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7 Commits

Author SHA1 Message Date
MrZ_26
fd5fac4e8a 0.7.32α 2020-02-04 19:37:53 +08:00
MrZ_26
1641440886 0.7.31+α 2020-02-04 19:37:41 +08:00
MrZ_26
c14124d00c 0.7.30α 2020-02-04 19:37:25 +08:00
MrZ_26
f261906f1a 0.7.28+α 2020-02-04 19:37:06 +08:00
MrZ_26
48b68a876b 0.7.27+α 2020-02-04 19:36:54 +08:00
MrZ_26
72040f3855 0.7.25α 2020-02-04 19:36:36 +08:00
MrZ_26
e8f0f4cf38 0.7.24α 2020-02-04 19:36:20 +08:00
56 changed files with 6208 additions and 4676 deletions

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39
ai.lua
View File

@@ -66,13 +66,13 @@ function CC_switch20G(P)
BOT.addNext(P.AI_bot,CCblockID[P.next[i].id])
end
CC_updateField(P)
P.hold={bk={{}},id=0,color=0,name=0}P.holded=false
P.hd={bk={{}},id=0,color=0,name=0}P.holded=false
P.cur=rem(P.next,1)
P.sc,P.dir=scs[P.cur.id],0
P.r,P.c=#P.cur.bk,#P.cur.bk[1]
P.curX,P.curY=blockPos[P.cur.id],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
P.freshNext()
P:freshNext()
BOT.addNext(P.AI_bot,CCblockID[P.next[P.AIdata.next].id])
collectgarbage()
end
@@ -119,9 +119,8 @@ local function ifoverlapAI(f,bk,x,y)
end end
end
local function resetField(f0,f,start)
::L::if f[start]then
while f[start]do
removeRow(f,start)
goto L
end
for i=start,#f0 do
f[i]=getNewRow(0)
@@ -145,12 +144,11 @@ local function getScore(field,cb,cy)
clear=clear+1
::L::
end
if #field==0 then return 9e99 end--PC best
if #field==0 then return 1e99 end--PC best
for x=1,10 do
local h=#field
::L::if field[h][x]==0 and h>1 then
while field[h][x]==0 and h>1 do
h=h-1
goto L
end
height[x]=h
if x>3 and x<8 and h>highest then highest=h end
@@ -188,7 +186,7 @@ end
-------------------------------------------------
AI_think={
["9S"]={
function(ctrl)
function(P,ctrl)
local Tfield={}--test field
local field_org=P.field
for i=1,#field_org do
@@ -197,16 +195,15 @@ AI_think={
Tfield[i][j]=field_org[i][j]
end
end
local best={x=1,dir=0,hold=false,score=-9e99}
local best={x=1,dir=0,hold=false,score=-1e99}
for ifhold=0,P.gameEnv.hold and 1 or 0 do
local bn=ifhold==0 and P.cur.id or P.hold.id>0 and P.hold.id or P.next[1].id
local bn=ifhold==0 and P.cur.id or P.hd.id>0 and P.hd.id or P.next[1].id
for dir=0,dirCount[bn] do--each dir
local cb=blocks[bn][dir]
for cx=1,11-#cb[1]do--each pos
local cy=#Tfield+1
::L::if not ifoverlapAI(Tfield,cb,cx,cy-1)then
while not ifoverlapAI(Tfield,cb,cx,cy-1)do
cy=cy-1
goto L
end--move to bottom
for i=1,#cb do
local y=cy+i-1
@@ -244,26 +241,26 @@ AI_think={
ctrl[p]=6
return 2
end,
function()
function(P)
P.AI_delay=P.AI_delay0
if Timer()-P.modeData.point>P.modeData.event then
P.modeData.point=Timer()
P.modeData.event=P.AI_delay0+rnd(2,10)
changeAtkMode(rnd()<.85 and 1 or #P.atker>3 and 4 or rnd()<.3 and 2 or 3)
P:changeAtkMode(rnd()<.85 and 1 or #P.atker>3 and 4 or rnd()<.3 and 2 or 3)
end
return 1
end,
},
["CC"]={
function()
function(P)
if P.AI_needFresh then
CC_updateField(P)
P.AI_needFresh=false
end
BOT.think(P.AI_bot)
return 2
end,
function(ctrl)
end,--start thinking
function(P,ctrl)
if BOT.ifDead(P.AI_bot)then ins(ctrl,6)return 3 end
local success,hold,move=BOT.getMove(P.AI_bot)
if success then
@@ -281,15 +278,15 @@ AI_think={
else
return 2--stay this stage
end
end,
function()
end,--poll keys
function(P)
P.AI_delay=P.AI_delay0
if Timer()-P.modeData.point>P.modeData.event then
P.modeData.point=Timer()
P.modeData.event=P.AI_delay0+rnd(2,10)
changeAtkMode(rnd()<.85 and 1 or #P.atker>3 and 4 or rnd()<.3 and 2 or 3)
P:changeAtkMode(rnd()<.85 and 1 or #P.atker>3 and 4 or rnd()<.3 and 2 or 3)
end
return 1
end,
end,--check if time to change target
},
}--AI think stage

161
class.lua
View File

@@ -1,20 +1,9 @@
local gc=love.graphics
local rem=table.remove
local format=string.format
Task={}
function Task:update()
if(not self.P or self.P and scene=="play")and self:code(self.P,self.data)then
local e=#Task
for i=1,e do
if Task[i]==self then
Task[e],Task[i]=nil,Task[e]
return
end
end
end
end
function newTask(code,P,data)
Task[#Task+1]={
update=Task.update,
code=code,
P=P,
data=data,
@@ -42,21 +31,135 @@ function clearTask(opt)
end
end
function newButton(x,y,w,h,color,font,code,hide,up,down,left,right)
return{
type="button",
x=x-w*.5,y=y-h*.5,w=w,h=h,
color=color,font=font,
code=code,hide=hide,
up=up,down=down,left=left,right=right,
}
local button={type="button"}
function newButton(x,y,w,h,color,font,code,hide,N)
local _={
x=x-w*.5,y=y-h*.5,
w=w,h=h,
color=color,
font=font,
code=code,
hide=hide,
next=N,
}for k,v in next,button do _[k]=v end return _
end
function newSlider(x,y,w,unit,color,font,code,hide,up,down,left,right)
return{
type="slider",
x=x,y=y,w=w,unit=unit,
color=color,font=font,
code=code,hide=hide,
up=up,down=down,left=left,right=right,
}
function button:isAbove(x,y)
return x>self.x and x<self.x+self.w and y>self.y and y<self.y+self.h
end
function button:FX()
sysFX[#sysFX+1]={0,0,10,self.x,self.y,self.w,self.h}
--[0=ripple],timer,duration,x,y,w,h
end
function button:draw()
local C=self.color
gc.setColor(C)
gc.setLineWidth(3)gc.rectangle("line",self.x,self.y,self.w,self.h,4)
gc.setColor(C[1],C[2],C[3],.4)
gc.setLineWidth(5)gc.rectangle("line",self.x,self.y,self.w,self.h,4)
if self==widget_sel then
gc.rectangle("fill",self.x,self.y,self.w,self.h,4)
end--Highlight when Selected
local t=self.text
if t then
if type(t)=="function"then t=t()end
setFont(self.font)
local y0=self.y+self.h*.5-self.font*.7
gc.printf(t,self.x-2,y0-1,self.w,"center")
gc.setColor(C)
gc.printf(t,self.x,y0,self.w,"center")
end
end
function button:getInfo()
print(format("x=%d,y=%d,w=%d,h=%d,font=%d",self.x+self.w*.5,self.y+self.h*.5,self.w,self.h,self.font))
end
local switch={type="switch"}
function newSwitch(x,y,font,disp,code,hide,N)
local _={
x=x,y=y,font=font,
disp=disp,
code=code,
hide=hide,
next=N,
}for k,v in next,switch do _[k]=v end return _
end
function switch:isAbove(x,y)
return x>self.x and x<self.x+100 and y>self.y-20 and y<self.y+20
end
function switch:FX()
sysFX[#sysFX+1]=self.disp()and
{1,0,15,1,.4,.4,self.x,self.y-20,50,40,0}--Switched on
or{1,0,15,.4,1,.4,self.x+50,self.y-20,50,40,0}--Switched off
--[1=square fade],timer,duration,r,g,b,x,y,w,h
end
function switch:draw()
local x,y=self.x,self.y-20
if self.disp()then
gc.setColor(.6,1,.6)
gc.rectangle("fill",x+50,y,50,40,3)
--ON
else
gc.setColor(1,.6,.6)
gc.rectangle("fill",x,y,50,40,3)
--OFF
end--switch
gc.setColor(1,1,1,self==widget_sel and 1 or .6)
gc.setLineWidth(3)gc.rectangle("line",x-3,y-3,106,46,5)
--frame
local t=self.text
if t then
gc.setColor(1,1,1)
setFont(self.font)
gc.printf(t,x-412,y+20-self.font*.7,400,"right")
end
end
function switch:getInfo()
print(format("x=%d,y=%d,font=%d",self.x,self.y,self.font))
end
local slider={type="slider"}
function newSlider(x,y,w,unit,font,change,disp,code,hide,N)
local _={
x=x,y=y,
w=w,unit=unit,
font=font,
change=change,
disp=disp,
code=code,
hide=hide,
next=N,
}for k,v in next,slider do _[k]=v end return _
end
function slider:isAbove(x,y)
return x>self.x-10 and x<self.x+self.w+10 and y>self.y-20 and y<self.y+20
end
function slider:FX(pos)
sysFX[#sysFX+1]={1,0,10,1,1,1,self.x+self.w*pos/self.unit-8,self.y-15,17,30}
--[1=square fade],timer,duration,r,g,b,x,y,w,h
end
function slider:draw()
local S=self==widget_sel
gc.setColor(1,1,1,S and 1 or .5)
gc.setLineWidth(2)
local x1,x2=self.x,self.x+self.w
for p=0,self.unit do
local x=x1+(x2-x1)*p/self.unit
gc.line(x,self.y+7,x,self.y-7)
end
--units
gc.setLineWidth(5)
gc.line(x1,self.y,x2,self.y)
--axis
gc.setColor(1,1,1)
gc.rectangle("fill",x1+(x2-x1)*self.disp()/self.unit-8,self.y-15,17,30)
--block
local t=self.text
if t then
gc.setColor(1,1,1)
setFont(self.font)
gc.printf(t,self.x-312,self.y-self.font*.7,300,"right")
end
end
function slider:getInfo()
print(format("x=%d,y=%d,w=%d",self.x,self.y,self.w))
end

View File

@@ -1,4 +1,5 @@
gameVersion="Alpha V0.7.23"
math.randomseed(os.time())
gameVersion="Alpha V0.7.32"
function love.conf(t)
t.identity="Techmino"--Save directory name
t.version="11.1"
@@ -9,7 +10,12 @@ function love.conf(t)
t.audio.mixwithsystem=true--Switch on to keep sysBGM
local W=t.window
W.title="Techmino "..gameVersion
if math.random()>.26 then
W.title="Techmino "..gameVersion
else
math.randomseed(tonumber(os.date("%Y%j")))
W.title="Your lucky number today:"..math.random(100,626)
end
W.icon="/image/icon.png"
W.width,W.height=1280,720
W.minwidth,W.minheight=640,360
@@ -17,7 +23,7 @@ function love.conf(t)
W.resizable=1
W.fullscreentype="desktop"--"exclusive"
W.fullscreen=X
W.vsync=X--0→∞fps
W.vsync=0--0→∞fps
W.msaa=X--The number of samples to use with multi-sampled antialiasing (number)
W.depth=X--Bits per sample in the depth buffer
W.stencil=1--The number of bits per sample in the stencil buffer

File diff suppressed because it is too large Load Diff

97
default_data.lua Normal file
View File

@@ -0,0 +1,97 @@
setting={
das=10,arr=2,
sddas=0,sdarr=2,
quickR=true,swap=true,
fine=false,
--game
ghost=true,center=true,
smo=true,grid=false,
dropFX=3,
shakeFX=3,
atkFX=3,
frameMul=100,
--
fullscreen=false,
bg=true,
bgblock=true,
lang=1,
skin=1,
--graphic
sfx=10,bgm=7,
vib=3,voc=0,
stereo=6,
--sound
keyMap={
{"left","right","x","z","c","up","down","space","tab","r"},
{},{},{},{},{},{},{},
--keyboard
{"dpleft","dpright","a","b","y","dpup","dpdown","rightshoulder","x","leftshoulder"},
{},{},{},{},{},{},{},
--joystick
},
VKSwitch=true,
VKTrack=true,--If tracked
VKDodge=false,--If repel
VKTchW=3,--Touch Weight
VKCurW=4,--CurPos Weight
VKIcon=true,
VKAlpha=3,
--control
}
local L=setting.keyMap
for i=1,#L do
for j=1,20 do
if not L[i][j]then
L[i][j]=""
end
end
end
stat={
run=0,game=0,time=0,
extraPiece=0,extraRate=0,
key=0,rotate=0,hold=0,piece=0,row=0,
atk=0,send=0,recv=0,pend=0,
clear_1=0,clear_2=0,clear_3=0,clear_4=0,
spin_0=0,spin_1=0,spin_2=0,spin_3=0,
b2b=0,b3b=0,pc=0,score=0,
}
--Things related to virtualkey
function restoreVirtualKey()
for i=1,#VK_org do
local B,O=virtualkey[i],VK_org[i]
B.ava=O.ava
B.x=O.x
B.y=O.y
B.r=O.r
end
end
local O,_=true,false
VK_org={--Original set,for restore VK' position
{ava=O,x=80, y=720-200, r=80},--moveLeft
{ava=O,x=320, y=720-200, r=80},--moveRight
{ava=O,x=1280-80, y=720-200, r=80},--rotRight
{ava=O,x=1280-200, y=720-80, r=80},--rotLeft
{ava=O,x=1280-200, y=720-320, r=80},--rotFlip
{ava=O,x=200, y=720-320, r=80},--hardDrop
{ava=O,x=200, y=720-80, r=80},--softDrop
{ava=O,x=1280-320, y=720-200, r=80},--hold
{ava=O,x=1280-80, y=280, r=80},--func
{ava=O,x=80, y=280, r=80},--restart
{ava=_,x=100, y=50, r=80},--insLeft
{ava=_,x=200, y=50, r=80},--insRight
{ava=_,x=300, y=50, r=80},--insDown
{ava=_,x=400, y=50, r=80},--down1
{ava=_,x=500, y=50, r=80},--down4
{ava=_,x=600, y=50, r=80},--down10
{ava=_,x=700, y=50, r=80},--dropLeft
{ava=_,x=800, y=50, r=80},--dropRight
{ava=_,x=900, y=50, r=80},--addToLeft
{ava=_,x=1000, y=50, r=80},--addToRight
}
virtualkey={}
for i=1,#VK_org do
virtualkey[i]={}
end

89
document.txt Normal file
View File

@@ -0,0 +1,89 @@
游戏方法:
控制系统提供的一个个方块,每填满场地的一行就会将其消除,根据消除方式会给对手攻击(如果有对手的话)
完成当前游戏模式中的目标或者是活到最后即算胜利.
旋转系统:
使用Techmino专属旋转系统,细节不赘述
spin判定:
结合了不可移动判定和三角判定,是否为mini也与这二者有关,细节不赘述
攻击系统:
消1/2/3/4攻击0/1/2/4
spin1/2/3攻击2/4/6,若mini则减半
b2b:增加1~2(tetris)/1~3(spin)攻击
b3b:满b2b效果+1额外抵挡
PC:其它攻击与6~8(本局内递增)取高+2额外抵挡
连击:0,0,1,1,2,2,3,3,4,4,3……
back to back(B2B)点数说明:
B2B点数的范围在0~1200
在40及以上特殊消除时B2B,在1000以上特殊消除时B3B,1200封顶
消四+100
空spin加20,不超过1000
spin1~3+50/100/180 (mini*.5)
普通消除-250
1000以上空放一块-40(不减到低于1000)
攻击延迟:
消2/3的攻击生效最快,消四其次,spin攻击生效较慢,高连击生效最慢
b2b或者b3b增加攻击力的同时也会减缓一点生效速度,mini大幅减缓生效速度
抵消逻辑:
发动攻击时,若缓冲条有攻击则先用额外抵挡再用攻击力1:1抵消最先受到的攻击
没有用上的额外抵挡会被丢弃,最后剩下的攻击力会发送给对手
模式说明:
竞速:
用你最快的速度消除40行(据难度而定)吧!
马拉松:
根据总消行数,速度会逐渐加快,消除两百行吧!(easy和hard就是normal开始和结束的速度,消除200行不加速)
大师:
马拉松进化版,如果觉得马拉松太简单了久玩这个吧,每一个难度都是一层境界,L难度和U难度攒到500点数通关,final难度为上级者专属游戏模式,不建议游玩.
经典:
使用低速控制设置在高速下落时尽可能消除更多的行,没有通关目标.(到90有"彩蛋")
禅:
闲得无聊,只是想单纯地打打块地时候可以玩此模式,无重力消除200行.
无尽:
无尽模式,边上会显示玩家的消行数和攻击效率,适合科研(术语).
单挑:
和一个电脑玩家单挑,带加号的和最后一个模式是超强机器人(仅限Windows平台),试试你能稳定打败多难的对手吧!
回合制:
玩法同单挑模式,只不过只有当一个人放下一个方块后另一个人才能放下一块.
仅TSD:
这个模式中,玩家必须用TSD(T spin double)的方式消除,否则直接判负,你能连续打出多少个TSD呢?
隐形:
根据不同难度,场地内(甚至当前方块)会隐形,看看你能活多久吧!(GM难度为类似TGM3的GM Roll,用于上级者练习)
挖掘:
每隔一定时间,系统会向场地的低端添加一行垃圾行,间隔会随着波数增加而越来越短,你能顶住几波呢?
生存:
每隔一定时间,系统会向玩家的垃圾缓冲槽中添加垃圾行,释放速度和间隔会随着波数增加而越来越短,玩家可以将其抵消也可以让其释放,尽可能活更久的时间.
防守:
系统会向玩家的垃圾缓冲槽中添加难消除的垃圾行,释放速度和间隔会随着波数增加而越来越短,玩家要尽量抵消他们来让自己存活更久.
进攻:
当玩家的攻击缓冲槽空时,系统会向玩家的垃圾缓冲槽中添加大量的垃圾行(高难度下后期甚至会远超过20),释放速度和间隔都会随着波数增加而越来越短,垃圾上涨速度也会提升.赶紧在其释放之前将攻击抵消到不会一下致命的量!
科研:
玩家只被允许做特殊消除(spin/全消/消四),在带+的难度中不允许消四,U难度下玩家甚至只被允许每一个方块都使用最简操作控制,任何违反规则的行为都会判负.
C4W练习:(或者说是4w练习)
系统直接提供给玩家"留4列"的场地,玩家可以自由练习4w消除,该技巧在某些时候实战很有用.(需要学会spin,否则意义不是很大)
全清训练:
系统会连续给玩家提供"标准开局PC套路"的场地和四个方块(不允许使用hold),玩家需要一直完成PC,否则判负.
全清挑战:
在消除一百行的限制内,你能全清几次?
49人混战:
许多玩家同时进行一局游戏其它的是AI,不是真人).随着玩家数量的减少,方块下落/垃圾生效速度/垃圾升起速度都会增加.淘汰其它玩家后可以获得一个徽章和该玩家持有的徽章,增强自己的攻击力.
玩家可选四个攻击模式:
1.随机:每次攻击后10%随机挑选一个玩家锁定
2.最多徽章:攻击后或者锁定玩家死亡时锁定徽章最多的玩家
3.最高:攻击后或者锁定玩家死亡时锁定场地最高的玩家(每秒刷新)
4.反击:攻击所有锁定自己的玩家AOE,若无则伏击随机玩家
坚持到最后的玩家就是胜利者.
99人混战:
同49人混战,只是增加到了99名玩家,难度系数也有调整,对设备的要求也较高.
干旱:
系统提供的方块序列变得奇怪了!你能消除100行不死吗,或者,多快?
多人:
使用键盘或者多个手柄(也许?)
自定义:
玩家可以自由调整下落速度等等几乎大多数设置(不包括上述各种游戏模式的特殊效果),也可以画一个场地去消除或者是作为提示模板来玩方块拼图.在拼图模式下,按功能键切换是否显示提示模板.其中打"X"的格子不允许有方块,空的格子可以是任何状态,玩家能获得的七种普通方块必须完全符合,垃圾行方块的为止只要有方块就可以,但是不能是空气,玩家拼出自己画的图后就会判定胜利.

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View File

@@ -1,5 +1,13 @@
local SWC={[true]="",[false]=""}
local BK="返回"
local 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:","软降一格:","软降四格:","软降十格:",
"落在最左:","落在最右:","列在最左:","列在最右:",
}
return{
atkModeName={"随机","徽章","击杀","反击"},
royale_remain=function(n)return"剩余 "..n.." 名玩家"end,
@@ -26,7 +34,7 @@ return{
lose="失败",
pause="暂停",
finish="结束",
pauseTime="暂停时间",
pauseCount="暂停统计",
custom="自定义游戏",
customOption={
@@ -62,11 +70,17 @@ return{
snapLevelName={"任意摆放","10px吸附","20px吸附","40px吸附","60px吸附","80px吸附"},
keyboard="键盘",joystick="手柄",
space="空格",enter="回车",
setting2Help="方向键选择/翻页,回车修改,esc返回",
ctrlSetHelp="方向键选择/翻页,回车修改,esc返回",
setting_game="游戏设置",
setting_graphic="画面设置",
setting_sound="声音设置",
musicRoom="音乐室",
nowPlaying="正在播放:",
VKTchW="触摸点权重",
VKOrgW="原始点权重",
VKCurW="当前点权重",
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:"},
actName=actName,
modeName={
[0]="自定义",
"竞速","马拉松","大师","经典","","无尽","单挑","回合制","仅TSD","隐形",
@@ -101,28 +115,35 @@ return{
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!",
"大满贯10连击消四全清!",
"<方块研究所>有一个Nspire-CX版本!",
"B2B2B???",
"B2B2B2B存在吗?",
"MEGACMB!",
"ALLSPIN!",
"O型回旋三清?",
"只用一个输入设备就可以游玩了",
"O spin triple!",
"Miya:喵!",
"225238922,哔哩哔哩 干杯~",
"225238922 哔哩哔哩 干杯~",
"适度游戏益脑,沉迷游戏伤身,合理安排时间,享受健康生活",
"合群了就会消失,但是消失不代表没有意义",
"学会使用两个旋转键,三个更好",
"更小的DAS和ARR拥有更高的操作上限",
"更小的DAS和ARR拥有更高的操作上限(如果你还能控制得了的话)",
"注意到\"旋转\"到底对方块做了些什么吗?",
"20G是一套全新的游戏规则",
"20G本质是一套全新的游戏规则",
"不要在上课时玩游戏!",
"本游戏难度上限很高,做好心理准备",
"方块可以不是个休闲游戏",
"调到特殊的日期也不会发生什么的",
"3.1415926535897932384",
"2.7182818284590452353",
"Let-The-Bass-Kick!",
"使用love2d引擎制作",
"有疑问?先看设置有没有你想要的",
"有建议的话可以把信息反馈给作者~",
"不要按F8",
"秘密代码:626",
"CLASSIC SEXY RUSSIAN BLOCKS",
"LrL,RlR LLr,RRl RRR/LLL F!!",--ZSLJTTI
},
stat={
"游戏运行次数:",
@@ -142,6 +163,8 @@ return{
"B2B数:",
"PC数:",
"效率:",
"多余操作:",
"最简操作率:",
},
help={
"好像也没啥好帮助的吧?就当是关于了",
@@ -152,14 +175,24 @@ 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 语音:Miya",
"使用工具:VScode,GFIE,Beepbox,Goldwave,Cold_Clear",
"特别感谢:Farter,Flyz,196,Teatube,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~",
},
used=[[
使用工具:
Beepbox
GFIE
Goldwave
使用库:
Cold_Clear[MinusKelvin]
simple-love-lights[dylhunn]
]],
support="支持作者",
group="官方QQ群",
ButtonText={
warning="禁 止 私 自 传 播",
WidgetText={
main={
lang="文-Lang",
qplay="快速开始",
play="开始",
setting="设置",
@@ -178,7 +211,7 @@ return{
back=BK,
},
music={
bgm=function()return"音乐:"..SWC[setting.bgm]end,
bgm="BGM",
up="",
play="播放",
down="",
@@ -192,11 +225,11 @@ return{
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",
set1="40行(1)",
set2="1v1(2)",
set3="无尽(3)",
set4="隐形(4)",
set5="极限(5)",
back=BK,
},
draw={
@@ -221,45 +254,78 @@ return{
pause="暂停",
},
pause={
resume="继续",
resume= "继续",
restart="重新开始",
quit="退出",
setting="设置",
quit= "退出",
},
setting={
ghost=function()return"阴影:"..SWC[setting.ghost]end,
center=function()return"旋转中心:"..SWC[setting.center]end,
grid=function()return"网格:"..SWC[setting.grid]end,
swap=function()return setting.swap and"目标选择:组合键"or"目标选择:循环"end,
fxs=function()return setting.fxs>0 and"特效等级:"..setting.fxs or"特效:关"end,
bg=function()return"背景:"..SWC[setting.bg]end,
setting_game={
graphic="←画面设置",
sound="声音设置→",
dasD="-",dasU="+",
arrD="-",arrU="+",
sddasD="-",sddasU="+",
sdarrD="-",sdarrU="+",
ctrl="控制设置",
touch="触摸设置",
lang=function()return langName[setting.lang]end,
sfx=function()return"音效:"..SWC[setting.sfx]end,
bgm=function()return"音乐:"..SWC[setting.bgm]end,
vib=function()return "震动:"..setting.vib end,
voc=function()return"语音:"..SWC[setting.voc]end,
fullscreen=function()return"全屏:"..SWC[setting.fullscreen]end,
bgblock=function()return"背景动画:"..SWC[setting.bgblock]end,
frame=function()return"绘制帧:"..setting.frameMul.."%"end,
skin="皮肤",
smo=function()return"平滑下落:"..SWC[setting.smo]end,
back="保存&返回",
},
setting2={
quickR="快速重新开始",
swap="组合键切换攻击模式",
fine="极简操作提示音",
ctrl="键位设置",
touch="触屏设置",
back=BK,
},
setting3={
hide=function()return setting.virtualkeySwitch and"隐藏虚拟按键"or"显示虚拟按键"end,
setting_graphic={
sound="←声音设置",
game="游戏设置→",
ghost="阴影",
grid="网格",
center="旋转中心",
skin="皮肤",
bg="背景",
bgblock="背景动画",
smo="平滑下落",
dropFX="下落特效等级",
shakeFX="晃动特效等级",
atkFX="攻击特效等级",
fullscreen="全屏",
frame="绘制帧率",
back=BK,
},
setting_sound={
game="←游戏设置",
graphic="画面设置→",
sfx="音效",
bgm="音乐",
vib="震动",
voc="语音",
back=BK,
},
setting_key={
back=BK,
},
setting_touch={
hide="显示虚拟按键",
track="按键自动跟踪",
tkset="跟踪设置",
default="默认组合",
snap=function()return text.snapLevelName[snapLevel]end,
alpha=function()return setting.virtualkeyAlpha.."0%"end,
alpha=function()return setting.VKAlpha.."0%"end,
icon="图标",
size="大小",
toggle="开关",
back=BK,
},
setting_touchSwitch={
b1= actName[1],b2=actName[2],b3=actName[3],b4=actName[4],
b5= actName[5],b6=actName[6],b7=actName[7],b8=actName[8],
b9= actName[9],b10=actName[10],b11=actName[11],b12=actName[12],
b13=actName[13],b14=actName[14],b15=actName[15],b16=actName[16],
b17=actName[17],b18=actName[18],b19=actName[19],b20=actName[20],
norm="标准",
pro="专业",
back=BK,
},
setting_trackSetting={
VKDodge="自动避让",
back=BK,
},
help={
@@ -268,8 +334,8 @@ return{
back=BK,
},
history={
prev="",
next="",
prev="",
next="",
back=BK,
},
stat={

View File

@@ -1,5 +1,13 @@
local SWC={[true]="",[false]=""}
local BK="返回"
local 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:","软降一格:","软降四格:","软降十格:",
"落在最左:","落在最右:","列在最左:","列在最右:",
}
return{
atkModeName={"随机","徽章","击杀","反击"},
royale_remain=function(n)return"剩余 "..n.." 名玩家"end,
@@ -26,7 +34,7 @@ return{
lose="失败",
pause="暂停",
finish="结束",
pauseTime="暂停时间",
pauseCount="暂停统计",
custom="自定义游戏",
customOption={
@@ -62,11 +70,17 @@ return{
snapLevelName={"任意摆放","10px吸附","20px吸附","40px吸附","60px吸附","80px吸附"},
keyboard="键盘",joystick="手柄",
space="空格",enter="回车",
setting2Help="方向键选择/翻页,回车修改,esc返回",
ctrlSetHelp="方向键选择/翻页,回车修改,esc返回",
setting_game="游戏设置",
setting_graphic="画面设置",
setting_sound="声音设置",
musicRoom="音乐室",
nowPlaying="正在播放:",
VKTchW="触摸点权重",
VKOrgW="原始点权重",
VKCurW="当前点权重",
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:"},
actName=actName,
modeName={
[0]="自定义",
"竞速","马拉松","大师","经典","","无尽","单挑","回合制","仅TSD","隐形",
@@ -101,28 +115,35 @@ return{
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!",
"大满贯10连击消四全清!",
"<方块研究所>有一个Nspire-CX版本!",
"B2B2B???",
"B2B2B2B存在吗?",
"MEGACMB!",
"ALLSPIN!",
"O型回旋三清?",
"只用一个输入设备就可以游玩了",
"O型回旋三清!",
"Miya:喵!",
"225238922,哔哩哔哩 干杯~",
"225238922 哔哩哔哩 干杯~",
"适度游戏益脑,沉迷游戏伤身,合理安排时间,享受健康生活",
"合群了就会消失,但是消失不代表没有意义",
"学会使用两个旋转键,三个更好",
"更小的DAS和ARR拥有更高的操作上限",
"更小的DAS和ARR拥有更高的操作上限(如果你还能控制得了的话)",
"注意到\"旋转\"到底对方块做了些什么吗?",
"20G是一套全新的游戏规则",
"20G本质是一套全新的游戏规则",
"不要在上课时玩游戏!",
"本游戏难度上限很高,做好心理准备",
"方块可以不是个休闲游戏",
"调到特殊的日期也不会发生什么的",
"3.1415926535897932384",
"2.7182818284590452353",
"Let-The-Bass-Kick!",
"使用love2d引擎制作",
"有疑问?先看设置有没有你想要的",
"有建议的话可以把信息反馈给作者~",
"不要按F8",
"秘密代码:626",
"CLASSIC SEXY RUSSIAN BLOCKS",
"LrL,RlR LLr,RRl RRR/LLL F!!",--ZSLJTTI
},
stat={
"游戏运行次数:",
@@ -142,6 +163,8 @@ return{
"满贯数:",
"全清数:",
"效率:",
"多余操作:",
"最简操作率:",
},
help={
"好像也没啥好帮助的吧?就当是关于了",
@@ -152,14 +175,24 @@ 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 语音:Miya",
"使用工具:VScode,GFIE,Beepbox,Goldwave,Cold_Clear",
"特别感谢:Farter,Flyz,196,Teatube,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~",
},
used=[[
使用工具:
Beepbox
GFIE
Goldwave
使用库:
Cold_Clear[MinusKelvin]
simple-love-lights[dylhunn]
]],
support="支持作者",
group="官方QQ群",
ButtonText={
warning="禁 止 私 自 传 播",
WidgetText={
main={
lang="文-Lang",
qplay="快速开始",
play="开始",
setting="设置",
@@ -178,7 +211,7 @@ return{
back=BK,
},
music={
bgm=function()return"音乐:"..SWC[setting.bgm]end,
bgm="BGM",
up="",
play="播放",
down="",
@@ -192,11 +225,11 @@ return{
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",
set1="40行(1)",
set2="1v1(2)",
set3="无尽(3)",
set4="隐形(4)",
set5="极限(5)",
back=BK,
},
draw={
@@ -221,45 +254,79 @@ return{
pause="暂停",
},
pause={
resume="继续",
resume= "继续",
restart="重新开始",
quit="退出",
setting="设置",
quit= "退出",
},
setting={
ghost=function()return"阴影:"..SWC[setting.ghost]end,
center=function()return"旋转中心:"..SWC[setting.center]end,
grid=function()return"网格:"..SWC[setting.grid]end,
swap=function()return setting.swap and"目标选择:组合键"or"目标选择:循环"end,
fxs=function()return setting.fxs>0 and"特效等级:"..setting.fxs or"特效:关"end,
bg=function()return"背景:"..SWC[setting.bg]end,
setting_game={
graphic="←画面设置",
sound="声音设置→",
dasD="-",dasU="+",
arrD="-",arrU="+",
sddasD="-",sddasU="+",
sdarrD="-",sdarrU="+",
ctrl="控制设置",
touch="触摸设置",
lang=function()return langName[setting.lang]end,
sfx=function()return"音效:"..SWC[setting.sfx]end,
bgm=function()return"音乐:"..SWC[setting.bgm]end,
vib=function()return "震动:"..setting.vib end,
voc=function()return"语音:"..SWC[setting.voc]end,
fullscreen=function()return"全屏:"..SWC[setting.fullscreen]end,
bgblock=function()return"背景动画:"..SWC[setting.bgblock]end,
frame=function()return"绘制帧:"..setting.frameMul.."%"end,
skin="皮肤",
smo=function()return"平滑下落:"..SWC[setting.smo]end,
back="保存&返回",
},
setting2={
quickR="快速重新开始",
swap="组合键切换攻击模式",
fine="极简操作提示音",
ctrl="键位设置",
touch="触屏设置",
back=BK,
},
setting3={
hide=function()return setting.virtualkeySwitch and"隐藏虚拟按键"or"显示虚拟按键"end,
setting_graphic={
sound="←声音设置",
game="游戏设置→",
ghost="阴影",
grid="网格",
center="旋转中心",
skin="皮肤",
bg="背景",
bgblock="背景动画",
smo="平滑下落",
dropFX="下落特效等级",
shakeFX="晃动特效等级",
atkFX="攻击特效等级",
fullscreen="全屏",
frame="绘制帧率",
back=BK,
},
setting_sound={
game="←游戏设置",
graphic="画面设置→",
sfx="音效",
bgm="音乐",
vib="震动",
voc="语音",
back=BK,
},
setting_key={
back=BK,
},
setting_touch={
hide="显示虚拟按键",
track="按键自动跟踪",
tkset="跟踪设置",
default="默认组合",
snap=function()return text.snapLevelName[snapLevel]end,
alpha=function()return setting.virtualkeyAlpha.."0%"end,
alpha=function()return setting.VKAlpha.."0%"end,
icon="图标",
size="大小",
toggle="开关",
back=BK,
},
setting_touchSwitch={
b1= actName[1],b2=actName[2],b3=actName[3],b4=actName[4],
b5= actName[5],b6=actName[6],b7=actName[7],b8=actName[8],
b9= actName[9],b10=actName[10],b11=actName[11],b12=actName[12],
b13=actName[13],b14=actName[14],b15=actName[15],b16=actName[16],
b17=actName[17],b18=actName[18],b19=actName[19],b20=actName[20],
norm="标准",
pro="专业",
back=BK,
},
setting_trackSetting={
VKDodge="自动避让",
back=BK,
},
help={
@@ -268,8 +335,8 @@ return{
back=BK,
},
history={
prev="",
next="",
prev="",
next="",
back=BK,
},
stat={
@@ -277,4 +344,4 @@ return{
back=BK,
},
},
}--部分译文
}

View File

@@ -1,5 +1,11 @@
local SWC={[true]="ON",[false]="OFF"}
local BK="Back"
local actName={
"Move Left:","Move Right:",
"Rotate Right:","Rotate Left:","Rotate Flip:",
"Hard Drop:","Soft Drop:","Hold:","Function:","Restart:",
"Instant Left:","Instant Right:","Ins Down:","Down 1:","Down 4:","Down 10:",
"Left Drop:","Right Drop:","Left INS:","Right INS:",
}
return{
atkModeName={"Random","Badges","K.O.s","Counters"},
royale_remain=function(n)return n.." Players Remain"end,
@@ -26,7 +32,7 @@ return{
lose="LOSE",
pause="PAUSE",
finish="FINISH",
pauseTime="Pause time",
pauseCount="Pause Count",
custom="Custom Game",
customOption={
@@ -62,11 +68,17 @@ return{
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",
ctrlSetHelp="Arrowkey to select/change slot,Enter to change,Esc back",
setting_game="Game setting",
setting_graphic="Graphic setting",
setting_sound="Sound setting",
musicRoom="Music Room",
nowPlaying="Now Playing:",
VKTchW="Touch weight",
VKOrgW="Origion weight",
VKCurW="CurPos weight",
actName={"Move Left:","Move Right:","Rotate Right:","Rotate Left:","Rotate Flip:","Hard Drop:","Soft Drop:","Hold:","Function:","Restart:","Instant Left:","Instant Right:","Ins Down:"},
actName=actName,
modeName={
[0]="Custom",
"Sprint","Marathon","Master","Classic","Zen","Infinite","1v1","Round","TSD-only","Blind",
@@ -101,28 +113,36 @@ return{
load={"Loading VOICE","Loading BGM","Loading SFX","Finished",},
tips={
"Not animation,real loading!",
"The WHOLE game is made by MrZ!",
"Back to Back 10 combo Techrash PC!",
"Techmino has a Nspire-CX edition!",
"B2B2B???",
"Is B2B2B2B possible?",
"MEGACMB!",
"ALLSPIN!",
"O spin triple?",
"You can play with any input device!",
"O spin triple!",
"Miya:Nya!",
"225238922,Bilibili cheers!",
"225238922 Bilibili cheers!",
"Playing too much = taking drugs",
"Disappearing doesn't mean useless",
"Try to use two rotate button,three better",
"Small DAS&ARR can make you faster,if you can adapt to it",
"Small DAS&ARR can make you faster,if you can control block correctly",
"Have you noticed what does \"rotating\" do to block?",
"20G is a brand new game rule",
"20G actually is a brand new game rule",
"Do not play game in class!",
"This game can be very hard,be mentally perpared",
"This in not a casual game",
"Nothing will happen when some special day come",
"3.1415926535897932384",
"2.7182818284590452353",
"Let-The-Bass-Kick!",
"Powered by love2d",
"Find out what's in the setting!",
"Any suggestions to author!",
"DO NOT PRESS F8",
"Secret code:626",
"Techmino=Technique+Tetromino",
"CLASSIC SEXY RUSSIAN BLOCKS",
"LrL,RlR LLr,RRl RRR/LLL F!!",--ZSLJTTI
},
stat={
"Games run:",
@@ -132,7 +152,7 @@ return{
"Rotate:",
"Hold:",
"Block used:",
"Rows cleared:",
"Lines cleared:",
"Attack:",
"Sent:",
"Receive:",
@@ -142,6 +162,8 @@ return{
"B2B:",
"PC:",
"Efficiency:",
"Finesse error:",
"Finesse rate:",
},
help={
"I don't think you need \"help\".",
@@ -151,15 +173,25 @@ return{
"",
"Powered by LOVE2D",
"Author:MrZ E-mail:1046101471@qq.com",
"Programe:MrZ Art:MrZ Music:MrZ SFX:MrZ VOICE:Miya",
"Tool used:VScode,GFIE,Beepbox,Goldwave,Cold_Clear",
"Program:MrZ Art:MrZ Music:MrZ SFX:MrZ VOICE:Miya",
"Special thanks:Farter,Flyz,196,Teatube,T830,[all test staff] and YOU!",
"Any bugs/suggestions to my E-mail.",
},
used=[[
Tool used:
Beepbox
GFIE
Goldwave
Lib used:
Cold_Clear[MinusKelvin]
simple-love-lights[dylhunn]
]],
support="Support Author",
group="Official QQ Group",
ButtonText={
warning="DO NOT DISTRIBUTE",
WidgetText={
main={
lang="文-Lang",
qplay="Qplay",
play="Play",
setting="Settings",
@@ -178,7 +210,7 @@ return{
back=BK,
},
music={
bgm=function()return"BGM:"..SWC[setting.bgm]end,
bgm="BGM",
up="",
play="Play",
down="",
@@ -192,11 +224,11 @@ return{
start1="Clear Start",
start2="Puzzle Start",
draw="Draw(D)",
set1="40L",
set2="1v1",
set3="infinite",
set4="blind",
set5="master",
set1="40L(1)",
set2="1v1(2)",
set3="infinite(3)",
set4="blind(4)",
set5="master(5)",
back=BK,
},
draw={
@@ -223,43 +255,76 @@ return{
pause={
resume="Resume",
restart="Restart",
setting="Setting",
quit="Quit",
},
setting={
ghost=function()return"Ghost:"..SWC[setting.ghost]end,
center=function()return"Center:"..SWC[setting.center]end,
grid=function()return"Grid:"..SWC[setting.grid]end,
swap=function()return setting.swap and"Swap:comboKey"or"Swap:loop"end,
fxs=function()return setting.fxs>0 and"FX level:"..setting.fxs or"NO FX"end,
bg=function()return"BG:"..SWC[setting.bg]end,
setting_game={
graphic="←Graphic",
sound="Sound→",
dasD="-",dasU="+",
arrD="-",arrU="+",
sddasD="-",sddasU="+",
sdarrD="-",sdarrU="+",
ctrl="Control settings",
touch="Touch settings",
lang=function()return langName[setting.lang]end,
sfx=function()return"SFX:"..SWC[setting.sfx]end,
bgm=function()return"BGM:"..SWC[setting.bgm]end,
voc=function()return"VOC:"..SWC[setting.voc]end,
vib=function()return "VIB:"..setting.vib end,
fullscreen=function()return"Fullscreen:"..SWC[setting.fullscreen]end,
bgblock=function()return"BG animation:"..SWC[setting.bgblock]end,
frame=function()return"FrameDraw:"..setting.frameMul.."%"end,
skin="Skin",
smo=function()return"SmoothDrop:"..SWC[setting.smo]end,
back="Save&Back",
},
setting2={
quickR="Quick restart",
swap="Combo key to change ATK mode",
fine="Finesse error SFX",
ctrl="Key Setting",
touch="Touch Setting",
back=BK,
},
setting3={
hide=function()return setting.virtualkeySwitch and"Hide Virtual Key"or"Show Virtual Key"end,
setting_graphic={
sound="←Sound",
game="Game→",
ghost="Ghost",
grid="Grid",
center="Center",
skin="Skin",
bg="Background",
bgblock="BG animation",
smo="Smoooth drop",
dropFX="Drop FX level",
shakeFX="Shake FX level",
atkFX="ATK FX level",
fullscreen="Fullscreen",
frame="draw FPS",
back=BK,
},
setting_sound={
game="←Game",
graphic="Graphic→",
sfx="SFX",
bgm="BGM",
vib="VIB",
voc="VOC",
back=BK,
},
setting_key={
back=BK,
},
setting_touch={
hide="Show Virtual Key",
track="Auto track",
tkset="Track setting",
default="Defaults",
snap=function()return text.snapLevelName[snapLevel]end,
alpha=function()return setting.virtualkeyAlpha.."0%"end,
alpha=function()return setting.VKAlpha.."0%"end,
icon="Icon",
size="Size",
toggle="Toggle",
back=BK,
},
setting_touchSwitch={
b1= actName[1],b2=actName[2],b3=actName[3],b4=actName[4],
b5= actName[5],b6=actName[6],b7=actName[7],b8=actName[8],
b9= actName[9],b10=actName[10],b11=actName[11],b12=actName[12],
b13=actName[13],b14=actName[14],b15=actName[15],b16=actName[16],
b17=actName[17],b18=actName[18],b19=actName[19],b20=actName[20],
norm="Normal",
pro="Professioanl",
back=BK,
},
setting_trackSetting={
VKDodge="Auto Dodge",
back=BK,
},
help={
@@ -268,8 +333,8 @@ return{
back=BK,
},
history={
prev="",
next="",
prev="",
next="",
back=BK,
},
stat={

80
light.lua Normal file
View File

@@ -0,0 +1,80 @@
--LIGHT MODULE(Optimized by MrZ,Original on github/love2d community/simple-love-lights)
--Heavily based on mattdesl's libGDX implementation:
--https://github.com/mattdesl/lwjgl-basics/wiki/2D-Pixel-Perfect-Shadows
local gc=love.graphics
local C=gc.clear
local shadowMapShader=gc.newShader("shadowMapShader.cs")--Shader for caculating the 1D shadow map.
local lightRenderShader=gc.newShader("lightRenderShader.cs")--Shader for rendering blurred lights and shadows.
Lights={}--Lightsource objects
local Lights=Lights
--Private--
local function move(L,x,y)
L.x,L.y=x,y
end
local function setPow(L,pow)
L.size=pow
end
local function destroy(L)
L.blackCanvas:release()
L.shadowCanvas:release()
L.renderCanvas:release()
end
local function draw(L)
local r,g,b,a=love.graphics.getColor()
gc.setCanvas(L.blackCanvas)C()
gc.setCanvas(L.shadowCanvas)C()
gc.setCanvas(L.renderCanvas)C()
lightRenderShader:send("xresolution",L.size);
shadowMapShader:send("yresolution",L.size);
--初始化数据
local X=L.x-L.size*.5
local Y=L.y-L.size*.5
--整束光的左上角
gc.translate(-X,-Y)
L.blackCanvas:renderTo(L.blackFn)
gc.translate(X,Y)
--渲染遮光物
gc.setShader(shadowMapShader)
gc.setCanvas(L.shadowCanvas)
gc.draw(L.blackCanvas)
--根据遮光物渲染阴影画布
gc.setShader(lightRenderShader)
gc.setCanvas(L.renderCanvas)
gc.draw(L.shadowCanvas,0,0,0,1,L.size)
--根据阴影画布渲染光画布
gc.setShader()gc.setCanvas()gc.setBlendMode("add")
--准备渲染
gc.setColor(r,g,b,a)
gc.draw(L.renderCanvas,X,Y+L.size,0,1,-1)
--渲染到屏幕
gc.setBlendMode("alpha")
--复位
end
--Public--
function drawLight()
for i=1,#Lights do
Lights[i]:draw()
end
end
function clearLight(L)
for i=1,#Lights do
Lights[i]:destroy()
Lights[i]=nil
end
end
function addLight(x,y,R,F)
local id=#Lights+1
Lights[id]={
id=id,
x=x,y=y,size=R,
blackCanvas=gc.newCanvas(R,R),--遮挡物画布
shadowCanvas=gc.newCanvas(R,1),--1D视深画布
renderCanvas=gc.newCanvas(R,R),--灯光画布
blackFn=F,--遮挡物绘图函数
--方法
move=move,
setPow=setPow,
draw=draw,
destroy=destroy,
}
end

30
lightRenderShader.cs Normal file
View File

@@ -0,0 +1,30 @@
#define PI 3.14
extern float xresolution;
//从1D距离map采样
float samp(vec2 coord,float r,Image u_texture){
return step(r,Texel(u_texture,coord).r);
}
vec4 effect(vec4 color,Image texture,vec2 texture_coords,vec2 screen_coords){
//直角转极坐标用于采样1D材质的y总是0
vec2 norm=texture_coords.st*2.-1.;
float r=length(norm);
vec2 tc=vec2((atan(norm.y,norm.x)+PI)/(2.*PI),0.);
//根据离光源距离放大模糊系数,模拟影子淡出
float blur=(1./xresolution)*smoothstep(0.,1.,r);
//简易高斯模糊
float sum=
samp(vec2(tc.x-4.*blur,tc.y),r,texture)*.5
+samp(vec2(tc.x-3.*blur,tc.y),r,texture)*.9
+samp(vec2(tc.x-2.*blur,tc.y),r,texture)*.12
+samp(vec2(tc.x-1.*blur,tc.y),r,texture)*.15
+samp(tc,r,texture)*.16//The center tex coord,which gives us hard shadows.
+samp(vec2(tc.x+1.*blur,tc.y),r,texture)*.15
+samp(vec2(tc.x+2.*blur,tc.y),r,texture)*.12
+samp(vec2(tc.x+3.*blur,tc.y),r,texture)*.9
+samp(vec2(tc.x+4.*blur,tc.y),r,texture)*.5;
//sum值为亮度(0~1)
//乘上距离得到逐渐变淡的光线
return vec4(vec3(1.),sum*smoothstep(1.,.1,r));
}

483
list.lua
View File

@@ -1,10 +1,13 @@
local gc=love.graphics
local tc,kb=love.touch,love.keyboard
local sys=love.system
local fs=love.filesystem
local mobile=system=="Android"or system=="iOS"
actName={"moveLeft","moveRight","rotRight","rotLeft","rotFlip","hardDrop","softDrop","hold","func","restart","insLeft","insRight","insDown"}
actName={
"moveLeft","moveRight",
"rotRight","rotLeft","rotFlip",
"hardDrop","softDrop",
"hold","func",
"restart",
"insLeft","insRight","insDown","down1","down4","down10",
"dropLeft","dropRight","addLeft","addRight",--Super contorl system
}
color={
red={1,0,0},
green={0,1,0},
@@ -53,6 +56,9 @@ blockColor={
color.darkGreen,
}
sfx={
"welcome",
"error","error_long",
--Stereo sfxs
"button","swipe",
"ready","start","win","fail","collect",
"move","rotate","rotatekick","hold",
@@ -64,6 +70,7 @@ sfx={
"spin_0","spin_1","spin_2","spin_3",
"emit","blip_1","blip_2",
"perfectclear",
--mono sfxs
}
bgm={
"blank",
@@ -82,14 +89,14 @@ bgm={
"shining terminal",
"end",
}
voiceList={
voiceBank={}
voiceName={
"Z","S","L","J","T","O","I",
"single","double","triple","tts",
"spin","spin_","mini","b2b","b3b","pc",
"win","lose","voc_nya","nya",
}
voiceBank={}
voice={
voiceList={
Z={"Z_1","Z_2"},
S={"S_1","S_2"},
J={"J_1","J_2"},
@@ -159,7 +166,7 @@ customRange={
RCPB={10,33,200,33,105,5,105,60}
snapLevelValue={1,10,20,40,60,80}
up0to4={[0]="000%UP","025%UP","050%UP","075%UP","100%UP",}
sectionName={"M7","M8","M9","M","MK","MV","MO","MM","GM"}
modeID={
[0]="custom",
"sprint","marathon","master","classic","zen","infinite","solo","round","tsd","blind",
@@ -178,10 +185,10 @@ modeLevel={
tsd={"NORMAL","HARD"},
blind={"EASY","HARD","HARD+","LUNATIC","ULTIMATE","GM"},
dig={"NORMAL","LUNATIC"},
survivor={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE","EXTRA"},
survivor={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
defender={"NORMAL","LUNATIC"},
attacker={"HARD","ULTIMATE"},
tech={"NORMAL","NORMAL+","HARD","HARD+","LUNATIC","LUNATIC+",},
tech={"NORMAL","NORMAL+","HARD","HARD+","LUNATIC","LUNATIC+","ULTIMATE","ULTIMATE+",},
c4wtrain={"NORMAL","LUNATIC"},
pctrain={"NORMAL","EXTRA"},
pcchallenge={"NORMAL","HARD","LUNATIC"},
@@ -206,72 +213,83 @@ for i=1,7 do blocks[i+7]=blocks[i]end
local virtualkeySet={
{
{80,720-200,6400,80},--moveLeft
{320,720-200,6400,80},--moveRight
{1280-80,720-200,6400,80},--rotRight
{1280-200,720-80,6400,80},--rotLeft
{1280-200,720-320,6400,80},--rotFlip
{200,720-320,6400,80},--hardDrop
{200,720-80,6400,80},--softDrop
{1280-320,720-200,6400,80},--hold
{1280-80,280,6400,80},--func
{80,280,6400,80},--restart
},--Farter's set 3
{1, 80, 720-200, 80},--moveLeft
{2, 320, 720-200, 80},--moveRight
{3, 1280-80, 720-200, 80},--rotRight
{4, 1280-200, 720-80, 80},--rotLeft
{5, 1280-200, 720-320, 80},--rotFlip
{6, 200, 720-320, 80},--hardDrop
{7, 200, 720-80, 80},--softDrop
{8, 1280-320, 720-200, 80},--hold
{9, 1280-80, 280, 80},--func
{10,80, 280, 80},--restart
},--Farter's set,thanks
{
{1280-320,720-200,6400,80},--moveLeft
{1280-80,720-200,6400,80},--moveRight
{200,720-80,6400,80},--rotRight
{80,720-200,6400,80},--rotLeft
{200,720-320,6400,80},--rotFlip
{1280-200,720-320,6400,80},--hardDrop
{1280-200,720-80,6400,80},--softDrop
{320,720-200,6400,80},--hold
{80,280,6400,80},--func
{1280-80,280,6400,80},--restart
},--Mirrored farter's set 3
{1, 1280-320, 720-200, 80},--moveLeft
{2, 1280-80, 720-200, 80},--moveRight
{3, 200, 720-80, 80},--rotRight
{4, 80, 720-200, 80},--rotLeft
{5, 200, 720-320, 80},--rotFlip
{6, 1280-200, 720-320, 80},--hardDrop
{7, 1280-200, 720-80, 80},--softDrop
{8, 320, 720-200, 80},--hold
{9, 80, 280, 80},--func
{10,1280-80, 280, 80},--restart
},--Mirrored farter's set,sknaht
{
{80,720-80,6400,80},--moveLeft
{240,720-80,6400,80},--moveRight
{1280-240,720-80,6400,80},--rotRight
{1280-400,720-80,6400,80},--rotLeft
{1280-240,720-240,6400,80},--rotFlip
{1280-80,720-80,6400,80},--hardDrop
{1280-80,720-240,6400,80},--softDrop
{1280-80,720-400,6400,80},--hold
{80,360,6400,80},--func
{80,80,6400,80},--restart
},--Author's set
{1, 80, 720-80, 80},--moveLeft
{2, 240, 720-80, 80},--moveRight
{3, 1280-240, 720-80, 80},--rotRight
{4, 1280-400, 720-80, 80},--rotLeft
{5, 1280-240, 720-240, 80},--rotFlip
{6, 1280-80, 720-80, 80},--hardDrop
{7, 1280-80, 720-240, 80},--softDrop
{8, 1280-80, 720-400, 80},--hold
{9, 80, 360, 80},--func
{10,80, 80, 80},--restart
},--Author's set,not recommend
{
{1280-400,720-80,6400,80},--moveLeft
{1280-80,720-80,6400,80},--moveRight
{240,720-80,6400,80},--rotRight
{80,720-80,6400,80},--rotLeft
{240,720-240,6400,80},--rotFlip
{1280-240,720-240,6400,80},--hardDrop
{1280-240,720-80,6400,80},--softDrop
{1280-80,720-240,6400,80},--hold
{80,720-240,6400,80},--func
{80,320,6400,80},--restart
{1, 1280-400, 720-80, 80},--moveLeft
{2, 1280-80, 720-80, 80},--moveRight
{3, 240, 720-80, 80},--rotRight
{4, 80, 720-80, 80},--rotLeft
{5, 240, 720-240, 80},--rotFlip
{6, 1280-240, 720-240, 80},--hardDrop
{7, 1280-240, 720-80, 80},--softDrop
{8, 1280-80, 720-240, 80},--hold
{9, 80, 720-240, 80},--func
{10,80, 320, 80},--restart
},--Keyboard set
{
{1200-370,40,1600,40},--moveLeft
{1200-280,40,1600,40},--moveRight
{1200-530,40,1600,40},--rotRight
{1200-610,40,1600,40},--rotLeft
{1200-450,40,1600,40},--rotFlip
{1200-50,40,1600,40},--hardDrop
{1200-130,40,1600,40},--softDrop
{1200-210,40,1600,40},--hold
{1200-690,40,1600,40},--func
{1200-770,40,1600,40},--restart
},--PC key feedback
{10,70, 50,27},--restart
{9, 130, 50,27},--func
{4, 190, 50,27},--rotLeft
{3, 250, 50,27},--rotRight
{5, 310, 50,27},--rotFlip
{1, 370, 50,27},--moveLeft
{2, 430, 50,27},--moveRight
{8, 490, 50,27},--hold
{7, 550, 50,27},--softDrop1
{6, 610, 50,27},--hardDrop
{11,670, 50,27},--insLeft
{12,730, 50,27},--insRight
{13,790, 50,27},--insDown
{14,850, 50,27},--down1
{15,910, 50,27},--down4
{16,970, 50,27},--down10
{17,1030, 50,27},--dropLeft
{18,1090, 50,27},--dropRight
{19,1150, 50,27},--addLeft
{20,1210, 50,27},--addRight
},--PC key feedback(top&in a row)
}
local customSet={
{20,20,1,1,7,1,1,1,3,4,1,2,3},
{18,20,1,1,7,1,1,1,8,3,8,3,3},
{22,22,1,1,7,3,1,1,8,4,1,7,7},
{20,20,1,1,7,1,1,3,8,3,1,7,8},
{23,11,8,11,4,1,2,1,8,3,1,4,9},
{1,11,8,11,4,1,2,1,8,3,1,4,9},
}
local function useDefaultSet(n)
for i=1,#customSet[n]do
@@ -280,66 +298,79 @@ local function useDefaultSet(n)
curBG=customRange.bg[customSel[12]]
BGM(customRange.bgm[customSel[13]])
end
local function VKAdisp(n)
return function()
return VK_org[n].ava
end
end
local function VKAcode(n)
return function()
VK_org[n].ava=not VK_org[n].ava
end
end
Widget={
load={},
intro={},
load={},intro={},quit={},
main={
qplay= newButton(160, 300,150,150,color.lightRed, 40,function()loadGame(modeSel,levelSel)end, nil, nil, "stat", nil, "play" ),
play= newButton(380, 300,240,240,color.red, 70,function()gotoScene("mode")end, nil, nil, "stat", "qplay", "setting" ),
setting=newButton(640, 300,240,240,color.lightBlue,55,function()gotoScene("setting")end, nil, nil, "stat", "play", "music" ),
music= newButton(900, 300,240,240,color.lightCyan,42,function()gotoScene("music")end, nil, nil, "help", "setting", "quit" ),
stat= newButton(640, 560,240,240,color.cyan, 55,function()gotoScene("stat")end, nil, "setting", nil, "play", "help" ),
help= newButton(900, 560,240,240,color.yellow, 55,function()gotoScene("help")end, nil, "music", nil, "stat", "quit" ),
quit= newButton(1180, 620,120,120,color.lightGrey,50,function()gotoScene("quit")end, nil, "music", nil, "help", nil ),
play= newButton(150,280,200,160,color.red, 60,function()scene.push()scene.swapTo("mode")end, nil,"setting"),
setting=newButton(370,280,200,160,color.lightBlue, 50,function()scene.push()scene.swapTo("setting_game")end, nil,"music"),
music= newButton(590,280,200,160,color.lightPurple,37,function()scene.push()scene.swapTo("music")end, nil,"help"),
help= newButton(150,460,200,160,color.yellow, 55,function()scene.push()scene.swapTo("help")end, nil,"stat"),
stat= newButton(370,460,200,160,color.cyan, 48,function()scene.push()scene.swapTo("stat")end, nil,"qplay"),
qplay= newButton(540,415,100,70,color.lightGreen, 28,function()scene.push()loadGame(modeSel,levelSel)end, nil,"lang"),
lang= newButton(590,505,200,70,color.lightRed, 50,function()
setting.lang=setting.lang%#langName+1
swapLanguage(setting.lang)
end,nil,"quit"),
quit= newButton(370,620,280,100,color.lightGrey, 60,function()scene.swapTo("quit")end, nil,"play"),
},
mode={
up= newButton(1000, 210,200,140,color.white, 80,function()love.keypressed("up")end,function()return modeSel==1 end),
down= newButton(1000, 430,200,140,color.white, 80,function()love.keypressed("down")end,function()return modeSel==#modeID end),
left= newButton(190, 160,100,80, color.white, 40,function()love.keypressed("left")end,function()return levelSel==1 end),
right= newButton(350, 160,100,80, color.white, 40,function()love.keypressed("right")end,function()return levelSel==#modeLevel[modeID[modeSel]]end),
start= newButton(1000, 600,250,100,color.green, 50,function()loadGame(modeSel,levelSel)end),
custom= newButton(275, 420,200,90, color.yellow, 40,function()gotoScene("custom")end),
back= newButton(640, 630,230,90, color.white, 45,back),
start= newButton(1000, 600,250,100,color.green, 50,function()scene.push()loadGame(modeSel,levelSel)end),
custom= newButton(275, 420,200,90, color.yellow, 40,function()scene.push()scene.swapTo("custom")end),
back= newButton(640, 630,230,90, color.white, 45,scene.back),
},
music={
bgm= newButton(1100, 80, 160,80, color.white,40,function()BGM()setting.bgm=not setting.bgm end),
up= newButton(1100, 200, 120,120,color.white,60,function()love.keypressed("up")end, function()return not setting.bgm end),
play= newButton(1100, 340, 120,120,color.white,40,function()love.keypressed("space")end, function()return not setting.bgm end),
down= newButton(1100, 480, 120,120,color.white,60,function()love.keypressed("down")end, function()return not setting.bgm end),
back= newButton(640, 630, 230,90, color.white,45,back),
bgm= newSlider(760, 80,400,10,40,nil,function()return setting.bgm end,function(i)setting.bgm=i;BGM(bgmPlaying)end),
up= newButton(1100, 200,120,120,color.white,60,function()love.keypressed("up")end),
play= newButton(1100, 340,120,120,color.white,40,function()love.keypressed("space")end,function()return setting.bgm==0 end),
down= newButton(1100, 480,120,120,color.white,60,function()love.keypressed("down")end),
back= newButton(640, 630,230,90, color.white,45,scene.back),
},
custom={
up= newButton(1000, 220, 100,100,color.white, 50,function()sel=(sel-2)%#customID+1 end),
down= newButton(1000, 460, 100,100,color.white, 50,function()sel=sel%#customID+1 end),
left= newButton(880, 340, 100,100,color.white, 50,function()love.keypressed("left")end),
right= newButton(1120, 340, 100,100,color.white, 50,function()love.keypressed("right")end),
start1= newButton(880, 580, 220,70, color.green, 40,function()loadGame(0,1)end),
start2= newButton(1120, 580, 220,70, color.lightPurple, 40,function()loadGame(0,2)end),
draw= newButton(1000, 90, 190,85, color.cyan, 40,function()gotoScene("draw")end),
set1= newButton(640, 160, 240,75, color.lightRed, 40,function()useDefaultSet(1)end),
set2= newButton(640, 250, 240,75, color.lightRed, 40,function()useDefaultSet(2)end),
set3= newButton(640, 340, 240,75, color.lightRed, 40,function()useDefaultSet(3)end),
set4= newButton(640, 430, 240,75, color.lightRed, 40,function()useDefaultSet(4)end),
set5= newButton(640, 520, 240,75, color.lightRed, 40,function()useDefaultSet(5)end),
back= newButton(640, 630, 180,60, color.white, 40,back),
up= newButton(1000, 220,100,100,color.white, 50,function()sel=(sel-2)%#customID+1 end),
down= newButton(1000, 460,100,100,color.white, 50,function()sel=sel%#customID+1 end),
left= newButton(880, 340,100,100,color.white, 50,function()love.keypressed("left")end),
right= newButton(1120, 340,100,100,color.white, 50,function()love.keypressed("right")end),
start1= newButton(880, 580,220,70, color.green, 40,function()scene.push()loadGame(0,1)end),
start2= newButton(1120, 580,220,70, color.lightPurple, 40,function()scene.push()loadGame(0,2)end),
draw= newButton(1000, 90, 190,85, color.cyan, 40,function()scene.push()scene.swapTo("draw")end),
set1= newButton(640, 160,240,75, color.lightRed, 40,function()useDefaultSet(1)end),
set2= newButton(640, 250,240,75, color.lightRed, 40,function()useDefaultSet(2)end),
set3= newButton(640, 340,240,75, color.lightRed, 40,function()useDefaultSet(3)end),
set4= newButton(640, 430,240,75, color.lightRed, 40,function()useDefaultSet(4)end),
set5= newButton(640, 520,240,75, color.lightRed, 40,function()useDefaultSet(5)end),
back= newButton(640, 630,180,60, color.white, 40,scene.back),
},
draw={
any= newButton(700, 80, 120,120,color.lightGrey, 45,function()pen=0 end),
block1= newButton(840, 80, 120,120,color.red, 65,function()pen=1 end),
block2= newButton(980, 80, 120,120,color.green, 65,function()pen=2 end),
block3= newButton(1120, 80, 120,120,color.orange, 65,function()pen=3 end),
block4= newButton(840, 220, 120,120,color.blue, 65,function()pen=4 end),
block5= newButton(980, 220, 120,120,color.magenta, 65,function()pen=5 end),
block6= newButton(1120, 220, 120,120,color.yellow, 65,function()pen=6 end),
block7= newButton(840, 360, 120,120,color.cyan, 65,function()pen=7 end),
gb1= newButton(980, 360, 120,120,color.darkGrey, 65,function()pen=9 end),
gb2= newButton(1120, 360, 120,120,color.grey, 65,function()pen=10 end),
gb3= newButton(840, 500, 120,120,color.darkPurple, 65,function()pen=11 end),
gb4= newButton(980, 500, 120,120,color.darkRed, 65,function()pen=12 end),
gb5= newButton(1120, 500, 120,120,color.darkGreen, 65,function()pen=13 end),
space= newButton(840, 640, 120,120,color.grey, 70,function()pen=-1 end),
clear= newButton(1120, 640, 120,120,color.white, 45,function()love.keypressed("delete")end),
back= newButton(1235, 45, 80, 80, color.white, 35,back),
block1= newButton(920, 80, 120,120,color.red, 65,function()pen=1 end),
block2= newButton(1060, 80, 120,120,color.green, 65,function()pen=2 end),
block3= newButton(1200, 80, 120,120,color.orange, 65,function()pen=3 end),
block4= newButton(920, 220,120,120,color.blue, 65,function()pen=4 end),
block5= newButton(1060, 220,120,120,color.magenta, 65,function()pen=5 end),
block6= newButton(1200, 220,120,120,color.yellow, 65,function()pen=6 end),
block7= newButton(920, 360,120,120,color.cyan, 65,function()pen=7 end),
gb1= newButton(1060, 360,120,120,color.darkGrey, 65,function()pen=9 end),
gb2= newButton(1200, 360,120,120,color.grey, 65,function()pen=10 end),
gb3= newButton(920, 500,120,120,color.darkPurple, 65,function()pen=11 end),
gb4= newButton(1060, 500,120,120,color.darkRed, 65,function()pen=12 end),
gb5= newButton(1200, 500,120,120,color.darkGreen, 65,function()pen=13 end),
clear= newButton(780, 80, 120,120,color.white, 45,function()love.keypressed("delete")end),
any= newButton(780, 220,120,120,color.lightGrey, 45,function()pen=0 end),
space= newButton(780, 360,120,120,color.grey, 70,function()pen=-1 end),
back= newButton(1200, 640,120,120,color.white, 40,scene.back),
},
play={
pause= newButton(1235,45,80,80,color.white,30,pauseGame),
@@ -350,122 +381,184 @@ Widget={
clearTask("play")
updateStat()
resetGameData()
gotoScene("play","none")
scene.swapTo("play","none")
end),
quit= newButton(640,600,240,100,color.white,50,back),
setting=newButton(1150,80,200,100,color.yellow,45,function()
scene.push()
scene.swapTo("setting_sound")
end),
quit= newButton(640,600,240,100,color.white,50,scene.back),
},
setting={--Normal setting
ghost= newButton(290, 90, 210,60,color.white,40,function()setting.ghost=not setting.ghost end, nil, nil, "grid", nil, "center" ),
center= newButton(505, 90, 210,60,color.white,40,function()setting.center=not setting.center end, nil, nil, "swap", "ghost", "sfx" ),
grid= newButton(290, 160,210,60,color.white,40,function()setting.grid=not setting.grid end, nil, "ghost", "fxs", nil, "swap" ),
swap= newButton(505, 160,210,60,color.white,28,function()setting.swap=not setting.swap end, nil, "center", "bg", "grid", "vib" ),
fxs= newButton(290, 230,210,60,color.white,40,function()setting.fxs=(setting.fxs+1)%4 end, nil, "grid", "dasU", nil, "bg" ),
bg= newButton(505, 230,210,60,color.white,40,function()setting.bg=not setting.bg end, nil, "swap", "arrD", "fxs", "fullscreen" ),
dasD= newButton(210, 300,50, 50,color.white,40,function()setting.das=(setting.das-1)%31 end, nil, "fxs", "sddasD", nil, "dasU" ),
dasU= newButton(370, 300,50, 50,color.white,40,function()setting.das=(setting.das+1)%31 end, nil, "fxs", "sddasU", "dasD", "arrD" ),
arrD= newButton(425, 300,50, 50,color.white,40,function()
setting_game={
graphic=newButton(200,80,240,80,color.lightGreen,40,function()scene.swapTo("setting_graphic")end, nil,"sound"),
sound= newButton(1080,80,240,80,color.lightGreen,40,function()scene.swapTo("setting_sound")end, nil,"dasD"),
dasD= newButton(180,230,50,50,color.white,40,function()setting.das=(setting.das-1)%31 end, nil,"dasU"),
dasU= newButton(400,230,50,50,color.white,40,function()setting.das=(setting.das+1)%31 end, nil,"arrD"),
arrD= newButton(500,230,50,50,color.white,40,function()
setting.arr=(setting.arr-1)%16
if setting.arr>setting.das then
setting.das=setting.arr
Widget.setting.dasU.alpha,Widget.setting.dasD.alpha=1,1
Widget.setting_game.dasU:FX()
SFX("blip_1",.4)
end
end,nil,"bg","sdarrD","dasU","arrU"),
arrU= newButton(585, 300,50, 50,color.white,40,function()
end,nil,"arrU"),
arrU= newButton(720,230,50,50,color.white,40,function()
setting.arr=(setting.arr+1)%16
if setting.arr>setting.das then
setting.das=setting.arr
Widget.setting.dasU.alpha,Widget.setting.dasD.alpha=1,1
Widget.setting_game.dasU:FX()
SFX("blip_1",.4)
end
end,nil,"bg","sdarrU","arrD","bgblock"),
sddasD= newButton(210, 370,50, 50,color.white,40,function()setting.sddas=(setting.sddas-1)%11 end, nil, "dasD", "ctrl", nil, "sddasU" ),
sddasU= newButton(370, 370,50, 50,color.white,40,function()setting.sddas=(setting.sddas+1)%11 end, nil, "dasU", "ctrl", "sddasD", "sdarrD" ),
sdarrD= newButton(425, 370,50, 50,color.white,40,function()setting.sdarr=(setting.sdarr-1)%4 end, nil, "arrD", "ctrl", "sddasU", "sdarrU" ),
sdarrU= newButton(585, 370,50, 50,color.white,40,function()setting.sdarr=(setting.sdarr+1)%4 end, nil, "arrU", "ctrl", "sdarrD", "frame" ),
ctrl= newButton(340,440, 310,60,color.green,40, function()gotoScene("setting2")end, nil, "sddasU", "touch", "lang", "skin" ),
touch= newButton(340,510, 310,60,color.yellow,40, function()gotoScene("setting3")end, nil, "ctrl", "back", nil, "lang" ),
lang= newButton(580,510, 150,60,color.red,40, function()
setting.lang=setting.lang%#langName+1
swapLanguage(setting.lang)
end,nil,"sdarrU","back","touch","skin"),
sfx= newButton(760,90, 160,60,color.white,40, function()setting.sfx=not setting.sfx end, nil, nil, "vib", "center", "bgm" ),
bgm= newButton(940,90, 160,60,color.white,40, function()BGM()setting.bgm=not setting.bgm BGM("blank")end, nil, nil, "voc", "sfx", nil ),
vib= newButton(760,160, 160,60,color.white,40, function()setting.vib=(setting.vib+1)%6 VIB(1)end, nil, "sfx", "fullscreen", "swap", "voc" ),
voc= newButton(940,160, 160,60,color.white,40, function()setting.voc=not setting.voc end, nil, "sfx", "fullscreen", "vib", nil ),
fullscreen= newButton(850,230, 340,60,color.white,40, function()
end,nil,"sddasD"),
sddasD= newButton(180,340,50,50,color.white,40,function()setting.sddas=(setting.sddas-1)%11 end, nil,"sddasU"),
sddasU= newButton(400,340,50,50,color.white,40,function()setting.sddas=(setting.sddas+1)%11 end, nil,"sdarrD"),
sdarrD= newButton(500,340,50,50,color.white,40,function()setting.sdarr=(setting.sdarr-1)%4 end, nil,"sdarrU"),
sdarrU= newButton(720,340,50,50,color.white,40,function()setting.sdarr=(setting.sdarr+1)%4 end, nil,"quickR"),
quickR= newSwitch(560,430,40,function()return setting.quickR end,function()setting.quickR=not setting.quickR end, nil,"swap"),
swap= newSwitch(560,510,25,function()return setting.swap end,function()setting.swap=not setting.swap end, nil,"fine"),
fine= newSwitch(560,590,25,function()return setting.fine end,function()setting.fine=not setting.fine end, nil,"ctrl"),
ctrl= newButton(1020,230,320,80,color.white,40,function()scene.push()scene.swapTo("setting_key")end, nil,"touch"),
touch= newButton(1020,340,320,80,color.white,40,function()scene.push()scene.swapTo("setting_touch")end, nil,"back"),
back= newButton(1160,600,160,160,color.white,55,scene.back,nil,"graphic"),
},
setting_graphic={
sound= newButton(200,80,240,80,color.lightGreen,40,function()scene.swapTo("setting_sound")end, nil,"game"),
game= newButton(1080,80,240,80,color.lightGreen,40,function()scene.swapTo("setting_game")end, nil,"ghost"),
ghost= newSwitch(310,180,40,function()return setting.ghost end, function()setting.ghost= not setting.ghost end, nil,"center"),
center= newSwitch(580,180,40,function()return setting.center end, function()setting.center= not setting.center end, nil,"smo"),
smo= newSwitch(310,260,25,function()return setting.smo end, function()setting.smo= not setting.smo end, nil,"grid"),
grid= newSwitch(580,260,40,function()return setting.grid end, function()setting.grid= not setting.grid end, nil,"dropFX"),
dropFX= newSlider(310,350,373,3,40,nil,function()return setting.dropFX end, function(i)setting.dropFX=i end, nil,"shakeFX"),
shakeFX=newSlider(310,430,373,3,40,nil,function()return setting.shakeFX end, function(i)setting.shakeFX=i end, nil,"atkFX"),
atkFX= newSlider(310,510,373,3,40,nil,function()return setting.atkFX end, function(i)setting.atkFX=i end, nil,"frame"),
frame= newSlider(310,590,373,10,40,nil,function()return setting.frameMul>35 and setting.frameMul/10 or setting.frameMul/5-4 end,function(i)setting.frameMul=i<5 and 5*i+20 or 10*i end,nil,"fullscreen"),
fullscreen=newSwitch(990,180,40,function()return setting.fullscreen end,function()
setting.fullscreen=not setting.fullscreen
love.window.setFullscreen(setting.fullscreen)
if not setting.fullscreen then
love.resize(gc.getWidth(),gc.getHeight())
love.resize(love.graphics.getWidth(),love.graphics.getHeight())
end
end,nil,"vib","bgblock","bg",nil),
bgblock= newButton(850,300, 340,60,color.white,40, function()
setting.bgblock=not setting.bgblock--if not setting.bgblock then for i=1,16 do BGblockList[i].v=3*BGblockList[i].v end end
end,nil,"fullscreen","frame","arrU",nil),
frame= newButton(850,370, 340,60,color.white,40, function()
setting.frameMul=setting.frameMul+(setting.frameMul<50 and 5 or 10)
if setting.frameMul>100 then setting.frameMul=25 end
end,nil,"bgblock","skin","sdarrU",nil),
skin= newButton(740,440, 120,60,color.white,40, function()
setting.skin=setting.skin%6+1
end,nil,"bg"),
bg= newSwitch(990,250,40,function()return setting.bg end,function()setting.bg=not setting.bg end, nil,"bgblock"),
bgblock=newSwitch(990,330,40,function()return setting.bgblock end,function()
setting.bgblock=not setting.bgblock--if not setting.bgblock then for i=1,16 do FX_BGblock.list[i].v=3*FX_BGblock.list[i].v end end
end,nil,"skin"),
skin= newButton(860,470,120,60,color.white,40,function()
setting.skin=setting.skin%8+1
changeBlockSkin(setting.skin)
end,nil,"frame","back","ctrl","smo"),
smo= newButton(920,440, 200,60,color.white,27, function()
setting.smo=not setting.smo
end,nil,"frame","back","skin",nil),
back= newButton(640,620, 300,70,color.white,40, back,nil,nil,"lang",nil,nil),
end,nil,"back"),
back= newButton(1160,600,160,160,color.white,55,scene.back,nil,"sound"),
},
setting_sound={
game= newButton(200,80,240,80,color.lightGreen,40,function()scene.swapTo("setting_game")end, nil,"graphic"),
graphic=newButton(1080,80,240,80,color.lightGreen,40,function()scene.swapTo("setting_graphic")end, nil,"sfx"),
sfx=newSlider(180,250,400,10,40,function()SFX("blip_1")end, function()return setting.sfx end,function(i)setting.sfx=i end,nil,"bgm"),
bgm=newSlider(750,250,400,10,40,function()BGM(bgmPlaying or"blank")end, function()return setting.bgm end,function(i)setting.bgm=i end,nil,"vib"),
vib=newSlider(180,440,400,5,40,function()VIB(1)end, function()return setting.vib end,function(i)setting.vib=i end,nil,"voc"),
voc=newSlider(750,440,400,10,40,function()VOICE("nya")end, function()return setting.voc end,function(i)setting.voc=i end,nil,"back"),
back=newButton(1160,600,160,160,color.white,55,scene.back,nil,"game"),
},
setting2={--Control setting
back=newButton(840,630,180,60,color.white,40,back),
setting_key={
back=newButton(1140,650,200,80,color.white,50,scene.back),
},
setting3={--Touch setting
hide= newButton(640,210,500,80,color.white,45,function()
setting.virtualkeySwitch=not setting.virtualkeySwitch
end),
default=newButton(450,310,170,80,color.white,40,function()
for K=1,#virtualkey do
local b,b0=virtualkey[K],virtualkeySet[defaultSel][K]
b[1],b[2],b[3],b[4]=b0[1],b0[2],b0[3],b0[4]
end--Default virtualkey
setting_touch={
hide= newSwitch(810,140,45,function()return setting.VKSwitch end,function()setting.VKSwitch=not setting.VKSwitch end),
track= newSwitch(810,220,45,function()return setting.VKTrack end,function()setting.VKTrack=not setting.VKTrack end),
tkset= newButton(450,220,170,80,color.white,30,function()
scene.push()
scene.swapTo("setting_trackSetting")
end,function()return not setting.VKTrack end),
default=newButton(450,320,170,80,color.white,40,function()
local D=virtualkeySet[defaultSel]
for i=1,#VK_org do
VK_org[i].ava=false
end
for n=1,#D do
local T=D[n]
if T[1]then
local B=VK_org[n]
B.ava=true
B.x,B.y,B.r=T[2],T[3],T[4]
end
end--Replace keys
defaultSel=defaultSel%5+1
end),
snap= newButton(640,310,170,80,color.white,40,function()
snap= newButton(640,320,170,80,color.white,40,function()
snapLevel=snapLevel%6+1
end),
alpha= newButton(830,310,170,80,color.white,45,function()
setting.virtualkeyAlpha=(setting.virtualkeyAlpha+1)%11
--VK=T,70,50,27/T,130,50,27/T,190,50,27/T,250,50,27/T,310,50,27/T,370,50,27/T,430,50,27/T,490,50,27/T,550,50,27/T,610,50,27/T,670,50,27/T,730,50,27/T,790,50,27/T,850,50,27/T,910,50,27/T,970,50,27/T,739,789,897/T,1090,50,27/T,1150,50,27/T,1210,50,27
alpha= newButton(830,320,170,80,color.white,45,function()
setting.VKAlpha=(setting.VKAlpha+1)%11
--Adjust virtualkey alpha
end),
icon= newButton(450,410,170,80,color.white,45,function()
setting.virtualkeyIcon=not setting.virtualkeyIcon
icon= newButton(495,420,260,80,color.white,45,function()
setting.VKIcon=not setting.VKIcon
--Switch virtualkey icon
end),
size= newButton(830,410,170,80,color.white,45,function()
size= newButton(785,420,260,80,color.white,45,function()
if sel then
local b=virtualkey[sel]
b[4]=b[4]+10
if b[4]==150 then b[4]=40 end
b[3]=b[4]^2
local B=VK_org[sel]
B.r=B.r+10
if B.r>=150 then B.r=B.r-110 end
end
end),
back= newButton(640,410,170,80,color.white,45,back),
toggle= newButton(495,520,260,80,color.white,45,function()
scene.push()
scene.swapTo("setting_touchSwitch")
end),
back= newButton(785,520,260,80,color.white,45,scene.back),
},
setting_touchSwitch={
b1= newSwitch(300,80, 40,VKAdisp(1),VKAcode(1)),
b2= newSwitch(300,140, 40,VKAdisp(2),VKAcode(2)),
b3= newSwitch(300,200, 40,VKAdisp(3),VKAcode(3)),
b4= newSwitch(300,260, 40,VKAdisp(4),VKAcode(4)),
b5= newSwitch(300,320, 40,VKAdisp(5),VKAcode(5)),
b6= newSwitch(300,380, 40,VKAdisp(6),VKAcode(6)),
b7= newSwitch(300,440, 40,VKAdisp(7),VKAcode(7)),
b8= newSwitch(300,500, 40,VKAdisp(8),VKAcode(8)),
b9= newSwitch(300,560, 40,VKAdisp(9),VKAcode(9)),
b10= newSwitch(300,620, 40,VKAdisp(10),VKAcode(10)),
b11= newSwitch(760,80, 40,VKAdisp(11),VKAcode(11)),
b12= newSwitch(760,140, 40,VKAdisp(12),VKAcode(12)),
b13= newSwitch(760,200, 40,VKAdisp(13),VKAcode(13)),
b14= newSwitch(760,260, 40,VKAdisp(14),VKAcode(14)),
b15= newSwitch(760,320, 40,VKAdisp(15),VKAcode(15)),
b16= newSwitch(760,380, 40,VKAdisp(16),VKAcode(16)),
b17= newSwitch(760,440, 40,VKAdisp(17),VKAcode(17)),
b18= newSwitch(760,500, 40,VKAdisp(18),VKAcode(18)),
b19= newSwitch(760,560, 40,VKAdisp(19),VKAcode(19)),
b20= newSwitch(760,620, 40,VKAdisp(20),VKAcode(20)),
norm= newButton(1080,150,240,80,color.white,50,function()for i=1,20 do VK_org[i].ava=i<11 end end),
pro= newButton(1080,300,240,80,color.white,40,function()for i=1,20 do VK_org[i].ava=true end end),
back= newButton(1080,600,240,80,color.white,50,scene.back),
},
setting_trackSetting={
VKDodge= newSwitch(400,200, 40,function()return setting.VKDodge end,function()setting.VKDodge=not setting.VKDodge end),
VKTchW= newSlider(140,310,1000,10,40,nil,function()return setting.VKTchW end,function(i)setting.VKTchW=i;setting.VKCurW=math.max(setting.VKCurW,i)end),
VKCurW= newSlider(140,370,1000,10,40,nil,function()return setting.VKCurW end,function(i)setting.VKCurW=i;setting.VKTchW=math.min(setting.VKTchW,i)end),
back= newButton(1080,600,240,80,color.white,50,scene.back),
},
help={
his= newButton(1050, 520,230,60,color.white,40,function()gotoScene("history")end, nil, nil, "qq", "back", nil),
qq= newButton(1050, 600,230,60,color.white,40,function()sys.openURL("tencent://message/?uin=1046101471&Site=&Menu=yes")end, function()return mobile end,"his", nil, "back", nil),
back= newButton(640, 600,180,60,color.white,40,back, nil, "his", nil, nil, "qq"),
his= newButton(1050,520,230,60,color.white,40,function()scene.push()scene.swapTo("history")end,nil,"back"),
qq= newButton(1050,600,230,60,color.white,40,function()love.system.openURL("tencent://message/?uin=1046101471&Site=&Menu=yes")end, function()return mobile end,"his"),
back= newButton(640, 600,180,60,color.white,40,scene.back,nil,"qq"),
},
history={
prev= newButton(75, 320,100,300,color.white,40,function()love.keypressed("left")end,function()return sel==1 end),
next= newButton(1205, 320,100,300,color.white,40,function()love.keypressed("right")end,function()return sel==#updateLog end),
back= newButton(640, 640,200,70, color.white,40,back),
prev= newButton(1155,170,180,180,color.white,70,function()love.keypressed("up")end,function()return sel==1 end),
next= newButton(1155,400,180,180,color.white,70,function()love.keypressed("down")end,function()return sel==#updateLog-22 end),
back= newButton(1155,600,180,90,color.white,40,scene.back),
},
stat={
path= newButton(980,590,250,60,color.white,30,function()sys.openURL(fs.getSaveDirectory())end,function()return mobile end,nil,nil,"back",nil),
back= newButton(640,590,180,60,color.white,40,back,nil,nil,nil,nil,"path"),
path= newButton(980,620,250,60,color.white,30,function()love.system.openURL(love.filesystem.getSaveDirectory())end,function()return mobile end,"back"),
back= newButton(640,620,180,60,color.white,40,scene.back,nil,"path"),
},
sel=nil,--selected widget id
}
}
for S,L in next,Widget do
for N,W in next,L do
if W.next then
W.next,L[W.next].prev=L[W.next],W
end
end
end
widget_sel=nil--selected widget object

1013
main.lua

File diff suppressed because it is too large Load Diff

692
paint.lua
View File

@@ -1,26 +1,10 @@
local gc=love.graphics
local mt=love.math
local gmatch=string.gmatch
local setFont=setFont
local int,abs,rnd,max,min,sin=math.floor,math.abs,math.random,math.max,math.min,math.sin
local format=string.format
local Timer=love.timer.getTime
local scr=scr
local attackColor={
{color.darkGrey,color.white},
{color.grey,color.white},
{color.lightPurple,color.white},
{color.lightRed,color.white},
{color.darkGreen,color.cyan},
}
local frameColor={
[0]=color.white,
color.lightGreen,
color.lightBlue,
color.lightPurple,
color.lightOrange,
}
local modeLevelColor={
EASY=color.cyan,
NORMAL=color.green,
@@ -66,6 +50,10 @@ local function dataOpt(i)
return stat.pc
elseif i==14 then
return format("%0.2f",stat.atk/stat.row)
elseif i==15 then
return stat.extraPiece
elseif i==16 then
return max(100-int(stat.extraRate/stat.piece*10000)*.01,0).."%"
end
end
local statOptL={
@@ -88,6 +76,8 @@ local function statOpt(i)
return stat.pc
elseif i==17 then
return format("%0.2f",stat.atk/stat.row)
elseif i==18 then
return stat.extraPiece.."["..(int(stat.extraRate/stat.piece*10000)*.01).."%]"
end
end
local miniTitle_rect={
@@ -102,16 +92,17 @@ local miniTitle_rect={
}
local function stencil_miniTitle()
for i=1,#miniTitle_rect do
gc.rectangle("fill",unpack(miniTitle_rect[i]))
local a,b,c,d=unpack(miniTitle_rect[i])
gc.rectangle("fill",250+a*30,150+b*30,c*30,d*30)
end
end
FX={
flash=0,--Black screen(frame)
shake=0,--Screen shake(frame)
attack={},--Attack beam
badge={},--badge thrown
FX_BGblock={tm=150,next=7,ct=0,list={{v=0},{v=0},{v=0},{v=0},{v=0},{v=0},{v=0},{v=0},{v=0},{v=0},{v=0},{v=0},{v=0},{v=0},{v=0},{v=0},}}--Falling tetrominos on background
FX_attack={}--Attack beam
FX_badge={}--Badge thrown
sysFX={}
FX_ripple={}--Ripple&SqrShade
textFX={
appear=function(t,a)
setFont(t.font)
gc.setColor(1,1,1,a)
@@ -179,17 +170,6 @@ FX={
gc.pop()
end,
}
local function drawDial(x,y,speed)
gc.setColor(1,1,1)
mStr(int(speed),x,y-18)
gc.draw(dialCircle,x,y,nil,nil,nil,32,32)
gc.setColor(1,1,1,.6)
gc.draw(dialNeedle,x,y,2.094+(speed<=175 and .02094*speed or 4.712-52.36/(speed-125)),nil,nil,5,4)
end
local function drawPixel(y,x,id)
gc.draw(blockSkin[id],30*x-30,600-30*y)
end
local function drawAtkPointer(x,y)
local t=sin(Timer()*20)
gc.setColor(.2,.7+t*.2,1,.6+t*.4)
@@ -198,100 +178,113 @@ local function drawAtkPointer(x,y)
gc.setColor(0,.6,1,.8-a)
gc.circle("line",x,y,30*(1+a),6)
end
local function VirtualkeyPreview()
for i=1,#virtualkey do
local c=sel==i and .8 or 1
gc.setColor(c,c,c,setting.virtualkeyAlpha*.1)
local b=virtualkey[i]
gc.setLineWidth(b[4]*.07)
gc.circle("line",b[1],b[2],b[4]-5)
if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],b[2],nil,b[4]*.025,nil,18,18)end
if setting.VKSwitch then
for i=1,#VK_org do
local B=VK_org[i]
if B.ava then
local c=sel==i and .6 or 1
gc.setColor(c,1,c,setting.VKAlpha*.1)
gc.setLineWidth(B.r*.07)
gc.circle("line",B.x,B.y,B.r)
if setting.VKIcon then gc.draw(VKIcon[i],B.x,B.y,nil,B.r*.025,nil,18,18)end
end
end
end
end
local function drawVirtualkey()
local a=setting.virtualkeyAlpha*.1
local a=setting.VKAlpha*.1
for i=1,#virtualkey do
if i~=9 or modeEnv.Fkey then
local p,b=virtualkeyDown[i],virtualkey[i]
if p then gc.setColor(.7,.7,.7,a)
else gc.setColor(1,1,1,a)
end
gc.setLineWidth(b[4]*.07)
gc.circle("line",b[1],b[2]+virtualkeyPressTime[i],b[4]-5)
if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],b[2]+virtualkeyPressTime[i],nil,b[4]*.025,nil,18,18)end
if virtualkeyPressTime[i]>0 then
gc.setColor(1,1,1,a*virtualkeyPressTime[i]*.1)
gc.circle("line",b[1],b[2],b[4]*(1.4-virtualkeyPressTime[i]*.04))
local B=virtualkey[i]
if B.ava then
local _=virtualkeyDown[i]and gc.setColor(.7,.7,.7,a)or gc.setColor(1,1,1,a)--Dark magic
gc.setLineWidth(B.r*.07)
local ΔY=virtualkeyPressTime[i]
gc.circle("line",B.x,B.y+ΔY,B.r)--Outline circle
if setting.VKIcon then
gc.draw(VKIcon[i],B.x,B.y+ΔY,nil,B.r*.025,nil,18,18)
end--Icon
if ΔY>0 then
gc.setColor(1,1,1,a*ΔY*.1)
gc.circle("line",B.x,B.y,B.r*(1.4-ΔY*.04))
end--Ripple
end
end
end
end
local scs={{1,2},nil,nil,nil,nil,{1.5,1.5},{0.5,2.5}}for i=2,5 do scs[i]=scs[1]end
local matrixT={}for i=0,15 do matrixT[i]={}for j=0,8 do matrixT[i][j]=mt.noise(i,j)+2 end end
local Pnt={}
Pnt.BG={
none=function()
local Pnt={BG={}}
function Pnt.BG.none()
gc.clear(.15,.15,.15)
end,
grey=function()
end
function Pnt.BG.grey()
gc.clear(.3,.3,.3)
end,
lightGrey=function()
end
function Pnt.BG.lightGrey()
gc.clear(.5,.5,.5)
end,
glow=function()
end
function Pnt.BG.glow()
local t=((sin(Timer()*.5)+sin(Timer()*.7)+sin(Timer()*.9+1)+sin(Timer()*1.5)+sin(Timer()*2+3))+5)*.05
gc.clear(t,t,t)
end,
game1=function()
end
function Pnt.BG.rgb()
gc.clear(
sin(Timer()*1.2)*.15+.5,
sin(Timer()*1.5)*.15+.5,
sin(Timer()*1.9)*.15+.5
)
end
function Pnt.BG.strap()
gc.setColor(1,1,1)
local x=Timer()%32*40
gc.draw(background2,x,0,nil,10)
gc.draw(background2,x-1280,0,nil,10)
end
function Pnt.BG.flink()
local t=.13-Timer()%3%1.7
if t<.25 then
gc.clear(t,t,t)
else
gc.clear(0,0,0)
end
end
function Pnt.BG.game1()
gc.setColor(1,1,1)
gc.draw(background1,640,360,Timer()*.15,12,nil,64,64)
end,--Rainbow
game2=function()
end--Rainbow
function Pnt.BG.game2()
gc.setColor(1,.5,.5)
gc.draw(background1,640,360,Timer()*.2,12,nil,64,64)
end,--Red rainbow
game3=function()
end--Red rainbow
function Pnt.BG.game3()
gc.setColor(.6,.6,1)
gc.draw(background1,640,360,Timer()*.25,12,nil,64,64)
end,--Blue rainbow
game4=function()
end--Blue rainbow
function Pnt.BG.game4()
gc.setColor(.1,.5,.5)
local x=Timer()%4*320
gc.draw(background2,x,0,nil,10)
gc.draw(background2,x-1280,0,nil,10)
end,--Fast strap
game5=function()
end--Fast strap
function Pnt.BG.game5()
local t=2.5-Timer()%20%6%2.5
if t<.5 then gc.clear(t,t,t)
else gc.clear(0,0,0)
end
end,--Lightning
game6=function()
end--Lightning
local scs={1,2,1,2,1,2,1,2,1,2,1.5,1.5,.5,2.5}
function Pnt.BG.game6()
local t=1.2-Timer()%10%3%1.2
if t<.5 then gc.clear(t,t,t)
else gc.clear(0,0,0)
end
gc.setColor(.3,.3,.3)
local r=7-int(Timer()*.5)%7
gc.draw(mouseBlock[r],640,360,Timer()%3.1416*6,400,400,scs[r][2]-.5,#blocks[r][0]-scs[r][1]+.5)
end,--Fast lightning&spining tetromino
rgb=function()
gc.clear(
sin(Timer()*1.2)*.15+.5,
sin(Timer()*1.5)*.15+.5,
sin(Timer()*1.9)*.15+.5
)
end,
strap=function()
gc.setColor(1,1,1)
local x=Timer()%32*40
gc.draw(background2,x,0,nil,10)
gc.draw(background2,x-1280,0,nil,10)
end,
matrix=function()
gc.draw(miniBlock[r],640,360,Timer()%3.1416*6,400,400,scs[2*r]-.5,#blocks[r][0]-scs[2*r-1]+.5)
end--Fast lightning&spining tetromino
local matrixT={}for i=0,15 do matrixT[i]={}for j=0,8 do matrixT[i][j]=love.math.noise(i,j)+2 end end
function Pnt.BG.matrix()
gc.clear(.15,.15,.15)
for i=0,15 do
for j=0,8 do
@@ -300,8 +293,7 @@ matrix=function()
gc.rectangle("fill",80*i,80*j,80,80)
end
end
end,
}
end
function Pnt.load()
gc.setLineWidth(4)
@@ -315,14 +307,14 @@ function Pnt.load()
mStr(loadTip,640,400)
end
function Pnt.intro()
gc.push()
gc.translate(250,150)
gc.scale(30)
gc.stencil(stencil_miniTitle,"replace",1)
gc.stencil(stencil_miniTitle,"replace",1)
gc.setStencilTest("equal",1)
gc.setColor(1,1,1,min(count,80)*.005)
gc.rectangle("fill",0,0,26,14)
gc.pop()
gc.push("transform")
gc.translate(250,150)
gc.scale(30)
gc.rectangle("fill",0,0,26,14)
gc.pop()
gc.setColor(1,1,1,.06)
for i=41,5,-2 do
gc.setLineWidth(i)
@@ -332,17 +324,19 @@ function Pnt.intro()
end
function Pnt.main()
gc.setColor(1,1,1)
gc.draw(titleImage,280,30,nil,1.3)
setFont(30)
gc.print(gameVersion,290,125)
gc.print(system,845,95)
gc.draw(coloredTitleImage,60,30,nil,1.3)
gc.draw(drawableText.warning,595-drawableText.warning:getWidth(),128)
setFont(35)
mStr(modeLevel[modeID[modeSel]][levelSel],160,180)
mStr(text.modeName[modeSel],160,380)
gc.print(gameVersion,70,125)
gc.print(system,610,100)
gc.print(modeLevel[modeID[modeSel]][levelSel],600,373)
setFont(30)
gc.print(text.modeName[modeSel],600,414)
players[1]:demoDraw()
end
function Pnt.mode()
gc.setColor(1,1,1)
gc.draw(titleImage,810,30)
gc.draw(titleImage,830,30)
setFont(40)
gc.setColor(modeLevelColor[modeLevel[modeID[modeSel]][levelSel]]or color.white)
mStr(modeLevel[modeID[modeSel]][levelSel],270,215)
@@ -368,29 +362,37 @@ function Pnt.music()
gc.draw(drawableText.musicRoom,20,20)
gc.setColor(1,1,1)
gc.draw(drawableText.musicRoom,22,23)
gc.draw(drawableText.nowPlaying,490,110)
gc.draw(drawableText.nowPlaying,490,390)
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)
mStr(bgmPlaying or"",630,180)
gc.draw(titleImage,640,310,nil,1.5,nil,206,35)
if bgmPlaying then
setFont(50)
gc.setColor(sin(Timer()*.5)*.2+.8,sin(Timer()*.7)*.2+.8,sin(Timer())*.2+.8)
mStr(bgmPlaying or"",630,460)
local t=-Timer()%2.3/2
if t<1 then
gc.setColor(1,1,1,t)
gc.draw(coloredTitleImage,640,310,nil,1.5+.1-.1*t,1.5+.3-.3*t,206,35)
end
end
end
function Pnt.custom()
gc.setColor(1,1,1,.3+sin(Timer()*8)*.2)
gc.rectangle("fill",25,95+40*sel,465,40)
gc.rectangle("fill",25,95+40*sel,480,40)
gc.setColor(.8,.8,.8)gc.draw(drawableText.custom,20,20)
gc.setColor(1,1,1)gc.draw(drawableText.custom,22,23)
setFont(40)
for i=1,#customID do
local k=customID[i]
local y=90+40*i
gc.printf(text.customOption[k],30,y,320,"right")
gc.printf(text.customOption[k],15,y,320,"right")
if text.customVal[k]then
gc.print(text.customVal[k][customSel[i]],350,y)
gc.print(text.customVal[k][customSel[i]],335,y)
else
gc.print(customRange[k][customSel[i]],350,y)
gc.print(customRange[k][customSel[i]],335,y)
end
end
end
@@ -407,7 +409,7 @@ function Pnt.draw()
for y=1,20 do for x=1,10 do
local B=preField[y][x]
if B>0 then
drawPixel(y,x,B)
gc.draw(blockSkin[B],30*x-30,600-30*y)
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)
@@ -420,12 +422,12 @@ function Pnt.draw()
gc.translate(-200,-60)
if clearSureTime>0 then
gc.setColor(1,1,1,clearSureTime*.02)
gc.draw(drawableText.question,1100,570)
gc.draw(drawableText.question,760,11)
end
if pen>0 then
gc.setLineWidth(13)
gc.setColor(blockColor[pen])
gc.rectangle("line",945,605,70,70)
gc.rectangle("line",746,460,70,70)
elseif pen==-1 then
gc.setLineWidth(5)
gc.setColor(.9,.9,.9)
@@ -435,295 +437,35 @@ function Pnt.draw()
end
function Pnt.play()
for p=1,#players do
P=players[p]
if P.small then
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 F=P.field
for j=1,#F do
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--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
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()
--draw content
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
--draw Canvas
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+P.fieldOffX,70+P.fieldOffY)
if P.gameEnv.grid then
gc.setLineWidth(1)
gc.setColor(1,1,1,.2)
for x=1,9 do gc.line(30*x,-10,30*x,600)end
for y=0,19 do
y=30*(y-int(P.fieldBeneath/30))+P.fieldBeneath
gc.line(0,y,300,y)
end
end--Grid lines
gc.translate(0,P.fieldBeneath)
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 dy,stepY=0,setting.smo and(P.falling/(P.gameEnv.fall+1))^2.5*30 or 30
local h=1
for j=int(P.fieldBeneath/30+1),#P.field do
while j==P.clearing[h]and P.falling>-1 do
h=h+1
dy=dy+stepY
gc.translate(0,-stepY)
gc.setColor(1,1,1,P.falling/P.gameEnv.fall)
gc.rectangle("fill",0,630-30*j,320,stepY)
end
for i=1,10 do
if P.field[j][i]>0 then
gc.setColor(1,1,1,min(P.visTime[j][i]*.05,1))
drawPixel(j,i,P.field[j][i])
end
end
end--Field
gc.translate(0,dy)
for i=1,#P.shade do
local S=P.shade[i]
gc.setColor(1,1,1,S[1]*.12)
for x=S[3],S[5]do
for y=S[6],S[4]do
drawPixel(y,x,S[2])
end
end
end--shade FX
if P.waiting==-1 then
if P.gameEnv.ghost then
gc.setColor(1,1,1,.3)
for i=1,P.r do for j=1,P.c do
if P.cur.bk[i][j]then
drawPixel(i+P.y_img-1,j+P.curX-1,P.cur.color)
end
end end
end--Ghost
-- local dy=setting.smo and(P.y_img~=P.curY and or 1)^4*30 or 0
local dy
if setting.smo then
if P.y_img~=P.curY then
dy=(min(P.dropDelay,1e99)/P.gameEnv.drop-1)*30
else
dy=0
end
--[[
if P.y_img~=P.curY then
dy=(min(P.dropDelay,8e98)/P.gameEnv.drop)^4*30
else
dy=(min(P.lockDelay,8e98)/P.gameEnv.lock)^(P.gameEnv._20G and 3 or 7)*30
end
]]
else
dy=0
end
gc.translate(0,-dy)
local trans=P.lockDelay/P.gameEnv.lock
if P.gameEnv.block then
gc.setColor(1,1,1,trans)
for i=1,P.r do for j=1,P.c do
if P.cur.bk[i][j]then
gc.rectangle("fill",30*(j+P.curX-1)-33,597-30*(i+P.curY-1),36,36)
end
end end--BlockShade(lockdelay indicator)
gc.setColor(1,1,1)
for i=1,P.r do for j=1,P.c do
if P.cur.bk[i][j]then
drawPixel(i+P.curY-1,j+P.curX-1,P.cur.color)
end
end end--Block
end
if P.gameEnv.center then
gc.setColor(1,1,1,trans)
local x=30*(P.curX+P.sc[2]-1)-30+15
gc.draw(spinCenter,x,600-30*(P.curY+P.sc[1]-1)+15,nil,nil,nil,4,4)
gc.translate(0,dy)
gc.setColor(1,1,1,.5)
gc.draw(spinCenter,x,600-30*(P.y_img+P.sc[1]-1)+15,nil,nil,nil,4,4)
goto E
end--Rotate center
gc.translate(0,dy)
end
::E::
gc.setScissor()--In-playField things
gc.setColor(1,1,1)
gc.draw(PTC.dust[p])
gc.translate(0,-P.fieldBeneath)
gc.setBlendMode("replace","alphamultiply")--SPEED UPUP(?)
gc.setLineWidth(2)
gc.rectangle("line",-1,-11,302,612)--Draw boarder
gc.rectangle("line",301,0,15,601)--Draw atkBuffer boarder
local h=0
for i=1,#P.atkBuffer do
local A=P.atkBuffer[i]
local bar=A.amount*30
if h+bar>600 then bar=600-h end
if not A.sent then
if A.time<20 then
bar=bar*(20*A.time)^.5*.05
--Appear
end
if A.countdown>0 then
gc.setColor(attackColor[A.lv][1])
gc.rectangle("fill",303,599-h,11,-bar+3)
gc.setColor(attackColor[A.lv][2])
gc.rectangle("fill",303,599-h+(-bar+3),11,-(-bar+3)*(1-A.countdown/A.cd0))
--Timing
else
local t=sin((Timer()-i)*30)*.5+.5
local c1,c2=attackColor[A.lv][1],attackColor[A.lv][2]
gc.setColor(c1[1]*t+c2[1]*(1-t),c1[2]*t+c2[2]*(1-t),c1[3]*t+c2[3]*(1-t))
gc.rectangle("fill",303,599-h,11,-bar+3)
--Warning
end
else
gc.setColor(attackColor[A.lv][1])
bar=bar*(20-A.time)*.05
gc.rectangle("fill",303,599-h,11,-bar+2)
--Disappear
end
h=h+bar
end--Buffer line
local a,b=P.b2b,P.b2b1 if a>b then a,b=b,a end
gc.setColor(.8,1,.2)
gc.rectangle("fill",-14,599,11,-b*.5)
gc.setColor(P.b2b<40 and color.white or P.b2b<=1e3 and color.lightRed or color.lightBlue)
gc.rectangle("fill",-14,599,11,-a*.5)
if Timer()%1<.5 then
gc.rectangle("fill",-15,b<40 and 578.5 or 98.5,13,3)
end
gc.setColor(1,1,1)
gc.rectangle("line",-16,-3,15,604)--Draw b2b bar boarder
--B2B indictator
gc.translate(-P.fieldOffX,-P.fieldOffY)
gc.setBlendMode("alpha")
if P.gameEnv.hold then
mDraw(drawableText.hold,-82,-10)
if P.holded then gc.setColor(.6,.6,.6)end
for i=1,#P.hold.bk do
local B=P.hold.bk
for j=1,#B[1]do
if B[i][j]then
drawPixel(i+17.5-#B*.5,j-2.7-#B[1]*.5,P.hold.color)
end
end
end
end--Hold
gc.setColor(1,1,1)
mDraw(drawableText.next,381,-10)
local N=1
::L::
if N<=P.gameEnv.next and P.next[N]then
local b,c=P.next[N].bk,P.next[N].color
for i=1,#b do for j=1,#b[1] do
if b[i][j]then
drawPixel(i+20-2.4*N-#b*.5,j+12.7-#b[1]*.5,c)
end
end end
N=N+1
goto L
end
--Next
gc.setColor(.8,.8,.8)
gc.draw(drawableText.modeName,-135,-65)
gc.draw(drawableText.levelName,437-drawableText.levelName:getWidth(),-65)
gc.setColor(1,1,1)
if frame<180 then
local count=179-frame
gc.push("transform")
gc.translate(155,220)
setFont(100)
if count%60>45 then gc.scale(1+(count%60-45)^2*.01,1)end
mStr(int(count/60+1),0,0)
gc.pop()
end--Draw starting counter
for i=1,#P.bonus do
P.bonus[i]:draw(min((30-abs(P.bonus[i].t-30))*.05,1)*(not P.bonus[i].inf and #P.field>(9-P.bonus[i].dy*.0333)and .7 or 1))
end--Effects
setFont(30)
gc.setColor(1,1,1)
mStr(format("%.2f",P.stat.time),-82,518)--Time
mStr(P.score1,-82,560)--Score
gc.draw(drawableText.bpm,390,490)
gc.draw(drawableText.kpm,350,583)
setFont(30)
drawDial(360,520,P.dropSpeed)
drawDial(405,575,P.keySpeed)
--Speed dials
gc.setColor(1,1,1)
if mesDisp[curMode.id]then mesDisp[curMode.id]()end--Other messages
if modeEnv.royaleMode then
if P.atkMode then
gc.setColor(1,.8,0,P.swappingAtkMode*.02)
gc.rectangle("fill",RCPB[2*P.atkMode-1],RCPB[2*P.atkMode],90,35,8,4)
end
gc.setColor(1,1,1,P.swappingAtkMode*.025)
gc.draw(royaleCtrlPad)
end
gc.pop()
end
end--Draw players
players[p]:draw()
end
gc.setLineWidth(5)
for i=1,#FX.attack do
local A=FX.attack[i]
for i=1,#FX_attack do
local A=FX_attack[i]
gc.push("transform")
local a=A.a
if A.t<20 then
gc.translate(A.x1,A.y1)
a=a*A.t*.05
elseif A.t<80 then
local t=((A.t-20)*.016667)t=(3-2*t)*t*t
gc.translate(A.x1*(1-t)+A.x2*t,A.y1*(1-t)+A.y2*t)
else
gc.translate(A.x2,A.y2)
a=a*(5-A.t*.05)
end
gc.rotate(A.t*.1)
local a=A.t<10 and A.a*A.t*.05 or A.t>50 and A.a*(6-A.t*.1)or A.a
gc.setColor(A.r,A.g,A.b,a*.5)
gc.circle("line",0,0,A.rad,A.corner)
local L=A.drag
for i=1,#L,2 do
gc.setColor(A.r,A.g,A.b,a*i*.05)
gc.translate(L[i],L[i+1])
gc.rotate(A.t*.1)
gc.circle("fill",0,0,A.rad,A.corner)
gc.rotate(-A.t*.1)
gc.translate(-L[i],-L[i+1])
end
gc.setColor(A.r,A.g,A.b,a)
gc.translate(A.x,A.y)
gc.rotate(A.t*.1)
gc.circle("fill",0,0,A.rad,A.corner)
gc.pop()
end
end--FX animation
gc.setColor(1,1,1)
if setting.virtualkeySwitch then drawVirtualkey()end
if setting.VKSwitch then drawVirtualkey()end
if modeEnv.royaleMode then
for i=1,#FX.badge do
local b=FX.badge[i]
for i=1,#FX_badge do
local b=FX_badge[i]
gc.setColor(1,1,1,b.t<10 and b.t*.1 or b.t<50 and 1 or(60-b.t)*.1)
if b.t<10 then
gc.draw(badgeIcon,b[1]-14,b[2]-14)
@@ -734,26 +476,24 @@ function Pnt.play()
gc.draw(badgeIcon,b[3]-14,b[4]-14)
end
end
P=players[1]
local P=players[1]
gc.setLineWidth(5)
gc.setColor(.8,1,0,.2)
for i=1,#players[1].atker do
local p=players[1].atker[i]
for i=1,#P.atker do
local p=P.atker[i]
gc.line(p.centerX,p.centerY,P.centerX,P.centerY)
end
if P.atkMode~=4 then
if P.atking then drawAtkPointer(P.atking.centerX,P.atking.centerY)end
else
for i=1,#players[1].atker do
local p=players[1].atker[i]
for i=1,#P.atker do
local p=P.atker[i]
drawAtkPointer(p.centerX,p.centerY)
end
end
end
if restartCount>0 then
gc.setColor(1,.7,.7,.5+restartCount*.02)
gc.arc("fill",640,360,735,-1.5708,restartCount*0.3696-1.5708)
gc.setColor(0,0,0,restartCount/17)
gc.setColor(0,0,0,restartCount/20)
gc.rectangle("fill",0,0,1280,720)
end
end
@@ -764,69 +504,93 @@ function Pnt.pause()
gc.setColor(1,1,1,pauseTimer*.02)
setFont(30)
if pauseCount>0 then
gc.print(text.pauseTime..":["..pauseCount.."] "..format("%0.2f",pauseTime).."s",110,150)
gc.print(text.pauseCount..":["..pauseCount.."] "..format("%0.2f",pauseTime).."s",110,150)
end
for i=1,7 do
for i=1,8 do
gc.print(text.stat[i+3],110,30*i+270)
gc.print(dataOpt(i),305,30*i+270)
end
for i=8,14 do
gc.print(text.stat[i+3],860,30*i+60)
gc.print(dataOpt(i),1000,30*i+60)
for i=9,16 do
gc.print(text.stat[i+3],860,30*i+30)
gc.print(dataOpt(i),1050,30*i+30)
end
setFont(40)
if system~="Android"then
mStr(text.space.."/"..text.enter,640,335)
gc.print("ESC",610,509)
mStr(text.space.."/"..text.enter,640,190)
mStr("Ctrl+R",640,351)
gc.print("ESC",610,506)
end
mDraw(gamefinished and drawableText.finish or drawableText.pause,640,60-10*(5-pauseTimer*.1)^1.5)
end
function Pnt.setting()
function Pnt.setting_game()
gc.setColor(1,1,1)
setFont(35)
mStr("DAS:"..setting.das,290,278)
mStr("ARR:"..setting.arr,506,278)
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)
mDraw(drawableText.setting_game,640,15)
setFont(40)
mStr("DAS:"..setting.das,290,205)
mStr("ARR:"..setting.arr,610,205)
setFont(28)
mStr(text.softdropdas..setting.sddas,290,323)
mStr(text.softdroparr..setting.sdarr,610,323)
end
function Pnt.setting2()
function Pnt.setting_graphic()
gc.setColor(1,1,1)
mDraw(drawableText.setting_graphic,640,15)
gc.draw(blockSkin[7-int(Timer()*2)%7],940,440,nil,2)
end
function Pnt.setting_sound()
gc.setColor(1,1,1)
mDraw(drawableText.setting_sound,640,15)
end
function Pnt.setting_key()
local a=.3+sin(Timer()*15)*.1
if keyboardSetting then
gc.setColor(1,.5,.5,a)
else
gc.setColor(.9,.9,.9,a)
end
gc.rectangle("fill",240,40*keyboardSet-10,200,40)
if joystickSetting then
gc.setColor(1,.5,.5,a)
else
gc.setColor(.9,.9,.9,a)
end
gc.rectangle("fill",440,40*joystickSet-10,200,40)
if keyboardSetting then gc.setColor(1,.3,.3,a)else gc.setColor(1,.7,.7,a)end
gc.rectangle("fill",
keyboardSet<11 and 240 or 840,
45*keyboardSet+20-450*int(keyboardSet/11),
200,45
)
if joystickSetting then gc.setColor(.3,.3,.1,a)else gc.setColor(.7,.7,1,a)end
gc.rectangle("fill",
joystickSet<11 and 440 or 1040,
45*joystickSet+20-450*int(joystickSet/11),
200,45
)
--Selection rect
gc.setColor(1,.3,.3)
mDraw(drawableText.keyboard,340,35)
mDraw(drawableText.keyboard,940,35)
gc.setColor(.3,.3,1)
mDraw(drawableText.joystick,540,35)
mDraw(drawableText.joystick,1140,35)
gc.setColor(1,1,1)
setFont(25)
for y=1,13 do
mStr(text.actName[y],150,40*y-5)
for x=1,2 do
mStr(setting.keyMap[curBoard+x*8-8][y],200*x+140,40*y-3)
setFont(31)
for N=1,20 do
if N<11 then
gc.printf(text.actName[N],47,45*N+22,180,"right")
mStr(setting.keyMap[curBoard][N],340,45*N+22)
mStr(setting.keyMap[curBoard+8][N],540,45*N+22)
else
gc.printf(text.actName[N],647,45*N-428,180,"right")
mStr(setting.keyMap[curBoard][N],940,45*N-428)
mStr(setting.keyMap[curBoard+8][N],1040,45*N-428)
end
gc.line(40,40*y-10,640,40*y-10)
end
for x=1,4 do
gc.line(200*x-160,30,200*x-160,550)
gc.setLineWidth(2)
for x=40,1240,200 do
gc.line(x,65,x,515)
end
for y=65,515,45 do
gc.line(40,y,1240,y)
end
gc.line(40,550,640,550)
mDraw(drawableText.keyboard,340,0)
mDraw(drawableText.joystick,540,0)
gc.draw(drawableText.setting2Help,50,620)
setFont(40)
gc.print("P"..int(curBoard*.5+.5).."/P4",420,560)
gc.print(curBoard.."/8",580,560)
gc.print("Player:",170,590)
gc.print(int(curBoard*.5+.5),300,590)
gc.print(curBoard.."/8",580,590)
gc.draw(drawableText.ctrlSetHelp,50,650)
end
function Pnt.setting3()
function Pnt.setting_touch()
VirtualkeyPreview()
local d=snapLevelValue[snapLevel]
if d>=10 then
@@ -840,13 +604,21 @@ function Pnt.setting3()
end
end
end
function Pnt.help()
setFont(32)
function Pnt.setting_trackSetting()
gc.setColor(1,1,1)
for i=1,11 do
gc.printf(text.help[i],140,15+43*i,1000,"center")
mDraw(drawableText.VKTchW,140+50*setting.VKTchW,260)
mDraw(drawableText.VKOrgW,140+50*setting.VKTchW+50*setting.VKCurW,320)
mDraw(drawableText.VKCurW,640+50*setting.VKCurW,380)
end
function Pnt.help()
setFont(30)
gc.setColor(1,1,1)
for i=1,#text.help do
gc.printf(text.help[i],140,10+40*i,1000,"center")
end
gc.draw(titleImage,250,600,.2,1+.05*sin(Timer()*2),nil,212,35)
setFont(24)
gc.print(text.used,30,330)
gc.draw(titleImage,280,620,.1,1+.05*sin(Timer()*2),nil,206,35)
gc.setLineWidth(5)
gc.rectangle("line",17,17,260,260)
gc.rectangle("line",1077,17,186,186)
@@ -861,19 +633,21 @@ end
function Pnt.stat()
setFont(28)
gc.setColor(1,1,1)
for i=1,17 do
for i=1,18 do
gc.print(text.stat[i],400,30*i-5)
gc.print(statOpt(i),720,30*i-5)
end
gc.draw(titleImage,260,600,.2+.07*sin(Timer()*3),nil,nil,212,35)
gc.draw(titleImage,260,600,.2+.07*sin(Timer()*3),nil,nil,206,35)
end
function Pnt.history()
gc.setColor(.2,.2,.2,.7)
gc.rectangle("fill",150,35,980,530)
gc.rectangle("fill",30,45,1000,632)
gc.setColor(1,1,1)
gc.setLineWidth(4)
gc.rectangle("line",150,35,980,530)
gc.rectangle("line",30,45,1000,632)
setFont(25)
gc.print(updateLog[sel],160,40)
for i=0,min(22,#updateLog-sel)do
gc.print(updateLog[sel+i],40,50+27*(i))
end
end
return Pnt

2358
player.lua Normal file

File diff suppressed because it is too large Load Diff

212
scene.lua Normal file
View File

@@ -0,0 +1,212 @@
local scene={
cur="load",--Current scene
swapping=false,--ifSwapping
swap={
tar=nil, --Swapping target
style=nil, --Swapping target
mid=nil, --Loading point
time=nil, --Full swap time
draw=nil, --Swap draw
},
seq={"quit","slowFade"},--Back sequence
}
local sceneInit={
quit=love.event.quit,
load=function()
loading=1--Loading mode
loadnum=1--Loading counter
loadprogress=0--Loading bar(0~1)
loadTip=text.tips[math.random(#text.tips)]
end,
intro=function()
count=0
BGM("blank")
end,
main=function()
curBG="none"
BGM("blank")
destroyPlayers()
modeEnv={}
if not players[1]then
newDemoPlayer(1,900,35,1.1)
end--create demo player
collectgarbage()
end,
music=function()
if bgmPlaying then
for i=1,#musicID do
if musicID[i]==bgmPlaying then
sel=i
return
end
end
else
sel=1
end
end,
mode=function()
curBG="none"
BGM("blank")
destroyPlayers()
end,
custom=function()
sel=sel or 1
destroyPlayers()
curBG=customRange.bg[customSel[12]]
BGM(customRange.bgm[customSel[13]])
end,
draw=function()
curBG="none"
clearSureTime=0
pen,sx,sy=1,1,1
end,
play=function()
love.keyboard.setKeyRepeat(false)
restartCount=0
if needResetGameData then
resetGameData()
needResetGameData=nil
else
BGM(modeEnv.bgm)
end
curBG=modeEnv.bg
end,
pause=function()
curBG=modeEnv.bg
end,
setting_game=function()
curBG="none"
end,
setting_graphic=function()
curBG="none"
end,
setting_sound=function()
curBG="none"
end,
setting_key=function()
curBoard=1
keyboardSet=1
joystickSet=1
keyboardSetting=false
joystickSetting=false
end,
setting_touch=function()
curBG="game2"
defaultSel=1
sel=nil
snapLevel=1
end,
setting_touchSwitch=function()
curBG="matrix"
end,
help=function()
curBG="none"
end,
history=function()
updateLog=require"updateLog"
curBG="lightGrey"
sel=1
end,
quit=function()
love.timer.sleep(.3)
love.event.quit()
end,
}
local swapDeck_data={
{4,0,1,1},{6,0,15,1},{5,0,9,1},{6,0,6,1},
{1,0,3,1},{3,0,12,1},{1,1,8,1},{2,1,4,2},
{3,2,13,2},{4,1,12,2},{5,2,1,2},{7,1,11,2},
{2,1,9,3},{3,0,6,3},{4,2,14,3},{1,0,4,4},
{7,1,1,4},{6,0,2,4},{5,2,6,4},{6,0,14,5},
{3,3,15,5},{4,0,7,6},{7,1,10,5},{5,0,2,6},
{2,1,1,7},{1,0,4,6},{4,1,13,5},{1,1,6,7},
{5,3,11,5},{3,2,11,7},{6,0,8,7},{4,2,12,8},
{7,0,8,9},{1,0,2,8},{5,2,4,8},{6,0,15,8},
}--Block id [ZSLJTOI] ,dir,x,y
local gc=love.graphics
local swap={
none={1,0,NULL},
flash={8,1,function()gc.clear(1,1,1)end},
fade={30,15,function(t)
local t=t>15 and 2-t/15 or t/15
gc.setColor(0,0,0,t)
gc.rectangle("fill",0,0,1280,720)
end},
slowFade={120,40,function(t)
local t=t>40 and 1.5-t/80 or t/40
gc.setColor(0,0,0,t)
gc.rectangle("fill",0,0,1280,720)
end},
deck={50,8,function(t)
gc.setColor(1,1,1)
if t>8 then
local t=t<15 and 15 or t
for i=1,51-t do
local bn=swapDeck_data[i][1]
local b=blocks[bn][swapDeck_data[i][2]]
local cx,cy=swapDeck_data[i][3],swapDeck_data[i][4]
for y=1,#b do for x=1,#b[1]do
if b[y][x]then
gc.draw(blockSkin[bn],80*(cx+x-2),80*(10-cy-y),nil,8/3)
end
end end
end
end
if t<17 then
gc.setColor(1,1,1,1-(t>8 and t-8 or 8-t)*.125)
gc.rectangle("fill",0,0,1280,720)
end
end},
}--Scene swapping animations
local backFunc={
load=love.event.quit,
pause=function()
love.keyboard.setKeyRepeat(true)
updateStat()
saveData()
clearTask("play")
end,
setting_game=function()
saveSetting()
end,
}
function scene.init(s)
if sceneInit[s]then sceneInit[s]()end
end
function scene.push(tar,style)
if not scene.swapping then
local m=#scene.seq
scene.seq[m+1]=tar or scene.cur
scene.seq[m+2]=style or"fade"
end
end
function scene.pop()
scene.seq={}
end
function scene.swapTo(tar,style)
local S=scene.swap
if not scene.swapping and tar~=scene.cur then
scene.swapping=true
if not style then style="fade"end
S.tar=tar
S.style=style
S.time=swap[style][1]
S.mid=swap[style][2]
S.draw=swap[style][3]
widget_sel=nil
if style~="none"then SFX("swipe")end
end
end
function scene.back()
if not scene.swapping then
if backFunc[scene.cur] then backFunc[scene.cur]()end
--func when scene end
local m=#scene.seq
if m>0 then
scene.swapTo(scene.seq[m-1],scene.seq[m])
scene.seq[m],scene.seq[m-1]=nil
--Poll&Back to preScene
end
end
end
return scene

16
shadowMapShader.cs Normal file
View File

@@ -0,0 +1,16 @@
#define PI 3.14
extern float yresolution;
vec4 effect(vec4 color,Image texture,vec2 texture_coords,vec2 screen_coords){
//Iterate through the occluder map's y-axis.
for(float y=0.;y<yresolution;y++){
//直角转极坐标
vec2 norm=vec2(texture_coords.s,y/yresolution)*2.-1.;
float theta=PI*1.5+norm.x*PI;
float r=(1.+norm.y)*.5;
//y/yresolution为到光源的距离(0~1)
//遮光物采样
vec4 data=Texel(texture,(vec2(-r*sin(theta),-r*cos(theta))*.5+.5));//vec2()..是遮光物采样的coord
if(data.a>.1)return vec4(vec3(y/yresolution),1.);//碰撞检测,像素透明度>.1即透光
}
return vec4(vec3(1),1.);//返回最远距离1
}

View File

@@ -1,5 +1,6 @@
local gc=love.graphics
local N,c=gc.newImage
local int=math.floor
local function T(s,t)return gc.newText(setFont(s),t)end
local function C(x,y)
c=gc.newCanvas(x,y)
@@ -15,16 +16,18 @@ for i=1,13 do
blockSkinmini[i]=C(6,6)
end
virtualkeyIcon={}
for i=1,10 do
virtualkeyIcon[i]=N("/image/virtualkey/"..actName[i]..".png")
local VKI=N("/image/virtualkey.png")
VKIcon={}
for i=1,#actName do
VKIcon[i]=C(36,36)
gc.draw(VKI,(i-1)%5*-36,int((i-1)*.2)*-36)
end
gc.setColor(1,1,1)
mouseBlock={}
miniBlock={}
for i=1,7 do
local b=blocks[i][0]
mouseBlock[i]=C(#b[1],#b)
miniBlock[i]=C(#b[1],#b)
gc.setColor(blockColor[i])
for y=1,#b do for x=1,#b[1]do
if b[y][x]then
@@ -46,6 +49,7 @@ c:release()
gc.setDefaultFilter("linear","linear")
titleImage=N("/image/mess/title.png")
coloredTitleImage=N("/image/mess/title_colored.png")
dialCircle=N("/image/mess/dialCircle.png")
dialNeedle=N("/image/mess/dialNeedle.png")
badgeIcon=N("/image/mess/badge.png")
@@ -60,14 +64,32 @@ payCode=N("/image/mess/paycode.png")
drawableText={
question=T(100,"?"),
bpm=T(15,"BPM"),kpm=T(15,"KPM"),
speedLV=T(20,"speed level"),
atk=T(20,"Attack"),
eff=T(20,"Efficiency"),
tsd=T(35,"TSD"),
line=T(25,"Lines"),
techrash=T(25,"Techrash"),
grade=T(25,"Grade"),
wave=T(30,"Wave"),
rpm=T(35,"RPM"),
combo=T(20,"Combo"),
mxcmb=T(20,"Max Combo"),
pc=T(22,"Perfect Clear"),
ko=T(25,"KO"),
modeName=T(30),levelName=T(30),
next=T(40),hold=T(40),
pause=T(120),finish=T(120),
custom=T(80),
setting_game=T(80),setting_graphic=T(80),setting_sound=T(80),
keyboard=T(25),joystick=T(25),
setting2Help=T(25),
ctrlSetHelp=T(30),
musicRoom=T(80),
nowPlaying=T(50),
warning=T(30),
VKTchW=T(30),
VKOrgW=T(30),
VKCurW=T(30),
}
c=gc.setCanvas()
gc.setCanvas()

304
timer.lua
View File

@@ -3,17 +3,17 @@ local Timer=love.timer.getTime
local int,abs,rnd,max,min,sin=math.floor,math.abs,math.random,math.max,math.min,math.sin
local ins,rem=table.insert,table.remove
return{
load=function()
local Tmr={}
function Tmr.load()
local t=Timer()
::R::
if loading==1 then
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")
if loadnum<=#voiceName then
local N=voiceName[loadnum]
for i=1,#voiceList[N]do
voiceBank[voiceList[N][i]]={love.audio.newSource("VOICE/"..voiceList[N][i]..".ogg","static")}
end
loadprogress=loadnum/#voiceList
loadprogress=loadnum/#voiceName
loadnum=loadnum+1
else
loading=2
@@ -41,39 +41,57 @@ load=function()
for i=1,#sfx do sfx[i]=nil end
loading=4
loadnum=1
SFX("welcome",.2)
end
elseif loading==4 then
loadnum=loadnum+1
if loadnum==15 then
if loadnum==48 then
stat.run=stat.run+1
gotoScene("intro","none")
scene.swapTo("intro","none")
end
end
end,
intro=function()
end
function Tmr.intro()
count=count+1
if count==200 then count=80 end
end,
draw=function()
end
function Tmr.main(dt)
players[1]:update(dt)
end
function Tmr.draw()
if clearSureTime>0 then clearSureTime=clearSureTime-1 end
end,
play=function(dt)
end
function Tmr.play(dt)
frame=frame+1
stat.time=stat.time+dt
for i=#FX.attack,1,-1 do
local b=FX.attack[i]
for i=#FX_attack,1,-1 do
local b=FX_attack[i]
b.t=b.t+1
local t0=b.t*.025--t in [0,1]
local t=(sin(1.5*(2*t0-1))+1)*.5
if t0==1 then
rem(FX.attack,i)
if b.t>50 then
b.rad=b.rad*1.08+.2
b.x,b.y=b.x2,b.y2
elseif b.t>10 then
local t=((b.t-10)*.025)t=(3-2*t)*t*t
b.x,b.y=b.x1*(1-t)+b.x2*t,b.y1*(1-t)+b.y2*t
end
if b.t<60 then
local L=FX_attack[i].drag
if #L==6*setting.atkFX then
rem(L,1)rem(L,1)
end
ins(L,b.x)ins(L,b.y)
else
for i=1,#FX_attack do
FX_attack[i]=FX_attack[i+1]
end
end
end
for i=#FX.badge,1,-1 do
local b=FX.badge[i]
for i=#FX_badge,1,-1 do
local b=FX_badge[i]
b.t=b.t+1
if b.t==60 then
rem(FX.badge,i)
rem(FX_badge,i)
end
end
for i=1,#virtualkey do
@@ -81,18 +99,6 @@ play=function(dt)
virtualkeyPressTime[i]=virtualkeyPressTime[i]-1
end
end
local E=#FX.attack
for i=E,1,-1 do
local A=FX.attack[i]
A.t=A.t+1
if A.t>=100 then
for j=i,E do
FX.attack[j]=FX.attack[j+1]
end--remove [i]
elseif A.t>80 then
A.rad=A.rad*1.08+.2
end
end
if frame<180 then
if frame==179 then
@@ -101,7 +107,7 @@ play=function(dt)
SFX("ready")
end
for p=1,#players do
P=players[p]
local P=players[p]
if P.keyPressing[1]then
if P.moving>0 then P.moving=0 end
P.moving=P.moving-1
@@ -116,7 +122,7 @@ play=function(dt)
return
elseif players[1].keyPressing[10]then
restartCount=restartCount+1
if restartCount>17 then
if restartCount>20 then
clearTask("play")
updateStat()
resetGameData()
@@ -126,227 +132,17 @@ play=function(dt)
restartCount=max(restartCount-2,0)
end--Counting,include pre-das,directy RETURN,or restart counting
for p=1,#players do
P=players[p]
if P.timing then P.stat.time=P.stat.time+dt end
if P.alive then
if not P.small then
local v=0
for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.keyTime[i])end P.keySpeed=P.keySpeed*.99+v*.1
v=0
for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.dropTime[i])end P.dropSpeed=P.dropSpeed*.99+v*.1
--Update speeds
if modeEnv.royaleMode then
if P.keyPressing[9]then
P.swappingAtkMode=min(P.swappingAtkMode+2,30)
else
P.swappingAtkMode=P.swappingAtkMode+((#P.field>15 and P.swappingAtkMode>4 or P.swappingAtkMode>8)and -1 or 1)
end
end
end
if not P.human and P.control and P.waiting==-1 then
local C=P.AI_keys
P.AI_delay=P.AI_delay-1
if not C[1]then
P.AI_stage=AI_think[P.AI_mode][P.AI_stage](C)
elseif P.AI_delay<=0 then
pressKey(C[1],P)releaseKey(C[1],P)
local k=#C for i=1,k do C[i]=C[i+1]end--table.remove(C,1)
P.AI_delay=P.AI_delay0*2
end
end
if not P.keepVisible then
for j=1,#P.field do for i=1,10 do
if P.visTime[j][i]>0 then P.visTime[j][i]=P.visTime[j][i]-1 end
end end
end--Fresh visible time
if P.moving<0 then
if P.keyPressing[1]then
if -P.moving<=P.gameEnv.das then
P.moving=P.moving-1
elseif P.waiting==-1 then
local x=P.curX
if P.gameEnv.arr>0 then
act.moveLeft(true)
else
act.insLeft()
end
if x~=P.curX then P.moving=P.moving+P.gameEnv.arr-1 end
end
else
P.moving=0
end
elseif P.moving>0 then
if P.keyPressing[2]then
if P.moving<=P.gameEnv.das then
P.moving=P.moving+1
elseif P.waiting==-1 then
local x=P.curX
if P.gameEnv.arr>0 then
act.moveRight(true)
else
act.insRight()
end
if x~=P.curX then P.moving=P.moving-P.gameEnv.arr+1 end
end
else
P.moving=0
end
end
if P.keyPressing[7]and not P.keyPressing[9]then
local d=abs(P.downing)-P.gameEnv.sddas
P.downing=P.downing+1
if d>1 then
if P.gameEnv.sdarr>0 then
if d%P.gameEnv.sdarr==0 then
act.down1()
end
else
act.insDown()
end
end
else
P.downing=0
end
if P.falling>=0 then
P.falling=P.falling-1
if P.falling>=0 then
goto stop
else
local L=#P.clearing
if P.human and P.gameEnv.fall>0 and #P.field+L>P.clearing[L]then SFX("fall")end
for i=1,L do
P.clearing[i]=nil
end
end
end
if not P.control then goto stop end
if P.waiting>=0 then
P.waiting=P.waiting-1
if P.waiting==-1 then resetblock()end
goto stop
end
if P.curY~=P.y_img then
if P.dropDelay>=0 then
P.dropDelay=P.dropDelay-1
if P.dropDelay>0 then goto stop end
end
P.curY=P.curY-1
P.spinLast=false
if P.y_img~=P.curY then
P.dropDelay=P.gameEnv.drop
elseif P.AI_mode=="CC"then
P.AI_needFresh=true
if not P.AIdata._20G and P.gameEnv.drop<P.AI_delay0*.5 then
CC_switch20G(P)
end
end
if P.freshTime<=P.gameEnv.freshLimit then
P.lockDelay=P.gameEnv.lock
end
else
P.lockDelay=P.lockDelay-1
if P.lockDelay>=0 then goto stop end
drop()
if P.AI_mode=="CC"then
P.AI_needFresh=true
end
end
::stop::
if P.b2b1==P.b2b then
elseif P.b2b1<P.b2b then
P.b2b1=min(P.b2b1*.98+P.b2b*.02+.4,P.b2b)
else
P.b2b1=max(P.b2b1*.95+P.b2b*.05-.6,P.b2b)
end
--Alive
else
if not P.small then
P.keySpeed=P.keySpeed*.96+P.stat.key/P.stat.time*60*.04
P.dropSpeed=P.dropSpeed*.96+P.stat.piece/P.stat.time*60*.04
--Final average speeds
if modeEnv.royaleMode then
P.swappingAtkMode=min(P.swappingAtkMode+2,30)
end
end
if P.falling>=0 then
P.falling=P.falling-1
if P.falling>=0 then
goto stop
else
local L=#P.clearing
if P.human and P.gameEnv.fall>0 and #P.field+L>P.clearing[L]then SFX("fall")end
for i=1,L do
P.clearing[i]=nil
end
end
end::stop::
if P.endCounter<40 then
for j=1,#P.field do for i=1,10 do
if P.visTime[j][i]<20 then P.visTime[j][i]=P.visTime[j][i]+.5 end
end end--Make field visible
end
if P.b2b1>0 then P.b2b1=max(0,P.b2b1*.92-1)end
--Dead
end
if P.stat.score>P.score1 then
if P.stat.score-P.score1<10 then
P.score1=P.score1+1
else
P.score1=int(min(P.score1*.9+P.stat.score*.1+1))
end
end
for i=#P.shade,1,-1 do
local S=P.shade[i]
S[1]=S[1]-1+setting.fxs*.25
if S[1]<=0 then
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
if b.t<30 then
b.t=b.t+.5
end
else
b.t=b.t+b.speed
if b.t>=60 then rem(P.bonus,i)end
end
end
for i=#P.atkBuffer,1,-1 do
local atk=P.atkBuffer[i]
atk.time=atk.time+1
if not atk.sent then
if atk.countdown>0 then
atk.countdown=atk.countdown-garbageSpeed
end
else
if atk.time>20 then
rem(P.atkBuffer,i)
end
end
end
if P.fieldBeneath>0 then P.fieldBeneath=max(P.fieldBeneath-pushSpeed,0)end
if not P.small then
PTC.dust[p]:update(dt)
end
local P=players[p]
P:update(dt)
end
if modeEnv.royaleMode and frame%120==0 then freshMostDangerous()end
end,
pause=function(dt)
end
function Tmr.pause(dt)
if not gamefinished then
pauseTime=pauseTime+dt
end
if pauseTimer<50 and not wd.isMinimized()then
pauseTimer=pauseTimer+1
end
end,
}
end
return Tmr

View File

@@ -24,22 +24,27 @@ end
function mDraw(s,x,y)
gc.draw(s,x-s:getWidth()*.5,y)
end
function destroyPlayers()
if players then
for _,P in next,players do if P.id then
while P.field[1]do
removeRow(P.field)
removeRow(P.visTime)
end
if P.AI_mode=="CC"then
BOT.free(P.bot_opt)
BOT.free(P.bot_wei)
BOT.destroy(P.AI_bot)
P.AI_mode=nil
end
end end
for i=#players,1,-1 do
local P=players[i]
if P.canvas then P.canvas:release()end
while P.field[1]do
removeRow(P.field)
removeRow(P.visTime)
end
if P.AI_mode=="CC"then
BOT.free(P.bot_opt)
BOT.free(P.bot_wei)
BOT.destroy(P.AI_bot)
P.AI_mode=nil
end
players[i]=nil
end
for i=#players.alive,1,-1 do
players.alive[i]=nil
end
players.human=0
collectgarbage()
end
function getNewRow(val)
local t=rem(freeRow)
@@ -65,26 +70,24 @@ end
langName={"中文","全中文","English"}
local langID={"chi","chi_full","eng"}
local drawableTextLoad={
"next",
"hold",
"pause",
"finish",
"next","hold",
"pause","finish",
"custom",
"keyboard",
"joystick",
"setting2Help",
"setting_game",
"setting_graphic",
"setting_sound",
"keyboard","joystick",
"ctrlSetHelp",
"musicRoom",
"nowPlaying",
"warning",
"VKTchW","VKOrgW","VKCurW",
}
function swapLanguage(l)
text=require("language/"..langID[l])
Widget.sel=nil
for S,L in next,Widget do
for N,W in next,L do
if W.type=="button"then
W.alpha=0
W.text=text.ButtonText[S][N]
end
W.text=text.WidgetText[S][N]
end
end
gc.push("transform")
@@ -109,6 +112,7 @@ function changeBlockSkin(n)
n=n-1
gc.push("transform")
gc.origin()
gc.setColor(1,1,1)
for i=1,13 do
gc.setCanvas(blockSkin[i])
gc.draw(blockImg,30-30*i,-30*n)
@@ -125,32 +129,52 @@ function VIB(t)
love.system.vibrate(vibrateLevel[setting.vib+t])
end
end
function SFX(s,v)
if setting.sfx then
function SFX(s,v,pos)
if setting.sfx>0 then
local S=sfx[s]--AU_Queue
local n=1
::L::if sfx[s][n]:isPlaying()then
while S[n]:isPlaying()do
n=n+1
if not sfx[s][n]then
sfx[s][n]=sfx[s][n-1]:clone()
sfx[s][n]:seek(0)
goto quit
if not S[n]then
S[n]=S[n-1]:clone()
S[n]:seek(0)
break
end
goto L
end::quit::
sfx[s][n]:setVolume(v or 1)
sfx[s][n]:play()
end
S=S[n]--AU_SRC
if S:getChannelCount()==1 then
if pos then
pos=pos*setting.stereo*.1
S:setPosition(pos,1-pos^2,0)
else
S:setPosition(0,0,0)
end
end
S:setVolume((v or 1)*setting.sfx*.1)
S:play()
end
end
function VOICE(s,n)
if setting.voc then
voicePlaying[#voicePlaying+1]=voice[s][n or rnd(#voice[s])]
if #voicePlaying==1 then
voicePlaying[1]:play()
function getFreeVoiceChannel()
local i=#voiceQueue
for i=1,i do
if #voiceQueue[i]==0 then return i end
end
voiceQueue[i+1]={}
return i+1
end
function VOICE(s,chn)
if setting.voc>0 then
if chn then
voiceQueue[chn][#voiceQueue[chn]+1]=voiceList[s][rnd(#voiceList[s])]
--添加到[chn]
else
voiceQueue[getFreeVoiceChannel()]={voiceList[s][rnd(#voiceList[s])]}
--自动查找/创建空轨
end
end
end
function BGM(s)
if setting.bgm then
if setting.bgm>0 then
if bgmPlaying~=s then
if bgmPlaying then newTask(Event_task.bgmFadeOut,nil,bgmPlaying)end
for i=#Task,1,-1 do
@@ -167,106 +191,104 @@ function BGM(s)
end
bgmPlaying=s
else
if bgmPlaying then bgm[bgmPlaying]:play()end
if bgmPlaying then
local v=setting.bgm*.1
bgm[bgmPlaying]:setVolume(v)
if v>0 then
bgm[bgmPlaying]:play()
else
bgm[bgmPlaying]:pause()
end
end
end
elseif bgmPlaying then
bgm[bgmPlaying]:pause()
bgmPlaying=nil
end
end
function updateStat()
local S=players[1].stat
for k,v in next,S do
stat[k]=stat[k]+S[k]
end
end
function randomTarget(P)
if #players.alive>1 then
local R
repeat
R=players.alive[rnd(#players.alive)]
until R~=P
return R
end
end--return a random opponent for P
function freshMostDangerous()
mostDangerous,secDangerous=nil
local m,m2=0,0
for i=1,#players.alive do
local h=#players.alive[i].field
if h>=m then
mostDangerous,secDangerous=players.alive[i],mostDangerous
m,m2=h,m
elseif h>=m2 then
secDangerous=players.alive[i]
m2=h
end
end
end
function freshMostBadge()
mostBadge,secBadge=nil
local m,m2=0,0
for i=1,#players.alive do
local h=players.alive[i].badge
if h>=m then
mostBadge,secBadge=players.alive[i],mostBadge
m,m2=h,m
elseif h>=m2 then
secBadge=players.alive[i]
m2=h
end
end
end
function royaleLevelup()
gameStage=gameStage+1
local spd
if(gameStage==3 or gameStage>4)and players[1].alive then
players[1]:showText(text.royale_remain(#players.alive),"beat",50,-100,.3)
end
if gameStage==2 then
spd=30
elseif gameStage==3 then
spd=15
garbageSpeed=.6
if players[1].alive then BGM("cruelty")end
elseif gameStage==4 then
spd=10
pushSpeed=3
elseif gameStage==5 then
spd=5
garbageSpeed=1
elseif gameStage==6 then
spd=3
if players[1].alive then BGM("final")end
end
for i=1,#players.alive do
players.alive[i].gameEnv.drop=spd
end
if curMode.lv==3 then
for i=1,#players.alive do
local P=players.alive[i]
P.gameEnv.drop=int(P.gameEnv.drop*.3)
if P.gameEnv.drop==0 then
P.curY=P.y_img
P.gameEnv._20G=true
if P.AI_mode=="CC"then CC_switch20G(P)end--little cheating,never mind
end
end
end
end
local swapDeck_data={
{4,0,1,1},{6,0,15,1},{5,0,9,1},{6,0,6,1},
{1,0,3,1},{3,0,12,1},{1,1,8,1},{2,1,4,2},
{3,2,13,2},{4,1,12,2},{5,2,1,2},{7,1,11,2},
{2,1,9,3},{3,0,6,3},{4,2,14,3},{1,0,4,4},
{7,1,1,4},{6,0,2,4},{5,2,6,4},{6,0,14,5},
{3,3,15,5},{4,0,7,6},{7,1,10,5},{5,0,2,6},
{2,1,1,7},{1,0,4,6},{4,1,13,5},{1,1,6,7},
{5,3,11,5},{3,2,11,7},{6,0,8,7},{4,2,12,8},
{7,0,8,9},{1,0,2,8},{5,2,4,8},{6,0,15,8},
}--Block id [ZSLJTOI] ,dir,x,y
local swap={
none={2,1,d=function()end},
flash={8,1,d=function()gc.clear(1,1,1)end},
fade={30,15,d=function()
local t=1-abs(sceneSwaping.time*.06667-1)
gc.setColor(0,0,0,t)
gc.rectangle("fill",0,0,1280,720)
end},
deck={50,8,d=function()
local t=sceneSwaping.time
gc.setColor(1,1,1)
if t>8 then
local t=max(t,15)
for i=1,51-t do
local bn=swapDeck_data[i][1]
local b=blocks[bn][swapDeck_data[i][2]]
local cx,cy=swapDeck_data[i][3],swapDeck_data[i][4]
for y=1,#b do for x=1,#b[1]do
if b[y][x]then
gc.draw(blockSkin[bn],80*(cx+x-2),80*(10-cy-y),nil,8/3)
end
end end
end
end
if t<17 then
gc.setColor(1,1,1,(8-abs(t-8))*.125)
gc.rectangle("fill",0,0,1280,720)
end
end},
}--Scene swapping animations
function gotoScene(s,style)
if not sceneSwaping and s~=scene then
style=style or"fade"
sceneSwaping={
tar=s,style=style,
time=swap[style][1],mid=swap[style][2],
draw=swap[style].d
}
Widget.sel=nil
if style~="none"then
SFX("swipe")
end
end
end
function updateStat()
for k,v in next,players[1].stat do
stat[k]=stat[k]+v
end
end
local prevMenu={
load=love.event.quit,
intro="quit",
main="intro",
music="main",
mode="main",
custom="mode",
draw=function()
gotoScene("custom")
end,
play=function()
kb.setKeyRepeat(true)
updateStat()
clearTask("play")
gotoScene(curMode.id~="custom"and"mode"or"custom","deck")
end,
pause=nil,
setting=function()
saveSetting()
gotoScene("main")
end,
setting2="setting",
setting3="setting",
help="main",
history="help",
stat="main",
}prevMenu.pause=prevMenu.play
function back()
local t=prevMenu[scene]
if type(t)=="string"then
gotoScene(t)
else
t()
end
end
function pauseGame()
pauseTimer=0--Pause timer for animation
if not gamefinished then
@@ -276,17 +298,108 @@ function pauseGame()
local l=players.alive[i].keyPressing
for j=1,#l do
if l[j]then
releaseKey(j,players.alive[i])
players.alive[i]:releaseKey(j)
end
end
end
gotoScene("pause","none")
scene.swapTo("pause","none")
end
function resumeGame()
gotoScene("play","fade")
scene.swapTo("play","fade")
end
function loadGame(mode,level)
--rec={}
curMode={id=modeID[mode],lv=level}
drawableText.modeName:set(text.modeName[mode])
drawableText.levelName:set(modeLevel[modeID[mode]][level])
needResetGameData=true
scene.swapTo("play","deck")
end
function resetPartGameData()
frame=30
destroyPlayers()
loadmode[curMode.id]()
if modeEnv.task then
for i=1,#players do
newTask(Event_task[modeEnv.task],players[i])
end
end
if modeEnv.royaleMode then
for i=1,#players do
players[i]:changeAtk(randomTarget(players[i]))
end
end
restoreVirtualKey()
collectgarbage()
end
function resetGameData()
gamefinished=false
frame=0
garbageSpeed=1
pushSpeed=3
pauseTime=0--Time paused
pauseCount=0--Times paused
destroyPlayers()
local E=defModeEnv[curMode.id]
modeEnv=E[curMode.lv]or E[1]
loadmode[curMode.id]()--bg/bgm need redefine in custom,so up here
if modeEnv.task then
for i=1,#players do
newTask(Event_task[modeEnv.task],players[i])
end
end
curBG=modeEnv.bg
BGM(modeEnv.bgm)
FX_badge={}
FX_attack={}
for _,v in next,PTC.dust do
v:release()
end
for i=1,#players do
if not players[i].small then
PTC.dust[i]=PTC.dust0:clone()
PTC.dust[i]:start()
end
end
if modeEnv.royaleMode then
for i=1,#players do
players[i]:changeAtk(randomTarget(players[i]))
end
mostBadge,mostDangerous,secBadge,secDangerous=nil
gameStage=1
garbageSpeed=.3
pushSpeed=2
end
restoreVirtualKey()
stat.game=stat.game+1
local m,p=#freeRow,40*#players+1
while freeRow[p]do
m,freeRow[m]=m-1
end
for i=1,20 do
virtualkeyDown[i]=X
virtualkeyPressTime[i]=0
end
freeRow.L=#freeRow
SFX("ready")
collectgarbage()
end
function gameStart()
SFX("start")
for P=1,#players do
P=players[P]
P:resetblock()
P.timing=true
P.control=true
end
end
local dataOpt={
"run","game","time",
"extraPiece","extraRate",
"key","rotate","hold","piece","row",
"atk","send","recv","pend",
"clear_1","clear_2","clear_3","clear_4",
@@ -296,9 +409,6 @@ local dataOpt={
function loadData()
userData:open("r")
local t=userData:read()
if not find(t,"spin")then
t=love.data.decompress("string","zlib",t)
end
t=splitS(t,"\r\n")
userData:close()
for i=1,#t do
@@ -322,30 +432,54 @@ function saveData()
t[i]=dataOpt[i].."="..toS(stat[dataOpt[i]])
end
t=concat(t,"\r\n")
t=love.data.compress("string","zlib",t)
userData:open("w")
userData:write(t)
userData:close()
end
function loadSetting()
userSetting:open("r")
local t=userSetting:read()
if not find(t,"virtual")then
t=love.data.decompress("string","zlib",t)
end
t=splitS(t,"\r\n")
userSetting:close()
for i=1,#t do
local p=find(t[i],"=")
if p then
local t,v=sub(t[i],1,p-1),sub(t[i],p+1)
if t=="sfx"or t=="bgm"or t=="bgblock"or t=="voc"then
setting[t]=v=="true"
if
--声音
t=="sfx"or t=="bgm"or t=="voc"or t=="stereo"or
--三个触摸设置项
t=="VKTchW"or t=="VKCurW"or t=="VKAlpha"
then
v=toN(v)
if v==int(v)and v>=0 and v<=10 then
setting[t]=v
end
elseif t=="vib"then
setting.vib=toN(v:match("[012345]"))or 0
elseif t=="fullscreen"then
setting.fullscreen=v=="true"
love.window.setFullscreen(setting.fullscreen)
elseif
--开关设置们
t=="bg"or
t=="ghost"or t=="center"or t=="grid"or t=="swap"or
t=="quickR"or t=="fine"or t=="bgblock"or t=="smo"or
t=="VKSwitch"or t=="VKTrack"or t=="VKDodge"or t=="VKIcon"
then
setting[t]=v=="true"
elseif t=="frameMul"then
setting.frameMul=min(max(toN(v)or 100,0),100)
elseif t=="das"or t=="arr"or t=="sddas"or t=="sdarr"then
v=toN(v)if not v or v<0 then v=0 end
setting[t]=int(v)
elseif t=="dropFX"or t=="shakeFX"or t=="atkFX"then
setting[t]=toN(v:match("[0123]"))or 0
elseif t=="lang"then
setting[t]=toN(v:match("[123]"))or 1
elseif t=="skin"then
setting[t]=toN(v:match("[12345678]"))or 1
elseif t=="keymap"then
v=splitS(v,"/")
for i=1,16 do
@@ -354,62 +488,61 @@ function loadSetting()
setting.keyMap[i][j]=v1[j]
end
end
elseif t=="virtualkey"then
elseif t=="VK"then
v=splitS(v,"/")
for i=1,10 do
local SK
for i=1,#v do
if v[i]then
virtualkey[i]=splitS(v[i],",")
for j=1,4 do
virtualkey[i][j]=toN(virtualkey[i][j])
end
SK=splitS(v[i],",")
local K=VK_org[i]
K.ava=SK[1]=="T"
K.x,K.y,K.r=toN(SK[2]),toN(SK[3]),toN(SK[4])
end
end
elseif t=="virtualkeyAlpha"then
setting.virtualkeyAlpha=min(int(abs(toN(v))),10)
elseif t=="virtualkeyIcon"or t=="virtualkeySwitch"then
setting[t]=v=="true"
elseif t=="frameMul"then
setting.frameMul=min(max(toN(v)or 100,0),100)
elseif t=="das"or t=="arr"or t=="sddas"or t=="sdarr"then
v=toN(v)if not v or v<0 then v=0 end
setting[t]=int(v)
elseif t=="ghost"or t=="center"or t=="grid"or t=="swap"or t=="bg"or t=="smo"then
setting[t]=v=="true"
elseif t=="fxs"then
setting[t]=toN(v:match("[0123]"))or 0
elseif t=="lang"then
setting[t]=toN(v:match("[123]"))or 1
elseif t=="skin"then
setting[t]=toN(v:match("[123456]"))or 1
end
end
end
end
local saveOpt={
"ghost","center",
"grid","swap",
"fxs","bg",
"das","arr",
"sddas","sdarr",
"quickR",
"swap",
"fine",
"ghost","center",
"smo","grid",
"dropFX",
"shakeFX",
"atkFX",
"frameMul",
"fullscreen",
"bg",
"bgblock",
"lang",
"skin",
"sfx","bgm",
"vib","voc",
"fullscreen",
"bgblock",
"skin","smo",
"virtualkeyAlpha",
"virtualkeyIcon",
"virtualkeySwitch",
"frameMul",
"stereo",
"VKSwitch",
"VKTrack",
"VKDodge",
"VKIcon",
"VKAlpha",
}
function saveSetting()
local vk={}
for i=1,10 do
for j=1,4 do
virtualkey[i][j]=int(virtualkey[i][j]+.5)
end--Saving a integer is better?
vk[i]=concat(virtualkey[i],",")
local vk={}--virtualkey table
for i=1,#VK_org do
local V=VK_org[i]
vk[i]=concat({
V.ava and"T"or"F",
int(V.x+.5),
int(V.y+.5),
V.r,
},",")
end--pre-pack virtualkey setting
local map={}
for i=1,16 do
@@ -417,14 +550,12 @@ function saveSetting()
end
local t={
"keymap="..toS(concat(map,"/")),
"virtualkey="..toS(concat(vk,"/")),
"VK="..toS(concat(vk,"/")),
}
for i=1,#saveOpt do
t[i+2]=saveOpt[i].."="..toS(setting[saveOpt[i]])
--not always i+2!
t[#t+1]=saveOpt[i].."="..toS(setting[saveOpt[i]])
end
t=concat(t,"\r\n")
t=love.data.compress("string","zlib",t)
userSetting:open("w")
userSetting:write(t)
userSetting:close()

View File

@@ -1,25 +1,66 @@
return{
[=[Future outlook:
Brand New GUI:
custom restart method
custom block color/direction
custom sequence
virtual key switch(all keys)
local S=[=[
Patron(rmb10+):
gggf/T080/Ykzl/zxc
[D*a]?
Future outlook:
Normal Things:
demo play at main menu
any screen size
powerinfo switch
splashing block
ajustable next count
bag line in all mode
highscore of most modes
custom block color/direction
custom block sequence
combo mode
auto GUI in any screen size
CC smarter(think of gaebage buffer)
fineese/bigbang mode & easier CTWC
new AI:task-Z
game recording
TTT mode
Hard Things:
Encrypt source code(JIT to byte code)
Technical things:
Encrypt source code(compile to byte code)
infinite 1v1
square mode
more FXs & 3d features & animations]=],[=[
0.7.23:
remake all BGM!
more FXs & 3d features & animations
0.7.32:
Blind-GM now show section directly
easier&more standard classic mode
can switch Virtualkey's auto dodging
in-game setting
code optimized
bug fixed
0.7.31:
stereo system
fixed a problem in finesse calculating
0.7.30:
auto-tracking virtual key,adjustable parameters!
can switch on/off virtuakeys
add 7 more key
better finesse rate calculating
block generating position on Y-axis changed
new icon for android
can use preset in custom mode with keyboard
adjusted GUI
many bug fixed
0.7.28:
add fineese check(almost useful)
code optimized
0.7.27:
super O transform system
optimized light system(no used)
bug fixed
0.7.26:
new skin
import light lib
many bug fixed
0.7.25:
demo play at main menu
ALMOST reconstructed WHOLE PLAYER SYSTEM,NEED TEST
many bug fixed
0.7.24(0.7.23):
REMAKE ALL BGM!
more settings with brand new GUI!
new mode:Master-Final
new modes:attacker & defender(not survivor!)
add restart button when pause
@@ -27,7 +68,8 @@ return{
change falling animation
new GUI details
louder sound
code optimized & many bugs fixed]=],[=[
code optimized
many bugs fixed
0.7.22:
scoring system
smooth dropping
@@ -46,7 +88,7 @@ return{
0.7.21:
new title image
more GUI details
many bugs fixed]=],[=[
many bugs fixed
0.7.20:
add music room
change block/space apperance in draw mode
@@ -63,7 +105,7 @@ return{
add 2 new block skins
new difficulty in infinite mode
new background/sound effect in master mode
bug fixed]=],[=[
bug fixed
0.7.18:
3 new block skins!(one skin origional by Miya(nya~))
better restarting(to prevent mistakenly touching)
@@ -79,7 +121,7 @@ return{
adjust difficulty of PC train mode
adjust vibrate level for mobile devices
little optimized
bugs fixed]=],[=[
bugs fixed
0.7.16:
bugs fixed
change rules of custom puzzle mode
@@ -92,7 +134,7 @@ return{
can pause game with animation
change icon of "Functional key"
speed optimized
bugs fixed]=],[=[
bugs fixed
0.7.14:
drawing mode in custom game
can adjust virtual keys with mouse
@@ -103,7 +145,7 @@ return{
little game rule change
bugs fixed(AI control error)
0.7.13:
Chniese game name:方块研究所
Chinese game name:方块研究所
SUPER COOL instant moving effect
new b2b bar style & animation
new transition animation
@@ -111,7 +153,7 @@ return{
adjust delay algorithm(probably cause controlfeel changing,please reset your DAS setting)
code reconstructed
bugs fixed(error when seq=his,size of custom oppo)
debug key change to F8]=],[=[
debug key change to F8
0.7.12:
AI learned to switch attack mode
seperate master mode from marathon mode
@@ -124,7 +166,7 @@ return{
grid switch
swap target by combo key/press
some Chinese translaton editted
[reconstruct event system]]=],[=[
[reconstruct event system]
0.7.11:
some Chinese translaton editted
add bone block in 2 hardest marathon(new block-fresh system)
@@ -135,7 +177,7 @@ return{
clearer attacking pointer
fix 6 next in classic mode
add QR code in help page
change some detials]=],[=[
change some detials
0.7.10:
更完全的中文翻译
add Classic mode
@@ -148,7 +190,7 @@ return{
change rotate system
change BGM&BG set
code optimized
fix bugs]=],[=[
fix bugs
0.7.8:
GPU usage decreased much more than before
add virtual key animation
@@ -163,7 +205,7 @@ return{
combine some modes
change some GUI
more SFXs
fix bugs]=],[=[
fix bugs
0.7.6:
new font
add DIFFICULTY selection
@@ -175,7 +217,7 @@ return{
better GUI&change speed&BGM in royale mode
more FXs in royale mode
fix all attacking bug of royale mode
change sequence of TSD-only mode to bag7]=],[=[
change sequence of TSD-only mode to bag7
0.7.5:
reduce difficuly of PC training mode,and add more patterns
reduce difficuly of death mode
@@ -189,7 +231,7 @@ return{
change game icon
adjust GUI of royale mode
change sequence of TSD-only mode
royale mode use LESS GPU]=],[=[
royale mode use LESS GPU
0.7.4:
add a lot of bugs
0.7.3:
@@ -205,5 +247,15 @@ return{
remove non-sense s/z spin double
GUI position editted
grid BG changed
smarter AI]=]
}
smarter AI
]=]
local find,sub=string.find,string.sub
local L,n,p={},1,1
local eof=#S
repeat
p1=find(S,"\n",p)
L[n]=sub(S,p,p1-1)
n=n+1
p=p1+1
until p1==eof
return L