Compare commits

..

1 Commits

Author SHA1 Message Date
MrZ_26
f0a118e714 Alpha V0.7.19 2020-02-04 19:34:43 +08:00
77 changed files with 558 additions and 342 deletions

BIN
BGM/8-bit happiness.ogg Normal file

Binary file not shown.

BIN
SFX/ren_mega.ogg Normal file

Binary file not shown.

BIN
VOICE/I_1.ogg Normal file

Binary file not shown.

BIN
VOICE/I_2.ogg Normal file

Binary file not shown.

BIN
VOICE/J_1.ogg Normal file

Binary file not shown.

BIN
VOICE/J_2.ogg Normal file

Binary file not shown.

BIN
VOICE/L_1.ogg Normal file

Binary file not shown.

BIN
VOICE/L_2.ogg Normal file

Binary file not shown.

BIN
VOICE/O_1.ogg Normal file

Binary file not shown.

BIN
VOICE/O_2.ogg Normal file

Binary file not shown.

BIN
VOICE/PC_1.ogg Normal file

Binary file not shown.

BIN
VOICE/S_1.ogg Normal file

Binary file not shown.

BIN
VOICE/S_2.ogg Normal file

Binary file not shown.

BIN
VOICE/T_1.ogg Normal file

Binary file not shown.

BIN
VOICE/T_2.ogg Normal file

Binary file not shown.

BIN
VOICE/Z_1.ogg Normal file

Binary file not shown.

BIN
VOICE/Z_2.ogg Normal file

Binary file not shown.

BIN
VOICE/b2b_1.ogg Normal file

Binary file not shown.

BIN
VOICE/b2b_2.ogg Normal file

Binary file not shown.

BIN
VOICE/b2b_3.ogg Normal file

Binary file not shown.

BIN
VOICE/b3b_1.ogg Normal file

Binary file not shown.

BIN
VOICE/double_1.ogg Normal file

Binary file not shown.

BIN
VOICE/double_2.ogg Normal file

Binary file not shown.

BIN
VOICE/double_3.ogg Normal file

Binary file not shown.

BIN
VOICE/lose_1.ogg Normal file

Binary file not shown.

BIN
VOICE/lose_2.ogg Normal file

Binary file not shown.

BIN
VOICE/lose_3.ogg Normal file

Binary file not shown.

BIN
VOICE/mini_1.ogg Normal file

Binary file not shown.

BIN
VOICE/nya_1.ogg Normal file

Binary file not shown.

BIN
VOICE/nya_11.ogg Normal file

Binary file not shown.

BIN
VOICE/nya_12.ogg Normal file

Binary file not shown.

BIN
VOICE/nya_13.ogg Normal file

Binary file not shown.

BIN
VOICE/nya_2.ogg Normal file

Binary file not shown.

BIN
VOICE/nya_21.ogg Normal file

Binary file not shown.

BIN
VOICE/nya_22.ogg Normal file

Binary file not shown.

BIN
VOICE/nya_3.ogg Normal file

Binary file not shown.

BIN
VOICE/nya_31.ogg Normal file

Binary file not shown.

BIN
VOICE/nya_4.ogg Normal file

Binary file not shown.

BIN
VOICE/nya_o0.ogg Normal file

Binary file not shown.

BIN
VOICE/nya_o1.ogg Normal file

Binary file not shown.

BIN
VOICE/nya_o2.ogg Normal file

Binary file not shown.

BIN
VOICE/nya_o3.ogg Normal file

Binary file not shown.

BIN
VOICE/nya_o4.ogg Normal file

Binary file not shown.

BIN
VOICE/nya_o5.ogg Normal file

Binary file not shown.

BIN
VOICE/single_1.ogg Normal file

Binary file not shown.

BIN
VOICE/single_2.ogg Normal file

Binary file not shown.

BIN
VOICE/single_3.ogg Normal file

Binary file not shown.

BIN
VOICE/spin-_1.ogg Normal file

Binary file not shown.

BIN
VOICE/spin-_2.ogg Normal file

Binary file not shown.

BIN
VOICE/spin_1.ogg Normal file

Binary file not shown.

BIN
VOICE/spin_2.ogg Normal file

Binary file not shown.

BIN
VOICE/spin_3.ogg Normal file

Binary file not shown.

BIN
VOICE/spin_4.ogg Normal file

Binary file not shown.

BIN
VOICE/spin_5.ogg Normal file

Binary file not shown.

BIN
VOICE/triple_1.ogg Normal file

Binary file not shown.

BIN
VOICE/triple_2.ogg Normal file

Binary file not shown.

BIN
VOICE/tts_1.ogg Normal file

Binary file not shown.

BIN
VOICE/win_1.ogg Normal file

Binary file not shown.

BIN
VOICE/win_2.ogg Normal file

Binary file not shown.

Binary file not shown.

View File

@@ -115,7 +115,8 @@ 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
@@ -130,7 +131,8 @@ 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
@@ -160,8 +162,8 @@ 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
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 mouseMove.setting3(x,y,dx,dy)
@@ -336,6 +338,8 @@ 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
@@ -479,7 +483,6 @@ function gamepadUp.play(key)
end
end
function love.mousepressed(x,y,k,t,num)
if t then return end
mouseShow=true
@@ -496,7 +499,8 @@ 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 +551,8 @@ 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 +586,8 @@ 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
@@ -639,6 +645,7 @@ 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()
@@ -680,6 +687,12 @@ 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

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 V0.7.19"
W.icon="/image/icon.png"
W.width,W.height=1280,720
W.minwidth,W.minheight=640,360

View File

@@ -50,6 +50,9 @@ loadmode={
end,
infinite=function()
createPlayer(1,340,15)
if curMode.lv==2 then
pushSpeed=1
end
end,
solo=function()
createPlayer(1,340,15)
@@ -74,6 +77,23 @@ 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 +108,16 @@ 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 +127,13 @@ 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)
@@ -151,25 +167,23 @@ 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
end,
@@ -255,6 +269,14 @@ 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)
@@ -312,140 +334,20 @@ 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==-1 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 +359,7 @@ 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 +373,10 @@ 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
@@ -541,15 +444,14 @@ 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 +460,167 @@ 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
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,
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 P.modeData.event<3 then t=t+50 end
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 +642,35 @@ Event_task={
end
end
end,
throwBadge=function(P,data)
throwBadge=function(self,P,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 data[1].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 +680,7 @@ 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 +698,7 @@ 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 +714,7 @@ 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 +727,7 @@ 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 +743,7 @@ 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 +764,59 @@ 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,
reach=Event.win,
bg="strap",bgm="race",
},
{
drop=60,target=20,
reach=Event_gameover.win,
reach=Event.win,
bg="strap",bgm="race",
},
{
drop=60,target=40,
reach=Event_gameover.win,
reach=Event.win,
bg="strap",bgm="race",
},
{
drop=60,target=100,
reach=Event_gameover.win,
reach=Event.win,
bg="strap",bgm="race",
},
{
drop=60,target=400,
reach=Event_gameover.win,
reach=Event.win,
bg="strap",bgm="push",
},
{
drop=60,target=1000,
reach=Event_gameover.win,
reach=Event.win,
bg="strap",bgm="push",
},
},
@@ -809,7 +873,7 @@ defaultModeEnv={
{
drop=1e99,lock=1e99,
oncehold=false,
target=200,reach=Event_gameover.win,
target=200,reach=Event.win,
bg="strap",bgm="infinite",
},
},
@@ -819,6 +883,12 @@ 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 +930,6 @@ defaultModeEnv={
{
fall=10,lock=60,
center=false,
ghost=false,
visible="none",
freshLimit=15,
bg="rgb",bgm="secret7th",
@@ -868,6 +937,7 @@ defaultModeEnv={
{
fall=5,lock=60,
center=false,
ghost=false,
visible="none",
freshLimit=15,
bg="rgb",bgm="secret8th",
@@ -970,6 +1040,19 @@ 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 +1080,20 @@ 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 +1128,7 @@ 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 +1137,7 @@ defaultModeEnv={
drop=20,lock=60,
sequence="drought2",
target=100,
reach=Event_gameover.win,
reach=Event.win,
ospin=false,
freshLimit=15,
bg="glow",bgm="reason",
@@ -1068,12 +1151,12 @@ defaultModeEnv={
},
custom={
{
reach=Event_gameover.win,
reach=Event.win,
bg="none",bgm="reason",
},
{
Fkey=true,
reach=Event_gameover.win,
reach=Event.win,
bg="none",bgm="reason",
},
},

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
@@ -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 +254,15 @@ 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.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 +272,7 @@ function createPlayer(id,x,y,size,AIspeed,data)
controlDelay0=AIspeed,
}
else
P.human=true
human=human+1
end
@@ -383,7 +389,9 @@ 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 +414,12 @@ 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
@@ -420,7 +429,7 @@ 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
@@ -429,12 +438,12 @@ end
function throwBadge(S,R)--Player id
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
x1,y1=R.centerX,R.centerY
else
x2,y2=R.x+73*R.size,R.y+345*R.size
end
@@ -642,7 +651,7 @@ 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 +659,9 @@ 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
@@ -715,7 +726,9 @@ function spin(d,ifpre)
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 +751,11 @@ 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 +806,17 @@ 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 +825,9 @@ 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 +836,16 @@ 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 +856,19 @@ 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 +877,20 @@ 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 +902,20 @@ 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 +973,7 @@ 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 +986,9 @@ 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 +1061,7 @@ 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 +1077,7 @@ 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
@@ -1044,8 +1094,10 @@ act={
createShade(P.curX,P.curY+1,P.curX+P.c-1,P.y_img+P.r-1)
P.curY=P.y_img
P.spinLast=false
SFX("drop")
if P.id==1 then VIB(0)end
if P.human then
SFX("drop")
VIB(0)
end
end
P.lockDelay=-1
drop()
@@ -1080,21 +1132,17 @@ act={
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
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,
@@ -1146,6 +1194,6 @@ act={
end
end
end,
quit=function()Event_gameover.lose()end,
quit=function()Event.lose()end,
--System movements
}

Binary file not shown.

Before

Width:  |  Height:  |  Size: 21 KiB

After

Width:  |  Height:  |  Size: 24 KiB

View File

@@ -62,7 +62,7 @@ return{
modeName={
[0]="自定义",
"竞速","马拉松","大师","经典","","无尽","单挑","仅TSD","隐形","挖掘","生存","科研",
"全清训练","全清挑战","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 +77,7 @@ 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 +86,7 @@ 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 +108,8 @@ 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 +138,9 @@ 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",
@@ -170,6 +173,7 @@ return{
back="返回",
},
draw={
free="不定",
block1="",
block2="",
block3="",
@@ -209,7 +213,8 @@ 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

@@ -62,7 +62,7 @@ return{
modeName={
[0]="自定义",
"竞速","马拉松","大师","经典","","无尽","单挑","仅TSD","隐形","挖掘","生存","科研",
"全清训练","全清挑战","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 +77,7 @@ 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",
@@ -85,7 +86,7 @@ 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 +108,8 @@ 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 +138,7 @@ 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~",
@@ -170,6 +173,7 @@ return{
back="返回",
},
draw={
free="不定",
block1="",
block2="",
block3="",
@@ -209,7 +213,8 @@ 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 +242,4 @@ return{
path="打开存储目录",
},
},
}--文
}

View File

@@ -62,7 +62,7 @@ return{
modeName={
[0]="Custom",
"Sprint","Marathon","Master","Classic","Zen","Infinite","1v1","TSD-only","Blind","Dig","Survivor","Tech",
"PC Train","PC Challenge","Techmino49","Techmino99","Drought","Hotseat",
"C4W Train","PC Train","PC Challenge","Techmino49","Techmino99","Drought","Hotseat",
},
modeInfo={
sprint="Speed run",
@@ -77,6 +77,7 @@ 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 +86,7 @@ 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 +108,8 @@ 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 +138,7 @@ 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.",
@@ -170,6 +173,7 @@ return{
back="Back",
},
draw={
free="FREE",
block1="",
block2="",
block3="",
@@ -183,7 +187,7 @@ return{
gb4="",
gb5="",
erase="×",
clear="Clear",
clear="CLEAR",
back="Back",
},
play={
@@ -209,7 +213,8 @@ 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,

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"}
@@ -57,7 +58,7 @@ sfx={
"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",
@@ -76,8 +77,38 @@ 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",
}
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"},
}
customID={
"drop",
@@ -114,7 +145,7 @@ 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 +153,14 @@ 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"},
c4wtrain={"NORMAL","LUNATIC"},
pctrain={"NORMAL","EXTRA"},
pcchallenge={"NORMAL","HARD","LUNATIC"},
techmino49={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
@@ -243,6 +275,7 @@ Buttons={
back= {x=640, y=630 ,w=180, h=60, rgb=color.white, code=back},
},
draw={
free= {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},
@@ -256,7 +289,7 @@ Buttons={
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()
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
@@ -302,10 +335,18 @@ Buttons={
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()
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"},
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
if setting.voc then VOICE("voc_nya")end
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 +367,7 @@ 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

@@ -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)
@@ -61,7 +62,9 @@ customSel={
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
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 +78,8 @@ 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,

View File

@@ -321,7 +321,7 @@ 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 V0.7.19",290,140)
gc.print(system,800,110)
end
function Pnt.mode()
@@ -369,9 +369,14 @@ 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==-1 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
@@ -387,56 +392,65 @@ function Pnt.draw()
gc.setLineWidth(13)
gc.setColor(blockColor[pen])
gc.rectangle("line",945,605,70,70)
else
elseif pen==0 then
gc.setColor(.8,.8,.8)
gc.draw(drawableText.x,950,560)
else
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
for j=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)
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
@@ -451,7 +465,7 @@ 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 +521,12 @@ 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)

View File

@@ -86,6 +86,7 @@ drawableText={
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),

View File

@@ -4,19 +4,23 @@ local Timer=love.timer.getTime
Tmr={}
function Tmr.load()
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 +36,7 @@ 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 +86,7 @@ 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 +185,7 @@ 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 +234,7 @@ 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])

View File

@@ -45,6 +45,7 @@ local drawableTextLoad={
"next",
"hold",
"pause",
"finish",
"custom",
"keyboard",
"joystick",
@@ -59,7 +60,6 @@ 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 +71,8 @@ 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 +80,15 @@ 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 +98,7 @@ 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 +114,12 @@ 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 +189,12 @@ 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
@@ -309,7 +303,7 @@ 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 +342,7 @@ 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 +356,7 @@ local saveOpt={
"lang",
"sfx","bgm",
"vib",
"vib","voc",
"fullscreen",
"bgblock",
"skin",