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3 Commits

Author SHA1 Message Date
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
26 changed files with 3894 additions and 3251 deletions

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39
ai.lua
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@@ -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

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@@ -2,21 +2,8 @@ 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,
@@ -44,12 +31,7 @@ function clearTask(opt)
end
end
local a={a=1,b=2}
local x,y=pairs(a)
assert(x==next)
assert(y==a)
--java王宇翔
local button,switch,slider={type="button"},{type="switch"},{type="slider"}--WIDGET OBJECT LIB
local button={type="button"}
function newButton(x,y,w,h,color,font,code,hide,N)
local _={
x=x-w*.5,y=y-h*.5,
@@ -61,7 +43,7 @@ function newButton(x,y,w,h,color,font,code,hide,N)
next=N,
}for k,v in next,button do _[k]=v end return _
end
function button:ifAbove(x,y)
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()
@@ -91,6 +73,7 @@ function button:getInfo()
print(format("x=%d,y=%d,w=%d,h=%d,font=%d",self.x,self.y,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,
@@ -100,7 +83,7 @@ function newSwitch(x,y,font,disp,code,hide,N)
next=N,
}for k,v in next,switch do _[k]=v end return _
end
function switch:ifAbove(x,y)
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()
@@ -135,6 +118,7 @@ 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,
@@ -147,7 +131,7 @@ function newSlider(x,y,w,unit,font,change,disp,code,hide,N)
next=N,
}for k,v in next,slider do _[k]=v end return _
end
function slider:ifAbove(x,y)
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)

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@@ -1,4 +1,4 @@
gameVersion="Alpha V0.7.24"
gameVersion="Alpha V0.7.28"
function love.conf(t)
t.identity="Techmino"--Save directory name
t.version="11.1"
@@ -9,7 +9,7 @@ function love.conf(t)
t.audio.mixwithsystem=true--Switch on to keep sysBGM
local W=t.window
W.title="Techmino "..gameVersion
W.title=math.random()>.01 and "Techmino "..gameVersion or"MrZ NB!"
W.icon="/image/icon.png"
W.width,W.height=1280,720
W.minwidth,W.minheight=640,360

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31
document.txt Normal file
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@@ -0,0 +1,31 @@
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……
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抵消受到的攻击,多余的攻击力会发送给对手,没有用上的额外抵挡会被丢弃。
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时间mini大幅增加生效时间。
back to back点数说明取值范围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)
吃鸡模式:
许多玩家同时进行一局游戏其它的是AI不是真人坚持到最后的玩家胜利。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%随机锁定一个玩家
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

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@@ -61,7 +61,10 @@ 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:",
@@ -100,17 +103,15 @@ 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",
@@ -125,9 +126,10 @@ return{
"2.7182818284590452353",
"Let-The-Bass-Kick!",
"使用love2d引擎制作",
"哪里不舒服的话先看看设置有没有你想要",
"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~",
"本游戏不叫铁壳米诺",
"CLASSIC SEXY RUSSIAN BLOCKS",
"LrL,RlR LLr,RRl RRR/LLL F!!",--ZSLJTTI
},
stat={
"游戏运行次数:",
@@ -147,6 +149,7 @@ return{
"B2B数:",
"PC数:",
"效率:",
"多余操作:"
},
help={
"好像也没啥好帮助的吧?就当是关于了",
@@ -157,15 +160,24 @@ 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",
warning="禁 止 私 自 传 播",
WidgetText={
main={
lang="中文",
qplay="快速开始",
play="开始",
setting="设置",
@@ -231,25 +243,23 @@ return{
restart="重新开始",
quit= "退出",
},
setting={
game= "游戏设置",
graphic="画面设置",
sound= "声音设置",
ctrl= "控制设置",
touch= "触屏设置",
lang= function()return langName[setting.lang]end,
back= "保存&返回",
},
setting_game={
graphic="←画面设置",
sound="声音设置→",
dasD="-",dasU="+",
arrD="-",arrU="+",
sddasD="-",sddasU="+",
sdarrD="-",sdarrU="+",
holdR="长按重新开始",
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,
},
setting_graphic={
sound="←声音设置",
game="游戏设置→",
ghost="阴影",
grid="网格",
center="旋转中心",
@@ -265,6 +275,8 @@ return{
back=BK,
},
setting_sound={
game="←游戏设置",
graphic="画面设置→",
sfx="音效",
bgm="音乐",
vib="震动",

View File

@@ -61,7 +61,10 @@ 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:",
@@ -100,17 +103,15 @@ 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",
@@ -125,9 +126,10 @@ return{
"2.7182818284590452353",
"Let-The-Bass-Kick!",
"使用love2d引擎制作",
"哪里不舒服的话先看看设置有没有你想要",
"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~",
"郑重声明本游戏不叫[铁壳米诺]",
"CLASSIC SEXY RUSSIAN BLOCKS",
"LrL,RlR LLr,RRl RRR/LLL F!!",--ZSLJTTI
},
stat={
"游戏运行次数:",
@@ -147,6 +149,7 @@ return{
"满贯数:",
"全清数:",
"效率:",
"多余操作:"
},
help={
"好像也没啥好帮助的吧?就当是关于了",
@@ -157,15 +160,24 @@ 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",
warning="禁 止 私 自 传 播",
WidgetText={
main={
lang="全中文",
qplay="快速开始",
play="开始",
setting="设置",
@@ -231,25 +243,24 @@ return{
restart="重新开始",
quit= "退出",
},
setting={
game= "游戏设置",
graphic="画面设置",
sound= "声音设置",
ctrl= "控制设置",
touch= "触屏设置",
lang= function()return langName[setting.lang]end,
back= "保存&返回",
},
setting_game={
graphic="←画面设置",
sound="声音设置→",
dasD="-",dasU="+",
arrD="-",arrU="+",
sddasD="-",sddasU="+",
sdarrD="-",sdarrU="+",
holdR="长按重新开始",
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,
},
setting_graphic={
sound="←声音设置",
game="游戏设置→",
ghost="阴影",
grid="网格",
center="旋转中心",
@@ -265,6 +276,8 @@ return{
back=BK,
},
setting_sound={
game="←游戏设置",
graphic="画面设置→",
sfx="音效",
bgm="音乐",
vib="震动",

View File

@@ -61,7 +61,10 @@ 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:",
@@ -100,17 +103,15 @@ 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",
@@ -126,8 +127,10 @@ return{
"Let-The-Bass-Kick!",
"Powered by love2d",
"Find out what's in the setting!",
"Any suggestions to author!~",
"Techmino=Technique+tetromino",
"Any suggestions to author!",
"Techmino=Technique+Tetromino",
"CLASSIC SEXY RUSSIAN BLOCKS",
"LrL,RlR LLr,RRl RRR/LLL F!!",--ZSLJTTI
},
stat={
"Games run:",
@@ -137,7 +140,7 @@ return{
"Rotate:",
"Hold:",
"Block used:",
"Rows cleared:",
"Lines cleared:",
"Attack:",
"Sent:",
"Receive:",
@@ -147,6 +150,7 @@ return{
"B2B:",
"PC:",
"Efficiency:",
"Fineese:"
},
help={
"I don't think you need \"help\".",
@@ -156,16 +160,25 @@ 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",
warning="DO NOT DISTRIBUTE",
WidgetText={
main={
lang="English",
qplay="Qplay",
play="Play",
setting="Settings",
@@ -231,25 +244,23 @@ return{
restart="Restart",
quit="Quit",
},
setting={
game= "Game Settings",
graphic="Graphic Settings",
sound= "Sound Settings",
ctrl= "Control Settings",
touch= "Touch Settings",
lang= function()return langName[setting.lang]end,
back= "Save&Back",
},
setting_game={
graphic="←Graphic",
sound="Sound→",
dasD="-",dasU="+",
arrD="-",arrU="+",
sddasD="-",sddasU="+",
sdarrD="-",sdarrU="+",
holdR="Hold R to restart",
quickR="Quick restart",
swap="Combo key to change ATK mode",
fine="Fineese error SFX",
ctrl="Key Setting",
touch="Touch Setting",
back=BK,
},
setting_graphic={
sound="←Sound",
game="Game→",
ghost="Ghost",
grid="Grid",
center="Center",
@@ -261,10 +272,12 @@ return{
shakeFX="Shake FX level",
atkFX="ATK FX level",
fullscreen="Fullscreen",
frame="drawFPS",
frame="draw FPS",
back=BK,
},
setting_sound={
game="←Game",
graphic="Graphic→",
sfx="SFX",
bgm="BGM",
vib="VIB",

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));
}

141
list.lua
View File

@@ -1,7 +1,3 @@
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"}
@@ -53,12 +49,13 @@ blockColor={
color.darkGreen,
}
sfx={
"welcome",
"button","swipe",
"ready","start","win","fail","collect",
"move","rotate","rotatekick","hold",
"prerotate","prehold",
"lock","drop","fall",
"reach",
"error","error_long","reach",
"ren_1","ren_2","ren_3","ren_4","ren_5","ren_6","ren_7","ren_8","ren_9","ren_10","ren_11","ren_mega",
"clear_1","clear_2","clear_3","clear_4",
"spin_0","spin_1","spin_2","spin_3",
@@ -178,10 +175,10 @@ 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"},
@@ -281,25 +278,28 @@ local function useDefaultSet(n)
BGM(customRange.bgm[customSel[13]])
end
Widget={
load={},
intro={},
load={},intro={},quit={},
main={
qplay= newButton(160, 300,150,150,color.lightRed, 40,function()loadGame(modeSel,levelSel)end, nil,"play"),
play= newButton(380, 300,240,240,color.red, 70,function()gotoScene("mode")end, nil,"setting"),
setting=newButton(640, 300,240,240,color.lightBlue,55,function()gotoScene("setting")end, nil,"music"),
music= newButton(900, 300,240,240,color.lightCyan,42,function()gotoScene("music")end, nil,"stat"),
stat= newButton(640, 560,240,240,color.cyan, 55,function()gotoScene("stat")end, nil,"help"),
help= newButton(900, 560,240,240,color.yellow, 55,function()gotoScene("help")end, nil,"quit"),
quit= newButton(1180,620,120,120,color.lightGrey,50,function()gotoScene("quit")end, nil,"qplay"),
play= newButton(150,280,200,160,color.red, 60,function()gotoScene("mode")end, nil,"setting"),
setting=newButton(370,280,200,160,color.lightBlue, 50,function()gotoScene("setting_game")end, nil,"music"),
music= newButton(590,280,200,160,color.lightPurple,37,function()gotoScene("music")end, nil,"help"),
help= newButton(150,460,200,160,color.yellow, 55,function()gotoScene("help")end, nil,"stat"),
stat= newButton(370,460,200,160,color.cyan, 48,function()gotoScene("stat")end, nil,"qplay"),
qplay= newButton(540,415,100,70,color.lightGreen, 28,function()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()gotoScene("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),
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),
custom= newButton(275, 420,200,90, color.yellow,40,function()gotoScene("custom")end),
back= newButton(640, 630,230,90, color.white,45,back),
},
music={
bgm= newSlider(760,80,400,8,40,nil,function()return setting.bgm end,function(i)setting.bgm=i;BGM(bgmPlaying)end),
@@ -309,10 +309,10 @@ Widget={
back= newButton(640, 630,230,90, color.white,45,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),
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),
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),
@@ -336,9 +336,9 @@ Widget={
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),
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),
clear= newButton(1120,640,120,120,color.white, 45,function()love.keypressed("delete")end),
back= newButton(1235,45, 80, 80, color.white, 35,back),
},
play={
@@ -354,22 +354,12 @@ Widget={
end),
quit= newButton(640,600,240,100,color.white,50,back),
},
setting={
game= newButton(640,100,320,70,color.white,40,function()gotoScene("setting_game") end,nil,"graphic"),
graphic=newButton(640,180,320,70,color.white,40,function()gotoScene("setting_graphic") end,nil,"sound"),
sound= newButton(640,260,320,70,color.white,40,function()gotoScene("setting_sound") end,nil,"ctrl"),
ctrl= newButton(640,340,320,70,color.white,40,function()gotoScene("setting_control") end,nil,"touch"),
touch= newButton(640,420,320,70,color.white,40,function()gotoScene("setting_touch") end,nil,"lang"),
lang= newButton(640,500,320,70,color.red,40,function()
setting.lang=setting.lang%#langName+1
swapLanguage(setting.lang)
end,nil,"back"),
back= newButton(640,620,300,70,color.white,40,back, nil,"game"),
},
setting_game={
dasD= newButton(150,120,50,50,color.white,40,function()setting.das=(setting.das-1)%31 end, nil,"dasU"),
dasU= newButton(370,120,50,50,color.white,40,function()setting.das=(setting.das+1)%31 end, nil,"arrD"),
arrD= newButton(450,120,50,50,color.white,40,function()
graphic=newButton(200,80,240,80,color.lightGreen,40,function()gotoScene("setting_graphic")end, nil,"sound"),
sound= newButton(1080,80,240,80,color.lightGreen,40,function()gotoScene("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
@@ -377,7 +367,7 @@ Widget={
SFX("blip_1",.4)
end
end,nil,"arrU"),
arrU= newButton(670,120,50,50,color.white,40,function()
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
@@ -385,46 +375,53 @@ Widget={
SFX("blip_1",.4)
end
end,nil,"sddasD"),
sddasD= newButton(150,230,50,50,color.white,40,function()setting.sddas=(setting.sddas-1)%11 end, nil,"sddasU"),
sddasU= newButton(370,230,50,50,color.white,40,function()setting.sddas=(setting.sddas+1)%11 end, nil,"sdarrD"),
sdarrD= newButton(450,230,50,50,color.white,40,function()setting.sdarr=(setting.sdarr-1)%4 end, nil,"sdarrU"),
sdarrU= newButton(670,230,50,50,color.white,40,function()setting.sdarr=(setting.sdarr+1)%4 end, nil,"holdR"),
holdR= newSwitch(510,330,40,function()return setting.holdR end,function()setting.holdR=not setting.holdR end, nil,"swap"),
swap= newSwitch(510,420,25,function()return setting.swap end,function()setting.swap=not setting.swap end, nil,"back"),
back= newButton(640,620,300,70,color.white,40,back,nil,"dasD"),
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()gotoScene("setting_control")end, nil,"touch"),
touch= newButton(1020,340,320,80,color.white,40,function()gotoScene("setting_touch")end, nil,"back"),
back= newButton(1160,600,160,160,color.white,55,back,nil,"graphic"),
},
setting_graphic={
ghost= newSwitch(310,90,40, function()return setting.ghost end, function()setting.ghost= not setting.ghost end, nil,"center"),
center= newSwitch(580,90,40, function()return setting.center end, function()setting.center= not setting.center end, nil,"smo"),
smo= newSwitch(310,170,25, function()return setting.smo end, function()setting.smo= not setting.smo end, nil,"grid"),
grid= newSwitch(580,170,40, function()return setting.grid end, function()setting.grid= not setting.grid end, nil,"dropFX"),
dropFX= newSlider(310,260,373,3,40,nil,function()return setting.dropFX end, function(i)setting.dropFX=i end, nil,"shakeFX"),
shakeFX=newSlider(310,340,373,3,40,nil,function()return setting.shakeFX end, function(i)setting.shakeFX=i end, nil,"atkFX"),
atkFX= newSlider(310,420,373,3,40,nil,function()return setting.atkFX end, function(i)setting.atkFX=i end, nil,"frame"),
frame= newSlider(310,500,373,10,40,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(990,90,40,function()return setting.fullscreen end,function()
sound= newButton(200,80,240,80,color.lightGreen,40,function()gotoScene("setting_sound")end, nil,"game"),
game= newButton(1080,80,240,80,color.lightGreen,40,function()gotoScene("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,"bg"),
bg= newSwitch(990,170,40,function()return setting.bg end,function()setting.bg=not setting.bg end, nil,"bgblock"),
bgblock=newSwitch(990,250,40,function()return setting.bgblock end,function()
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(950,450,120,60,color.white,40,function()
setting.skin=setting.skin%6+1
skin= newButton(860,470,120,60,color.white,40,function()
setting.skin=setting.skin%8+1
changeBlockSkin(setting.skin)
end,nil,"back"),
back= newButton(600,620,300,70,color.white,40,back,nil,"ghost"),
},
back= newButton(1160,600,160,160,color.white,55,back,nil,"sound"),
},
setting_sound={
sfx=newSlider(180,150,400,8,40,function()SFX("blip_1")end, function()return setting.sfx end,function(i)setting.sfx=i end,nil,"bgm"),
bgm=newSlider(750,150,400,8,40,function()BGM(bgmPlaying or"blank")end, function()return setting.bgm end,function(i)setting.bgm=i end,nil,"vib"),
vib=newSlider(180,340,400,5,40,function()VIB(1)end, function()return setting.vib end,function(i)setting.vib=i end,nil,"voc"),
voc=newSlider(750,340,400,8,40,function()VOICE("nya")end, function()return setting.voc end,function(i)setting.voc=i end,nil,"back"),
back=newButton(640,620,300,70,color.white,40,back,nil,"sfx"),
game= newButton(200,80,240,80,color.lightGreen,40,function()gotoScene("setting_game")end, nil,"graphic"),
graphic=newButton(1080,80,240,80,color.lightGreen,40,function()gotoScene("setting_graphic")end, nil,"sfx"),
sfx=newSlider(180,250,400,8,40,function()SFX("blip_1")end, function()return setting.sfx end,function(i)setting.sfx=i end,nil,"bgm"),
bgm=newSlider(750,250,400,8,40,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(750,440,400,8,40,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,back,nil,"game"),
},
setting_control={
back=newButton(840,630,180,60,color.white,40,back),
@@ -463,7 +460,7 @@ Widget={
},
help={
his= newButton(1050,520,230,60,color.white,40,function()gotoScene("history")end,nil,"back"),
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"),
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,back,nil,"qq"),
},
history={
@@ -472,8 +469,8 @@ Widget={
back= newButton(1155,600,180,90,color.white,40,back),
},
stat={
path= newButton(980,590,250,60,color.white,30,function()sys.openURL(fs.getSaveDirectory())end,function()return mobile end,"back"),
back= newButton(640,590,180,60,color.white,40,back,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,back,nil,"path"),
},
}
for S,L in next,Widget do

197
main.lua
View File

@@ -1,25 +1,23 @@
--[[
第一次搞这么大的工程~参考价值不是很大
如果你有时间并且也热爱俄罗斯方块的话,来看代码或者帮助优化的话当然欢迎!
顺便,不经允许直接盗代码的先死个妈
(顺便,无授权直接盗代码的先死个妈)
]]
local love=love
local gc,tm=love.graphics,love.timer
local ms,kb,tc=love.mouse,love.keyboard,love.touch
local fs,sys,wd=love.filesystem,love.system,love.window
local int,abs,rnd,max,min=math.floor,math.abs,math.random,math.max,math.min
local find,format=string.find,string.format
local ins,rem=table.insert,table.remove
local Timer=tm.getTime
local F=false
null=function()end
local gc,sys=love.graphics,love.system
local Timer=love.timer.getTime
local int,rnd,max,min=math.floor,math.random,math.max,math.min
local rem=table.remove
NULL=function()end
-------------------------------------------------------------
system=sys.getOS()
local mobile=system=="Android"or system=="iOS"
local xOy=love.math.newTransform()
local mx,my,mouseShow=-20,-20,false
local touching--1st touching ID
modeSel,levelSel=1,3--Initialize mode selection
players={alive={},human=0}
scr={x=0,y=0,w=gc.getWidth(),h=gc.getHeight(),k=1}
local scr=scr
scene=""
@@ -55,25 +53,28 @@ freeRow={L=40}for i=1,40 do freeRow[i]={0,0,0,0,0,0,0,0,0,0}end
setting={
das=10,arr=2,
sddas=0,sdarr=2,
holdR=true,
swap=true,
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=8,bgm=6,
vib=3,voc=0,
--sound
keyMap={
{"left","right","x","z","c","up","down","space","tab","r","","",""},
{"","","","","","","","","","","","",""},
@@ -82,7 +83,7 @@ setting={
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},--keyboard
{"dpleft","dpright","a","b","y","dpup","dpdown","rightshoulder","x","leftshoulder","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
@@ -90,18 +91,18 @@ setting={
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
},--keyboard & joystick
{"","","","","","","","","","","","",""},--joystick
},
virtualkey={
{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
{80,80,6400,80},--restart
{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
{80,80,6400,80}, --restart
},
virtualkeyAlpha=3,
virtualkeyIcon=true,
@@ -110,6 +111,7 @@ setting={
}
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,
@@ -134,19 +136,20 @@ virtualkey={
]]
}
virtualkeyDown={F,F,F,F,F,F,F,F,F,F,F,F,F}
virtualkeyDown={X,X,X,X,X,X,X,X,X,X}
virtualkeyPressTime={0,0,0,0,0,0,0,0,0,0,0,0,0}
--User datas&settings
-------------------------------------------------------------
require("class")
require("toolfunc")
require("ai")
require("gamefunc")
require("toolfunc")
require("list")
require("dataList")
require("texture")
require("light")
local Tmr=require("timer")
local Pnt=require("paint")
require("player")
--Modules
-------------------------------------------------------------
local powerInfoCanvas,updatePowerInfo
@@ -167,7 +170,6 @@ if sys.getPowerInfo()~="unknown"then
gc.line(61.5,.5,83.5,22.5)
elseif state=="charging"or state=="charged"then
gc.draw(chargeImage,84,3)
F=true
end
end
if pow then
@@ -213,7 +215,10 @@ local sceneInit={
updatePowerInfo()
end,
main=function()
modeSel,levelSel=modeSel or 1,levelSel or 3
modeEnv={}
if not players[1]then
newDemoPlayer(1,900,35,1.1)
end--create demo player
collectgarbage()
end,
music=function()
@@ -230,7 +235,6 @@ local sceneInit={
end,
mode=function()
curBG="none"
saveData()
destroyPlayers()
BGM("blank")
end,
@@ -255,36 +259,32 @@ local sceneInit={
end,
pause=function()
end,
setting=function()
setting_game=function()
curBG="none"
end,
setting_game=null,
setting_graphic=null,
setting_sound=null,
setting_control=function()
curBoard=1
keyboardSet=1
joystickSet=1
keyboardSetting=false
joystickSetting=false
end,--Control settings
end,
setting_touch=function()
curBG="game1"
defaultSel=1
sel=nil
snapLevel=1
end,--Touch setting
end,
help=function()
curBG="none"
end,
stat=function()
end,
history=function()
updateLog=require"updateLog"
curBG="lightGrey"
sel=1
end,
quit=function()
love.timer.sleep(.3)
love.event.quit()
end,
}
@@ -490,7 +490,7 @@ function keyDown.draw(key)
elseif key=="escape"then
back()
else
pen=find("123qwea#sdzxc",key)or pen
pen=string.find("123qwea#sdzxc",key)or pen
end
end
@@ -605,24 +605,19 @@ function keyDown.pause(key)
back()
elseif key=="return"or key=="space"then
resumeGame()
else
local m=setting.keyMap
for p=1,human do
if key==m[2*p-1][10]or key==m[2*p][10]then
clearTask("play")
updateStat()
resetGameData()
gotoScene("play","none")
end
end--Restart
end
elseif key=="r"and kb.isDown("lctrl","rctrl")then
clearTask("play")
updateStat()
resetGameData()
gotoScene("play","none")
end--Restart with ctrl+R
end
function touchDown.play(id,x,y)
if setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
pressKey(t,players[1])
players[1]:pressKey(t)
VIB(0)
end
end
@@ -631,7 +626,7 @@ function touchUp.play(id,x,y)
if setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
releaseKey(t,players[1])
players[1]:releaseKey(t)
end
end
end
@@ -644,7 +639,7 @@ function touchMove.play(id,x,y,dx,dy)
local x,y=xOy:inverseTransformPoint(tc.getPosition(l[i]))
if(x-b[1])^2+(y-b[2])^2<=b[3]then goto L end
end
releaseKey(n,players[1])
players[1]:releaseKey(n)
::L::
end
end
@@ -654,10 +649,10 @@ function keyDown.play(key)
return(frame<180 and back or pauseGame)()
end
local m=setting.keyMap
for p=1,human do
for p=1,players.human do
for k=1,12 do
if key==m[2*p-1][k]or key==m[2*p][k]then
pressKey(k,players[p])
players[p]:pressKey(k)
return
end
end
@@ -665,10 +660,10 @@ function keyDown.play(key)
end
function keyUp.play(key)
local m=setting.keyMap
for p=1,human do
for p=1,players.human do
for k=1,12 do
if key==m[2*p-1][k]or key==m[2*p][k]then
releaseKey(k,players[p])
players[p]:releaseKey(k)
return
end
end
@@ -677,10 +672,10 @@ end
function gamepadDown.play(key)
if key=="back"then back()return end
local m=setting.keyMap
for p=1,human do
for p=1,players.human do
for k=1,12 do
if key==m[2*p+7][k]or key==m[2*p+8][k]then
pressKey(k,players[p])
players[p]:pressKey(k)
return
end
end
@@ -688,10 +683,10 @@ function gamepadDown.play(key)
end
function gamepadUp.play(key)
local m=setting.keyMap
for p=1,human do
for p=1,players.human do
for k=1,12 do
if key==m[2*p+7][k]or key==m[2*p+8][k]then
releaseKey(k,players[p])
players[p]:releaseKey(k)
return
end
end
@@ -712,7 +707,6 @@ function keyDown.history(key)
end
-------------------------------------------------------------
local function widgetPress(W,x,y)
if W.hide and W.hide()then widget_sel=nil end
if W.type=="button"then
W.code()
W:FX()
@@ -730,6 +724,7 @@ local function widgetPress(W,x,y)
W:FX(p)
if W.change then W.change()end
end
if W.hide and W.hide()then widget_sel=nil end
end
local function widgetDrag(W,x,y,dx,dy)
if W.type=="slider"then
@@ -738,7 +733,7 @@ local function widgetDrag(W,x,y,dx,dy)
if p==W.disp()then return end
W:FX(p)
if W.change then W.change()end
elseif not W:ifAbove(x,y)then
elseif not W:isAbove(x,y)then
widget_sel=nil
end
end
@@ -757,11 +752,15 @@ local function widgetControl_key(i)
if widget_sel then
local W=widget_sel
if W.type=="slider"then
local p=W.disp()
if i=="left"then
if W.disp()>0 then W.code(W.disp()-1)end
elseif i=="right"then
if W.disp()<W.unit then W.code(W.disp()+1)end
end
if p==W.disp()then return end
W:FX(p)
if W.change then W.change()end
end
end
end
@@ -793,7 +792,6 @@ local function widgetControl_gamepad(i)
end
function love.mousepressed(x,y,k,t,num)
if t then return end
mouseShow=true
mx,my=xOy:inverseTransformPoint(x,y)
if mouseDown[scene]then
mouseDown[scene](mx,my,k)
@@ -805,10 +803,10 @@ function love.mousepressed(x,y,k,t,num)
widgetPress(widget_sel,mx,my)
end
end
mouseShow=true
end
function love.mousemoved(x,y,dx,dy,t)
if t then return end
mouseShow=true
mx,my=xOy:inverseTransformPoint(x,y)
dx,dy=dx/scr.k,dy/scr.k
if mouseMove[scene]then
@@ -819,12 +817,13 @@ function love.mousemoved(x,y,dx,dy,t)
else
widget_sel=nil
for _,W in next,Widget[scene]do
if not(W.hide and W.hide())and W:ifAbove(mx,my)then
if not(W.hide and W.hide())and W:isAbove(mx,my)then
widget_sel=W
return
end
end
end
mouseShow=true
end
function love.mousereleased(x,y,k,t,num)
if t then return end
@@ -857,7 +856,7 @@ function love.touchmoved(id,x,y,dx,dy)
else
widget_sel=nil
for _,W in next,Widget[scene]do
if not(W.hide and W.hide())and W:ifAbove(x,y)then
if not(W.hide and W.hide())and W:isAbove(x,y)then
widget_sel=W
return
end
@@ -882,9 +881,16 @@ function love.touchreleased(id,x,y)
end
function love.keypressed(i)
mouseShow=false
if i=="f8"then devMode=(devMode+1)%3 end
if devMode==2 then
if i=="f8"then devMode=0
elseif i=="f9"then devMode=1
elseif i=="f10"then devMode=2
elseif devMode==2 then
if i=="k"then
for i=1,8 do
local P=players.alive[rnd(#players.alive)]
P.lastRecv=players[1]
Event.lose(P)
end
--Test code here
elseif i=="q"then
local W=widget_sel
@@ -956,7 +962,6 @@ function love.resize(w,h)
gc.origin()
xOy=xOy:setTransformation(w*.5,h*.5,nil,scr.k,nil,640,360)
gc.replaceTransform(xOy)
collectgarbage()
end
function love.focus(f)
if system~="Android" and not f and scene=="play"then pauseGame()end
@@ -995,7 +1000,7 @@ function love.update(dt)
end
widget_sel=nil
scene=sceneSwaping.tar
sceneInit[scene]()
if sceneInit[scene] then sceneInit[scene]()end
--scene swapped!
elseif sceneSwaping.time==0 then
sceneSwaping=nil
@@ -1005,7 +1010,10 @@ function love.update(dt)
Tmr[scene](dt)
end
for i=#Task,1,-1 do
Task[i]:update()
local T=Task[i]
if(not T.P or T.P and scene=="play")and T.code(T.P,T.data)then
rem(Task,i)
end
end
for i=1,#voiceQueue do
local Q=voiceQueue[i]
@@ -1015,19 +1023,18 @@ function love.update(dt)
for i=1,#Q do
Q[i]=Q[i+1]
end
end--play next when stop
end--放完后放下一个
else
local n=1
local L=voiceBank[Q[1]]
::L::if L[n]:isPlaying()then
while L[n]:isPlaying()do
n=n+1
if not L[n]then
L[n]=L[n-1]:clone()
L[n]:seek(0)
goto quit
break
end
goto L
end::quit::
end
Q[1]=L[n]
Q[1]:setVolume(setting.voc*.125)
Q[1]:play()
@@ -1039,6 +1046,7 @@ function love.update(dt)
-- end--update Widgets
end
local scs={1,2,1,2,1,2,1,2,1,2,1.5,1.5,.5,2.5}
local FPS=love.timer.getFPS
function love.draw()
gc.discard()--SPEED UPUPUP!
Pnt.BG[setting.bg and curBG or"grey"]()
@@ -1060,14 +1068,14 @@ function love.draw()
end--Draw widgets
if mouseShow and not touching then
local r=Timer()*.5
gc.setColor(1,1,1,min(1-abs(1-r%1*2),.3))
gc.setColor(1,1,1,min(1-math.abs(1-r%1*2),.3))
r=int(r)%7+1
gc.draw(mouseBlock[r],mx,my,Timer()%3.1416*4,20,20,scs[2*r]-.5,#blocks[r][0]-scs[2*r-1]+.5)
gc.setColor(1,1,1,.5)gc.circle("fill",mx,my,5)
gc.setColor(1,1,1)gc.circle("fill",mx,my,3)
end--Awesome mouse!
gc.setColor(1,1,1)
if powerInfoCanvas and scene~="draw"then
if powerInfoCanvas then
gc.draw(powerInfoCanvas)
end--Power Info
gc.setLineWidth(6)
@@ -1100,9 +1108,10 @@ function love.draw()
end--wide
end--Black side
setFont(20)
gc.print(tm.getFPS(),5,700)
gc.setColor(1,1,1)
gc.print(FPS(),5,700)
if devMode>0 then
gc.setColor(1,1,devMode==2 and 0 or 1)
gc.setColor(1,devMode==2 and .5 or 1,1)
gc.print("Tasks:"..#Task,5,600)
gc.print("Voices:"..#voiceQueue,5,620)
gc.print("Mouse:"..mx.." "..my,5,640)
@@ -1111,21 +1120,28 @@ function love.draw()
end
end
function love.run()
local lastFrame,lastUpdatePowerInfo=Timer(),Timer()
local readyDrawFrame=0
local T=love.timer
local lastFrame,lastUpdatePowerInfo=T.getTime(),T.getTime()
local readyDrawFrame=0
local mini=love.window.isMinimized
local PUMP,POLL=love.event.pump,love.event.poll
love.resize(gc.getWidth(),gc.getHeight())
scene="load"sceneInit.load()--System Launch
return function()
PUMP()
for N,a,b,c,d,e in POLL()do
if N=="quit"then destroyPlayers()return 0
elseif love[N]then love[N](a,b,c,d,e)end
if N=="quit"then
destroyPlayers()
saveData()
saveSetting()
return 0
elseif love[N]then
love[N](a,b,c,d,e)
end
end
T.step()
love.update(T.getDelta())
if not wd.isMinimized()then
if not mini()then
readyDrawFrame=readyDrawFrame+setting.frameMul
if readyDrawFrame>=100 then
readyDrawFrame=readyDrawFrame-100
@@ -1138,19 +1154,20 @@ function love.run()
updatePowerInfo()
lastUpdatePowerInfo=Timer()
end
until Timer()-lastFrame>.0133
T.sleep(.003)
until Timer()-lastFrame>.013
T.sleep(.002)
lastFrame=Timer()
end
end
local fs=love.filesystem
userData,userSetting=fs.newFile("userdata"),fs.newFile("usersetting")
if fs.getInfo("userdata")then
loadData()
end
if fs.getInfo("usersetting")then
loadSetting()
elseif mobile then
elseif system=="Android"or system=="iOS" then
setting.virtualkeySwitch=true
setting.swap=false
end

470
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 +50,8 @@ 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.."["..(int(stat.extraRate/stat.piece*10000)*.01).."%]"
end
end
local statOptL={
@@ -88,6 +74,8 @@ 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={
@@ -102,7 +90,8 @@ 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
@@ -179,17 +168,6 @@ textFX={
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)
@@ -198,7 +176,6 @@ 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
@@ -228,70 +205,77 @@ local function drawVirtualkey()
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(mouseBlock[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 +284,7 @@ matrix=function()
gc.rectangle("fill",80*i,80*j,80,80)
end
end
end,
}
end
function Pnt.load()
gc.setLineWidth(4)
@@ -315,14 +298,14 @@ 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)
@@ -332,13 +315,15 @@ function Pnt.intro()
end
function Pnt.main()
gc.setColor(1,1,1)
gc.draw(coloredTitleImage,280,30,nil,1.3)
gc.draw(drawableText.warning,570,128)
gc.draw(coloredTitleImage,60,30,nil,1.3)
gc.draw(drawableText.warning,595-drawableText.warning:getWidth(),128)
setFont(35)
gc.print(gameVersion,290,125)
gc.print(system,840,95)
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)
@@ -415,7 +400,7 @@ 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)
@@ -443,268 +428,8 @@ 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]
@@ -726,7 +451,7 @@ function Pnt.play()
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 modeEnv.royaleMode then
@@ -742,25 +467,23 @@ 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/20)
gc.rectangle("fill",0,0,1280,720)
end
@@ -774,33 +497,40 @@ function Pnt.pause()
if pauseCount>0 then
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=9,15 do
gc.print(text.stat[i+3],860,30*i+30)
gc.print(dataOpt(i),1000,30*i+30)
end
setFont(40)
if system~="Android"then
mStr(text.space.."/"..text.enter,640,335)
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_game()
gc.setColor(1,1,1)
mDraw(drawableText.setting_game,640,15)
setFont(40)
mStr("DAS:"..setting.das,260,95)
mStr("ARR:"..setting.arr,560,95)
mStr("DAS:"..setting.das,290,205)
mStr("ARR:"..setting.arr,610,205)
setFont(28)
mStr(text.softdropdas..setting.sddas,260,213)
mStr(text.softdroparr..setting.sdarr,560,213)
mStr(text.softdropdas..setting.sddas,290,323)
mStr(text.softdroparr..setting.sdarr,610,323)
end
function Pnt.setting_graphic()
gc.setColor(1,1,1)
gc.draw(blockSkin[7-int(Timer()*2)%7],1020,420,nil,2)
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_control()
local a=.3+sin(Timer()*15)*.1
@@ -832,7 +562,7 @@ function Pnt.setting_control()
gc.line(40,550,640,550)
mDraw(drawableText.keyboard,340,0)
mDraw(drawableText.joystick,540,0)
gc.draw(drawableText.setting2Help,50,620)
gc.draw(drawableText.ctrlSetHelp,50,620)
setFont(40)
gc.print("P"..int(curBoard*.5+.5).."/P4",420,560)
gc.print(curBoard.."/8",580,560)
@@ -852,12 +582,14 @@ function Pnt.setting_touch()
end
end
function Pnt.help()
setFont(32)
setFont(30)
gc.setColor(1,1,1)
for i=1,11 do
gc.printf(text.help[i],140,15+43*i,1000,"center")
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,206,35)
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)
@@ -872,7 +604,7 @@ 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

2315
player.lua Normal file

File diff suppressed because it is too large Load Diff

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

@@ -66,8 +66,9 @@ drawableText={
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(25),
musicRoom=T(80),
nowPlaying=T(50),
warning=T(30),

248
timer.lua
View File

@@ -3,8 +3,8 @@ 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
@@ -41,23 +41,27 @@ 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")
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
@@ -72,7 +76,7 @@ play=function(dt)
end
if b.t<60 then
local L=FX_attack[i].drag
if #L==10 then
if #L==6*setting.atkFX then
rem(L,1)rem(L,1)
end
ins(L,b.x)ins(L,b.y)
@@ -103,7 +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
@@ -128,227 +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.dropFX*.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 A=P.atkBuffer[i]
A.time=A.time+1
if not A.sent then
if A.countdown>0 then
A.countdown=max(A.countdown-garbageSpeed,0)
end
else
if A.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

@@ -25,20 +25,26 @@ 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)
@@ -64,14 +70,12 @@ 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",
@@ -125,15 +129,14 @@ end
function SFX(s,v)
if setting.sfx>0 then
local n=1
::L::if sfx[s][n]:isPlaying()then
while sfx[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
break
end
goto L
end::quit::
end
sfx[s][n]:setVolume((v or 1)*setting.sfx*.125)
sfx[s][n]:play()
end
@@ -152,9 +155,8 @@ function VOICE(s,chn)
voiceQueue[chn][#voiceQueue[chn]+1]=voiceList[s][rnd(#voiceList[s])]
--添加到[chn]
else
local P=#voiceQueue
voiceQueue[P+1]={voiceList[s][rnd(#voiceList[s])]}
--新建[chn]
voiceQueue[getFreeVoiceChannel()]={voiceList[s][rnd(#voiceList[s])]}
--自动查找/创建空轨
end
end
end
@@ -204,7 +206,7 @@ local swapDeck_data={
{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},
none={2,1,d=NULL},
flash={8,1,d=function()gc.clear(1,1,1)end},
fade={30,15,d=function()
local t=1-abs(sceneSwaping.time*.06667-1)
@@ -248,8 +250,9 @@ function gotoScene(s,style)
end
end
function updateStat()
for k,v in next,players[1].stat do
stat[k]=stat[k]+v
local S=players[1].stat
for k,v in next,S do
stat[k]=stat[k]+S[k]
end
end
local prevMenu={
@@ -259,29 +262,27 @@ local prevMenu={
music="main",
mode="main",
custom="mode",
draw=function()
gotoScene("custom")
end,
draw="custom",
play=function()
kb.setKeyRepeat(true)
updateStat()
saveData()
clearTask("play")
gotoScene(curMode.id~="custom"and"mode"or"custom","deck")
end,
pause=nil,
setting=function()
setting_game=function()
saveSetting()
gotoScene("main")
end,
setting_game= "setting",
setting_graphic="setting",
setting_sound= "setting",
setting_control="setting",
setting_touch= "setting",
setting_control="setting_game",
setting_touch= "setting_game",
help="main",
history="help",
stat="main",
}prevMenu.pause=prevMenu.play
}
prevMenu.pause=prevMenu.play
prevMenu.setting_graphic=prevMenu.setting_game
prevMenu.setting_sound=prevMenu.setting_game
function back()
local t=prevMenu[scene]
if type(t)=="string"then
@@ -290,6 +291,82 @@ function back()
t()
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
function pauseGame()
pauseTimer=0--Pause timer for animation
if not gamefinished then
@@ -299,7 +376,7 @@ 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
@@ -308,8 +385,97 @@ end
function resumeGame()
gotoScene("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
gotoScene("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
for i=1,#virtualkey do
virtualkey[i].press=false
end
collectgarbage()
end
function resetGameData()
gamefinished=false
frame=0
garbageSpeed=1
pushSpeed=3
pauseTime=0--Time paused
pauseCount=0--Times paused
destroyPlayers()
local E=defaultModeEnv[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
for i=1,#virtualkey do
virtualkey[i].press=false
end
stat.game=stat.game+1
local m,p=#freeRow,40*#players+1
while freeRow[p]do
m,freeRow[m]=m-1
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",
@@ -345,7 +511,6 @@ 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()
@@ -369,6 +534,25 @@ function loadSetting()
elseif t=="fullscreen"then
setting.fullscreen=v=="true"
love.window.setFullscreen(setting.fullscreen)
elseif t=="virtualkeyAlpha"then
setting.virtualkeyAlpha=min(int(abs(toN(v))),10)
elseif
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=="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=="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
@@ -387,23 +571,6 @@ function loadSetting()
end
end
end
elseif t=="virtualkeyAlpha"then
setting.virtualkeyAlpha=min(int(abs(toN(v))),10)
elseif t=="ghost"or t=="center"or t=="grid"or t=="swap"or t=="bg"or t=="bgblock"or t=="smo"then
setting[t]=v=="true"
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=="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("[123456]"))or 1
end
end
end
@@ -411,8 +578,9 @@ end
local saveOpt={
"das","arr",
"sddas","sdarr",
"holdR",
"quickR",
"swap",
"fine",
"ghost","center",
"smo","grid",
@@ -455,7 +623,6 @@ function saveSetting()
--not always i+2!
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 +1,44 @@
local S=[=[
Patron(rmb10+):
gggf/T080/Ykzl/zxc
[D*a]?
Future outlook:
GUI:
Normal Things:
ajustable next count
bag line in all mode
force fineese mode
highscore of most modes
custom block color/direction
custom sequence
virtual key switch(all keys)
Normal Things:
new cooler attack FX
combo mode
demo play at main menu
infinite c4w mode
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
0.7.28:
add fineese check
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!