eng"}
local drawableTextLoad={
"next",
"hold",
"pause",
"custom",
"keyboard",
"joystick",
"setting2Help",
}
function swapLanguage(l)
text=require("language/"..langID[l])
Buttons.sel=nil
@@ -47,8 +59,6 @@ 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
gc.push("transform")
gc.origin()
@@ -63,10 +73,23 @@ function swapLanguage(l)
end
gc.setCanvas()
gc.pop()
for _,s in next,drawableTextLoad do
drawableText[s]:set(text[s])
end
collectgarbage()
end
function changeBlockSkin(n)
n=n-1
for i=1,13 do
gc.setCanvas(blockSkin[i])
gc.draw(blockImg,30-30*i,-30*n)
gc.setCanvas(blockSkinmini[i])
gc.draw(blockImg,6-6*i,-6*n,nil,.2)
end
gc.setCanvas()
end
local vibrateLevel={0,0,.03,.04,.05,.07,.9}
local vibrateLevel={0,.02,.03,.04,.05,.06,.07,.08}
function VIB(t)
if setting.vib>0 then
love.system.vibrate(vibrateLevel[setting.vib+t])
@@ -175,6 +198,12 @@ function gotoScene(s,style)
end
end
end
function updateStat()
for k,v in next,players[1].stat do
print(k)
stat[k]=stat[k]+v
end
end
local prevMenu={
load=love.event.quit,
intro="quit",
@@ -187,13 +216,11 @@ local prevMenu={
end,
ready="mode",
play=function()
updateStat()
clearTask("play")
gotoScene(curMode.id~="custom"and"mode"or"custom","deck")
end,
pause=function()
clearTask("play")
gotoScene(curMode.id~="custom"and"mode"or"custom","deck")
end,
pause=null,
help="main",
stat="main",
setting=function()
@@ -202,7 +229,7 @@ local prevMenu={
end,
setting2="setting",
setting3="setting",
}
}prevMenu.pause=prevMenu.play
function back()
local t=prevMenu[scene]
if type(t)=="string"then
@@ -212,7 +239,11 @@ function back()
end
end
function pauseGame()
if bgmPlaying then bgm[bgmPlaying]:pause()end
pauseTimer=0--Pause timer for animation
if not gamefinished then
pauseCount=pauseCount+1
if bgmPlaying then bgm[bgmPlaying]:pause()end
end
for i=1,#players.alive do
local l=players.alive[i].keyPressing
for j=1,#l do
@@ -228,35 +259,12 @@ function resumeGame()
gotoScene("play","fade")
end
local dataOpt={
"run",
"game",
"gametime",
"piece",
"row",
"atk",
"key",
"rotate",
"hold",
"spin",
}
local saveOpt={
"ghost","center",
"grid","swap",
"fxs","bg",
"das","arr",
"sddas","sdarr",
"lang",
"sfx","bgm",
"vib",
"fullscreen",
"bgblock",
"virtualkeyAlpha",
"virtualkeyIcon",
"virtualkeySwitch",
"frameMul",
"run","game","time",
"key","rotate","hold","piece","row",
"atk","send","recv","pend",
"clear_1","clear_2","clear_3","clear_4",
"spin_0","spin_1","spin_2","spin_3",
"b2b","b3b","pc",
}
function loadData()
userData:open("r")
@@ -268,10 +276,15 @@ function loadData()
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
if t=="gametime"then t="time"end
for i=1,#dataOpt do
if t==dataOpt[i]then goto L end
end
goto E
::L::
v=toN(v)if not v or v<0 then v=0 end
stat[t]=v
end
::E::
end
end
end
@@ -280,7 +293,7 @@ function saveData()
for i=1,#dataOpt do
ins(t,dataOpt[i].."="..toS(stat[dataOpt[i]]))
end
t=table.concat(t,"\r\n")
t=concat(t,"\r\n")
--t=love.math.compress(t,"zlib"):getString()
userData:open("w")
userData:write(t)
@@ -299,7 +312,7 @@ function loadSetting()
if t=="sfx"or t=="bgm"or t=="bgblock"then
setting[t]=v=="true"
elseif t=="vib"then
setting.vib=toN(v:match("[01234]"))or 0
setting.vib=toN(v:match("[012345]"))or 0
elseif t=="fullscreen"then
setting.fullscreen=v=="true"
love.window.setFullscreen(setting.fullscreen)
@@ -311,21 +324,6 @@ function loadSetting()
setting.keyMap[i][j]=v1[j]
end
end
elseif t=="keylib"then
v=splitS(v,"/")
for i=1,4 do
local v1=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=splitS(v,"/")
for i=1,10 do
@@ -348,36 +346,51 @@ function loadSetting()
elseif t=="ghost"or t=="center"or t=="grid"or t=="swap"or t=="fxs"or t=="bg"then
setting[t]=v=="true"
elseif t=="lang"then
setting[t]=toN(v:match("[12]"))or 1
setting[t]=toN(v:match("[123]"))or 1
elseif t=="skin"then
setting[t]=toN(v:match("[1234]"))or 1
end
end
end
end
local saveOpt={
"ghost","center",
"grid","swap",
"fxs","bg",
"das","arr",
"sddas","sdarr",
"lang",
"sfx","bgm",
"vib",
"fullscreen",
"bgblock",
"skin",
"virtualkeyAlpha",
"virtualkeyIcon",
"virtualkeySwitch",
"frameMul",
}
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],",")
vk[i]=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],",")
map[i]=concat(setting.keyMap[i],",")
end
local t={
"keymap="..toS(table.concat(map,"/")),
"keylib="..toS(table.concat(lib,"/")),
"virtualkey="..toS(table.concat(vk,"/")),
"keymap="..toS(concat(map,"/")),
"virtualkey="..toS(concat(vk,"/")),
}
for i=1,#saveOpt do
ins(t,saveOpt[i].."="..toS(setting[saveOpt[i]]))
end
t=table.concat(t,"\r\n")
t=concat(t,"\r\n")
--t=love.math.compress(t,"zlib"):getString()
userSetting:open("w")
userSetting:write(t)