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2 Commits

Author SHA1 Message Date
MrZ_26
5eea97dd8b Alpha V0.7.20 2020-02-04 19:34:54 +08:00
MrZ_26
f0a118e714 Alpha V0.7.19 2020-02-04 19:34:43 +08:00
77 changed files with 1010 additions and 642 deletions

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@@ -22,8 +22,13 @@ local sceneInit={
BGM("blank")
end,
main=function()
BGM("blank")
collectgarbage()
end,
music=function()
sel=1
BGM()
end,
mode=function()
curBG="none"
saveData()
@@ -115,7 +120,8 @@ function buttonControl_key(i)
if not sceneSwaping and Buttons.sel then
Buttons.sel.alpha=1
Buttons.sel.code()
sysSFX("button")
SFX("button")
VOICE("nya")
end
end
end
@@ -130,12 +136,16 @@ function buttonControl_gamepad(i)
if not sceneSwaping and Buttons.sel then
Buttons.sel.alpha=1
Buttons.sel.code()
sysSFX("button")
SFX("button")
VOICE("nya")
end
end
end
mouseDown={}
mouseDown,mouseMove,mouseUp,wheelmoved={},{},{},{}
touchDown,touchUp,touchMove={},{},{}
keyDown,keyUp={},{}
gamepadDown,gamepadUp={},{}
function mouseDown.intro(x,y,k)
if k==2 then
back()
@@ -143,126 +153,9 @@ function mouseDown.intro(x,y,k)
gotoScene("main")
end
end
function mouseDown.draw(x,y,k)
mouseMove.draw(x,y)
end
function mouseDown.setting3(x,y,k)
if k==2 then back()end
for K=1,#virtualkey do
local b=virtualkey[K]
if (x-b[1])^2+(y-b[2])^2<b[3]then
sel=K
end
end
end
mouseMove={}
function mouseMove.draw(x,y,dx,dy)
sx,sy=int((x-200)/30)+1,20-int((y-60)/30)
if sx<1 or sx>10 then sx=nil end
if sy<1 or sy>20 then sy=nil end
if sx and sy and ms.isDown(1,2)then
preField[sy][sx]=ms.isDown(1)and pen or 0
end
end
function mouseMove.setting3(x,y,dx,dy)
if sel and ms.isDown(1)then
local b=virtualkey[sel]
b[1],b[2]=b[1]+dx,b[2]+dy
end
end
mouseUp={}
function mouseUp.setting3(x,y,k)
if sel then
local b=virtualkey[sel]
local k=snapLevelValue[snapLevel]
b[1],b[2]=int(b[1]/k+.5)*k,int(b[2]/k+.5)*k
end
end
wheelmoved={}
function wheelmoved.draw(x,y)
if y<0 then
pen=pen+1
if pen==8 then pen=9 elseif pen==14 then pen=0 end
else
pen=pen-1
if pen==8 then pen=7 elseif pen==-1 then pen=13 end
end
end
function wheelmoved.mode(x,y)
modeSel=min(max(modeSel+(y>0 and -1 or 1),1),#modeID)
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
end
touchDown={}
function touchDown.intro(id,x,y)
gotoScene("main")
end
function touchDown.draw(id,x,y)
end
function touchDown.setting3(id,x,y)
for K=1,#virtualkey do
local b=virtualkey[K]
if (x-b[1])^2+(y-b[2])^2<b[3]then
sel=K
end
end
end
function touchDown.play(id,x,y)
if setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
pressKey(t,players[1])
end
end
end
touchUp={}
function touchUp.setting3(id,x,y)
if sel then
x,y=xOy:inverseTransformPoint(x,y)
if sel then
local b=virtualkey[sel]
local k=snapLevelValue[snapLevel]
b[1],b[2]=int(b[1]/k+.5)*k,int(b[2]/k+.5)*k
end
end
end
function touchUp.play(id,x,y)
if setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
releaseKey(t,players[1])
end
end
end
touchMove={}
function touchMove.setting3(id,x,y,dx,dy)
if sel then
local b=virtualkey[sel]
b[1],b[2]=b[1]+dx,b[2]+dy
end
end
function touchMove.draw(id,x,y,dx,dy)
sx,sy=int((x-200)/30)+1,20-int((y-60)/30)
if sx<1 or sx>10 then sx=nil end
if sy<1 or sy>20 then sy=nil end
if sx and sy then
preField[sy][sx]=pen
end
end
function touchMove.play(id,x,y,dx,dy)
if setting.virtualkeySwitch then
local l=tc.getTouches()
for n=1,#virtualkey do
local b=virtualkey[n]
for i=1,#l do
local x,y=xOy:inverseTransformPoint(tc.getPosition(l[i]))
if(x-b[1])^2+(y-b[2])^2<=b[3]then goto L end
end
releaseKey(n,players[1])
::L::
end
end
end
keyDown={}
function keyDown.intro(key)
if key=="escape"then
back()
@@ -270,6 +163,18 @@ function keyDown.intro(key)
gotoScene("main")
end
end
function gamepadDown.intro(key)
if key=="back"then
back()
else
gotoScene("main")
end
end
function wheelmoved.mode(x,y)
modeSel=min(max(modeSel+(y>0 and -1 or 1),1),#modeID)
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
end
function keyDown.mode(key)
if key=="down"then
if modeSel<#modeID then
@@ -297,13 +202,35 @@ function keyDown.mode(key)
back()
end
end
function gamepadDown.mode(key)
if key=="dpdown"then
if modeSel<#modeID then modeSel=modeSel+1 end
elseif key=="dpup"then
if modeSel>1 then modeSel=modeSel-1 end
elseif key=="start"then
loadGame(modeSel,levelSel)
elseif key=="back"then
back()
end
end
function keyDown.music(key)
if key=="down"then
sel=sel%#musicID+1
elseif key=="up"then
sel=(sel-2)%#musicID+1
elseif key=="return"or key=="space"then
BGM(musicID[sel])
elseif key=="escape"then
back()
end
end
function keyDown.custom(key)
if key=="left"then
local k=customID[optSel]
customSel[k]=(customSel[k]-2)%#customRange[k]+1
customSel[optSel]=(customSel[optSel]-2)%#customRange[customID[optSel]]+1
elseif key=="right"then
local k=customID[optSel]
customSel[k]=customSel[k]%#customRange[k]+1
customSel[optSel]=customSel[optSel]%#customRange[customID[optSel]]+1
elseif key=="down"then
optSel=optSel%#customID+1
elseif key=="up"then
@@ -318,6 +245,37 @@ function keyDown.custom(key)
back()
end
end
function mouseDown.draw(x,y,k)
mouseMove.draw(x,y)
end
function mouseMove.draw(x,y,dx,dy)
sx,sy=int((x-200)/30)+1,20-int((y-60)/30)
if sx<1 or sx>10 then sx=nil end
if sy<1 or sy>20 then sy=nil end
if sx and sy and ms.isDown(1,2,3)then
preField[sy][sx]=ms.isDown(1)and pen or ms.isDown(2)and 0 or -1
end
end
function wheelmoved.draw(x,y)
if y<0 then
pen=pen+1
if pen==8 then pen=9 elseif pen==14 then pen=0 end
else
pen=pen-1
if pen==8 then pen=7 elseif pen==-1 then pen=13 end
end
end
function touchDown.draw(id,x,y)
end
function touchMove.draw(id,x,y,dx,dy)
sx,sy=int((x-200)/30)+1,20-int((y-60)/30)
if sx<1 or sx>10 then sx=nil end
if sy<1 or sy>20 then sy=nil end
if sx and sy then
preField[sy][sx]=pen
end
end
function keyDown.draw(key)
if key=="delete"then
Buttons.draw.clear.code()
@@ -336,6 +294,8 @@ function keyDown.draw(key)
if sx and sy then
preField[sy][sx]=pen
end
elseif key=="tab"then
pen=-1
elseif key=="backspace"then
pen=0
elseif key=="escape"then
@@ -344,6 +304,7 @@ function keyDown.draw(key)
pen=find("123qwea#sdzxc",key)or pen
end
end
function keyDown.setting2(key)
if key=="escape"then
if keyboardSetting then
@@ -373,58 +334,6 @@ function keyDown.setting2(key)
curBoard=min(curBoard+1,8)
end
end
function keyDown.play(key)
if key=="escape"and not sceneSwaping then
return(frame<180 and back or pauseGame)()
end
local m=setting.keyMap
for p=1,human do
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
end
function keyDown.pause(key)
if key=="escape"then
back()
elseif key=="return"or key=="space"then
resumeGame()
end
end
keyUp={}
function keyUp.play(key)
local m=setting.keyMap
for p=1,human do
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
end
gamepadDown={}
function gamepadDown.intro(key)
if key=="back"then
back()
else
gotoScene("main")
end
end
function gamepadDown.mode(key)
if key=="dpdown"then
if modeSel<#modeID then modeSel=modeSel+1 end
elseif key=="dpup"then
if modeSel>1 then modeSel=modeSel-1 end
elseif key=="start"then
loadGame(modeSel,levelSel)
elseif key=="back"then
back()
end
end
function gamepadDown.setting2(key)
if key=="back"then
if joystickSetting then
@@ -454,6 +363,117 @@ function gamepadDown.setting2(key)
curBoard=min(curBoard+1,8)
end
end
function mouseDown.setting3(x,y,k)
if k==2 then back()end
for K=1,#virtualkey do
local b=virtualkey[K]
if (x-b[1])^2+(y-b[2])^2<b[3]then
sel=K
end
end
end
function mouseMove.setting3(x,y,dx,dy)
if sel and ms.isDown(1)then
local b=virtualkey[sel]
b[1],b[2]=b[1]+dx,b[2]+dy
end
end
function mouseUp.setting3(x,y,k)
if sel then
local b=virtualkey[sel]
local k=snapLevelValue[snapLevel]
b[1],b[2]=int(b[1]/k+.5)*k,int(b[2]/k+.5)*k
end
end
function touchDown.setting3(id,x,y)
for K=1,#virtualkey do
local b=virtualkey[K]
if (x-b[1])^2+(y-b[2])^2<b[3]then
sel=K
end
end
end
function touchUp.setting3(id,x,y)
if sel then
x,y=xOy:inverseTransformPoint(x,y)
if sel then
local b=virtualkey[sel]
local k=snapLevelValue[snapLevel]
b[1],b[2]=int(b[1]/k+.5)*k,int(b[2]/k+.5)*k
end
end
end
function touchMove.setting3(id,x,y,dx,dy)
if sel then
local b=virtualkey[sel]
b[1],b[2]=b[1]+dx,b[2]+dy
end
end
function keyDown.pause(key)
if key=="escape"then
back()
elseif key=="return"or key=="space"then
resumeGame()
end
end
function touchDown.play(id,x,y)
if setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
pressKey(t,players[1])
end
end
end
function touchUp.play(id,x,y)
if setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
releaseKey(t,players[1])
end
end
end
function touchMove.play(id,x,y,dx,dy)
if setting.virtualkeySwitch then
local l=tc.getTouches()
for n=1,#virtualkey do
local b=virtualkey[n]
for i=1,#l do
local x,y=xOy:inverseTransformPoint(tc.getPosition(l[i]))
if(x-b[1])^2+(y-b[2])^2<=b[3]then goto L end
end
releaseKey(n,players[1])
::L::
end
end
end
function keyDown.play(key)
if key=="escape"and not sceneSwaping then
return(frame<180 and back or pauseGame)()
end
local m=setting.keyMap
for p=1,human do
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
end
function keyUp.play(key)
local m=setting.keyMap
for p=1,human do
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
end
function gamepadDown.play(key)
if key=="back"then back()return end
local m=setting.keyMap
@@ -466,7 +486,6 @@ function gamepadDown.play(key)
end
end
end
gamepadUp={}
function gamepadUp.play(key)
local m=setting.keyMap
for p=1,human do
@@ -480,6 +499,8 @@ function gamepadUp.play(key)
end
function love.mousepressed(x,y,k,t,num)
if t then return end
mouseShow=true
@@ -496,7 +517,8 @@ function love.mousepressed(x,y,k,t,num)
B.alpha=1
Buttons.sel=nil
love.mousemoved(x,y,0,0)
sysSFX("button")
SFX("button")
VOICE("nya")
VIB(1)
end
end
@@ -547,7 +569,8 @@ function love.touchreleased(id,x,y)
B.code()
B.alpha=1
Buttons.sel=nil
sysSFX("button")
SFX("button")
VOICE("nya")
VIB(1)
end
Buttons.sel=nil
@@ -581,7 +604,8 @@ function love.keypressed(i)
if devMode then
if i=="k"then
P=players.alive[rnd(#players.alive)]
Event_gameover.lose()
P.lastRecv=players[1]
Event.lose()
--Test code here
elseif i=="q"then
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
@@ -639,12 +663,13 @@ function love.resize(w,h)
scr.k=h/720
scr.x,scr.y=(w-h*16/9)*.5,0
end
gc.origin()
xOy=xOy:setTransformation(w*.5,h*.5,nil,scr.k,nil,640,360)
gc.replaceTransform(xOy)
collectgarbage()
end
function love.focus(f)
if not f and wd.isMinimized()and scene=="play"then pauseGame()end
if system~="Android" and not f and scene=="play"then pauseGame()end
end
function love.update(dt)
-- if players then for k,v in pairs(players[1])do
@@ -680,6 +705,12 @@ function love.update(dt)
for i=#Task,1,-1 do
Task[i]:update()
end
if voicePlaying[1]then
if not voicePlaying[1]:isPlaying()then
rem(voicePlaying,1)
end
if voicePlaying[1] and not voicePlaying[1]:isPlaying()then voicePlaying[1]:play()end
end
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
@@ -729,7 +760,7 @@ function love.draw()
local r=Timer()*.5
gc.setColor(1,1,1,min(1-abs(1-r%1*2),.3))
r=int(r)%7+1
gc.draw(mouseBlock[r],mx,my,Timer()%pi*4,20,20,scs[2*r]-.5,#blocks[r][0]-scs[2*r-1]+.5)
gc.draw(mouseBlock[r],mx,my,Timer()%3.1416*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!
@@ -768,11 +799,13 @@ function love.run()
end
tm.step()
love.update(tm.getDelta())
readyDrawFrame=readyDrawFrame+setting.frameMul
if readyDrawFrame>=100 then
readyDrawFrame=readyDrawFrame-100
love.draw()
gc.present()
if not wd.isMinimized()then
readyDrawFrame=readyDrawFrame+setting.frameMul
if readyDrawFrame>=100 then
readyDrawFrame=readyDrawFrame-100
love.draw()
gc.present()
end
end
::L::if Timer()-frameT<1/60 then goto L end
frameT=Timer()

View File

@@ -29,7 +29,7 @@ function clearTask(opt)
end
end
function Task:update()
if(not self.P or self.P and scene=="play")and 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
for i=#Task,1,-1 do
if Task[i]==self then rem(Task,i)return end
end--Destroy

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 V0.7.18"
W.title="Techmino V0.7.20"
W.icon="/image/icon.png"
W.width,W.height=1280,720
W.minwidth,W.minheight=640,360

View File

@@ -50,6 +50,12 @@ loadmode={
end,
infinite=function()
createPlayer(1,340,15)
if curMode.lv==2 then
pushSpeed=1
for i=1,5 do
garbageRise(10,1,rnd(10))
end
end
end,
solo=function()
createPlayer(1,340,15)
@@ -74,6 +80,23 @@ loadmode={
tech=function()
createPlayer(1,340,15)
end,
c4wtrain=function()
createPlayer(1,340,15)
local F=P.field
for i=1,22 do
F[i]=getNewRow(10)
P.visTime[i]=getNewRow(20)
for x=4,7 do F[i][x]=0 end
end
local r=rnd(6)
if r==1 then F[1][5],F[1][4],F[2][4]=10,10,10
elseif r==2 then F[1][6],F[1][7],F[2][7]=10,10,10
elseif r==3 then F[1][4],F[2][4],F[2][5]=10,10,10
elseif r==4 then F[1][7],F[2][7],F[2][6]=10,10,10
elseif r==5 then F[1][4],F[1][5],F[1][6]=10,10,10
elseif r==6 then F[1][7],F[1][6],F[1][5]=10,10,10
end
end,
pctrain=function()
createPlayer(1,340,15)
P=players[1]
@@ -88,18 +111,16 @@ loadmode={
if curMode.lv==5 then players[1].gameEnv.drop=15 end
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))
createPlayer(n,78*i-54,115*j-98,.09,rnd(min,max))
n=n+1
end end
for i=9,12 do for j=1,6 do
createPlayer(n,78*i+267,115*j-98,.18,rnd(min,max))
createPlayer(n,78*i+267,115*j-98,.09,rnd(min,max))
n=n+1
end end
--AIs
end,
techmino99=function()
createPlayer(1,340,15)--Player
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=5,32
@@ -109,15 +130,13 @@ loadmode={
elseif curMode.lv==5 then min,max=1,12
end
for i=1,7 do for j=1,7 do
createPlayer(n,46*i-36,97*j-72,.135,rnd(min,max))
createPlayer(n,46*i-36,97*j-72,.068,rnd(min,max))
n=n+1
end end
for i=15,21 do for j=1,7 do
createPlayer(n,46*i+264,97*j-72,.135,rnd(min,max))
createPlayer(n,46*i+264,97*j-72,.068,rnd(min,max))
n=n+1
end end
--AIs
end,
drought=function()
createPlayer(1,340,15)
@@ -140,10 +159,10 @@ loadmode={
custom=function()
for i=1,#customID do
local k=customID[i]
modeEnv[k]=customRange[k][customSel[k]]
modeEnv[k]=customRange[k][customSel[i]]
end
modeEnv._20G=modeEnv.drop==-1
modeEnv.oncehold=customSel.hold==1
modeEnv.oncehold=customSel[6]==1
createPlayer(1,340,15)
if modeEnv.opponent==0 then
else
@@ -151,27 +170,27 @@ loadmode={
createPlayer(2,965,360,.5,modeEnv.opponent)
end
preField.h=20
::R::
::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
if preField[preField.h][i]>0 or curMode.lv==2 and preField[preField.h][i]==-1 then
goto L
end
end
preField.h=preField.h-1
if preField.h>0 then goto R end
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
if curMode.lv==1 then
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
modeEnv.bg=customRange.bg[customSel[12]]
modeEnv.bgm=customRange.bgm[customSel[13]]
end,
}
mesDisp={
@@ -255,6 +274,14 @@ mesDisp={
mStr("Attack",-82,363)
mStr("Efficiency",-82,475)
end,
c4wtrain=function()
setFont(50)
mStr(P.combo,-82,310)
mStr(P.modeData.point,-82,400)
setFont(20)
mStr("combo",-82,358)
mStr("max combo",-82,450)
end,
pctrain=function()
setFont(22)
mStr("Perfect Clear",-82,412)
@@ -304,6 +331,10 @@ mesDisp={
mStr(max(100-P.stat.row,0),-82,280)
end,
custom=function()
setFont(25)
mStr("Rows",-82,300)
setFont(80)
mStr(P.stat.row,-82,220)
if P.gameEnv.target<1e4 then
setFont(75)
mStr(max(P.gameEnv.target-P.stat.row,0),-82,280)
@@ -312,140 +343,20 @@ mesDisp={
gc.setColor(1,1,1,.6)
gc.setLineWidth(3)
for y=1,preField.h do for x=1,10 do
if preField[y][x]>0 then
gc.setColor(blockColor[preField[y][x]])
local B=preField[y][x]
if B>0 then
gc.setColor(blockColor[B])
gc.rectangle("line",30*x-25,605-30*y,20,20)
elseif B==0 then
gc.setColor(.8,.8,.8,.6)
gc.line(30*x-25,605-30*y,30*x-5,625-30*y)
gc.line(30*x-25,625-30*y,30*x-5,605-30*y)
end
end end
end
end
}
Event={
marathon_reach=function()
local s=int(P.stat.row*.1)
if s>=20 then
P.stat.row=200
Event_gameover.win()
else
P.gameEnv.drop=marathon_drop[s]
if s==18 then P.gameEnv._20G=true end
P.gameEnv.target=s*10+10
SFX("reach")
end
end,
master_reach_lunatic=function()
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.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.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]
P.gameEnv.das=10-s
if s==3 then P.gameEnv.arr=2 end
if s==5 then P.gameEnv.bone=true end
showText(P,text.stage[s],"fly",80,-120)
SFX("reach")
end
end
P.modeData.point=t
if t%100==99 then SFX("blip_1")end
::L::
end,
master_reach_ultimate=function()
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.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.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]
P.gameEnv.das=int(7.3-s*.4)
if s==4 then P.gameEnv.bone=true end
showText(P,text.stage[s],"fly",80,-120)
SFX("reach")
end
end
P.modeData.point=t
if t%100==99 then SFX("blip_1")end
::L::
end,
classic_reach=function()
P.gameEnv.target=P.gameEnv.target+10
if P.gameEnv.target==100 then
P.gameEnv.drop,P.gameEnv.lock=0,0
end
SFX("reach")
end,
tsd_reach=function()
if P.lastClear~=52 then
Event_gameover.lose()
elseif #P.clearing>0 then
P.modeData.event=P.modeData.event+1
end
end,
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.stat.piece%4==0 then
if #P.field==#P.clearing then
P.counter=P.stat.piece==0 and 20 or 0
newTask(Event_task.PC,P)
if curMode.lv==2 then
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
P.gameEnv.fall=pc_fall[s]or 5
if s==10 then
showText(P,text.maxspeed,"appear",80,-140)
else
showText(P,text.speedup,"appear",30,-140)
end
end
end
else
Event_gameover.lose()
end
end
end,
}
Event_gameover={
win=function()
P.alive=false
P.control=false
@@ -457,7 +368,7 @@ Event_gameover={
P.rank=1
P.result="WIN"
changeAtk(P)
BGM("end")
BGM("8-bit happiness")
end
for i=1,#P.atkBuffer do
P.atkBuffer[i].sent=true
@@ -471,9 +382,10 @@ Event_gameover={
if P.id==1 then
gamefinished=true
newTask(Event_task.finish,P)
SFX("win")
VOICE("win")
end
showText(P,text.win,"beat",90,nil,.4,curMode.id~="custom")
SFX("win")
end,
lose=function()
P.alive=false
@@ -511,7 +423,7 @@ Event_gameover={
end
P.lastRecv=A
if P.id==1 or A.id==1 then
newTask(Event_task.throwBadge,nil,{P,max(3,P.badge)*4})
newTask(Event_task.throwBadge,A,{P,max(3,P.badge)*4})
end
freshMostBadge()
end
@@ -541,15 +453,14 @@ Event_gameover={
showText(P,text.lose,"appear",90,nil,nil,true)
if P.id==1 then
gamefinished=true
if modeEnv.royaleMode then BGM("end")end
SFX("fail")
if modeEnv.royaleMode then
BGM("end")
end
VOICE("lose")
end
if #players.alive==1 then
local t=P
P=players.alive[1]
Event_gameover.win()
Event.win()
P=t
end
if #players>1 then
@@ -558,16 +469,163 @@ Event_gameover={
newTask(Event_task.finish,P)
end
end,
marathon_reach=function()
local s=int(P.stat.row*.1)
if s>=20 then
P.stat.row=200
Event.win()
else
P.gameEnv.drop=marathon_drop[s]
if s==18 then P.gameEnv._20G=true end
P.gameEnv.target=s*10+10
SFX("reach")
end
end,
master_reach_lunatic=function()
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.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.win()
goto L
else
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]
P.gameEnv.das=10-s
if s==3 then P.gameEnv.arr=2 end
if s==5 then P.gameEnv.bone=true end
showText(P,text.stage[s],"fly",80,-120)
SFX("reach")
end
end
P.modeData.point=t
if t%100==99 then SFX("blip_1")end
::L::
end,
master_reach_ultimate=function()
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.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.win()
goto L
else
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]
P.gameEnv.das=int(7.3-s*.4)
if s==4 then
P.gameEnv.bone=true
newTask(Event_task.bgmWarp,P,120)
end
showText(P,text.stage[s],"fly",80,-120)
SFX("reach")
end
end
P.modeData.point=t
if t%100==99 then SFX("blip_1")end
::L::
end,
classic_reach=function()
P.gameEnv.target=P.gameEnv.target+10
if P.gameEnv.target==100 then
P.gameEnv.drop,P.gameEnv.lock=0,0
end
SFX("reach")
end,
infinite_check=function()
for i=1,#P.clearing do
if P.clearing[i]<6 then
garbageRise(10,1,rnd(10))
end
end
end,
tsd_reach=function()
if P.lastClear~=52 then
Event.lose()
elseif #P.clearing>0 then
P.modeData.event=P.modeData.event+1
end
end,
tech_reach_easy=function()
if P.b2b<40 then
Event.lose()
end
end,
tech_reach_hard=function()
if #P.clearing>0 and P.lastClear<10 then
Event.lose()
end
end,
tech_reach_ultimate=function()
if #P.clearing>0 and P.lastClear<10 or P.lastClear==74 then
Event.lose()
end
end,
c4w_reach=function()
for i=1,#P.clearing do
ins(P.field,getNewRow(10))
ins(P.visTime,getNewRow(20))
for i=4,7 do P.field[#P.field][i]=0 end
end
if #P.clearing==0 then
if curMode.lv==2 then
Event.lose()
end
elseif P.combo>P.modeData.point then
P.modeData.point=P.combo
end
end,
newPC=function()
local P=players[1]
if P.stat.piece%4==0 then
if #P.field==#P.clearing then
P.counter=P.stat.piece==0 and 20 or 0
newTask(Event_task.PC,P)
if curMode.lv==2 then
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
P.gameEnv.fall=pc_fall[s]or 5
if s==10 then
showText(P,text.maxspeed,"appear",80,-140)
else
showText(P,text.speedup,"appear",30,-140)
end
end
end
else
Event.lose()
end
end
end,
}
Event_task={
finish=function(P)
finish=function(self,P)
P.endCounter=P.endCounter+1
if P.endCounter>120 then
pauseGame()
return true
end
end,
lose=function(P)
lose=function(self,P)
P.endCounter=P.endCounter+1
if P.endCounter>80 then
for i=1,#P.field do
@@ -589,35 +647,35 @@ Event_task={
end
end
end,
throwBadge=function(P,data)
throwBadge=function(self,A,data)
data[2]=data[2]-1
if data[2]%4==0 then
throwBadge(data[1],data[1].lastRecv)
if data[2]%8==0 then
sysSFX("collect")
if not A.ai and data[2]%8==0 then
SFX("collect")
end
end
if data[2]<=0 then return true end
end,
dig_normal=function(P)
dig_normal=function(self,P)
if not P.control then return end
P.counter=P.counter+1
if P.counter>=max(90,180-P.modeData.event)then
garbageRise(10,1,rnd(10))
P.counter=0
garbageRise(10,1,rnd(10))
P.modeData.event=P.modeData.event+1
end
end,
dig_lunatic=function(P)
dig_lunatic=function(self,P)
if not P.control then return end
P.counter=P.counter+1
if P.counter>=max(45,80-.3*P.modeData.event)then
garbageRise(11+P.modeData.event%3,1,rnd(10))
P.counter=0
garbageRise(11+P.modeData.event%3,1,rnd(10))
P.modeData.event=P.modeData.event+1
end
end,
survivor_easy=function(P)
survivor_easy=function(self,P)
if not P.control then return end
P.counter=P.counter+1
if P.counter>=max(60,150-2*P.modeData.event)then
@@ -627,7 +685,7 @@ Event_task={
P.modeData.event=P.modeData.event+1
end
end,
survivor_normal=function(P)
survivor_normal=function(self,P)
if not P.control then return end
P.counter=P.counter+1
if P.counter>=max(90,180-2*P.modeData.event)then
@@ -645,7 +703,7 @@ Event_task={
P.modeData.event=P.modeData.event+1
end
end,
survivor_hard=function(P)
survivor_hard=function(self,P)
if not P.control then return end
P.counter=P.counter+1
if P.counter>=max(60,180-2*P.modeData.event)then
@@ -661,7 +719,7 @@ Event_task={
P.modeData.event=P.modeData.event+1
end
end,
survivor_lunatic=function(P)
survivor_lunatic=function(self,P)
if not P.control then return end
P.counter=P.counter+1
if P.counter>=max(60,150-P.modeData.event)then
@@ -674,7 +732,7 @@ Event_task={
P.modeData.event=P.modeData.event+1
end
end,
survivor_ultimate=function(P)
survivor_ultimate=function(self,P)
if not P.control then return end
P.counter=P.counter+1
if P.counter>=max(300,600-10*P.modeData.event)then
@@ -690,7 +748,7 @@ Event_task={
P.modeData.event=P.modeData.event+1
end
end,
PC=function(P)
PC=function(self,P)
P.counter=P.counter+1
if P.counter==21 then
local t=P.stat.pc%2
@@ -711,48 +769,59 @@ Event_task={
end
end,
bgmFadeOut=function(_,id)
bgmFadeOut=function(self,_,id)
bgm[id]:setVolume(max(bgm[id]:getVolume()-.03,0))
if bgm[id]:getVolume()==0 then
bgm[id]:stop()
return true
end
end,
bgmFadeIn=function(_,id)
bgmFadeIn=function(self,_,id)
bgm[id]:setVolume(min(bgm[id]:getVolume()+.03,1))
if bgm[id]:getVolume()==1 then return true end
end,
bgmWarp=function(self)
if bgmPlaying then
self.data=self.data-1
if self.data==0 then
self.data=rnd(120,180)
bgm[bgmPlaying]:seek(max(bgm[bgmPlaying]:tell()-1,0))
end
else
return true
end
end
}
defaultModeEnv={
sprint={
{
drop=60,target=10,
reach=Event_gameover.win,
drop=60,lock=60,
target=10,reach=Event.win,
bg="strap",bgm="race",
},
{
drop=60,target=20,
reach=Event_gameover.win,
drop=60,lock=60,
target=20,reach=Event.win,
bg="strap",bgm="race",
},
{
drop=60,target=40,
reach=Event_gameover.win,
drop=60,lock=60,
target=40,reach=Event.win,
bg="strap",bgm="race",
},
{
drop=60,target=100,
reach=Event_gameover.win,
drop=60,lock=60,
target=100,reach=Event.win,
bg="strap",bgm="race",
},
{
drop=60,target=400,
reach=Event_gameover.win,
drop=60,lock=60,
target=400,reach=Event.win,
bg="strap",bgm="push",
},
{
drop=60,target=1000,
reach=Event_gameover.win,
drop=60,lock=60,
target=1000,reach=Event.win,
bg="strap",bgm="push",
},
},
@@ -809,7 +878,7 @@ defaultModeEnv={
{
drop=1e99,lock=1e99,
oncehold=false,
target=200,reach=Event_gameover.win,
target=200,reach=Event.win,
bg="strap",bgm="infinite",
},
},
@@ -819,6 +888,12 @@ defaultModeEnv={
oncehold=false,
bg="glow",bgm="infinite",
},
{
drop=1e99,lock=1e99,
oncehold=false,
target=1,reach=Event.infinite_check,
bg="glow",bgm="infinite",
},
},
solo={
{
@@ -860,7 +935,6 @@ defaultModeEnv={
{
fall=10,lock=60,
center=false,
ghost=false,
visible="none",
freshLimit=15,
bg="rgb",bgm="secret7th",
@@ -868,6 +942,7 @@ defaultModeEnv={
{
fall=5,lock=60,
center=false,
ghost=false,
visible="none",
freshLimit=15,
bg="rgb",bgm="secret8th",
@@ -946,18 +1021,18 @@ defaultModeEnv={
},
{
oncehold=false,
drop=30,lock=60,
target=1,reach=Event.tech_reach_easy,
drop=1e99,lock=1e99,
target=1,reach=Event.tech_reach_ultimate,
bg="matrix",bgm="newera",
},
{
drop=10,lock=60,
freshLimit=15,
target=1,reach=Event.tech_reach_hard,
bg="matrix",bgm="way",
},
{
drop=8,lock=60,
freshLimit=15,
target=1,reach=Event.tech_reach_hard,
bg="matrix",bgm="secret8th",
},
{
drop=4,lock=40,
drop=3,lock=40,
target=1,
freshLimit=15,
reach=Event.tech_reach_hard,
@@ -970,6 +1045,19 @@ defaultModeEnv={
bg="matrix",bgm="secret7th",
},
},
c4wtrain={
{
freshLimit=15,
target=0,reach=Event.c4w_reach,
bg="rgb",bgm="newera",
},
{
drop=5,lock=30,
freshLimit=15,
target=0,reach=Event.c4w_reach,
bg="rgb",bgm="newera",
},
},
pctrain={
{
next=4,
@@ -997,20 +1085,20 @@ defaultModeEnv={
{
oncehold=false,
drop=300,lock=1e99,
target=100,reach=Event_gameover.win,
target=100,reach=Event.win,
ospin=false,
bg="rgb",bgm="newera",
},
{
drop=60,lock=120,fall=10,
target=100,reach=Event_gameover.win,
target=100,reach=Event.win,
freshLimit=15,
ospin=false,
bg="rgb",bgm="infinite",
},
{
drop=20,lock=60,fall=20,
target=100,reach=Event_gameover.win,
target=100,reach=Event.win,
freshLimit=15,
ospin=false,
bg="rgb",bgm="infinite",
@@ -1045,7 +1133,7 @@ defaultModeEnv={
drop=20,lock=60,
sequence="drought1",
target=100,
reach=Event_gameover.win,
reach=Event.win,
ospin=false,
freshLimit=15,
bg="glow",bgm="reason",
@@ -1054,7 +1142,7 @@ defaultModeEnv={
drop=20,lock=60,
sequence="drought2",
target=100,
reach=Event_gameover.win,
reach=Event.win,
ospin=false,
freshLimit=15,
bg="glow",bgm="reason",
@@ -1068,13 +1156,11 @@ defaultModeEnv={
},
custom={
{
reach=Event_gameover.win,
bg="none",bgm="reason",
reach=Event.win,
},
{
Fkey=true,
reach=Event_gameover.win,
bg="none",bgm="reason",
reach=Event.win,
},
},
}

BIN
font.ttf

Binary file not shown.

View File

@@ -1,3 +1,4 @@
local gc=love.graphics
local blockPos={4,4,4,4,4,5,4}
local renATK={[0]=0,0,0,1,1,2,2,3,3,4,4}--3 else
local b2bPoint={50,100,180}
@@ -6,6 +7,8 @@ local testScore={[-1]=1,[-2]=0,[-3]=1,2,2,2}
local visible_opt={show=1e99,time=300,fast=20,none=5}
local reAtk={0,0,1,1,1,2,2,3,3}
local reDef={0,1,1,2,3,3,4,4,5}
local blockName={"Z","S","L","J","T","O","I"}
local clearName={"single","double","triple"}
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
@@ -130,7 +133,7 @@ local freshMethod={
end,
drought2=function()
if #P.next<6 then
local bag={1,1,1,2,2,2,3,3,3,4,4,4,6,6,6,5,7}
local bag={1,1,1,1,2,2,2,2,6,6,6,6,3,3,4,4,5,7}
::L::
newNext(rem(bag,rnd(#bag)))
if bag[1]then goto L end
@@ -147,7 +150,7 @@ local shadeColor={
{0,1,1,.3},
}
local function createShade(x1,y1,x2,y2)--x1<x2,y1>y2
if not P.small and P.showTime>=20 and setting.fxs and y1>=y2 then
if P.gameEnv.block and y1>=y2 then
ins(P.shade,{5,P.cur.color,x1,y1,x2,y2})
end
end
@@ -230,11 +233,11 @@ function resetGameData()
while freeRow[p]do
rem(freeRow)
end
sysSFX("ready")
SFX("ready")
collectgarbage()
end
function gameStart()
sysSFX("start")
SFX("start")
for P=1,#players do
P=players[P]
_G.P=P
@@ -251,13 +254,16 @@ function createPlayer(id,x,y,size,AIspeed,data)
ins(players.alive,P)
P.index={__index=P}
P.x,P.y,P.size=x,y,size or 1
P.small=P.size<.3
P.fieldOffX,P.fieldOffY=0,0
P.small=P.size<.1
if P.small then
P.centerX,P.centerY=P.x+150*P.size,P.y+300*P.size
P.size=P.size*5
P.centerX,P.centerY=P.x+300*P.size,P.y+600*P.size
P.canvas=gc.newCanvas(60,120)
P.frameWait=rnd(30,120)
else
P.centerX,P.centerY=P.x+300*P.size,P.y+670*P.size
P.absFieldPos={P.x+150*P.size,P.y+60*P.size}
P.absFieldX=P.x+150*P.size
P.absFieldY=P.y+60*P.size
end
if AIspeed then
@@ -267,6 +273,7 @@ function createPlayer(id,x,y,size,AIspeed,data)
controlDelay0=AIspeed,
}
else
P.human=true
human=human+1
end
@@ -383,7 +390,9 @@ function garbageSend(S,R,send,time)
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.human then
SFX(send<4 and "blip_1"or"blip_2",min(send+1,5)*.1)
end
end
end
function garbageRelease()
@@ -406,11 +415,12 @@ function garbageRise(color,amount,pos)
P.field[1][pos]=0
end
P.fieldBeneath=P.fieldBeneath+amount*30
P.curY,P.y_img=P.curY+amount,P.y_img+amount
P.curY=P.curY+amount
freshgho()
for i=1,#P.clearing do
P.clearing[i]=P.clearing[i]+amount
end
if #P.field>40 then Event_gameover.lose()end
if #P.field>40 then Event.lose()end
end
function createBeam(S,R,lv)--Player id
local x1,y1,x2,y2
@@ -420,23 +430,23 @@ function createBeam(S,R,lv)--Player id
x1,y1=S.x+(30*(P.curX+P.sc[2]-1)-30+15+150)*S.size,S.y+(600-30*(P.curY+P.sc[1]-1)+15+70)*S.size
end
if R.small then
x2,y2=R.x+150*R.size*.2,R.y+300*R.size*.2
x2,y2=R.centerX,R.centerY
else
x2,y2=R.x+308*R.size,R.y+450*R.size
end
ins(FX.beam,{x1,y1,x2,y2,t=0,lv=lv})
end
function throwBadge(S,R)--Player id
function throwBadge(S,R)--Sender/Receiver
local x1,y1,x2,y2
if S.small then
x1,y1=S.x+30*S.size,S.y+60*S.size
x1,y1=S.centerX,S.centerY
else
x1,y1=S.x+308*S.size,S.y+450*S.size
end
if R.small then
x2,y2=R.x+30*R.size,R.y+60*R.size
x2,y2=R.centerX,R.centerY
else
x2,y2=R.x+73*R.size,R.y+345*R.size
x2,y2=R.x+70*R.size,R.y+344*R.size
end
ins(FX.badge,{x1,y1,x2,y2,t=0})
end
@@ -570,7 +580,10 @@ function freshgho()
goto L
end
if P.curY>P.y_img then
createShade(P.curX,P.curY+1,P.curX+P.c-1,P.y_img+P.r-1)
if P.human and setting.fxs then
createShade(P.curX,P.curY+1,P.curX+P.c-1,P.y_img+P.r-1)
P.fieldOffY=4
end
P.curY=P.y_img
end
else
@@ -642,7 +655,7 @@ function resetblock()
P.curX=P.curX+(P.moving>0 and 1 or -1)
end--Initial SYSs
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.lose()end
freshgho()
if P.keyPressing[6]then act.hardDrop()P.keyPressing[6]=false end
end
@@ -650,7 +663,9 @@ function spin(d,ifpre)
local idir=(P.dir+d)%4
if P.cur.id==6 then
freshLockDelay()
SFX(ifpre and"prerotate"or"rotate")
if P.human then
SFX(ifpre and"prerotate"or"rotate")
end
if P.gameEnv.ospin and P.freshTime>10 then
if d==1 then
if P.curY==P.y_img and solid(P.curX+2,P.curY+1)and solid(P.curX+2,P.curY)and solid(P.curX-1,P.curY+1)and not solid(P.curX-1,P.curY)then
@@ -708,14 +723,18 @@ function spin(d,ifpre)
end
goto quit
::spin::
createShade(P.curX,P.curY+P.r-1,P.curX+P.c-1,P.curY)
if P.human and setting.fxs then
createShade(P.curX,P.curY+P.r-1,P.curX+P.c-1,P.curY)
end
P.curX,P.curY,P.dir=ix,iy,idir
P.sc,P.cur.bk=scs[P.cur.id][idir],icb
P.r,P.c=ir,ic
P.spinLast=t==2 and testScore[-d]or 2
freshgho()
freshLockDelay()
SFX(ifpre and"prerotate"or ifoverlap(P.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.human then
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")
end
P.stat.rotate=P.stat.rotate+1
::quit::
end
@@ -738,9 +757,11 @@ function hold(ifpre)
freshgho()
P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,max(P.freshTime-5,0)
if ifoverlap(P.cur.bk,P.curX,P.curY)then lock()Event_gameover.lose()end
if ifoverlap(P.cur.bk,P.curX,P.curY)then lock()Event.lose()end
SFX(ifpre and"prehold"or"hold")
if P.human then
SFX(ifpre and"prehold"or"hold")
end
P.stat.hold=P.stat.hold+1
end
end
@@ -791,11 +812,17 @@ function drop()
sendTime=100
exblock=exblock+1
P.stat.b3b=P.stat.b3b+1
if P.human then
VOICE("b3b")
end
elseif P.b2b>=40 then
showText(P,text.techrashB2B,"drive",80,-30)
sendTime=80
send=5
P.stat.b2b=P.stat.b2b+1
if P.human then
VOICE("b2b")
end
else
showText(P,text.techrash,"stretch",80,-30)
sendTime=60
@@ -804,6 +831,9 @@ function drop()
P.b2b=P.b2b+120
P.lastClear=74
P.stat.clear_4=P.stat.clear_4+1
if P.human then
VOICE("tts")
end
elseif cc>0 then
local clearKey=clear_n
if dospin then
@@ -812,10 +842,16 @@ function drop()
send=b2bATK[cc]+1
exblock=exblock+1
P.stat.b3b=P.stat.b3b+1
if P.human then
VOICE("b3b")
end
elseif P.b2b>=40 then
showText(P,text.b2b..text.spin[P.cur.name]..text.clear[cc],"spin",40,-30)
send=b2bATK[cc]
P.stat.b2b=P.stat.b2b+1
if P.human then
VOICE("b2b")
end
else
showText(P,text.spin[P.cur.name]..text.clear[cc],"spin",50,-30)
send=2*cc
@@ -826,12 +862,19 @@ function drop()
send=ceil(send*.5)
sendTime=sendTime+60
P.b2b=P.b2b+b2bPoint[cc]*.8
if P.human then
VOICE("mini")
end
else
P.b2b=P.b2b+b2bPoint[cc]
end
P.lastClear=P.cur.id*10+cc
clearKey=spin_n
SFX(spin_n[cc])
if P.human then
SFX(spin_n[cc])
VOICE(blockName[P.cur.name])
VOICE("spin_")
end
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)
@@ -840,13 +883,20 @@ function drop()
P.lastClear=cc
end
P.stat[clearKey[cc]]=P.stat[clearKey[cc]]+1
if P.human then
VOICE(clearName[cc])
end
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
if P.human then
SFX("spin_0")
VOICE(blockName[P.cur.name])
VOICE("spin")
end
end
end
send=send+(renATK[P.combo]or 4)
@@ -858,16 +908,20 @@ function drop()
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")
if P.human then
SFX("perfectclear")
VOICE("pc")
end
end
if P.combo>2 then
showText(P,text.cmb[min(P.combo,20)],P.combo<10 and"appear"or"flicker",20+P.combo*3,60)
showText(P,text.cmb[min(P.combo,20)],P.combo<10 and"appear"or"flicker",20+min(P.combo,25)*3,60)
end
sendTime=sendTime+20*P.combo
if cc>0 then
if P.human and cc>0 then
SFX(clear_n[cc])
SFX(ren_n[min(P.combo,11)])
if P.id==1 then VIB(cc)end
if P.combo>14 then SFX("ren_mega",(P.combo-10)*.1)end
VIB(cc)
end
if P.b2b>1200 then P.b2b=1200 end
@@ -925,7 +979,7 @@ function drop()
garbageSend(P,randomTarget(P),send,sendTime)
end
P.stat.send=P.stat.send+send
if P.id==1 and send>3 then sysSFX("emit",min(send,8)*.125)end
if P.human and send>3 then SFX("emit",min(send,8)*.125)end
end
elseif cc==0 then
if P.b2b>1000 then
@@ -938,7 +992,9 @@ function drop()
P.gameEnv.reach()
end
P.spinLast=dospin and cc>0
SFX("lock")
if P.human then
SFX("lock")
end
else
P.curY=P.curY-1
P.spinLast=false
@@ -1011,7 +1067,7 @@ act={
P.curX=P.curX-1
freshgho()
freshLockDelay()
if P.curY==P.y_img then SFX("move")end
if P.human and P.curY==P.y_img then SFX("move")end
P.spinLast=false
end
end
@@ -1027,7 +1083,7 @@ act={
P.curX=P.curX+1
freshgho()
freshLockDelay()
if P.curY==P.y_img then SFX("move")end
if P.human and P.curY==P.y_img then SFX("move")end
P.spinLast=false
end
end
@@ -1040,12 +1096,17 @@ act={
changeAtkMode(3)
else
if P.waiting==-1 then
if P.curY-P.y_img>0 then
createShade(P.curX,P.curY+1,P.curX+P.c-1,P.y_img+P.r-1)
if P.curY~=P.y_img then
if P.human and setting.fxs then
createShade(P.curX,P.curY+1,P.curX+P.c-1,P.y_img+P.r-1)
P.fieldOffY=5
end
P.curY=P.y_img
P.spinLast=false
SFX("drop")
if P.id==1 then VIB(0)end
if P.human then
SFX("drop")
VIB(0)
end
end
P.lockDelay=-1
drop()
@@ -1079,22 +1140,18 @@ act={
P.swappingAtkMode=30
end
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
if curMode.id=="custom"and curMode.lv==2 and P.stat.row>0 then
for y=1,20 do
local L=P.field[y]
for x=1,10 do
local a,b=preField[y][x],L and L[x]or 0
if a~=-1 and(a==0 and b>0 or a<8 and a~=b or a>7 and b==0)then goto change end
end
P.modeData.event=1
Event_gameover.win()
else
P.modeData.event=1-P.modeData.event
end
P.modeData.event=0
Event.win()
::change::
P.modeData.event=1-P.modeData.event
end
end
end,
@@ -1106,29 +1163,48 @@ act={
end,
insDown=function()
if P.curY~=P.y_img then
createShade(P.curX,P.curY+1,P.curX+P.c-1,P.y_img+P.r-1)
if P.human and setting.fxs then
createShade(P.curX,P.curY+1,P.curX+P.c-1,P.y_img+P.r-1)
end
P.curY,P.lockDelay,P.spinLast=P.y_img,P.gameEnv.lock,false
if P.human and setting.fxs then
P.fieldOffY=4
end
end
end,
insLeft=function()
local x0=cx
local x0=P.curX
::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+1,P.curY)
if P.human and setting.fxs then
createShade(P.curX+1,P.curY+P.r-1,P.curX+1,P.curY)
end
freshgho()
goto L
end
if x0~=cx then freshLockDelay()end
if x0~=P.curX then
if P.human and setting.fxs and P.curX==1 then
P.fieldOffX=-4
end
freshLockDelay()
end
end,
insRight=function()
local x0=cx
local x0=P.curX
::L::if not ifoverlap(P.cur.bk,P.curX+1,P.curY)then
P.curX=P.curX+1
createShade(P.curX+P.c-1,P.curY+P.r-1,P.curX+P.c-1,P.curY)
if P.human and setting.fxs then
createShade(P.curX+P.c-1,P.curY+P.r-1,P.curX+P.c-1,P.curY)
end
freshgho()
goto L
end
if x0~=cx then freshLockDelay()end
if x0~=P.curX then
if P.human and setting.fxs and P.curX+P.c==11 then
P.fieldOffX=4
end
freshLockDelay()
end
end,
down1=function()
if P.curY~=P.y_img then
@@ -1146,6 +1222,6 @@ act={
end
end
end,
quit=function()Event_gameover.lose()end,
quit=function()Event.lose()end,
--System movements
}

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View File

@@ -36,6 +36,8 @@ return{
target="目标行数:",
freshLimit="锁延刷新次数:",
opponent="对手速度等级:",
bg="背景:",
bgm="背景音乐:",
},
customVal={
drop={0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,25,30,40,60,180,"","[20G]"},
@@ -56,13 +58,14 @@ return{
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",
musicRoom="音乐室",
nowPlaying="正在播放:",
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",
"C4W练习","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",
@@ -77,6 +80,7 @@ return{
dig="核能挖掘机",
survivor="防守练习",
tech="尽可能不要普通消除",
c4wtrain="无 限 连 击",
pctrain="熟悉全清定式的组合",
pcchallenge="100行内尽可能多PC",
techmino49="49人混战",
@@ -85,7 +89,7 @@ return{
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",},
load={"加载语音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!",
@@ -107,6 +111,8 @@ return{
"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",
"调到特殊的日期也不会发生什么的",
"[随机文本]",
},
stat={
"游戏运行次数:",
@@ -135,9 +141,9 @@ return{
"",
"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",
"程序:MrZ 美术:MrZ 音乐:MrZ 音效:MrZ 语音:Miya",
"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!",
"特别感谢:Farter,196,Teatube,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",
@@ -146,6 +152,7 @@ return{
main={
play="开始",
setting="设置",
music="音乐室",
stat="统计信息",
help="帮助",
quit="退出",
@@ -159,17 +166,29 @@ return{
custom="自定义(C)",
back="返回",
},
music={
up="",
play="播放",
down="",
back="返回",
},
custom={
up="Λ",
down="v",
up="",
down="",
left="<",
right=">",
start1="消除开始",
start2="拼图开始",
draw="画图(D)",
set1="40行",
set2="1v1",
set3="无尽",
set4="隐形",
set5="极限",
back="返回",
},
draw={
any="不定",
block1="",
block2="",
block3="",
@@ -182,7 +201,7 @@ return{
gb3="",
gb4="",
gb5="",
erase="×",
space="×",
clear="清空",
back="返回",
},
@@ -209,7 +228,8 @@ return{
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,
vib=function()return "震动:"..setting.vib end,
voc=function()return setting.voc and"语音:开"or"语音:关"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,

View File

@@ -36,6 +36,8 @@ return{
target="目标行数:",
freshLimit="锁延刷新次数:",
opponent="对手速度等级:",
bg="背景:",
bgm="背景音乐:",
},
customVal={
drop={0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,25,30,40,60,180,"","[20G]"},
@@ -56,13 +58,14 @@ return{
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",
musicRoom="音乐室",
nowPlaying="正在播放:",
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",
"C4W练习","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",
@@ -77,6 +80,7 @@ return{
dig="核能挖掘机",
survivor="防守练习",
tech="尽可能不要普通消除!",
c4wtrain="无 限 连 击",
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",
@@ -85,9 +89,9 @@ return{
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",},
load={"加载语音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!",
"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!",
@@ -99,7 +103,7 @@ return{
"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",
"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?",
@@ -107,6 +111,8 @@ return{
"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",
"调到特殊的日期也不会发生什么的",
"[随机文本]",
},
stat={
"游戏运行次数:",
@@ -135,7 +141,7 @@ return{
"",
"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",
"程序:MrZ 美术:MrZ 音乐:MrZ 音效:MrZ 语音:Miya",
"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~",
@@ -146,6 +152,7 @@ return{
main={
play="开始",
setting="设置",
music="音乐室",
stat="统计信息",
help="帮助",
quit="退出",
@@ -159,17 +166,29 @@ return{
custom="自定义(C)",
back="返回",
},
music={
up="",
play="播放",
down="",
back="返回",
},
custom={
up="Λ",
down="v",
up="",
down="",
left="<",
right=">",
start1="消除开始",
start2="拼图开始",
draw="画图(D)",
set1="40行",
set2="1v1",
set3="无尽",
set4="隐形",
set5="极限",
back="返回",
},
draw={
any="不定",
block1="",
block2="",
block3="",
@@ -182,7 +201,7 @@ return{
gb3="",
gb4="",
gb5="",
erase="×",
space="×",
clear="清空",
back="返回",
},
@@ -209,7 +228,8 @@ return{
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,
vib=function()return "震动:"..setting.vib end,
voc=function()return setting.voc and"语音:开"or"语音:关"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,
@@ -237,4 +257,4 @@ return{
path="打开存储目录",
},
},
}--文
}

View File

@@ -36,6 +36,8 @@ return{
target="Line limit:",
freshLimit="Lock fresh limit:",
opponent="Opponent speed:",
bg="Background:",
bgm="BGM:",
},
customVal={
drop={0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,25,30,40,60,180,"","[20G]"},
@@ -50,19 +52,20 @@ return{
freshLimit={0,8,15,""},
opponent={"No CPU",1,2,3,4,5,6,7,8,9,10,11},
},
softdropdas="softdropDAS:",
softdroparr="softdropARR:",
softdropdas="Down DAS:",
softdroparr="Down ARR:",
snapLevelName={"Free pos","Snap-10","Snap-20","Snap-40","Snap-60","Snap-80"},
keyboard="Keyboard",joystick="Joystick",
space="Space",enter="Enter",
setting2Help="Arrowkey to select/change slot,Enter to change,Esc back",
musicRoom="Music Room",
nowPlaying="Now Playing:",
actName={"Move Left:","Move Right:","Rotate Right:","Rotate Left:","Rotate Flip:","Hard Drop:","Soft Drop:","Hold:","Function:","Restart:","Instant Left:","Instant Right:","Ins Down:"},
modeName={
[0]="Custom",
"Sprint","Marathon","Master","Classic","Zen","Infinite","1v1","TSD-only","Blind","Dig","Survivor","Tech",
"PC Train","PC Challenge","Techmino49","Techmino99","Drought","Hotseat",
"C4W Train","PC Train","PC Challenge","Techmino49","Techmino99","Drought","Hotseat",
},
modeInfo={
sprint="Speed run",
@@ -77,6 +80,7 @@ return{
dig="Downstack!",
survivor="Hand them!",
tech="Don't do normal clear",
c4wtrain="Infinite combo",
pctrain="Let's learn some PCs",
pcchallenge="Make PCs in 100 Lines",
techmino49="Melee fight with 48 AIs",
@@ -85,7 +89,7 @@ return{
hotseat="",
},
load={"Loading textures","Loading BGM","Loading SFX","Finished",},
load={"Loading VOICE","Loading BGM","Loading SFX","Finished",},
tips={
"Not animation,real loading!",
"The WHOLE game is made by MrZ!",
@@ -107,6 +111,8 @@ return{
"Do not play game in class!",
"This game can be very hard,be mentally perpared",
"This in not a casual game",
"Nothing will happen when some special day come",
"[random text]",
},
stat={
"Games run:",
@@ -135,7 +141,7 @@ return{
"",
"Powered by LOVE2D",
"Author:MrZ E-mail:1046101471@qq.com",
"Programe:MrZ Art:MrZ Music:MrZ SFX:MrZ",
"Programe:MrZ Art:MrZ Music:MrZ SFX:MrZ VOICE:Miya",
"Tool used:VScode,GFIE,Beepbox,Goldwave",
"Special thanks:Farter,Teatube,196,Flyz,T830,[all test staff] and YOU!",
"Any bugs/suggestions to my E-mail.",
@@ -146,6 +152,7 @@ return{
main={
play="Play",
setting="Settings",
music="Music room",
stat="Statistics",
help="Help",
quit="Quit",
@@ -159,17 +166,29 @@ return{
custom="Custom(C)",
back="Back",
},
music={
up="",
play="Play",
down="",
back="Back",
},
custom={
up="Λ",
down="v",
up="",
down="",
left="<",
right=">",
start1="Clear Start",
start2="Puzzle Start",
draw="Draw(D)",
set1="40L",
set2="1v1",
set3="infinite",
set4="blind",
set5="classic",
back="Back",
},
draw={
any="ANY",
block1="",
block2="",
block3="",
@@ -182,8 +201,8 @@ return{
gb3="",
gb4="",
gb5="",
erase="×",
clear="Clear",
space="×",
clear="CLEAR",
back="Back",
},
play={
@@ -209,7 +228,8 @@ return{
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,
voc=function()return setting.voc and"VOC:ON"or"VOC:OFF"end,
vib=function()return "VIB:"..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,

159
list.lua
View File

@@ -1,4 +1,5 @@
local gc=love.graphics
local tc,kb=love.touch,love.keyboard
local sys=love.system
local fs=love.filesystem
actName={"moveLeft","moveRight","rotRight","rotLeft","rotFlip","hardDrop","softDrop","hold","func","restart","insLeft","insRight","insDown"}
@@ -51,13 +52,12 @@ blockColor={
}
sfx={
"button","swipe",
"ready","start","win","fail","collect",
"move","rotate","rotatekick","hold",
"prerotate","prehold",
"lock","drop","fall",
"reach",
"ren_1","ren_2","ren_3","ren_4","ren_5","ren_6","ren_7","ren_8","ren_9","ren_10","ren_11",
"ren_1","ren_2","ren_3","ren_4","ren_5","ren_6","ren_7","ren_8","ren_9","ren_10","ren_11","ren_mega",
"clear_1","clear_2","clear_3","clear_4",
"spin_0","spin_1","spin_2","spin_3",
"emit","blip_1","blip_2",
@@ -76,21 +76,65 @@ bgm={
"secret7th",
"secret8th",
"rockblock",
"8-bit happiness",
"end",
}
voiceList={
"Z","S","L","J","T","O","I",
"single","double","triple","tts",
"spin","spin_","mini","b2b","b3b","pc",
"win","lose","voc_nya","nya",
}
voiceBank={}
voice={
Z={"Z_1","Z_2"},
S={"S_1","S_2"},
J={"J_1","J_2"},
L={"L_1","L_2"},
T={"T_1","T_2"},
O={"O_1","O_2"},
I={"I_1","I_2"},
single={"single_1","single_2","single_3"},
double={"double_1","double_2","double_3"},
triple={"triple_1","triple_2"},
tts={"tts_1"},
spin={"spin_1","spin_2","spin_3","spin_4","spin_5"},
spin_={"spin-_1","spin-_2"},
mini={"mini_1"},
b2b={"b2b_1","b2b_2"},
b3b={"b3b_1"},
pc={"PC_1"},
win={"win_1","win_2"},
lose={"lose_1","lose_2","lose_3"},
voc_nya={"nya_11","nya_12","nya_13","nya_21","nya_22"},
nya={"nya_1","nya_2","nya_3","nya_4"},
}
musicID={
"blank",
"way",
"race",
"newera",
"push",
"reason",
"infinite",
"cruelty",
"final",
"secret7th",
"secret8th",
"rockblock",
"8-bit happiness",
"end",
}
customID={
"drop",
"lock",
"wait",
"fall",
"next",
"hold",
"sequence",
"visible",
"drop","lock",
"wait","fall",
"next","hold",
"sequence","visible",
"target",
"freshLimit",
"opponent",
"bg","bgm",
}
customRange={
drop={0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,25,30,40,60,180,1e99,-1},
@@ -104,6 +148,8 @@ customRange={
target={10,20,40,100,200,500,1000,1e99},
freshLimit={0,8,15,1e99},
opponent={0,60,30,20,15,10,7,5,4,3,2,1},
bg={"none","game1","game2","game3","strap","rgb","grid","glow","matrix"},
bgm={"blank","way","race","newera","push","reason","infinite","secret7th","secret8th","rockblock"},
}
RCPB={10,33,200,33,105,5,105,60}
@@ -114,7 +160,7 @@ 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","techmino49","techmino99","drought","hotseat",
"c4wtrain","pctrain","pcchallenge","techmino49","techmino99","drought","hotseat",
}
modeLevel={
sprint={"10L","20L","40L","100L","400L","1000L"},
@@ -122,13 +168,14 @@ modeLevel={
master={"LUNATIC","ULTIMATE"},
classic={"CTWC"},
zen={"NORMAL"},
infinite={"NORMAL"},
infinite={"NORMAL","EXTRA"},
solo={"EASY","NORMAL","HARD","LUNATIC"},
tsd={"NORMAL","HARD"},
blind={"EASY","HARD","HARD+","LUNATIC","ULTIMATE","GM"},
dig={"NORMAL","LUNATIC"},
survivor={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
tech={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
tech={"NORMAL","NORMAL+","HARD","LUNATIC","ULTIMATE"},
c4wtrain={"NORMAL","LUNATIC"},
pctrain={"NORMAL","EXTRA"},
pcchallenge={"NORMAL","HARD","LUNATIC"},
techmino49={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
@@ -137,15 +184,15 @@ modeLevel={
hotseat={"2P","3P","4P",},
custom={"Normal","Puzzle"},
}
local t,f=true,false
local O,_=true,false
blocks={
{[0]={{f,t,t},{t,t,f}},{{t,f},{t,t},{f,t}}},
{[0]={{t,t,f},{f,t,t}},{{f,t},{t,t},{t,f}}},
{[0]={{t,t,t},{f,f,t}},{{t,t},{t,f},{t,f}},{{t,f,f},{t,t,t}},{{f,t},{f,t},{t,t}}},
{[0]={{t,t,t},{t,f,f}},{{t,f},{t,f},{t,t}},{{f,f,t},{t,t,t}},{{t,t},{f,t},{f,t}}},
{[0]={{t,t,t},{f,t,f}},{{t,f},{t,t},{t,f}},{{f,t,f},{t,t,t}},{{f,t},{t,t},{f,t}}},
{[0]={{t,t},{t,t}},{{t,t},{t,t}}},
{[0]={{t,t,t,t}},{{t},{t},{t},{t}}},
{[0]={{_,O,O},{O,O,_}},{{O,_},{O,O},{_,O}}},
{[0]={{O,O,_},{_,O,O}},{{_,O},{O,O},{O,_}}},
{[0]={{O,O,O},{_,_,O}},{{O,O},{O,_},{O,_}},{{O,_,_},{O,O,O}},{{_,O},{_,O},{O,O}}},
{[0]={{O,O,O},{O,_,_}},{{O,_},{O,_},{O,O}},{{_,_,O},{O,O,O}},{{O,O},{_,O},{_,O}}},
{[0]={{O,O,O},{_,O,_}},{{O,_},{O,O},{O,_}},{{_,O,_},{O,O,O}},{{_,O},{O,O},{_,O}}},
{[0]={{O,O},{O,O}},{{O,O},{O,O}}},
{[0]={{O,O,O,O}},{{O},{O},{O},{O}}},
}
local l={1,2,6,7}for i=1,4 do blocks[l[i]][2],blocks[l[i]][3]=blocks[l[i]][0],blocks[l[i]][1]end
for i=1,7 do blocks[i+7]=blocks[i]end
@@ -212,14 +259,27 @@ local virtualkeySet={
{1200-770,40,1600,40},--restart
},--PC key feedback
}
local customSet={
{20,20,1,1,7,1,1,1,3,4,1,1,1},
{18,20,1,1,7,1,1,1,8,3,8,1,1},
{22,22,1,1,7,3,1,3,8,4,1,1,1},
{20,20,1,1,7,1,1,3,8,3,1,1,1},
{23,11,8,11,4,1,2,1,8,3,1,1,1},
}
local function useDefaultSet(n)
for i=1,#customSet[n]do
customSel[i]=customSet[n][i]
end
end
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"},
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="music"},
music= {x=900,y=300,w=240, h=240,rgb=color.lightCyan, f=42,code=function()gotoScene("music")end,down="help",left="setting",right="quit"},
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="music",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={
@@ -227,22 +287,34 @@ Buttons={
down= {x=1000,y=430,w=200,h=140, rgb=color.white, f=80, code=function()keyDown.mode("down")end, hide=function()return modeSel==#modeID end,},
left= {x=190, y=160,w=100,h=80, rgb=color.white, code=function()keyDown.mode("left")end, hide=function()return levelSel==1 end,},
right= {x=350, y=160,w=100,h=80, rgb=color.white, code=function()keyDown.mode("right")end,hide=function()return levelSel==#modeLevel[modeID[modeSel]]end,},
start={ x=1000, y=600,w=250,h=100, rgb=color.green, f=50, code=function()
start= {x=1000,y=600,w=250,h=100, rgb=color.green, f=50, code=function()
loadGame(modeSel,levelSel)end},
custom= {x=275, y=420,w=200,h=90, rgb=color.yellow, code=function()gotoScene("custom")end},
back= {x=640, y=630,w=230,h=90, rgb=color.white, f=45, code=back},
},
music={
up= {x=1100,y=200,w=120,h=120, rgb=color.white,f=50,code=function()sel=(sel-2)%#musicID+1 end},
play= {x=1100,y=340,w=120,h=120, rgb=color.white,f=40,code=function()BGM(musicID[sel])end},
down= {x=1100,y=480,w=120,h=120, rgb=color.white,f=50,code=function()sel=sel%#musicID+1 end},
back= {x=640, y=630,w=230,h=90, rgb=color.white,f=45,code=back},
},
custom={
up= {x=1000,y=220, w=100, h=100, rgb=color.white, code=function()optSel=(optSel-2)%#customID+1 end},
down= {x=1000,y=460, w=100, h=100, rgb=color.white,f=50, code=function()optSel=optSel%#customID+1 end},
left= {x=880, y=340, w=100, h=100, rgb=color.white,f=50, code=function()local k=customID[optSel]customSel[k]=(customSel[k]-2)%#customRange[k]+1 end},
right= {x=1120,y=340, w=100, h=100, rgb=color.white,f=50, code=function()local k=customID[optSel]customSel[k]=customSel[k]%#customRange[k]+1 end},
start1= {x=880, y=580, w=220, h=70, rgb=color.green, code=function()loadGame(0,1)end},
start2= {x=1120,y=580, w=220, h=70, rgb=color.lightPurple, code=function()loadGame(0,2)end},
draw= {x=1000,y=90, w=190, h=85, rgb=color.cyan, code=function()gotoScene("draw")end},
back= {x=640, y=630 ,w=180, h=60, rgb=color.white, code=back},
up= {x=1000,y=220, w=100,h=100, rgb=color.white, code=function()optSel=(optSel-2)%#customID+1 end},
down= {x=1000,y=460, w=100,h=100, rgb=color.white,f=50, code=function()optSel=optSel%#customID+1 end},
left= {x=880, y=340, w=100,h=100, rgb=color.white,f=50, code=function()customSel[optSel]=(customSel[optSel]-2)%#customRange[customID[optSel]]+1 end},
right= {x=1120,y=340, w=100,h=100, rgb=color.white,f=50, code=function()customSel[optSel]=customSel[optSel]%#customRange[customID[optSel]]+1 end},
start1= {x=880, y=580, w=220,h=70, rgb=color.green, code=function()loadGame(0,1)end},
start2= {x=1120,y=580, w=220,h=70, rgb=color.lightPurple, code=function()loadGame(0,2)end},
draw= {x=1000,y=90, w=190,h=85, rgb=color.cyan, code=function()gotoScene("draw")end},
set1= {x=640, y=160, w=240,h=75, rgb=color.lightRed, code=function()useDefaultSet(1)end},
set2= {x=640, y=250, w=240,h=75, rgb=color.lightRed, code=function()useDefaultSet(2)end},
set3= {x=640, y=340, w=240,h=75, rgb=color.lightRed, code=function()useDefaultSet(3)end},
set4= {x=640, y=430, w=240,h=75, rgb=color.lightRed, code=function()useDefaultSet(4)end},
set5= {x=640, y=520, w=240,h=75, rgb=color.lightRed, code=function()useDefaultSet(5)end},
back= {x=640, y=630, w=180,h=60, rgb=color.white, code=back},
},
draw={
any= {x=700, y=80,w=120,h=120, f=45, rgb=color.lightGrey,code=function()pen=-1 end},
block1= {x=840, y=80,w=120,h=120, f=65, rgb=color.red, code=function()pen=1 end},
block2= {x=980, y=80,w=120,h=120, f=65, rgb=color.green, code=function()pen=2 end},
block3= {x=1120,y=80,w=120,h=120, f=65, rgb=color.orange, code=function()pen=3 end},
@@ -255,8 +327,8 @@ Buttons={
gb3= {x=840, y=500,w=120,h=120, f=65, rgb=color.darkPurple,code=function()pen=11 end},
gb4= {x=980, y=500,w=120,h=120, f=65, rgb=color.darkRed, code=function()pen=12 end},
gb5= {x=1120,y=500,w=120,h=120, f=65, rgb=color.darkGreen,code=function()pen=13 end},
erase= {x=840, y=640,w=120,h=120, f=70, rgb=color.grey, code=function()pen=0 end},
clear= {x=1120,y=640,w=120,h=120, rgb=color.white, code=function()
space= {x=840, y=640,w=120,h=120, f=70, rgb=color.grey, code=function()pen=0 end},
clear= {x=1120,y=640,w=120,h=120, f=45, rgb=color.white, code=function()
if clearSureTime>0 then
for y=1,20 do for x=1,10 do preField[y][x]=0 end end
clearSureTime=0
@@ -301,11 +373,18 @@ Buttons={
BGM()
setting.bgm=not setting.bgm
BGM("blank")
end,down="vib",left="sfx"},
vib= {x=850,y=160, w=340,h=60,rgb=color.white, code=function()
end,down="voc",left="sfx"},
vib= {x=760,y=160, w=160, h=60,rgb=color.white, code=function()
setting.vib=(setting.vib+1)%6
VIB(1)
end,up="sfx",down="fullscreen",left="swap"},
end,up="sfx",down="fullscreen",left="swap",right="voc"},
voc= {x=940,y=160, w=160, h=60,rgb=color.white,
hide=function()
return not(kb.isDown("m")or false)
end,
code=function()
setting.voc=not setting.voc
end,up="sfx",down="fullscreen",left="vib"},
fullscreen= {x=850,y=230, w=340,h=60,rgb=color.white, code=function()
setting.fullscreen=not setting.fullscreen
love.window.setFullscreen(setting.fullscreen)
@@ -326,7 +405,7 @@ Buttons={
if setting.frameMul>100 then setting.frameMul=25 end
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
setting.skin=setting.skin%6+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"},

View File

@@ -1,7 +1,7 @@
local gc,tm=love.graphics,love.timer
local ms,kb=love.mouse,love.keyboard
local fs,sys=love.filesystem,love.system
int,ceil,abs,rnd,max,min,sin,cos,atan,pi=math.floor,math.ceil,math.abs,math.random,math.max,math.min,math.sin,math.cos,math.atan,math.pi
int,ceil,abs,rnd,max,min,sin,cos,atan=math.floor,math.ceil,math.abs,math.random,math.max,math.min,math.sin,math.cos,math.atan
sub,gsub,find,format,byte,char=string.sub,string.gsub,string.find,string.format,string.byte,string.char
ins,rem,concat=table.insert,table.remove,table.concat
-- sort=table.sort
@@ -13,6 +13,7 @@ scr={x=0,y=0,w=gc.getWidth(),h=gc.getHeight(),k=1}
scene=""
bgmPlaying=nil
curBG="none"
voicePlaying={}
local F=false
kb.setKeyRepeat(F)
@@ -51,17 +52,10 @@ gameEnv0={
freshLimit=1e99,target=1e99,reach=null,
bg="none",bgm="race"
}
customSel={
drop=22,lock=22,
wait=1,fall=1,
next=7,hold=3,
sequence=1,
visible=1,
target=8,
freshLimit=4,
opponent=1,
}
preField={h=20}for i=1,20 do preField[i]={0,0,0,0,0,0,0,0,0,0}end
customSel={22,22,1,1,7,3,1,1,8,4,1,1,1}
preField={h=20}
for i=1,18 do preField[i]={0,0,0,0,0,0,0,0,0,0}end
for i=19,20 do preField[i]={-1,-1,-1,-1,-1,-1,-1,-1,-1,-1}end
freeRow={}
for i=1,40 do
freeRow[i]={0,0,0,0,0,0,0,0,0,0}
@@ -75,7 +69,8 @@ setting={
sddas=0,sdarr=2,
lang=1,
sfx=true,bgm=true,vib=3,
sfx=true,bgm=true,
vib=3,voc=false,
fullscreen=F,
bgblock=true,
skin=1,
@@ -142,16 +137,16 @@ virtualkey={
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"
require"list"
require"class"
require"gamefunc"
require"ai"
require"timer"
require"paint"
require"call&sys"
require"dataList"
require"texture"
require("toolfunc")
require("list")
require("class")
require("gamefunc")
require("ai")
require("timer")
require("paint")
require("call&sys")
require("dataList")
require("texture")
userData,userSetting=fs.newFile("userdata"),fs.newFile("usersetting")
if fs.getInfo("userdata")then

133
paint.lua
View File

@@ -20,6 +20,7 @@ local frameColor={
local modeLevelColor={
EASY=color.cyan,
NORMAL=color.green,
["NORMAL+"]=color.darkGreen,
HARD=color.magenta,
["HARD+"]=color.darkMagenta,
LUNATIC=color.red,
@@ -263,7 +264,7 @@ function Pnt.BG.game6()
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)
gc.draw(mouseBlock[r],640,360,Timer()%3.1416*6,400,400,scs[r][2]-.5,#blocks[r][0]-scs[r][1]+.5)
end
function Pnt.BG.rgb()
gc.clear(
@@ -321,7 +322,7 @@ function Pnt.main()
gc.setColor(1,1,1)
gc.draw(titleImage,300,30)
setFont(30)
gc.print("Alpha V0.7.18",290,140)
gc.print("Alpha V0.7.20",290,140)
gc.print(system,800,110)
end
function Pnt.mode()
@@ -343,6 +344,22 @@ function Pnt.mode()
end
end
end
function Pnt.music()
gc.setColor(1,1,1,.3+sin(Timer()*5)*.2)
gc.rectangle("fill",45,98+30*sel,237,30)
gc.setColor(.8,.8,.8)
gc.draw(drawableText.musicRoom,20,20)
gc.setColor(1,1,1)
gc.draw(drawableText.musicRoom,22,23)
gc.draw(drawableText.nowPlaying,520,83)
setFont(35)
for i=1,#musicID do
gc.print(musicID[i],50,90+30*i)
end
setFont(50)
gc.setColor(sin(Timer()*.5)*.2+.8,sin(Timer()*.7)*.2+.8,sin(Timer())*.2+.8)
gc.print(bgmPlaying or"",600,140)
end
function Pnt.custom()
gc.setColor(1,1,1,.3+sin(Timer()*8)*.2)
gc.rectangle("fill",25,95+40*optSel,465,40)
@@ -354,9 +371,9 @@ function Pnt.custom()
local y=90+40*i
gc.printf(text.customOption[k],30,y,320,"right")
if text.customVal[k]then
gc.print(text.customVal[k][customSel[k]],350,y)
gc.print(text.customVal[k][customSel[i]],350,y)
else
gc.print(customRange[k][customSel[k]],350,y)
gc.print(customRange[k][customSel[i]],350,y)
end
end
end
@@ -369,9 +386,14 @@ function Pnt.draw()
gc.setColor(1,1,1)
gc.setLineWidth(3)
gc.rectangle("line",-2,-2,304,604)
gc.setLineWidth(2)
for y=1,20 do for x=1,10 do
if preField[y][x]>0 then
drawPixel(y,x,preField[y][x])
local B=preField[y][x]
if B>0 then
drawPixel(y,x,B)
elseif B==0 then
gc.line(30*x-25,605-30*y,30*x-5,625-30*y)
gc.line(30*x-25,625-30*y,30*x-5,605-30*y)
end
end end
if sx and sy then
@@ -387,63 +409,70 @@ function Pnt.draw()
gc.setLineWidth(13)
gc.setColor(blockColor[pen])
gc.rectangle("line",945,605,70,70)
else
gc.setColor(.8,.8,.8)
gc.draw(drawableText.x,950,560)
elseif pen==0 then
gc.setLineWidth(5)
gc.setColor(.9,.9,.9)
gc.line(960,620,1000,660)
gc.line(960,660,1000,620)
end
end
function Pnt.play()
for p=1,#players do
P=players[p]
if P.small then
gc.push("transform")
gc.translate(P.x,P.y)gc.scale(P.size)--Position
gc.setColor(0,0,0,.4)gc.rectangle("fill",0,0,60,120)--Background
gc.translate(0,P.fieldBeneath*.2)
gc.setScissor(scr.x+P.x*scr.k,scr.y+P.y*scr.k,60*P.size*scr.k,120*P.size*scr.k)
gc.setColor(1,1,1,P.result and max(20-P.endCounter,0)*.05 or 1)
local h=#P.clearing
for j=int(P.fieldBeneath/30+1),#P.field do
if j==P.clearing[h]and P.falling>-1 then
h=h-1
else
for i=1,10 do
if P.field[j][i]>0 then
gc.draw(blockSkinmini[P.field[j][i]],6*i-6,120-6*j)
P.frameWait=P.frameWait-1
if P.frameWait==0 then
P.frameWait=8
gc.setCanvas(P.canvas)
gc.clear(0,0,0,.4)
gc.push("transform")
gc.origin()
gc.setColor(1,1,1,P.result and max(20-P.endCounter,0)*.05 or 1)
local h=#P.clearing
local F=P.field
for j=1,#F do
if j==P.clearing[h]and P.falling>-1 then
h=h-1
else
for i=1,10 do
if F[j][i]>0 then
gc.draw(blockSkinmini[F[j][i]],6*i-6,120-6*j)
end
end
end
end--Field
if P.alive then
gc.setLineWidth(2)
gc.setColor(frameColor[P.strength])gc.rectangle("line",1,1,58,118)
end--Draw boarder
if modeEnv.royaleMode then
gc.setColor(1,1,1)
for i=1,P.strength do
gc.draw(badgeIcon,12*i-7,4,nil,.5)
end
end
end--Field
gc.setScissor()
gc.translate(0,-P.fieldBeneath*.2)
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
gc.draw(badgeIcon,12*i-7,4,nil,.5)
if P.result then
gc.setColor(1,1,1,min(P.endCounter,60)*.01)
setFont(22)mStr(P.result,32,47)
setFont(20)mStr(P.rank,30,82)
end
gc.pop()
gc.setCanvas()
end
if P.result then
gc.setColor(1,1,1,min(P.endCounter,60)*.01)
setFont(22)mStr(P.result,32,47)
setFont(20)mStr(P.rank,30,82)
if P.killMark then
gc.setLineWidth(4)
gc.setColor(1,0,0,min(P.endCounter,25)*.04)
gc.circle("line",31,60,84-2*min(P.endCounter,30))
end
gc.setColor(1,1,1)
gc.draw(P.canvas,P.x,P.y,nil,P.size*10)
if P.killMark then
gc.setLineWidth(3)
gc.setColor(1,0,0,min(P.endCounter,25)*.04)
gc.circle("line",P.centerX,P.centerY,(840-20*min(P.endCounter,30))*P.size)
end
gc.pop()
else
gc.push("transform")
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",0,0,600,690,3)--Big frame
gc.translate(150,70)
gc.translate(150+P.fieldOffX,70+P.fieldOffY)
if P.gameEnv.grid then
gc.setLineWidth(1)
gc.setColor(1,1,1,.2)
@@ -451,7 +480,7 @@ function Pnt.play()
for y=0,19 do gc.line(0,30*y,300,30*y)end
end--Grid lines
gc.translate(0,P.fieldBeneath)
gc.setScissor(scr.x+P.absFieldPos[1]*scr.k,scr.y+P.absFieldPos[2]*scr.k,300*P.size*scr.k,610*P.size*scr.k)
gc.setScissor(scr.x+P.absFieldX*scr.k,scr.y+P.absFieldY*scr.k,300*P.size*scr.k,610*P.size*scr.k)
local h=#P.clearing
for j=int(P.fieldBeneath/30+1),#P.field do
if j==P.clearing[h]and P.falling>-1 then
@@ -507,13 +536,12 @@ function Pnt.play()
gc.draw(spinCenter,x,600-30*(P.y_img+P.sc[1]-1)+15,nil,nil,nil,4,4)
end--Rotate center
end
gc.setColor(1,1,1)
gc.draw(PTC.dust[p])
--Draw game field
gc.setScissor()--In-playField mask
gc.translate(0,-P.fieldBeneath)
gc.setLineWidth(3)
gc.setColor(1,1,1)
gc.draw(PTC.dust[p])
gc.setLineWidth(3)
gc.rectangle("line",-1,-11,302,612)--Draw boarder
gc.setLineWidth(2)
@@ -559,6 +587,7 @@ function Pnt.play()
gc.setColor(1,1,1)
gc.rectangle("line",-17,-3,16,604.5)--Draw b2b bar boarder
--B2B indictator
gc.translate(-P.fieldOffX,-P.fieldOffY)
if P.gameEnv.hold then
gc.setColor(1,1,1)
@@ -686,9 +715,9 @@ function Pnt.setting()
setFont(35)
mStr("DAS:"..setting.das,290,278)
mStr("ARR:"..setting.arr,506,278)
setFont(18)
mStr(text.softdropdas..setting.sddas,290,361)
mStr(text.softdroparr..setting.sdarr,506,361)
setFont(21)
mStr(text.softdropdas..setting.sddas,290,357)
mStr(text.softdroparr..setting.sdarr,506,357)
gc.draw(blockSkin[7-int(Timer()*2)%7],820,480,nil,2)
end
function Pnt.setting2()

View File

@@ -79,15 +79,17 @@ groupCode=N("/image/mess/groupcode.png")
payCode=N("/image/mess/paycode.png")
drawableText={
question=T(100,"?"),
x=T(110,"×"),
bpm=T(15,"BPM"),
kpm=T(15,"KPM"),
modeName=T(30),levelName=T(30),
next=T(40),hold=T(40),
pause=T(120),
finish=T(120),
custom=T(80),
keyboard=T(25),joystick=T(25),
setting2Help=T(25),
musicRoom=T(80),
nowPlaying=T(50),
}
c=gc.setCanvas()

View File

@@ -3,20 +3,26 @@ local Timer=love.timer.getTime
Tmr={}
function Tmr.load()
local t=Timer()
::R::
if loading==1 then
loadnum=loadnum+1
loadprogress=loadnum/10
if loadnum==5 then
--require("texture")
elseif loadnum==10 then
loadnum=1
if loadnum<=#voiceList then
local N=voiceList[loadnum]
for i=1,#voice[N]do
voice[N][i]=love.audio.newSource("VOICE/"..voice[N][i]..".ogg","static")
end
loadprogress=loadnum/#voiceList
loadnum=loadnum+1
else
loading=2
loadnum=1
end
elseif loading==2 then
if loadnum<=#bgm then
bgm[bgm[loadnum]]=love.audio.newSource("/BGM/"..bgm[loadnum]..".ogg","stream")
bgm[bgm[loadnum]]:setLooping(true)
bgm[bgm[loadnum]]:setVolume(0)
local N=bgm[loadnum]
bgm[N]=love.audio.newSource("/BGM/"..N..".ogg","stream")
bgm[N]:setLooping(true)
bgm[N]:setVolume(0)
loadprogress=loadnum/#bgm
loadnum=loadnum+1
else
@@ -32,7 +38,7 @@ function Tmr.load()
else
for i=1,#sfx do sfx[i]=nil end
loading=4
loadnum=0
loadnum=1
end
elseif loading==4 then
loadnum=loadnum+1
@@ -82,7 +88,7 @@ function Tmr.play(dt)
if frame==179 then
gameStart()
elseif frame%60==0 then
sysSFX("ready")
SFX("ready")
end
for p=1,#players do
P=players[p]
@@ -181,7 +187,7 @@ function Tmr.play(dt)
if P.falling>=0 then
P.falling=P.falling-1
if P.falling>=0 then goto stop end
if P.gameEnv.fall>0 and #P.field>P.clearing[1]then SFX("fall")end
if P.human and P.gameEnv.fall>0 and #P.field>P.clearing[1]then SFX("fall")end
for i=1,#P.clearing do
removeRow(P.field,P.clearing[i])
removeRow(P.visTime,P.clearing[i])
@@ -230,7 +236,7 @@ function Tmr.play(dt)
if P.falling>=0 then
P.falling=P.falling-1
if P.falling>=0 then goto stop end
if P.gameEnv.fall>0 and #P.field>P.clearing[1]then SFX("fall")end
if P.human and P.gameEnv.fall>0 and #P.field>P.clearing[1]then SFX("fall")end
for i=1,#P.clearing do
removeRow(P.field,P.clearing[i])
removeRow(P.visTime,P.clearing[i])
@@ -254,6 +260,12 @@ function Tmr.play(dt)
rem(P.shade,i)
end
end
if P.fieldOffY>0 then
P.fieldOffY=P.fieldOffY-(P.fieldOffY>3 and 2 or 1)
end
if P.fieldOffX~=0 then
P.fieldOffX=P.fieldOffX-(P.fieldOffX>0 and 1 or -1)
end
for i=#P.bonus,1,-1 do
local b=P.bonus[i]
if b.inf then

View File

@@ -45,10 +45,13 @@ local drawableTextLoad={
"next",
"hold",
"pause",
"finish",
"custom",
"keyboard",
"joystick",
"setting2Help",
"musicRoom",
"nowPlaying",
}
function swapLanguage(l)
text=require("language/"..langID[l])
@@ -59,7 +62,6 @@ function swapLanguage(l)
B.t=text.ButtonText[S][N]
end
end
if royaleCtrlPad then royaleCtrlPad:release()end
gc.push("transform")
gc.origin()
royaleCtrlPad=gc.newCanvas(300,100)
@@ -71,8 +73,8 @@ function swapLanguage(l)
gc.rectangle("line",RCPB[2*i-1],RCPB[2*i],90,35,8,4)
mStr(text.atkModeName[i],RCPB[2*i-1]+45,RCPB[2*i]+3)
end
gc.setCanvas()
gc.pop()
gc.setCanvas()
for _,s in next,drawableTextLoad do
drawableText[s]:set(text[s])
end
@@ -80,12 +82,15 @@ function swapLanguage(l)
end
function changeBlockSkin(n)
n=n-1
gc.push("transform")
gc.origin()
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.pop()
gc.setCanvas()
end
@@ -95,7 +100,7 @@ function VIB(t)
love.system.vibrate(vibrateLevel[setting.vib+t])
end
end
function sysSFX(s,v)
function SFX(s,v)
if setting.sfx then
local n=1
::L::if sfx[s][n]:isPlaying()then
@@ -111,20 +116,12 @@ function sysSFX(s,v)
sfx[s][n]:play()
end
end
function SFX(s,v)
if setting.sfx and not P.ai then
local n=1
::L::if sfx[s][n]:isPlaying()then
n=n+1
if not sfx[s][n]then
sfx[s][n]=sfx[s][n-1]:clone()
sfx[s][n]:seek(0)
goto quit
end
goto L
end::quit::
sfx[s][n]:setVolume(v or 1)
sfx[s][n]:play()
function VOICE(s,n)
if setting.voc then
ins(voicePlaying,voice[s][n or rnd(#voice[s])])
if #voicePlaying==1 then
voicePlaying[1]:play()
end
end
end
function BGM(s)
@@ -194,13 +191,12 @@ function gotoScene(s,style)
}
Buttons.sel=nil
if style~="none"then
sysSFX("swipe")
SFX("swipe")
end
end
end
function updateStat()
for k,v in next,players[1].stat do
print(k)
stat[k]=stat[k]+v
end
end
@@ -208,27 +204,27 @@ local prevMenu={
load=love.event.quit,
intro="quit",
main="intro",
music="main",
mode="main",
custom="mode",
draw=function()
kb.setKeyRepeat(false)
gotoScene("custom")
end,
ready="mode",
play=function()
updateStat()
clearTask("play")
gotoScene(curMode.id~="custom"and"mode"or"custom","deck")
end,
pause=null,
help="main",
stat="main",
pause=nil,
setting=function()
saveSetting()
gotoScene("main")
end,
setting2="setting",
setting3="setting",
help="main",
stat="main",
}prevMenu.pause=prevMenu.play
function back()
local t=prevMenu[scene]
@@ -309,7 +305,7 @@ function loadSetting()
if find(i,"=")then
local t=sub(i,1,find(i,"=")-1)
local v=sub(i,find(i,"=")+1)
if t=="sfx"or t=="bgm"or t=="bgblock"then
if t=="sfx"or t=="bgm"or t=="bgblock"or t=="voc"then
setting[t]=v=="true"
elseif t=="vib"then
setting.vib=toN(v:match("[012345]"))or 0
@@ -348,7 +344,7 @@ function loadSetting()
elseif t=="lang"then
setting[t]=toN(v:match("[123]"))or 1
elseif t=="skin"then
setting[t]=toN(v:match("[1234]"))or 1
setting[t]=toN(v:match("[123456]"))or 1
end
end
end
@@ -362,7 +358,7 @@ local saveOpt={
"lang",
"sfx","bgm",
"vib",
"vib","voc",
"fullscreen",
"bgblock",
"skin",