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Author SHA1 Message Date
MrZ_26
438046f77f Alpha V0.7.17 2020-02-04 19:34:07 +08:00
14 changed files with 720 additions and 377 deletions

View File

@@ -12,26 +12,23 @@ local touching=nil--1st touching ID
local sceneInit={ local sceneInit={
load=function() load=function()
curBG="none"
loading=1--Loading mode loading=1--Loading mode
loadnum=1--Loading counter loadnum=1--Loading counter
loadprogress=0--Loading bar(0~1) loadprogress=0--Loading bar(0~1)
loadTip=text.tips[rnd(#text.tips)] loadTip=text.tips[rnd(#text.tips)]
end, end,
intro=function() intro=function()
curBG="none"
count=0 count=0
BGM("blank") BGM("blank")
end, end,
main=function() main=function()
curBG="none"
collectgarbage() collectgarbage()
end, end,
mode=function() mode=function()
curBG="none"
saveData() saveData()
modeSel=modeSel or 1 modeSel=modeSel or 1
levelSel=levelSel or 3 levelSel=levelSel or 3
curBG="none"
BGM("blank") BGM("blank")
end, end,
custom=function() custom=function()
@@ -44,23 +41,19 @@ local sceneInit={
clearSureTime=0 clearSureTime=0
pen=1 pen=1
sx,sy=1,1 sx,sy=1,1
curBG="none"
end, end,
play=function() play=function()
if needResetGameData then if needResetGameData then
resetGameData() resetGameData()
needResetGameData=nil needResetGameData=nil
end end
sysSFX("ready")
end, end,
pause=function() pause=function()
pauseTime=0
end, end,
setting=function() setting=function()
curBG="none" curBG="none"
end, end,
setting2=function() setting2=function()
curBG="none"
curBoard=1 curBoard=1
keyboardSet=1 keyboardSet=1
joystickSet=1 joystickSet=1
@@ -74,10 +67,8 @@ local sceneInit={
snapLevel=1 snapLevel=1
end,--Touch setting end,--Touch setting
help=function() help=function()
curBG="none"
end, end,
stat=function() stat=function()
curBG="none"
end, end,
quit=function() quit=function()
love.event.quit() love.event.quit()
@@ -386,7 +377,9 @@ function keyDown.setting2(key)
end end
end end
function keyDown.play(key) 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 local m=setting.keyMap
for p=1,human do for p=1,human do
local lib=setting.keyLib[p] local lib=setting.keyLib[p]
@@ -519,6 +512,7 @@ function love.mousepressed(x,y,k,t,num)
Buttons.sel=nil Buttons.sel=nil
love.mousemoved(x,y,0,0) love.mousemoved(x,y,0,0)
sysSFX("button") sysSFX("button")
VIB(1)
end end
end end
end end
@@ -553,7 +547,7 @@ end
function love.touchpressed(id,x,y) function love.touchpressed(id,x,y)
if not touching then if not touching then
touching=id touching=id
love.mousemoved(x,y,0,0) love.touchmoved(id,x,y,0,0)
mouseShow=false mouseShow=false
end end
if touchDown[scene]then if touchDown[scene]then
@@ -569,6 +563,7 @@ function love.touchreleased(id,x,y)
B.alpha=1 B.alpha=1
Buttons.sel=nil Buttons.sel=nil
sysSFX("button") sysSFX("button")
VIB(1)
end end
Buttons.sel=nil Buttons.sel=nil
mouseShow=false mouseShow=false
@@ -578,13 +573,11 @@ function love.touchreleased(id,x,y)
end end
end end
function love.touchmoved(id,x,y,dx,dy) function love.touchmoved(id,x,y,dx,dy)
if not Buttons.sel then
touching=nil
end
x,y=xOy:inverseTransformPoint(x,y) x,y=xOy:inverseTransformPoint(x,y)
if touchMove[scene]then if touchMove[scene]then
touchMove[scene](id,x,y,dx/scr.k,dy/scr.k) touchMove[scene](id,x,y,dx/scr.k,dy/scr.k)
end end
Buttons.sel=nil
for _,B in next,Buttons[scene]do for _,B in next,Buttons[scene]do
if not(B.hide and B.hide())then 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 if abs(x-B.x)<B.w*.5 and abs(y-B.y)<B.h*.5 then
@@ -593,6 +586,9 @@ function love.touchmoved(id,x,y,dx,dy)
end end
end end
end end
if not Buttons.sel then
touching=nil
end
end end
function love.keypressed(i) function love.keypressed(i)
@@ -655,11 +651,8 @@ function love.lowmemory()
collectgarbage() collectgarbage()
end end
function love.resize(w,h) function love.resize(w,h)
if w>=h then scr.w,scr.h=w,h scr.w,scr.h,scr.r=w,h,h/w
else scr.w,scr.h=h,w if scr.r>=.5625 then
end
scr.r=h/w
if h/w>=.5625 then
scr.k=w/1280 scr.k=w/1280
scr.x,scr.y=0,(h-w*9/16)*.5 scr.x,scr.y=0,(h-w*9/16)*.5
else else
@@ -677,7 +670,7 @@ function love.update(dt)
--[[ --[[
if players then if players then
for k,v in pairs(players[1])do for k,v in pairs(players[1])do
if rawget(_G,k)then print(k)end if rawget(_G,k)and k~="next"and k~="hold"and k~="stat"then print(k,_G[v])end
end end
end--check player data flew(debugging) end--check player data flew(debugging)
]] ]]
@@ -733,24 +726,23 @@ function love.draw()
gc.setColor(1,1,1,min(1-abs(1-r%1*2),.3)) gc.setColor(1,1,1,min(1-abs(1-r%1*2),.3))
r=int(r)%7+1 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.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.setColor(1,1,1,.5)gc.circle("fill",mx,my,5)
gc.circle("fill",mx,my,5) gc.setColor(1,1,1)gc.circle("fill",mx,my,3)
gc.setColor(1,1,1)
gc.circle("fill",mx,my,3)
end end
if sceneSwaping then sceneSwaping.draw()end if sceneSwaping then sceneSwaping.draw()end
if scr.r==.5625 then goto L end if scr.r~=.5625 then
gc.setColor(0,0,0)
if scr.r>.5625 then if scr.r>.5625 then
gc.setColor(0,0,0) local d=(scr.h-scr.w*9/16)*.5/scr.k
gc.rectangle("fill",0,0,1280,scr.w*9/16-scr.h) gc.rectangle("fill",0,0,1280,-d)
gc.rectangle("fill",0,720,1280,scr.h-scr.w*9/16) gc.rectangle("fill",0,720,1280,d)
else else--high
gc.setColor(0,0,0) local d=(scr.w-scr.h*16/9)*.5/scr.k
gc.rectangle("fill",0,0,scr.h*16/9-scr.w,720) gc.rectangle("fill",0,0,-d,720)
gc.rectangle("fill",1280,0,scr.w-scr.h*16/9,720) gc.rectangle("fill",1280,0,d,720)
end end--wide
::L:: end
setFont(20)gc.setColor(1,1,1) setFont(20)gc.setColor(1,1,1)
gc.print(tm.getFPS(),5,700) gc.print(tm.getFPS(),5,700)
if devMode then if devMode then

View File

@@ -29,7 +29,7 @@ function clearTask(opt)
end end
end end
function Task:update() function Task:update()
if self.code(self.P,self.data)then if(not self.P or self.P and scene=="play")and self.code(self.P,self.data)then
self:destroy() self:destroy()
return nil return nil
end end

View File

@@ -9,7 +9,7 @@ function love.conf(t)
t.audio.mixwithsystem=true--Switch on to keep sysBGM t.audio.mixwithsystem=true--Switch on to keep sysBGM
local W=t.window local W=t.window
W.title="Techmino V0.7.16" W.title="Techmino V0.7.17"
W.icon="/image/icon.png" W.icon="/image/icon.png"
W.width,W.height=1280,720 W.width,W.height=1280,720
W.minwidth,W.minheight=640,360 W.minwidth,W.minheight=640,360

View File

@@ -180,7 +180,7 @@ mesDisp={
--Default:font=35,white --Default:font=35,white
sprint=function() sprint=function()
setFont(70) 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) mStr(r,-82,260)
if r<21 and r>0 then if r<21 and r>0 then
gc.setLineWidth(3) gc.setLineWidth(3)
@@ -190,14 +190,14 @@ mesDisp={
end, end,
marathon=function() marathon=function()
setFont(50) setFont(50)
mStr(P.cstat.row,-82,320) mStr(P.stat.row,-82,320)
mStr(P.gameEnv.target,-82,370) mStr(P.gameEnv.target,-82,370)
gc.rectangle("fill",-128,376,90,4) gc.rectangle("fill",-128,376,90,4)
end, end,
master=function() master=function()
setFont(50) setFont(50)
mStr(P.cstat.point,-82,320) mStr(P.modeData.point,-82,320)
mStr((P.cstat.event+1)*100,-82,370) mStr((P.modeData.event+1)*100,-82,370)
gc.rectangle("fill",-128,376,90,4) gc.rectangle("fill",-128,376,90,4)
end, end,
classic=function() classic=function()
@@ -207,18 +207,18 @@ mesDisp={
setFont(20) setFont(20)
mStr("speed level",-82,290) mStr("speed level",-82,290)
setFont(50) setFont(50)
mStr(P.cstat.row,-82,320) mStr(P.stat.row,-82,320)
mStr(P.gameEnv.target,-82,370) mStr(P.gameEnv.target,-82,370)
gc.rectangle("fill",-128,376,90,4) gc.rectangle("fill",-128,376,90,4)
end, end,
zen=function() zen=function()
setFont(75) setFont(75)
mStr(max(200-P.cstat.row,0),-82,280) mStr(max(200-P.stat.row,0),-82,280)
end, end,
infinite=function() infinite=function()
setFont(50) setFont(50)
mStr(P.cstat.atk,-82,310) mStr(P.stat.atk,-82,310)
mStr(format("%.2f",2.5*P.cstat.atk/P.cstat.piece),-82,420) mStr(format("%.2f",2.5*P.stat.atk/P.stat.piece),-82,420)
setFont(20) setFont(20)
mStr("Attack",-82,363) mStr("Attack",-82,363)
mStr("Efficiency",-82,475) mStr("Efficiency",-82,475)
@@ -227,25 +227,25 @@ mesDisp={
setFont(35) setFont(35)
mStr("TSD",-82,407) mStr("TSD",-82,407)
setFont(80) setFont(80)
mStr(P.cstat.event,-82,330) mStr(P.modeData.event,-82,330)
end, end,
blind=function() blind=function()
setFont(25) setFont(25)
mStr("Rows",-82,300) mStr("Rows",-82,300)
mStr("Techrash",-82,420) mStr("Techrash",-82,420)
setFont(80) setFont(80)
mStr(P.cstat.row,-82,220) mStr(P.stat.row,-82,220)
mStr(P.cstat.techrash,-82,340) mStr(P.stat.clear_4,-82,340)
end, end,
dig=function() dig=function()
setFont(70) setFont(70)
mStr(P.cstat.event-20,-82,310) mStr(P.modeData.event-20,-82,310)
setFont(30) setFont(30)
mStr("Wave",-82,375) mStr("Wave",-82,375)
end, end,
survivor=function() survivor=function()
setFont(70) setFont(70)
mStr(P.cstat.event,-82,310) mStr(P.modeData.event,-82,310)
setFont(30) setFont(30)
mStr("Wave",-82,375) mStr("Wave",-82,375)
end, end,
@@ -253,15 +253,15 @@ mesDisp={
setFont(22) setFont(22)
mStr("Perfect Clear",-82,412) mStr("Perfect Clear",-82,412)
setFont(80) setFont(80)
mStr(P.cstat.pc,-82,330) mStr(P.stat.pc,-82,330)
end, end,
pcchallenge=function() pcchallenge=function()
setFont(22) setFont(22)
mStr("Perfect Clear",-82,432) mStr("Perfect Clear",-82,432)
setFont(80) setFont(80)
mStr(P.cstat.pc,-82,350) mStr(P.stat.pc,-82,350)
setFont(50) setFont(50)
mStr(max(100-P.cstat.row,0),-82,250) mStr(max(100-P.stat.row,0),-82,250)
end, end,
techmino41=function() techmino41=function()
setFont(40) setFont(40)
@@ -295,12 +295,12 @@ mesDisp={
end, end,
drought=function() drought=function()
setFont(75) setFont(75)
mStr(max(100-P.cstat.row,0),-82,280) mStr(max(100-P.stat.row,0),-82,280)
end, end,
custom=function() custom=function()
if P.gameEnv.target<1e4 then if P.gameEnv.target<1e4 then
setFont(75) 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 end
if curMode.lv==2 and(P.keyPressing[9]or frame<180)then if curMode.lv==2 and(P.keyPressing[9]or frame<180)then
gc.setLineWidth(3) gc.setLineWidth(3)
@@ -315,9 +315,9 @@ mesDisp={
} }
Event={ Event={
marathon_reach=function() marathon_reach=function()
local s=int(P.cstat.row*.1) local s=int(P.stat.row*.1)
if s>=20 then if s>=20 then
P.cstat.row=200 P.stat.row=200
Event_gameover.win() Event_gameover.win()
else else
P.gameEnv.drop=marathon_drop[s] P.gameEnv.drop=marathon_drop[s]
@@ -327,19 +327,20 @@ Event={
end end
end, end,
master_reach_lunatic=function() master_reach_lunatic=function()
local t=P.cstat.point local t=P.modeData.point
local c=#P.clearing local c=#P.clearing
if t%100==99 and c==0 then goto L end 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) t=t+(c<3 and c+1 or c==3 and 5 or 7)
if int(t*.01)>P.cstat.event then if int(t*.01)>P.modeData.event then
P.cstat.event=P.cstat.event+1 P.modeData.event=P.modeData.event+1
if P.cstat.event==5 then if P.modeData.event==5 then
P.cstat.event=4 P.modeData.event=4
P.cstat.point=500 P.modeData.point=500
Event_gameover.win() Event_gameover.win()
goto L goto L
else 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.lock=rush_lock[s]
P.gameEnv.wait=rush_wait[s] P.gameEnv.wait=rush_wait[s]
P.gameEnv.fall=rush_fall[s] P.gameEnv.fall=rush_fall[s]
@@ -350,24 +351,25 @@ Event={
SFX("reach") SFX("reach")
end end
end end
P.cstat.point=t P.modeData.point=t
if t%100==99 then SFX("blip_1")end if t%100==99 then SFX("blip_1")end
::L:: ::L::
end, end,
master_reach_ultimate=function() master_reach_ultimate=function()
local t=P.cstat.point local t=P.modeData.point
local c=#P.clearing local c=#P.clearing
if t%100==99 and c==0 then goto L end 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) t=t+(c<3 and c+1 or c==3 and 5 or 7)
if int(t*.01)>P.cstat.event then if int(t*.01)>P.modeData.event then
P.cstat.event=P.cstat.event+1 P.modeData.event=P.modeData.event+1
if P.cstat.event==5 then if P.modeData.event==5 then
P.cstat.event=4 P.modeData.event=4
P.cstat.point=500 P.modeData.point=500
Event_gameover.win() Event_gameover.win()
goto L goto L
else 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.lock=death_lock[s]
P.gameEnv.wait=death_wait[s] P.gameEnv.wait=death_wait[s]
P.gameEnv.fall=death_fall[s] P.gameEnv.fall=death_fall[s]
@@ -377,7 +379,7 @@ Event={
SFX("reach") SFX("reach")
end end
end end
P.cstat.point=t P.modeData.point=t
if t%100==99 then SFX("blip_1")end if t%100==99 then SFX("blip_1")end
::L:: ::L::
end, end,
@@ -392,27 +394,32 @@ Event={
if P.lastClear~=52 then if P.lastClear~=52 then
Event_gameover.lose() Event_gameover.lose()
elseif #P.clearing>0 then elseif #P.clearing>0 then
P.cstat.event=P.cstat.event+1 P.modeData.event=P.modeData.event+1
end end
end, end,
tech_reach=function() tech_reach_easy=function()
if #P.clearing>0 and P.lastClear<10 then if P.b2b<40 then
Event_gameover.lose() Event_gameover.lose()
end end
end, end,
tech_reach_hard=function() 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 if #P.clearing>0 and P.lastClear<10 or P.lastClear==74 then
Event_gameover.lose() Event_gameover.lose()
end end
end, end,
newPC=function() newPC=function()
local P=players[1] local P=players[1]
if P.cstat.piece%4==0 then if P.stat.piece%4==0 then
if #P.field==#P.clearing 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) newTask(Event_task.PC,P)
if curMode.lv==2 then 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 if int(s)==s and s>0 then
P.gameEnv.drop=pc_drop[s]or 10 P.gameEnv.drop=pc_drop[s]or 10
P.gameEnv.lock=pc_lock[s]or 20 P.gameEnv.lock=pc_lock[s]or 20
@@ -432,7 +439,6 @@ Event={
} }
Event_gameover={ Event_gameover={
win=function() win=function()
local P=players.alive[1]
P.alive=false P.alive=false
P.control=false P.control=false
P.timing=false P.timing=false
@@ -454,6 +460,10 @@ Event_gameover={
P.visTime[i][j]=min(P.visTime[i][j],20) P.visTime[i][j]=min(P.visTime[i][j],20)
end end
end end
if P.id==1 then
gamefinished=true
newTask(Event_task.finish,P)
end
showText(P,text.win,"beat",90,nil,.4,curMode.id~="custom") showText(P,text.win,"beat",90,nil,.4,curMode.id~="custom")
SFX("win") SFX("win")
end, end,
@@ -522,6 +532,7 @@ Event_gameover={
P.gameEnv.keepVisible=P.gameEnv.visible~="show" P.gameEnv.keepVisible=P.gameEnv.visible~="show"
showText(P,text.lose,"appear",90,nil,nil,true) showText(P,text.lose,"appear",90,nil,nil,true)
if P.id==1 then if P.id==1 then
gamefinished=true
SFX("fail") SFX("fail")
if modeEnv.royaleMode then if modeEnv.royaleMode then
BGM("end") BGM("end")
@@ -535,10 +546,19 @@ Event_gameover={
end end
if #players>1 then if #players>1 then
newTask(Event_task.lose,P) newTask(Event_task.lose,P)
else
newTask(Event_task.finish,P)
end end
end, end,
} }
Event_task={ Event_task={
finish=function(P)
P.endCounter=P.endCounter+1
if P.endCounter>120 then
pauseGame()
return true
end
end,
lose=function(P) lose=function(P)
P.endCounter=P.endCounter+1 P.endCounter=P.endCounter+1
if P.endCounter>80 then if P.endCounter>80 then
@@ -554,6 +574,9 @@ Event_task={
removeRow(P.field) removeRow(P.field)
removeRow(P.visTime) removeRow(P.visTime)
end end
if P.id==1 then
pauseGame()
end
return true return true
end end
end end
@@ -571,97 +594,98 @@ Event_task={
dig_normal=function(P) dig_normal=function(P)
if not P.control then return end if not P.control then return end
P.counter=P.counter+1 P.counter=P.counter+1
if P.counter>=max(90,180-P.cstat.event)then if P.counter>=max(90,180-P.modeData.event)then
garbageRise(10,1,rnd(10)) garbageRise(10,1,rnd(10))
P.counter=0 P.counter=0
P.cstat.event=P.cstat.event+1 P.modeData.event=P.modeData.event+1
end end
end, end,
dig_lunatic=function(P) dig_lunatic=function(P)
if not P.control then return end if not P.control then return end
P.counter=P.counter+1 P.counter=P.counter+1
if P.counter>=max(45,80-.3*P.cstat.event)then if P.counter>=max(45,80-.3*P.modeData.event)then
garbageRise(11+P.cstat.event%3,1,rnd(10)) garbageRise(11+P.modeData.event%3,1,rnd(10))
P.counter=0 P.counter=0
P.cstat.event=P.cstat.event+1 P.modeData.event=P.modeData.event+1
end end
end, end,
survivor_easy=function(P) survivor_easy=function(P)
if not P.control then return end if not P.control then return end
P.counter=P.counter+1 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}) ins(P.atkBuffer,{pos=rnd(10),amount=1,countdown=30,cd0=30,time=0,sent=false,lv=1})
P.counter=0 P.counter=0
if P.cstat.event==45 then showText(P,text.maxspeed,"appear",80,-140)end if P.modeData.event==45 then showText(P,text.maxspeed,"appear",80,-140)end
P.cstat.event=P.cstat.event+1 P.modeData.event=P.modeData.event+1
end end
end, end,
survivor_normal=function(P) survivor_normal=function(P)
if not P.control then return end if not P.control then return end
P.counter=P.counter+1 P.counter=P.counter+1
if P.counter>=max(90,180-2*P.cstat.event)then if P.counter>=max(90,180-2*P.modeData.event)then
local d=P.cstat.event+1 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}) 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==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==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}) elseif d%4==3 then ins(P.atkBuffer,{pos=rnd(10),amount=4,countdown=90,cd0=90,time=0,sent=false,lv=3})
end end
P.atkBuffer.sum=P.atkBuffer.sum+d%4+1 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 if P.atkBuffer.sum>20 then garbageRelease()end
P.counter=0 P.counter=0
if P.cstat.event==45 then showText(P,text.maxspeed,"appear",80,-140)end if P.modeData.event==45 then showText(P,text.maxspeed,"appear",80,-140)end
P.cstat.event=P.cstat.event+1 P.modeData.event=P.modeData.event+1
end end
end, end,
survivor_hard=function(P) survivor_hard=function(P)
if not P.control then return end if not P.control then return end
P.counter=P.counter+1 P.counter=P.counter+1
if P.counter>=max(60,180-2*P.cstat.event)then if P.counter>=max(60,180-2*P.modeData.event)then
if P.cstat.event%3<2 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}) ins(P.atkBuffer,{pos=rnd(10),amount=1,countdown=0,cd0=0,time=0,sent=false,lv=1})
else else
ins(P.atkBuffer,{pos=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 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 if P.atkBuffer.sum>20 then garbageRelease()end
P.counter=0 P.counter=0
if P.cstat.event==45 then showText(P,text.maxspeed,"appear",80,-140)end if P.modeData.event==45 then showText(P,text.maxspeed,"appear",80,-140)end
P.cstat.event=P.cstat.event+1 P.modeData.event=P.modeData.event+1
end end
end, end,
survivor_lunatic=function(P) survivor_lunatic=function(P)
if not P.control then return end if not P.control then return end
P.counter=P.counter+1 P.counter=P.counter+1
if P.counter>=max(60,150-P.cstat.event)then if P.counter>=max(60,150-P.modeData.event)then
local t=max(60,90-P.cstat.event) 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}) 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 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 P.counter=0
if P.cstat.event==60 then showText(P,text.maxspeed,"appear",80,-140)end if P.modeData.event==60 then showText(P,text.maxspeed,"appear",80,-140)end
P.cstat.event=P.cstat.event+1 P.modeData.event=P.modeData.event+1
end end
end, end,
survivor_ultimate=function(P) survivor_ultimate=function(P)
if not P.control then return end if not P.control then return end
P.counter=P.counter+1 P.counter=P.counter+1
if P.counter>=max(300,600-10*P.cstat.event)then if P.counter>=max(300,600-10*P.modeData.event)then
local t=max(300,480-12*P.cstat.event) 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=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=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=1.2*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}) 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 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 P.counter=0
if P.cstat.event==31 then showText(P,text.maxspeed,"appear",80,-140)end if P.modeData.event==31 then showText(P,text.maxspeed,"appear",80,-140)end
P.cstat.event=P.cstat.event+1 P.modeData.event=P.modeData.event+1
end end
end, end,
PC=function(P) PC=function(P)
P.counter=P.counter+1 P.counter=P.counter+1
if P.counter==21 then if P.counter==21 then
local t=P.cstat.pc%2 local t=P.stat.pc%2
for i=1,4 do for i=1,4 do
local r=getNewRow(0) local r=getNewRow(0)
for j=1,10 do for j=1,10 do
@@ -694,84 +718,68 @@ Event_task={
defaultModeEnv={ defaultModeEnv={
sprint={ sprint={
{ {
drop=60, drop=60,target=10,
target=10,
reach=Event_gameover.win, reach=Event_gameover.win,
bg="strap",bgm="race", bg="strap",bgm="race",
}, },
{ {
drop=60, drop=60,target=20,
target=20,
reach=Event_gameover.win, reach=Event_gameover.win,
bg="strap",bgm="race", bg="strap",bgm="race",
}, },
{ {
drop=60, drop=60,target=40,
target=40,
reach=Event_gameover.win, reach=Event_gameover.win,
bg="strap",bgm="race", bg="strap",bgm="race",
}, },
{ {
drop=60, drop=60,target=100,
target=100,
reach=Event_gameover.win, reach=Event_gameover.win,
bg="strap",bgm="race", bg="strap",bgm="race",
}, },
{ {
drop=60, drop=60,target=400,
target=400,
reach=Event_gameover.win, reach=Event_gameover.win,
bg="strap",bgm="push", bg="strap",bgm="push",
}, },
{ {
drop=60, drop=60,target=1000,
target=1000,
reach=Event_gameover.win, reach=Event_gameover.win,
bg="strap",bgm="push", bg="strap",bgm="push",
}, },
}, },
marathon={ marathon={
{ {
drop=60,lock=60, drop=60,lock=60,fall=30,
fall=30, target=200,reach=Event.marathon_reach,
target=200,
reach=Event.marathon_reach,
bg="strap",bgm="way", bg="strap",bgm="way",
}, },
{ {
drop=60, drop=60,fall=20,
fall=20, target=10,reach=Event.marathon_reach,
target=10,
reach=Event.marathon_reach,
bg="strap",bgm="way", bg="strap",bgm="way",
}, },
{ {
_20G=true, _20G=true,fall=15,
fall=15, target=200,reach=Event.marathon_reach,
target=200,
reach=Event.marathon_reach,
bg="strap",bgm="race", bg="strap",bgm="race",
}, },
}, },
master={ master={
{ {
_20G=true, _20G=true,drop=0,lock=rush_lock[1],
drop=0,lock=rush_lock[1],
wait=rush_wait[1], wait=rush_wait[1],
fall=rush_fall[1], fall=rush_fall[1],
target=0, target=0,reach=Event.master_reach_lunatic,
reach=Event.master_reach_lunatic,
das=9,arr=3, das=9,arr=3,
freshLimit=15, freshLimit=15,
bg="game2",bgm="secret8th", bg="strap",bgm="secret8th",
}, },
{ {
_20G=true, _20G=true,drop=0,lock=death_lock[1],
drop=0,lock=death_lock[1],
wait=death_wait[1], wait=death_wait[1],
fall=death_fall[1], fall=death_fall[1],
target=0, target=0,reach=Event.master_reach_ultimate,
reach=Event.master_reach_ultimate,
das=6,arr=1, das=6,arr=1,
freshLimit=15, freshLimit=15,
bg="game2",bgm="secret7th", bg="game2",bgm="secret7th",
@@ -779,16 +787,13 @@ defaultModeEnv={
}, },
classic={ classic={
{ {
das=15,arr=3, das=15,arr=3,sddas=2,sdarr=2,
sddas=2,sdarr=2,
ghost=false,center=false, ghost=false,center=false,
drop=1,lock=1, drop=1,lock=1,wait=10,fall=25,
wait=10,fall=25,
next=1,hold=false, next=1,hold=false,
sequence="rnd", sequence="rnd",
freshLimit=0, freshLimit=0,
target=10, target=10,reach=Event.classic_reach,
reach=Event.classic_reach,
bg="rgb",bgm="rockblock", bg="rgb",bgm="rockblock",
}, },
}, },
@@ -796,8 +801,7 @@ defaultModeEnv={
{ {
drop=1e99,lock=1e99, drop=1e99,lock=1e99,
oncehold=false, oncehold=false,
target=200, target=200,reach=Event_gameover.win,
reach=Event_gameover.win,
bg="strap",bgm="infinite", bg="strap",bgm="infinite",
}, },
}, },
@@ -819,16 +823,14 @@ defaultModeEnv={
oncehold=false, oncehold=false,
drop=1e99,lock=1e99, drop=1e99,lock=1e99,
freshLimit=15, freshLimit=15,
target=1, target=1,reach=Event.tsd_reach,
reach=Event.tsd_reach,
ospin=false, ospin=false,
bg="matrix",bgm="reason", bg="matrix",bgm="reason",
}, },
{ {
drop=60,lock=60, drop=60,lock=60,
freshLimit=15, freshLimit=15,
target=1, target=1,reach=Event.tsd_reach,
reach=Event.tsd_reach,
ospin=false, ospin=false,
bg="matrix",bgm="reason", bg="matrix",bgm="reason",
}, },
@@ -931,35 +933,32 @@ defaultModeEnv={
{ {
oncehold=false, oncehold=false,
drop=1e99,lock=1e99, drop=1e99,lock=1e99,
target=0, target=1,reach=Event.tech_reach_easy,
reach=Event.tech_reach,
bg="matrix",bgm="way", bg="matrix",bgm="way",
}, },
{ {
oncehold=false,
drop=30,lock=60, drop=30,lock=60,
target=0, target=1,reach=Event.tech_reach_easy,
reach=Event.tech_reach,
bg="matrix",bgm="way", bg="matrix",bgm="way",
}, },
{ {
drop=15,lock=60, drop=8,lock=60,
target=0,
reach=Event.tech_reach_hard,
freshLimit=15, freshLimit=15,
bg="matrix",bgm="way", target=1,reach=Event.tech_reach_hard,
bg="matrix",bgm="secret8th",
}, },
{ {
drop=5,lock=40, drop=4,lock=40,
target=0, target=1,
freshLimit=15, freshLimit=15,
reach=Event.tech_reach_hard, reach=Event.tech_reach_hard,
bg="matrix",bgm="way", bg="matrix",bgm="secret8th",
}, },
{ {
drop=1,lock=40, drop=1,lock=40,
target=0,
freshLimit=15, freshLimit=15,
reach=Event.tech_reach_hard, target=1,reach=Event.tech_reach_ultimate,
bg="matrix",bgm="secret7th", bg="matrix",bgm="secret7th",
}, },
}, },
@@ -967,11 +966,10 @@ defaultModeEnv={
{ {
next=4, next=4,
hold=false, hold=false,
drop=120,lock=120, drop=150,lock=150,
fall=20, fall=20,
sequence="pc", sequence="pc",
target=0, target=0,reach=Event.newPC,
reach=Event.newPC,
ospin=false, ospin=false,
bg="rgb",bgm="newera", bg="rgb",bgm="newera",
}, },
@@ -981,9 +979,8 @@ defaultModeEnv={
drop=60,lock=60, drop=60,lock=60,
fall=20, fall=20,
sequence="pc", sequence="pc",
target=0,
freshLimit=15, freshLimit=15,
reach=Event.newPC, target=0,reach=Event.newPC,
ospin=false, ospin=false,
bg="rgb",bgm="newera", bg="rgb",bgm="newera",
}, },
@@ -992,25 +989,20 @@ defaultModeEnv={
{ {
oncehold=false, oncehold=false,
drop=300,lock=1e99, drop=300,lock=1e99,
target=100, target=100,reach=Event_gameover.win,
reach=Event_gameover.win,
ospin=false, ospin=false,
bg="rgb",bgm="newera", bg="rgb",bgm="newera",
}, },
{ {
drop=60,lock=120, drop=60,lock=120,fall=10,
fall=10, target=100,reach=Event_gameover.win,
target=100,
reach=Event_gameover.win,
freshLimit=15, freshLimit=15,
ospin=false, ospin=false,
bg="rgb",bgm="infinite", bg="rgb",bgm="infinite",
}, },
{ {
drop=20,lock=60, drop=20,lock=60,fall=20,
fall=20, target=100,reach=Event_gameover.win,
target=100,
reach=Event_gameover.win,
freshLimit=15, freshLimit=15,
ospin=false, ospin=false,
bg="rgb",bgm="infinite", bg="rgb",bgm="infinite",

BIN
font.ttf

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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 visible_opt={show=1e99,time=300,fast=20,none=5}
local reAtk={0,0,1,1,1,2,2,3,3} local reAtk={0,0,1,1,1,2,2,3,3}
local reDef={0,1,1,2,3,3,4,4,5} 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 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 ren_n={}for i=1,11 do ren_n[i]="ren_"..i end
@@ -105,9 +105,9 @@ local freshMethod={
newNext(i) newNext(i)
end,--random end,--random
pc=function() pc=function()
if P.cstat.piece%4==0 then if P.stat.piece%4==0 then
local r=rnd(#PClist) local r=rnd(#PClist)
local f=P.cstat.event==1 local f=P.modeData.event==1
for i=1,4 do for i=1,4 do
local b=PClist[r][i] local b=PClist[r][i]
if f then if f then
@@ -117,7 +117,7 @@ local freshMethod={
end end
newNext(b) newNext(b)
end end
P.cstat.event=(P.cstat.event+1)%2 P.modeData.event=(P.modeData.event+1)%2
end end
end, end,
drought1=function() drought1=function()
@@ -160,10 +160,35 @@ function loadGame(mode,level)
needResetGameData=true needResetGameData=true
gotoScene("play","deck") gotoScene("play","deck")
end 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() function resetGameData()
gamefinished=false
frame=0 frame=0
garbageSpeed=1 garbageSpeed=1
pushSpeed=3 pushSpeed=3
pauseTime=0--Time paused
pauseCount=0--Times paused
if players then if players then
for _,P in next,players do if P.id then for _,P in next,players do if P.id then
while P.field[1]do while P.field[1]do
@@ -179,7 +204,7 @@ function resetGameData()
BGM(modeEnv.bgm) BGM(modeEnv.bgm)
FX.beam={} FX.beam={}
for k,v in pairs(PTC.dust)do for _,v in next,PTC.dust do
v:release() v:release()
end end
for i=1,#players do for i=1,#players do
@@ -205,6 +230,7 @@ function resetGameData()
while freeRow[p]do while freeRow[p]do
rem(freeRow) rem(freeRow)
end end
sysSFX("ready")
collectgarbage() collectgarbage()
end end
function gameStart() function gameStart()
@@ -247,12 +273,15 @@ function createPlayer(id,x,y,size,AIspeed,data)
P.alive=true P.alive=true
P.control=false P.control=false
P.timing=false P.timing=false
P.time=0 P.stat={
P.cstat={ time=0,
key=0,piece=0,row=0,atk=0, key=0,rotate=0,hold=0,piece=0,row=0,
techrash=0,pc=0, atk=0,send=0,recv=0,pend=0,
point=0,event=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 }--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.keyTime={}for i=1,10 do P.keyTime[i]=-1e5 end P.keySpeed=0
P.dropTime={}for i=1,10 do P.dropTime[i]=-1e5 end P.dropSpeed=0 P.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, sent=false,
lv=min(int(send^.69),5), 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 if R.id==1 then sysSFX(send<4 and "blip_1"or"blip_2",min(send+1,5)*.1)end
end end
end end
@@ -362,6 +392,7 @@ function garbageRelease()
if not A.sent and A.countdown<=0 then if not A.sent and A.countdown<=0 then
garbageRise(8+A.lv,A.amount,A.pos) garbageRise(8+A.lv,A.amount,A.pos)
P.atkBuffer.sum=P.atkBuffer.sum-A.amount P.atkBuffer.sum=P.atkBuffer.sum-A.amount
P.stat.pend=P.stat.pend+A.amount
A.sent=true A.sent=true
A.time=0 A.time=0
end end
@@ -643,24 +674,24 @@ function spin(d,ifpre)
P.curX=P.curX-1 P.curX=P.curX-1
goto I goto I
end end
goto E goto quit
::T:: ::T::
P.cur.id=5 P.cur.id=5
P.cur.bk=blocks[5][0] P.cur.bk=blocks[5][0]
P.sc=scs[5][0] P.sc=scs[5][0]
P.r,P.c,P.dir=2,3,0 P.r,P.c,P.dir=2,3,0
P.spinLast=3 P.spinLast=3
if P.id==1 then stat.rotate=stat.rotate+1 end P.stat.rotate=P.stat.rotate+1
goto E goto quit
::I:: ::I::
P.cur.id=7 P.cur.id=7
P.cur.bk=blocks[7][2] P.cur.bk=blocks[7][2]
P.sc=scs[7][2] P.sc=scs[7][2]
P.r,P.c,P.dir=1,4,2 P.r,P.c,P.dir=1,4,2
P.spinLast=3 P.spinLast=3
if P.id==1 then stat.rotate=stat.rotate+1 end P.stat.rotate=P.stat.rotate+1
end end
::E::return goto quit
end end
local icb=blocks[P.cur.id][idir] local icb=blocks[P.cur.id][idir]
local isc=scs[P.cur.id][idir] local isc=scs[P.cur.id][idir]
@@ -675,7 +706,7 @@ function spin(d,ifpre)
goto spin goto spin
end end
end end
goto fail goto quit
::spin:: ::spin::
createShade(P.curX,P.curY+P.r-1,P.curX+P.c-1,P.curY) createShade(P.curX,P.curY+P.r-1,P.curX+P.c-1,P.curY)
P.curX,P.curY,P.dir=ix,iy,idir P.curX,P.curY,P.dir=ix,iy,idir
@@ -685,10 +716,8 @@ function spin(d,ifpre)
freshgho() freshgho()
freshLockDelay() 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") 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 P.stat.rotate=P.stat.rotate+1
stat.rotate=stat.rotate+1 ::quit::
end
::fail::
end end
function hold(ifpre) function hold(ifpre)
if not P.holded and P.waiting==-1 and P.gameEnv.hold then 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 if ifoverlap(P.cur.bk,P.curX,P.curY)then lock()Event_gameover.lose()end
SFX(ifpre and"prehold"or"hold") SFX(ifpre and"prehold"or"hold")
if P.id==1 then P.stat.hold=P.stat.hold+1
stat.hold=stat.hold+1
end
end end
end end
function drop() function drop()
@@ -739,7 +766,7 @@ function drop()
end--Immobile end--Immobile
end end
lock() 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 local mini
if P.spinLast and cc>0 and dospin>0 then if P.spinLast and cc>0 and dospin>0 then
dospin=dospin+P.spinLast dospin=dospin+P.spinLast
@@ -760,71 +787,76 @@ function drop()
if cc==4 then if cc==4 then
if P.b2b>1000 then if P.b2b>1000 then
showText(P,text.techrashB3B,"fly",80,-30) showText(P,text.techrashB3B,"fly",80,-30)
csend=6 send=6
sendTime=100 sendTime=100
exblock=exblock+1 exblock=exblock+1
P.stat.b3b=P.stat.b3b+1
elseif P.b2b>=40 then elseif P.b2b>=40 then
showText(P,text.techrashB2B,"drive",80,-30) showText(P,text.techrashB2B,"drive",80,-30)
sendTime=80 sendTime=80
csend=5 send=5
P.stat.b2b=P.stat.b2b+1
else else
showText(P,text.techrash,"stretch",80,-30) showText(P,text.techrash,"stretch",80,-30)
sendTime=60 sendTime=60
csend=4 send=4
end end
P.b2b=P.b2b+120 P.b2b=P.b2b+120
P.lastClear=74 P.lastClear=74
P.cstat.techrash=P.cstat.techrash+1 P.stat.clear_4=P.stat.clear_4+1
elseif cc>0 then elseif cc>0 then
local clearKey=clear_n
if dospin then if dospin then
if P.b2b>1000 then if P.b2b>1000 then
showText(P,text.b3b..text.spin[P.cur.name]..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 send=b2bATK[cc]+1
exblock=exblock+1 exblock=exblock+1
P.stat.b3b=P.stat.b3b+1
elseif P.b2b>=40 then elseif P.b2b>=40 then
showText(P,text.b2b..text.spin[P.cur.name]..text.clear[cc],"spin",40,-30) 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 else
showText(P,text.spin[P.cur.name]..text.clear[cc],"spin",50,-30) showText(P,text.spin[P.cur.name]..text.clear[cc],"spin",50,-30)
csend=2*cc send=2*cc
end end
sendTime=20+csend*20 sendTime=20+send*20
if mini then if mini then
showText(P,text.mini,"appear",40,-80) showText(P,text.mini,"appear",40,-80)
csend=ceil(csend*.5) send=ceil(send*.5)
sendTime=sendTime+60 sendTime=sendTime+60
P.b2b=P.b2b+b2bPoint[cc]*.8 P.b2b=P.b2b+b2bPoint[cc]*.8
else else
P.b2b=P.b2b+b2bPoint[cc] P.b2b=P.b2b+b2bPoint[cc]
end end
P.lastClear=P.cur.id*10+cc P.lastClear=P.cur.id*10+cc
if P.id==1 then clearKey=spin_n
stat.spin=stat.spin+1
end
SFX(spin_n[cc]) SFX(spin_n[cc])
elseif #P.clearing<#P.field then elseif #P.clearing<#P.field then
P.b2b=max(P.b2b-250,0) P.b2b=max(P.b2b-250,0)
showText(P,text.clear[cc],"appear",32+cc*3,-30,(8-cc)*.3) showText(P,text.clear[cc],"appear",32+cc*3,-30,(8-cc)*.3)
csend=cc-1 send=cc-1
sendTime=20+csend*20 sendTime=20+send*20
P.lastClear=cc P.lastClear=cc
end end
P.stat[clearKey[cc]]=P.stat[clearKey[cc]]+1
else else
P.combo=0 P.combo=0
if dospin then if dospin then
showText(P,text.spin[P.cur.name],"appear",50,-30) showText(P,text.spin[P.cur.name],"appear",50,-30)
SFX("spin_0") SFX("spin_0")
P.b2b=P.b2b+20 P.b2b=P.b2b+20
P.stat.spin_0=P.stat.spin_0+1
end end
end end
csend=csend+(renATK[P.combo]or 4) send=send+(renATK[P.combo]or 4)
if #P.clearing==#P.field then if #P.clearing==#P.field then
showText(P,text.PC,"flicker",70,-80) 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 exblock=exblock+2
sendTime=sendTime+60 sendTime=sendTime+60
if P.cstat.row>4 then P.b2b=1200 end if P.stat.row>4 then P.b2b=1200 end
P.cstat.pc=P.cstat.pc+1 P.stat.pc=P.stat.pc+1
P.lastClear=P.cur.id*10+5 P.lastClear=P.cur.id*10+5
SFX("perfectclear") SFX("perfectclear")
end end
@@ -835,39 +867,38 @@ function drop()
if cc>0 then if cc>0 then
SFX(clear_n[cc]) SFX(clear_n[cc])
SFX(ren_n[min(P.combo,11)]) 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 end
if P.b2b>1200 then P.b2b=1200 end if P.b2b>1200 then P.b2b=1200 end
if cc>0 and modeEnv.royaleMode then if cc>0 and modeEnv.royaleMode then
local i=min(#P.atker,9) local i=min(#P.atker,9)
if i>1 then if i>1 then
csend=csend+reAtk[i] send=send+reAtk[i]
exblock=exblock+reDef[i] exblock=exblock+reDef[i]
end end
end end
if csend>0 then if send>0 then
if exblock then exblock=int(exblock*(1+P.strength*.25))end if exblock then exblock=int(exblock*(1+P.strength*.25))end
csend=csend*(1+P.strength*.25) send=send*(1+P.strength*.25)
if mini then csend=csend end if mini then send=send end
csend=int(csend) send=int(send)
--Badge Buff --Badge Buff
P.cstat.atk=P.cstat.atk+csend P.stat.atk=P.stat.atk+send
if P.id==1 then stat.atk=stat.atk+csend end
--ATK statistics --ATK statistics
if csend==0 then goto L end if send==0 then goto L end
showText(P,csend,"zoomout",40,70) showText(P,send,"zoomout",40,70)
if exblock==0 then goto L end if exblock==0 then goto L end
showText(P,exblock,"zoomout",20,115) showText(P,exblock,"zoomout",20,115)
::L:: ::L::
if csend>0 and P.atkBuffer[1]then if send>0 and P.atkBuffer[1]then
if exblock>0 then if exblock>0 then
exblock=exblock-1 exblock=exblock-1
else else
csend=csend-1 send=send-1
end end
P.atkBuffer[1].amount=P.atkBuffer[1].amount-1 P.atkBuffer[1].amount=P.atkBuffer[1].amount-1
P.atkBuffer.sum=P.atkBuffer.sum-1 P.atkBuffer.sum=P.atkBuffer.sum-1
@@ -876,24 +907,25 @@ function drop()
end end
goto L goto L
end end
if csend>0 then if send>0 then
if modeEnv.royaleMode then if modeEnv.royaleMode then
if P.atkMode==4 then if P.atkMode==4 then
if #P.atker>0 then if #P.atker>0 then
for i=1,#P.atker do for i=1,#P.atker do
garbageSend(P,P.atker[i],csend,sendTime) garbageSend(P,P.atker[i],send,sendTime)
end end
else else
garbageSend(P,randomTarget(P),csend,sendTime) garbageSend(P,randomTarget(P),send,sendTime)
end end
else else
freshTarget(P) freshTarget(P)
garbageSend(P,P.atking,csend,sendTime) garbageSend(P,P.atking,send,sendTime)
end end
elseif #players.alive>1 then elseif #players.alive>1 then
garbageSend(P,randomTarget(P),csend,sendTime) garbageSend(P,randomTarget(P),send,sendTime)
end 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 end
elseif cc==0 then elseif cc==0 then
if P.b2b>1000 then if P.b2b>1000 then
@@ -901,11 +933,8 @@ function drop()
end end
garbageRelease() garbageRelease()
end end
if P.id==1 then P.stat.piece,P.stat.row=P.stat.piece+1,P.stat.row+cc
stat.piece,stat.row=stat.piece+1,stat.row+cc if P.stat.row>=P.gameEnv.target then
end
P.cstat.piece,P.cstat.row=P.cstat.piece+1,P.cstat.row+cc
if P.cstat.row>=P.gameEnv.target then
P.gameEnv.reach() P.gameEnv.reach()
end end
P.spinLast=dospin and cc>0 P.spinLast=dospin and cc>0
@@ -961,8 +990,7 @@ function pressKey(i,p)
end end
end end
ins(P.keyTime,1,frame)rem(P.keyTime,11) ins(P.keyTime,1,frame)rem(P.keyTime,11)
P.cstat.key=P.cstat.key+1 P.stat.key=P.stat.key+1
if P.id==1 then stat.key=stat.key+1 end
end end
--ins(rec,{i,frame}) --ins(rec,{i,frame})
end end
@@ -1017,7 +1045,7 @@ act={
P.curY=P.y_img P.curY=P.y_img
P.spinLast=false P.spinLast=false
SFX("drop") SFX("drop")
if P.id==1 then VIB(1)end if P.id==1 then VIB(0)end
end end
P.lockDelay=-1 P.lockDelay=-1
drop() drop()
@@ -1064,8 +1092,12 @@ act={
end, end,
restart=function() restart=function()
clearTask("play") clearTask("play")
resetGameData() if frame>=180 then
frame=30 updateStat()
resetGameData()
else
resetPartGameData()
end
end, end,
insDown=function() insDown=function()
if P.curY~=P.y_img then if P.curY~=P.y_img then

View File

@@ -3,17 +3,15 @@ return{
royale_remain=function(n)return"剩余 "..n.." 名玩家"end, 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"}, 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", techrash="Techrash",
techrashB2B="Techrash B2B", techrashB2B="B2B Techrash",
techrashB3B="Techrash B2B2B", techrashB3B="B2B2B Techrash",
block={"Z","S","L","J","T","O","I"}, 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"}, clear={" single"," double"," triple"},
b2b="B2B ", spin={"Z-spin","S-spin","L-spin","J-spin","T-spin","O-spin","I-spin"},
b3b="B2B2B ", b2b="B2B ",b3b="B2B2B ",
mini="Mini", mini="Mini",
PC="Perfect Clear", PC="Perfect Clear",
hold="暂存", hold="暂存",next="下一个",
next="下一个",
stage={"关卡 1","关卡 2","关卡 3","关卡 4","关卡 5",}, stage={"关卡 1","关卡 2","关卡 3","关卡 4","关卡 5",},
maxspeed="最高速度", maxspeed="最高速度",
@@ -22,6 +20,8 @@ return{
win="胜利", win="胜利",
lose="失败", lose="失败",
pause="暂停", pause="暂停",
finish="结束",
pauseTime="暂停时间",
custom="自定义游戏", custom="自定义游戏",
customOption={ customOption={
@@ -72,13 +72,13 @@ return{
zen="无重力消除200行", zen="无重力消除200行",
infinite="科研沙盒", infinite="科研沙盒",
solo="打败AI", solo="打败AI",
tsd="尽可能做T旋消2", tsd="尽可能做TSD",
blind="最强大脑", blind="最强大脑",
dig="核能挖掘机", dig="核能挖掘机",
survivor="防守练习", 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", pctrain="熟悉全清定式的组合",
pcchallenge="100行内尽可能多全清", pcchallenge="100行内尽可能多PC",
techmino41="41人混战", techmino41="41人混战",
techmino99="99人混战", techmino99="99人混战",
drought="异常序列", drought="异常序列",
@@ -104,19 +104,28 @@ return{
"更小的DAS和ARR拥有更高的操作上限", "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?", "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", "20G是一套全新的游戏规则",
"请勿在上课时游玩本游戏!", "不要在上课时游戏!",
"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={ stat={
"游戏运行次数:", "游戏运行次数:",
"游戏局数:", "游戏局数:",
"游戏时间:", "游戏时间:",
"总方块使用:",
"总消行数:",
"总攻击行数:",
"总按键数:", "总按键数:",
"总旋转数:", "总旋转数:",
"暂存次数:", "Hold次数:",
"总旋转消行数:", "方块使用数:",
"总消行数:",
"总攻击数:",
"总发送数:",
"总接收数:",
"总上涨数:",
"总消除数:",
"总Spin数:",
"总B2B数:",
"总PC数:",
"平均效率:",
}, },
help={ help={
"好像也没啥好帮助的吧?就当是关于了", "好像也没啥好帮助的吧?就当是关于了",
@@ -227,4 +236,4 @@ return{
path="打开存储目录", path="打开存储目录",
}, },
}, },
}--中文 }--

239
language/chi_full.lua Normal file
View File

@@ -0,0 +1,239 @@
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","41人混战","99人混战","干旱","多人",
},
modeInfo={
sprint="挑战世界纪录",
marathon="尝试坚持到最后",
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",
techmino41="41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:",
"总按键数:",
"总旋转数:",
"暂存次数:",
"总方块使用:",
"总消行数:",
"总攻击行数:",
"总发送数:",
"总接收数:",
"总上涨数:",
"总消除数:",
"总旋转消行数:",
"总满贯数:",
"总全清数:",
"平均效率:",
},
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="+",
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,
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",
},
},
}--文全

View File

@@ -3,17 +3,15 @@ return{
royale_remain=function(n)return n.." Players Remain"end, 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"}, 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", techrash="Techrash",
techrashB2B="Techrash B2B", techrashB2B="B2B Techrash",
techrashB3B="Techrash B2B2B", techrashB3B="B2B2B Techrash",
block={"Z","S","L","J","T","O","I"}, 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"}, clear={" single"," double"," triple"},
b2b="B2B ", spin={"Z-spin","S-spin","L-spin","J-spin","T-spin","O-spin","I-spin"},
b3b="B2B2B ", b2b="B2B ",b3b="B2B2B ",
mini="Mini", mini="Mini",
PC="Perfect Clear", PC="Perfect Clear",
hold="Hold", hold="Hold",next="Next",
next="Next",
stage={"STAGE 1","STAGE 2","STAGE 3","STAGE 4","STAGE 5",}, stage={"STAGE 1","STAGE 2","STAGE 3","STAGE 4","STAGE 5",},
maxspeed="Max speed", maxspeed="Max speed",
@@ -22,7 +20,9 @@ return{
win="WIN", win="WIN",
lose="LOSE", lose="LOSE",
pause="PAUSE", pause="PAUSE",
finish="FINISH",
pauseTime="Pause time",
custom="Custom Game", custom="Custom Game",
customOption={ customOption={
drop="Drop delay:", drop="Drop delay:",
@@ -76,7 +76,7 @@ return{
blind="Invisible board", blind="Invisible board",
dig="Downstack!", dig="Downstack!",
survivor="Hand them!", survivor="Hand them!",
tech="Techniques practice", tech="Don't do normal clear",
pctrain="Let's learn some PCs", pctrain="Let's learn some PCs",
pcchallenge="Make PCs in 100 Lines", pcchallenge="Make PCs in 100 Lines",
techmino41="Melee fight with 40 AIs", techmino41="Melee fight with 40 AIs",
@@ -104,19 +104,28 @@ return{
"Small DAS&ARR can make you faster,if you can adapt to it", "Small DAS&ARR can make you faster,if you can adapt to it",
"Have you noticed what does \"rotating\" do to block?", "Have you noticed what does \"rotating\" do to block?",
"20G is a brand new game rule", "20G is a brand new game rule",
"Do not play this game in class!", "Do not play game in class!",
"This game can be very hard,be mentally perpared",
"This in not a casual game",
}, },
stat={ stat={
"Games run:", "Games run:",
"Games played:", "Games played:",
"Game time:", "Game time:",
"Total block used:",
"Total rows cleared:",
"Total lines sent:",
"Total key pressed:", "Total key pressed:",
"Total rotate:", "Total rotate:",
"Total hold:", "Total hold:",
"Total block used:",
"Total rows cleared:",
"Total attack:",
"Total sent:",
"Total receive:",
"Total pend:",
"Total clear:",
"Total spin:", "Total spin:",
"Total B2B:",
"Total PC:",
"Total Efficiency",
}, },
help={ help={
"I don't think you need \"help\".", "I don't think you need \"help\".",

View File

@@ -200,16 +200,16 @@ local virtualkeySet={
{80,320,6400,80},--restart {80,320,6400,80},--restart
},--Keyboard set },--Keyboard set
{ {
{1200-360,40,1600,40},--moveLeft {1200-370,40,1600,40},--moveLeft
{1200-280,40,1600,40},--moveRight {1200-280,40,1600,40},--moveRight
{1200-520,40,1600,40},--rotRight {1200-530,40,1600,40},--rotRight
{1200-600,40,1600,40},--rotLeft {1200-610,40,1600,40},--rotLeft
{1200-440,40,1600,40},--rotFlip {1200-450,40,1600,40},--rotFlip
{1200-40,40,1600,40},--hardDrop {1200-50,40,1600,40},--hardDrop
{1200-120,40,1600,40},--softDrop {1200-130,40,1600,40},--softDrop
{1200-200,40,1600,40},--hold {1200-210,40,1600,40},--hold
{1200-680,40,1600,40},--func {1200-690,40,1600,40},--func
{1200-760,40,1600,40},--restart {1200-770,40,1600,40},--restart
},--PC key feedback },--PC key feedback
} }
Buttons={ Buttons={
@@ -297,8 +297,8 @@ Buttons={
BGM("blank") BGM("blank")
end,down="vib",left="sfx"}, end,down="vib",left="sfx"},
vib= {x=850,y=160, w=340,h=60,rgb=color.white, code=function() vib= {x=850,y=160, w=340,h=60,rgb=color.white, code=function()
setting.vib=(setting.vib+1)%5 setting.vib=(setting.vib+1)%6
VIB(2) VIB(1)
end,up="sfx",down="fullscreen",left="swap"}, end,up="sfx",down="fullscreen",left="swap"},
fullscreen= {x=850,y=230, w=340,h=60,rgb=color.white, code=function() fullscreen= {x=850,y=230, w=340,h=60,rgb=color.white, code=function()
setting.fullscreen=not setting.fullscreen setting.fullscreen=not setting.fullscreen

View File

@@ -3,7 +3,8 @@ local ms,kb=love.mouse,love.keyboard
local fs,sys=love.filesystem,love.system 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 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 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) math.randomseed(os.time()*626)
null=function()end null=function()end
@@ -13,9 +14,10 @@ scene=""
bgmPlaying=nil bgmPlaying=nil
curBG="none" curBG="none"
kb.setKeyRepeat(false) local F=false
kb.setTextInput(false) kb.setKeyRepeat(F)
ms.setVisible(false) kb.setTextInput(F)
ms.setVisible(F)
local Fonts={} local Fonts={}
function setFont(s) function setFont(s)
@@ -36,8 +38,8 @@ gameEnv0={
das=10,arr=2, das=10,arr=2,
sddas=0,sdarr=2, sddas=0,sdarr=2,
ghost=true,center=true, ghost=true,center=true,
grid=false,swap=true, grid=F,swap=true,
_20G=false,bone=false, _20G=F,bone=F,
drop=30,lock=45, drop=30,lock=45,
wait=0,fall=0, wait=0,fall=0,
next=6,hold=true,oncehold=true, next=6,hold=true,oncehold=true,
@@ -45,7 +47,7 @@ gameEnv0={
block=true, block=true,
keepVisible=true,visible="show", keepVisible=true,visible="show",
Fkey=false,puzzle=false,ospin=true, Fkey=F,puzzle=F,ospin=true,
freshLimit=1e99,target=1e99,reach=null, freshLimit=1e99,target=1e99,reach=null,
bg="none",bgm="race" bg="none",bgm="race"
} }
@@ -70,14 +72,14 @@ end
--Game system Data --Game system Data
setting={ setting={
ghost=true,center=true, ghost=true,center=true,
grid=false,swap=true, grid=F,swap=true,
fxs=true,bg=true, fxs=true,bg=true,
das=10,arr=2, das=10,arr=2,
sddas=0,sdarr=2, sddas=0,sdarr=2,
sfx=true,bgm=true,vib=3, sfx=true,bgm=true,vib=3,
fullscreen=false, fullscreen=F,
bgblock=true, bgblock=true,
lang=1, lang=1,
keyMap={ keyMap={
@@ -117,20 +119,16 @@ setting={
}, },
virtualkeyAlpha=3, virtualkeyAlpha=3,
virtualkeyIcon=true, virtualkeyIcon=true,
virtualkeySwitch=false, virtualkeySwitch=F,
frameMul=100, frameMul=100,
} }
stat={ stat={
run=0, run=0,game=0,time=0,
game=0, key=0,rotate=0,hold=0,piece=0,row=0,
gametime=0, atk=0,send=0,recv=0,pend=0,
piece=0, clear_1=0,clear_2=0,clear_3=0,clear_4=0,
row=0, spin_0=0,spin_1=0,spin_2=0,spin_3=0,
atk=0, b2b=0,b3b=0,pc=0,
key=0,
hold=0,
rotate=0,
spin=0,
} }
virtualkey={ virtualkey={
{80,720-80,6400,80},--moveLeft {80,720-80,6400,80},--moveLeft
@@ -150,7 +148,7 @@ 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} virtualkeyPressTime={0,0,0,0,0,0,0,0,0,0,0,0,0}
--User Data&User Setting --User Data&User Setting
require"toolfunc" require"toolfunc"
@@ -172,6 +170,6 @@ if fs.getInfo("usersetting")then
loadSetting() loadSetting()
elseif system=="Android" or system=="iOS"then elseif system=="Android" or system=="iOS"then
setting.virtualkeySwitch=true setting.virtualkeySwitch=true
setting.swap=false setting.swap=F
end end
swapLanguage(setting.lang) swapLanguage(setting.lang)

102
paint.lua
View File

@@ -37,7 +37,48 @@ local modeLevelColor={
["400L"]=color.red, ["400L"]=color.red,
["1000L"]=color.darkRed, ["1000L"]=color.darkRed,
} }
local dataOptL={
"key","rotate","hold","piece","row",
"atk","send","recv","pend",
}
local function dataOpt(i)
local stat=players[1].stat
if 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={ local miniTitle_rect={
{2,0,5,1},{4,1,1,6}, {2,0,5,1},{4,1,1,6},
{9,0,4,1},{9,3,4,1},{9,6,4,1},{8,0,1,7}, {9,0,4,1},{9,3,4,1},{9,6,4,1},{8,0,1,7},
@@ -232,6 +273,22 @@ function Pnt.BG.game3()
gc.setColor(.6,.6,1) gc.setColor(.6,.6,1)
gc.draw(background1,640,360,Timer()*.25,12,nil,64,64) gc.draw(background1,640,360,Timer()*.25,12,nil,64,64)
end 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
function Pnt.BG.game6()
end
function Pnt.BG.rgb() function Pnt.BG.rgb()
gc.clear( gc.clear(
sin(Timer()*1.2)*.15+.5, sin(Timer()*1.2)*.15+.5,
@@ -288,7 +345,7 @@ function Pnt.main()
gc.setColor(1,1,1) gc.setColor(1,1,1)
gc.draw(titleImage,300,30) gc.draw(titleImage,300,30)
setFont(30) setFont(30)
gc.print("Alpha V0.7.16",290,140) gc.print("Alpha V0.7.17",290,140)
gc.print(system,800,110) gc.print(system,800,110)
end end
function Pnt.mode() function Pnt.mode()
@@ -408,7 +465,7 @@ function Pnt.play()
gc.translate(P.x,P.y)gc.scale(P.size)--Position 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.setColor(0,0,0,.6)gc.rectangle("fill",0,0,600,690)--Background
gc.setLineWidth(7) gc.setLineWidth(7)
gc.setColor(frameColor[P.strength])gc.rectangle("line",0,0,600,690)--Big frame gc.setColor(frameColor[P.strength])gc.rectangle("line",0,0,600,690,5)--Big frame
gc.translate(150,70) gc.translate(150,70)
if P.gameEnv.grid then if P.gameEnv.grid then
gc.setLineWidth(1) gc.setLineWidth(1)
@@ -569,7 +626,7 @@ function Pnt.play()
gc.setColor(1,1,1) gc.setColor(1,1,1)
setFont(35) 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 if mesDisp[curMode.id]then mesDisp[curMode.id]()end--Draw other message
gc.setColor(1,1,1) gc.setColor(1,1,1)
@@ -621,17 +678,27 @@ function Pnt.play()
end end
function Pnt.pause() function Pnt.pause()
Pnt.play() Pnt.play()
gc.setColor(0,0,0,pauseTime*.015) gc.setColor(0,0,0,pauseTimer*.015)
gc.rectangle("fill",0,0,1280,720) gc.rectangle("fill",0,0,1280,720)
gc.setColor(1,1,1,pauseTimer*.02)
setFont(30)
gc.print(text.pauseTime..":["..pauseCount.."] "..format("%0.2f",pauseTime).."s",40,280)
setFont(40)
for i=1,7 do
gc.print(text.stat[i+3],40,40*i+285)
gc.print(dataOpt(i),400,40*i+285)
end
for i=8,14 do
gc.print(text.stat[i+3],810,40*i+5)
gc.print(dataOpt(i),1060,40*i+5)
end
if system~="Android"then if system~="Android"then
setFont(40)
gc.setColor(1,1,1,pauseTime*.02)
mStr(text.space.."/"..text.enter,640,300) mStr(text.space.."/"..text.enter,640,300)
gc.print("ESC",610,598) gc.print("ESC",610,598)
end end
setFont(120)
gc.setColor(1,1,1) gc.setColor(1,1,1)
mStr(text.pause,640,140-12*(5-pauseTime*.1)^2) setFont(120)
mStr(gamefinished and text.finish or text.pause,640,140-12*(5-pauseTimer*.1)^2)
end end
function Pnt.setting() function Pnt.setting()
gc.setColor(1,1,1) gc.setColor(1,1,1)
@@ -706,18 +773,11 @@ function Pnt.help()
mStr(text.group,1170,210) mStr(text.group,1170,210)
end end
function Pnt.stat() function Pnt.stat()
setFont(35) setFont(28)
gc.setColor(1,1,1) gc.setColor(1,1,1)
for i=1,10 do gc.print(text.stat[i],350,20+40*i)end for i=1,17 do
gc.print(stat.run,650,60) gc.print(text.stat[i],400,30*i-5)
gc.print(stat.game,650,100) gc.print(statOpt(i),720,30*i-5)
gc.print(format("%0.1fhr",stat.gametime*2.78e-4),650,140) end
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)
gc.draw(titleImage,260,570,.2+.07*sin(Timer()*3),.8,nil,250,60) gc.draw(titleImage,260,570,.2+.07*sin(Timer()*3),.8,nil,250,60)
end end

View File

@@ -51,7 +51,7 @@ function Tmr.draw()
end end
function Tmr.play(dt) function Tmr.play(dt)
frame=frame+1 frame=frame+1
stat.gametime=stat.gametime+dt stat.time=stat.time+dt
for i=#FX.beam,1,-1 do for i=#FX.beam,1,-1 do
local b=FX.beam[i] local b=FX.beam[i]
@@ -97,7 +97,7 @@ function Tmr.play(dt)
end--Counting,include pre-das,directy RETURN end--Counting,include pre-das,directy RETURN
for p=1,#players do for p=1,#players do
P=players[p] 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 P.alive then
if not P.small then if not P.small then
local v=0 local v=0
@@ -125,9 +125,9 @@ function Tmr.play(dt)
else else
AI_getControls(P.ai.controls) AI_getControls(P.ai.controls)
P.ai.controlDelay=P.ai.controlDelay0+2 P.ai.controlDelay=P.ai.controlDelay0+2
if Timer()-P.cstat.point>P.cstat.event then if Timer()-P.modeData.point>P.modeData.event then
P.cstat.point=Timer() P.modeData.point=Timer()
P.cstat.event=P.ai.controlDelay0+rnd(2,10) 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) changeAtkMode(rnd()<.85 and 1 or #P.atker>3 and 4 or rnd()<.35 and 2 or 3)
end end
end end
@@ -211,8 +211,8 @@ function Tmr.play(dt)
--Alive --Alive
else else
if not P.small then if not P.small then
P.keySpeed=P.keySpeed*.96+P.cstat.key/P.time*60*.04 P.keySpeed=P.keySpeed*.96+P.stat.key/P.stat.time*60*.04
P.dropSpeed=P.dropSpeed*.96+P.cstat.piece/P.time*60*.04 P.dropSpeed=P.dropSpeed*.96+P.stat.piece/P.stat.time*60*.04
--Final average speeds --Final average speeds
if modeEnv.royaleMode then if modeEnv.royaleMode then
P.swappingAtkMode=min(P.swappingAtkMode+2,30) P.swappingAtkMode=min(P.swappingAtkMode+2,30)
@@ -277,7 +277,10 @@ function Tmr.play(dt)
if modeEnv.royaleMode and frame%120==0 then freshMostDangerous()end if modeEnv.royaleMode and frame%120==0 then freshMostDangerous()end
end end
function Tmr.pause(dt) function Tmr.pause(dt)
if not wd.isMinimized()and pauseTime<50 then if not gamefinished then
pauseTime=pauseTime+1 pauseTime=pauseTime+dt
end
if pauseTimer<50 and not wd.isMinimized()then
pauseTimer=pauseTimer+1
end end
end end

View File

@@ -14,7 +14,7 @@ local function splitS(s,sep)
return t return t
end end
function mStr(s,x,y) function mStr(s,x,y)
gc.printf(s,x-300,y,600,"center") gc.printf(s,x-320,y,640,"center")
end end
function getNewRow(val) function getNewRow(val)
@@ -36,8 +36,8 @@ function removeRow(t,k)
end end
--Single-usage funcs --Single-usage funcs
langName={"中文","English"} langName={"中文","全中文","English"}
local langID={"chi","eng"} local langID={"chi","chi_full","eng"}
function swapLanguage(l) function swapLanguage(l)
text=require("language/"..langID[l]) text=require("language/"..langID[l])
Buttons.sel=nil Buttons.sel=nil
@@ -66,7 +66,7 @@ function swapLanguage(l)
collectgarbage() collectgarbage()
end end
local vibrateLevel={0,0,.03,.04,.05,.07,.9} local vibrateLevel={0,.02,.03,.04,.05,.06,.07,.08}
function VIB(t) function VIB(t)
if setting.vib>0 then if setting.vib>0 then
love.system.vibrate(vibrateLevel[setting.vib+t]) love.system.vibrate(vibrateLevel[setting.vib+t])
@@ -175,6 +175,12 @@ function gotoScene(s,style)
end end
end 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={ local prevMenu={
load=love.event.quit, load=love.event.quit,
intro="quit", intro="quit",
@@ -187,13 +193,11 @@ local prevMenu={
end, end,
ready="mode", ready="mode",
play=function() play=function()
updateStat()
clearTask("play") clearTask("play")
gotoScene(curMode.id~="custom"and"mode"or"custom","deck") gotoScene(curMode.id~="custom"and"mode"or"custom","deck")
end, end,
pause=function() pause=null,
clearTask("play")
gotoScene(curMode.id~="custom"and"mode"or"custom","deck")
end,
help="main", help="main",
stat="main", stat="main",
setting=function() setting=function()
@@ -202,7 +206,7 @@ local prevMenu={
end, end,
setting2="setting", setting2="setting",
setting3="setting", setting3="setting",
} }prevMenu.pause=prevMenu.play
function back() function back()
local t=prevMenu[scene] local t=prevMenu[scene]
if type(t)=="string"then if type(t)=="string"then
@@ -212,7 +216,11 @@ function back()
end end
end end
function pauseGame() 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 for i=1,#players.alive do
local l=players.alive[i].keyPressing local l=players.alive[i].keyPressing
for j=1,#l do for j=1,#l do
@@ -228,16 +236,12 @@ function resumeGame()
gotoScene("play","fade") gotoScene("play","fade")
end end
local dataOpt={ local dataOpt={
"run", "run","game","time",
"game", "key","rotate","hold","piece","row",
"gametime", "atk","send","recv","pend",
"piece", "clear_1","clear_2","clear_3","clear_4",
"row", "spin_0","spin_1","spin_2","spin_3",
"atk", "b2b","b3b","pc",
"key",
"rotate",
"hold",
"spin",
} }
local saveOpt={ local saveOpt={
"ghost","center", "ghost","center",
@@ -268,10 +272,15 @@ function loadData()
if find(i,"=")then if find(i,"=")then
local t=sub(i,1,find(i,"=")-1) local t=sub(i,1,find(i,"=")-1)
local v=sub(i,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 v=toN(v)if not v or v<0 then v=0 end
stat[t]=v stat[t]=v
end ::E::
end end
end end
end end
@@ -280,7 +289,7 @@ function saveData()
for i=1,#dataOpt do for i=1,#dataOpt do
ins(t,dataOpt[i].."="..toS(stat[dataOpt[i]])) ins(t,dataOpt[i].."="..toS(stat[dataOpt[i]]))
end end
t=table.concat(t,"\r\n") t=concat(t,"\r\n")
--t=love.math.compress(t,"zlib"):getString() --t=love.math.compress(t,"zlib"):getString()
userData:open("w") userData:open("w")
userData:write(t) userData:write(t)
@@ -299,7 +308,7 @@ function loadSetting()
if t=="sfx"or t=="bgm"or t=="bgblock"then if t=="sfx"or t=="bgm"or t=="bgblock"then
setting[t]=v=="true" setting[t]=v=="true"
elseif t=="vib"then elseif t=="vib"then
setting.vib=toN(v:match("[01234]"))or 0 setting.vib=toN(v:match("[012345]"))or 0
elseif t=="fullscreen"then elseif t=="fullscreen"then
setting.fullscreen=v=="true" setting.fullscreen=v=="true"
love.window.setFullscreen(setting.fullscreen) love.window.setFullscreen(setting.fullscreen)
@@ -348,7 +357,7 @@ function loadSetting()
elseif t=="ghost"or t=="center"or t=="grid"or t=="swap"or t=="fxs"or t=="bg"then elseif t=="ghost"or t=="center"or t=="grid"or t=="swap"or t=="fxs"or t=="bg"then
setting[t]=v=="true" setting[t]=v=="true"
elseif t=="lang"then elseif t=="lang"then
setting[t]=toN(v:match("[12]"))or 1 setting[t]=toN(v:match("[123]"))or 1
end end
end end
end end
@@ -359,25 +368,25 @@ function saveSetting()
for j=1,4 do for j=1,4 do
virtualkey[i][j]=int(virtualkey[i][j]+.5) virtualkey[i][j]=int(virtualkey[i][j]+.5)
end--Saving a integer is better? end--Saving a integer is better?
vk[i]=table.concat(virtualkey[i],",") vk[i]=concat(virtualkey[i],",")
end--pre-pack virtualkey setting end--pre-pack virtualkey setting
local map={} local map={}
for i=1,16 do for i=1,16 do
map[i]=table.concat(setting.keyMap[i],",") map[i]=concat(setting.keyMap[i],",")
end end
local lib={} local lib={}
for i=1,4 do for i=1,4 do
lib[i]=table.concat(setting.keyLib[i],",") lib[i]=concat(setting.keyLib[i],",")
end end
local t={ local t={
"keymap="..toS(table.concat(map,"/")), "keymap="..toS(concat(map,"/")),
"keylib="..toS(table.concat(lib,"/")), "keylib="..toS(concat(lib,"/")),
"virtualkey="..toS(table.concat(vk,"/")), "virtualkey="..toS(concat(vk,"/")),
} }
for i=1,#saveOpt do for i=1,#saveOpt do
ins(t,saveOpt[i].."="..toS(setting[saveOpt[i]])) ins(t,saveOpt[i].."="..toS(setting[saveOpt[i]]))
end end
t=table.concat(t,"\r\n") t=concat(t,"\r\n")
--t=love.math.compress(t,"zlib"):getString() --t=love.math.compress(t,"zlib"):getString()
userSetting:open("w") userSetting:open("w")
userSetting:write(t) userSetting:write(t)