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2 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
23 changed files with 1252 additions and 837 deletions

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11
ai.lua
View File

@@ -72,7 +72,7 @@ function CC_switch20G(P)
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)
@@ -148,9 +147,8 @@ local function getScore(field,cb,cy)
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
@@ -204,9 +202,8 @@ AI_think={
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

View File

@@ -1,4 +1,4 @@
gameVersion="Alpha V0.7.25"
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

View File

@@ -1,11 +1,6 @@
local gc=love.graphics
local setFont=setFont
local int,rnd,max,min=math.floor,math.random,math.max,math.min
local format=string.format
local ins,rem=table.insert,table.remove
local function newNext(n)
P.next[#P.next+1]={bk=blocks[n][0],id=n,color=P.gameEnv.bone and 8 or n,name=n}
end
local PCbase={
{3,3,3,0,0,0,0,0,2,2},
{3,6,6,0,0,0,0,2,2,5},
@@ -16,7 +11,7 @@ local PCbase={
{5,5,2,2,0,0,0,6,6,4},
{5,2,2,0,0,0,0,4,4,4},
}
PClist={
local PClist={
{7,7,4,5},{7,7,6,4},{7,7,2,4},{7,7,1,3},{7,7,5,6},{7,7,5,2},{7,7,5,4},{7,7,5,3},
{7,4,1,2},{7,3,5,7},{7,5,4,3},{7,5,1,2},{7,1,4,2},{7,4,2,5},{7,6,4,5},{7,5,4,2},
{7,5,6,4},{7,5,3,6},{7,2,5,6},{7,2,6,4},{7,2,1,3},{7,5,2,7},{7,5,7,2},{7,5,2,3},
@@ -37,7 +32,6 @@ local death_fall={10,9,8,7,6}
local pc_drop={50,45,40,35,30,26,22,18,15,12}
local pc_lock={55,50,45,40,36,32,30}
local pc_fall={18,16,14,12,10,9,8,7,6}
local blockColor=blockColor
local function throwBadge(S,R)--Sender/Receiver
local x1,y1,x2,y2
if S.small then
@@ -58,7 +52,7 @@ local function AITemplate(type,speedLV,next,hold,node)
return{
type="CC",
next=next,
hold=true,--hold,-------------!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
hold=hold,--hold,-------------!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
delta=AISpeed[speedLV],
node=node,
}
@@ -90,7 +84,7 @@ loadmode={
if curMode.lv==2 then
pushSpeed=1
for i=1,5 do
garbageRise(10,1,rnd(10))
players[1]:garbageRise(10,1,rnd(10))
end
end
end,
@@ -99,35 +93,35 @@ loadmode={
if curMode.lv==1 then
newPlayer(2,965,360,.5,AITemplate("9S",3))
elseif curMode.lv==2 then
newPlayer(2,965,360,.5,AITemplate("CC",2,2,false,25000))
newPlayer(2,965,360,.5,AITemplate("CC",2,2,false,10000))
elseif curMode.lv==3 then
newPlayer(2,965,360,.5,AITemplate("9S",6))
elseif curMode.lv==4 then
newPlayer(2,965,360,.5,AITemplate("CC",5,2,true,35000))
newPlayer(2,965,360,.5,AITemplate("CC",5,2,true,20000))
elseif curMode.lv==5 then
newPlayer(2,965,360,.5,AITemplate("9S",9))
elseif curMode.lv==6 then
newPlayer(2,965,360,.5,AITemplate("CC",8,3,true,50000))
newPlayer(2,965,360,.5,AITemplate("CC",8,3,true,30000))
elseif curMode.lv==7 then
newPlayer(2,965,360,.5,AITemplate("9S",10))
elseif curMode.lv==8 then
newPlayer(2,965,360,.5,AITemplate("CC",9,3,true,100000))
newPlayer(2,965,360,.5,AITemplate("CC",9,3,true,40000))
elseif curMode.lv==9 then
newPlayer(2,965,360,.5,AITemplate("CC",10,4,true,200000))
newPlayer(2,965,360,.5,AITemplate("CC",10,4,true,80000))
end
end,
round=function()
newPlayer(1,340,15)
if curMode.lv==1 then
newPlayer(2,965,360,.5,AITemplate("9S",nil,10))
newPlayer(2,965,360,.5,AITemplate("9S",10))
elseif curMode.lv==2 then
newPlayer(2,965,360,.5,AITemplate("CC",10,2,false,20000))
newPlayer(2,965,360,.5,AITemplate("CC",10,2,false,10000))
elseif curMode.lv==3 then
newPlayer(2,965,360,.5,AITemplate("CC",10,3,true,50000))
newPlayer(2,965,360,.5,AITemplate("CC",10,3,true,30000))
elseif curMode.lv==4 then
newPlayer(2,965,360,.5,AITemplate("CC",10,4,true,100000))
newPlayer(2,965,360,.5,AITemplate("CC",10,4,true,60000))
elseif curMode.lv==5 then
newPlayer(2,965,360,.5,AITemplate("CC",10,6,true,1000000))
newPlayer(2,965,360,.5,AITemplate("CC",10,6,true,100000))
end
garbageSpeed=1e4
end,
@@ -198,7 +192,7 @@ loadmode={
if L[r]then L[r],t=false,t-1 end
end
local min,max
if LV==1 then min,max=3,5
if LV==1 then min,max=4,6
elseif LV==2 then min,max=4,8
elseif LV==3 then min,max=8,10
end
@@ -207,7 +201,7 @@ loadmode={
if L[n]then
newPlayer(n,78*i-54,115*j-98,.09,AITemplate("9S",rnd(min,max)))
else
newPlayer(n,78*i-54,115*j-98,.09,AITemplate("CC",rnd(min,max),LV+1,true,LV^2*3500))
newPlayer(n,78*i-54,115*j-98,.09,AITemplate("CC",rnd(min,max)-1,LV+1,true,LV*10000))
end
n=n+1
end end
@@ -215,7 +209,7 @@ loadmode={
if L[n]then
newPlayer(n,78*i+267,115*j-98,.09,AITemplate("9S",rnd(min,max)))
else
newPlayer(n,78*i+267,115*j-98,.09,AITemplate("CC",rnd(min,max),LV+1,true,LV^2*3500))
newPlayer(n,78*i+267,115*j-98,.09,AITemplate("CC",rnd(min,max)-1,LV+1,true,LV*10000))
end
n=n+1
end end
@@ -231,16 +225,16 @@ loadmode={
if L[r]then L[r],t=false,t-1 end
end
local min,max
if LV==1 then min,max=3,5
elseif LV==2 then min,max=4,9
elseif LV==3 then min,max=7,10
if LV==1 then min,max=4,6
elseif LV==2 then min,max=4,8
elseif LV==3 then min,max=8,10
end
local n=2
for i=1,7 do for j=1,7 do
if L[n]then
newPlayer(n,46*i-36,97*j-72,.068,AITemplate("9S",rnd(min,max)))
else
newPlayer(n,46*i-36,97*j-72,.068,AITemplate("CC",rnd(min,max),LV+1,true,LV^2*3000))
newPlayer(n,46*i-36,97*j-72,.068,AITemplate("CC",rnd(min,max)-1,LV+1,true,LV*10000))
end
n=n+1
end end
@@ -248,7 +242,7 @@ loadmode={
if L[n]then
newPlayer(n,46*i+264,97*j-72,.068,AITemplate("9S",rnd(min,max)))
else
newPlayer(n,46*i+264,97*j-72,.068,AITemplate("CC",rnd(min,max),LV+1,true,LV^2*3000))
newPlayer(n,46*i+264,97*j-72,.068,AITemplate("CC",rnd(min,max)-1,LV+1,true,LV*10000))
end
n=n+1
end end
@@ -288,7 +282,7 @@ loadmode={
if L<10 then
newPlayer(2,965,360,.5,AITemplate("9S",2*L))
else
newPlayer(2,965,360,.5,AITemplate("CC",L-6,2+int((L-11)*.5),true,15000+5000*(L-10)))
newPlayer(2,965,360,.5,AITemplate("CC",L-6,2+int((L-11)*.5),modeEnv.hold,15000+5000*(L-10)))
end
end
preField.h=20
@@ -315,199 +309,8 @@ loadmode={
modeEnv.bgm=customRange.bgm[customSel[13]]
end,
}
mesDisp={
--Default:font=35,white
sprint=function(P)
setFont(60)
local r=max(P.gameEnv.target-P.stat.row,0)
mStr(r,-82,265)
if r<21 and r>0 then
gc.setLineWidth(4)
gc.setColor(1,r>10 and 0 or rnd(),.5)
gc.line(0,600-30*r,300,600-30*r)
end
end,
marathon=function(P)
setFont(50)
mStr(P.stat.row,-82,320)
mStr(P.gameEnv.target,-82,370)
gc.rectangle("fill",-125,375,90,4)
end,
master=function(P)
setFont(50)
mStr(P.modeData.point,-82,320)
mStr((P.modeData.event+1)*100,-82,370)
gc.rectangle("fill",-125,375,90,4)
end,
classic=function(P)
setFont(80)
local r=P.gameEnv.target*.1
mStr(r<11 and 19+r or r==11 and"00"or r==12 and"0a"or format("%x",r*10-110),-82,210)
setFont(20)
mStr("speed level",-82,290)
setFont(50)
mStr(P.stat.row,-82,320)
mStr(P.gameEnv.target,-82,370)
gc.rectangle("fill",-125,375,90,4)
end,
zen=function(P)
setFont(75)
mStr(max(200-P.stat.row,0),-82,280)
end,
infinite=function(P)
setFont(50)
mStr(P.stat.atk,-82,310)
mStr(format("%.2f",P.stat.atk/P.stat.row),-82,420)
setFont(20)
mStr("Attack",-82,363)
mStr("Efficiency",-82,475)
end,
tsd=function(P)
setFont(35)
mStr("TSD",-82,407)
setFont(80)
mStr(P.modeData.event,-82,330)
end,
blind=function(P)
setFont(25)
mStr("Rows",-82,300)
mStr("Techrash",-82,420)
if curMode.lv==6 then
mStr("Point",-82,180)
setFont(60)
mStr(P.modeData.point*.1,-82,110)
end
setFont(80)
mStr(P.stat.row,-82,220)
mStr(P.stat.clear_4,-82,340)
end,
dig=function(P)
setFont(70)
mStr(P.modeData.event,-82,310)
setFont(30)
mStr("Wave",-82,375)
end,
survivor=function(P)
setFont(70)
mStr(P.modeData.event,-82,310)
setFont(30)
mStr("Wave",-82,375)
end,
defender=function(P)
setFont(60)
mStr(P.modeData.point,-82,315)
setFont(30)
mStr("RPM",-82,375)
end,
attacker=function(P)
setFont(60)
mStr(P.modeData.point,-82,315)
setFont(30)
mStr("RPM",-82,375)
end,
tech=function(P)
setFont(50)
mStr(P.stat.atk,-82,310)
mStr(format("%.2f",P.stat.atk/P.stat.row),-82,420)
setFont(20)
mStr("Attack",-82,363)
mStr("Efficiency",-82,475)
end,
c4wtrain=function(P)
setFont(50)
mStr(max(100-P.stat.row,0),-82,220)
mStr(P.combo,-82,310)
mStr(P.modeData.point,-82,400)
setFont(20)
mStr("combo",-82,358)
mStr("max combo",-82,450)
end,
pctrain=function(P)
setFont(22)
mStr("Perfect Clear",-82,412)
setFont(80)
mStr(P.stat.pc,-82,330)
end,
pcchallenge=function(P)
setFont(22)
mStr("Perfect Clear",-82,432)
setFont(80)
mStr(P.stat.pc,-82,350)
setFont(50)
mStr(max(100-P.stat.row,0),-82,250)
gc.setColor(.5,.5,.5)
if frame>179 then
local y=72*(7-(P.stat.piece+(P.hold.id>0 and 2 or 1))%7)-36
gc.line(320,y,442,y)
end
end,
techmino49=function(P)
setFont(40)
mStr(#players.alive.."/49",-82,175)
mStr(P.ko,-70,215)
setFont(25)
gc.print("KO",-127,225)
gc.setColor(1,.5,0,.6)
gc.print(P.badge,-47,227)
gc.setColor(1,1,1)
setFont(30)
gc.print(up0to4[P.strength],-132,290)
for i=1,P.strength do
gc.draw(badgeIcon,16*i-138,260)
end
end,
techmino99=function(P)
setFont(40)
mStr(#players.alive.."/99",-82,175)
mStr(P.ko,-70,215)
setFont(25)
gc.print("KO",-127,225)
gc.setColor(1,.5,0,.6)
gc.print(P.badge,-47,227)
gc.setColor(1,1,1)
setFont(30)
gc.print(up0to4[P.strength],-132,290)
for i=1,P.strength do
gc.draw(badgeIcon,16*i-138,260)
end
end,
drought=function(P)
setFont(75)
mStr(max(100-P.stat.row,0),-82,280)
end,
custom=function(P)
if P.gameEnv.puzzle or P.gameEnv.target>1e10 then
setFont(25)
mStr("Rows",-82,290)
setFont(60)
mStr(P.stat.row,-82,225)
else
setFont(60)
mStr(max(P.gameEnv.target-P.stat.row,0),-82,240)
end
if P.gameEnv.puzzle and P.modeData.event==0 then
gc.setLineWidth(3)
for y=1,preField.h do for x=1,10 do
local B=preField[y][x]
if B>7 then
gc.setColor(blockColor[B])
gc.rectangle("line",30*x-23,607-30*y,16,16)
elseif B>0 then
local c=blockColor[B]
gc.setColor(c[1],c[2],c[3],.6)
gc.rectangle("line",30*x-25,605-30*y,20,20)
gc.rectangle("line",30*x-20,610-30*y,10,10)
elseif B==-1 then
gc.setColor(1,1,1,.4)
gc.line(30*x-25,605-30*y,30*x-5,625-30*y)
gc.line(30*x-25,625-30*y,30*x-5,605-30*y)
end
end end
end
end
}
-------------------------<Events>-------------------------
Event={null=null}
Event={null=NULL}
function Event.reach_winCheck(P)
if P.stat.row>=P.gameEnv.target then
Event.win(P)
@@ -806,8 +609,13 @@ function Event.c4w_reach(P)
end
end
function Event.newPC(P)
if P.curY+P.r>5-P.stat.row%4+#P.clearing then
Event.lose(P)
local r=P.field;r=r[#r]
if r then
local c=0
for i=1,10 do if r[i]>0 then c=c+1 end end
if c<5 then
Event.lose(P)
end
end
if P.stat.piece%4==0 and #P.field==0 then
P.modeData.event=P.modeData.event==0 and 1 or 0
@@ -820,7 +628,7 @@ function Event.newPC(P)
elseif b<5 then b=7-b
end
end
P:newNext(b)
P.next[#P.next+1]={bk=blocks[b][0],id=b,color=b,name=b}--P:newNext(b)'s simple version!
end
P.counter=P.stat.piece==0 and 20 or 0
newTask(Event_task.PC,P)
@@ -906,7 +714,7 @@ function Event_task.dig_normal(P)
P.counter=P.counter+1
if P.counter>=max(90,180-P.modeData.event)then
P.counter=0
garbageRise(10,1,rnd(10))
P:garbageRise(10,1,rnd(10))
P.modeData.event=P.modeData.event+1
end
end
@@ -915,7 +723,7 @@ function Event_task.dig_lunatic(P)
P.counter=P.counter+1
if P.counter>=max(45,80-.3*P.modeData.event)then
P.counter=0
garbageRise(11+P.modeData.event%3,1,rnd(10))
P:garbageRise(11+P.modeData.event%3,1,rnd(10))
P.modeData.event=P.modeData.event+1
end
end
@@ -926,7 +734,7 @@ function Event_task.survivor_easy(P)
P.atkBuffer[#P.atkBuffer+1]={pos=rnd(10),amount=1,countdown=30,cd0=30,time=0,sent=false,lv=1}
P.atkBuffer.sum=P.atkBuffer.sum+1
P.stat.recv=P.stat.recv+1
if P.modeData.event==45 then showText(P,text.maxspeed,"appear",100,-140,.6)end
if P.modeData.event==45 then P:showText(text.maxspeed,"appear",100,-140,.6)end
P.counter=0
P.modeData.event=P.modeData.event+1
end
@@ -943,7 +751,7 @@ function Event_task.survivor_normal(P)
d%4==3 and{pos=rnd(10),amount=4,countdown=90,cd0=90,time=0,sent=false,lv=3}
P.atkBuffer.sum=P.atkBuffer.sum+d%4+1
P.stat.recv=P.stat.recv+d%4+1
if P.modeData.event==45 then showText(P,text.maxspeed,"appear",100,-140,.6)end
if P.modeData.event==45 then P:showText(text.maxspeed,"appear",100,-140,.6)end
P.counter=0
P.modeData.event=d
end
@@ -960,7 +768,7 @@ function Event_task.survivor_hard(P)
local R=(P.modeData.event%3<2 and 1 or 3)
P.atkBuffer.sum=P.atkBuffer.sum+R
P.stat.recv=P.stat.recv+R
if P.modeData.event==60 then showText(P,text.maxspeed,"appear",100,-140,.6)end
if P.modeData.event==60 then P:showText(text.maxspeed,"appear",100,-140,.6)end
P.counter=0
P.modeData.event=P.modeData.event+1
end
@@ -973,7 +781,7 @@ function Event_task.survivor_lunatic(P)
P.atkBuffer[#P.atkBuffer+1]={pos=rnd(10),amount=4,countdown=t,cd0=t,time=0,sent=false,lv=3}
P.atkBuffer.sum=P.atkBuffer.sum+4
P.stat.recv=P.stat.recv+4
if P.modeData.event==60 then showText(P,text.maxspeed,"appear",100,-140,.6)end
if P.modeData.event==60 then P:showText(text.maxspeed,"appear",100,-140,.6)end
P.counter=0
P.modeData.event=P.modeData.event+1
end
@@ -991,7 +799,7 @@ function Event_task.survivor_ultimate(P)
P.atkBuffer.sum=P.atkBuffer.sum+20
P.stat.recv=P.stat.recv+20
P.counter=0
if P.modeData.event==31 then showText(P,text.maxspeed,"appear",100,-140,.6)end
if P.modeData.event==31 then P:showText(text.maxspeed,"appear",100,-140,.6)end
P.modeData.event=P.modeData.event+1
end
end
@@ -1011,16 +819,16 @@ function Event_task.defender_normal(P)
D.event=D.event+1
D.point=int(108e3/(360-D.event*2))*.1
if D.event==25 then
showText(P,text.great,"appear",100,-140,.6)
P:showText(text.great,"appear",100,-140,.6)
pushSpeed=2
P.dropDelay,P.gameEnv.drop=20,20
elseif D.event==50 then
showText(P,text.awesome,"appear",100,-140,.6)
P:showText(text.awesome,"appear",100,-140,.6)
pushSpeed=3
P.dropDelay,P.gameEnv.drop=10,10
elseif D.event==90 then
P.dropDelay,P.gameEnv.drop=5,5
showText(P,text.maxspeed,"appear",100,-140,.6)
P:showText(text.maxspeed,"appear",100,-140,.6)
end
end
end
@@ -1041,15 +849,15 @@ function Event_task.defender_lunatic(P)
D.event=D.event+1
D.point=int(144e3/(240-2*D.event))*.1
if D.event==25 then
showText(P,text.great,"appear",100,-140,.6)
P:showText(text.great,"appear",100,-140,.6)
pushSpeed=3
P.dropDelay,P.gameEnv.drop=4,4
elseif D.event==50 then
showText(P,text.awesome,"appear",100,-140,.6)
P:showText(text.awesome,"appear",100,-140,.6)
pushSpeed=4
P.dropDelay,P.gameEnv.drop=3,3
elseif D.event==75 then
showText(P,text.maxspeed,"appear",100,-140,.6)
P:showText(text.maxspeed,"appear",100,-140,.6)
P.dropDelay,P.gameEnv.drop=2,2
end
end
@@ -1076,10 +884,10 @@ function Event_task.attacker_hard(P)
D.event=D.event+1
D.point=int(72e4/t)*.1
if D.event==20 then
showText(P,text.great,"appear",100,-140,.6)
P:showText(text.great,"appear",100,-140,.6)
pushSpeed=3
elseif D.event==50 then
showText(P,text.maxspeed,"appear",100,-140,.6)
P:showText(text.maxspeed,"appear",100,-140,.6)
end
end
end
@@ -1112,13 +920,13 @@ function Event_task.attacker_ultimate(P)
D.event=D.event+1
D.point=int(s*36e3/t)*.1
if D.event==10 then
showText(P,text.great,"appear",100,-140,.6)
P:showText(text.great,"appear",100,-140,.6)
pushSpeed=4
elseif D.event==20 then
showText(P,text.awesome,"appear",100,-140,.6)
P:showText(text.awesome,"appear",100,-140,.6)
pushSpeed=5
elseif D.event==30 then
showText(P,text.maxspeed,"appear",100,-140,.6)
P:showText(text.maxspeed,"appear",100,-140,.6)
end
end
end
@@ -1168,7 +976,7 @@ local Fkey_func={
end
P.keyPressing[9]=true
else
changeAtkMode(P.atkMode<3 and P.atkMode+2 or 5-P.atkMode)
P:changeAtkMode(P.atkMode<3 and P.atkMode+2 or 5-P.atkMode)
P.swappingAtkMode=30
end
end,
@@ -1490,6 +1298,20 @@ defaultModeEnv={
dropPiece="tech_reach_ultimate",
bg="matrix",bgm="secret7th",
},
{
drop=1e99,lock=60,
freshLimit=15,
fine=true,fineKill=true,
dropPiece="tech_reach_hard",
bg="flink",bgm="infinite",
},
{
drop=1e99,lock=60,
freshLimit=15,
fine=true,fineKill=true,
dropPiece="tech_reach_ultimate",
bg="flink",bgm="infinite",
},
},
c4wtrain={
{

BIN
font.ttf

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@@ -1,164 +0,0 @@
local gc=love.graphics
local int,rnd=math.floor,math.random
local rem=table.remove
function randomTarget(p)
if #players.alive>1 then
local r
::L::
r=players.alive[rnd(#players.alive)]
if r==p then goto L end
return r
end
end
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 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

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@@ -103,17 +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",
@@ -128,9 +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:",
@@ -150,6 +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",
@@ -160,10 +160,18 @@ 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",
@@ -244,6 +252,9 @@ return{
sdarrD="-",sdarrU="+",
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={

View File

@@ -103,17 +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",
@@ -128,9 +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:",
@@ -150,6 +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",
@@ -160,10 +160,18 @@ 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",
@@ -245,6 +253,9 @@ return{
sdarrD="-",sdarrU="+",
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={

View File

@@ -103,17 +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",
@@ -129,8 +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:",
@@ -140,7 +140,7 @@ return{
"Rotate:",
"Hold:",
"Block used:",
"Rows cleared:",
"Lines cleared:",
"Attack:",
"Sent:",
"Receive:",
@@ -150,6 +150,7 @@ return{
"B2B:",
"PC:",
"Efficiency:",
"Fineese:"
},
help={
"I don't think you need \"help\".",
@@ -159,11 +160,19 @@ 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",
@@ -244,7 +253,8 @@ return{
sdarrD="-",sdarrU="+",
quickR="Quick restart",
swap="Combo key to change ATK mode",
ctrl="Control Setting",
fine="Fineese error SFX",
ctrl="Key Setting",
touch="Touch Setting",
back=BK,
},
@@ -262,7 +272,7 @@ return{
shakeFX="Shake FX level",
atkFX="ATK FX level",
fullscreen="Fullscreen",
frame="drawFPS",
frame="draw FPS",
back=BK,
},
setting_sound={

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));
}

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"},
@@ -283,7 +280,7 @@ end
Widget={
load={},intro={},quit={},
main={
play= newButton(150,280,200,160,color.red, 70,function()gotoScene("mode")end, nil,"setting"),
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"),
@@ -382,8 +379,9 @@ Widget={
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(560,440,40,function()return setting.quickR end,function()setting.quickR=not setting.quickR end, nil,"swap"),
swap= newSwitch(560,530,25,function()return setting.swap end,function()setting.swap=not setting.swap end, nil,"ctrl"),
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"),
@@ -403,7 +401,7 @@ Widget={
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(990,250,40,function()return setting.bg end,function()setting.bg=not setting.bg end, nil,"bgblock"),
@@ -411,7 +409,7 @@ Widget={
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%6+1
setting.skin=setting.skin%8+1
changeBlockSkin(setting.skin)
end,nil,"back"),
back= newButton(1160,600,160,160,color.white,55,back,nil,"sound"),
@@ -462,7 +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={
@@ -471,8 +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

View File

@@ -1,25 +1,22 @@
--[[
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=string.find
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
@@ -57,23 +54,27 @@ 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=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,
@@ -134,17 +136,17 @@ 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")
@@ -168,7 +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
@@ -214,7 +215,6 @@ local sceneInit={
updatePowerInfo()
end,
main=function()
modeSel,levelSel=modeSel or 1,levelSel or 3--Initialize mode selection
modeEnv={}
if not players[1]then
newDemoPlayer(1,900,35,1.1)
@@ -284,6 +284,7 @@ local sceneInit={
sel=1
end,
quit=function()
love.timer.sleep(.3)
love.event.quit()
end,
}
@@ -489,7 +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
@@ -609,7 +610,7 @@ function keyDown.pause(key)
updateStat()
resetGameData()
gotoScene("play","none")
end--Restart
end--Restart with ctrl+R
end
function touchDown.play(id,x,y)
@@ -880,8 +881,10 @@ 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)]
@@ -959,7 +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
@@ -1021,19 +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()
@@ -1045,6 +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"]()
@@ -1066,14 +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)
@@ -1107,7 +1109,7 @@ function love.draw()
end--Black side
setFont(20)
gc.setColor(1,1,1)
gc.print(tm.getFPS(),5,700)
gc.print(FPS(),5,700)
if devMode>0 then
gc.setColor(1,devMode==2 and .5 or 1,1)
gc.print("Tasks:"..#Task,5,600)
@@ -1118,9 +1120,10 @@ 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
@@ -1138,7 +1141,7 @@ function love.run()
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
@@ -1157,13 +1160,14 @@ function love.run()
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

View File

@@ -1,6 +1,4 @@
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
@@ -52,6 +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={
@@ -74,6 +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={
@@ -88,7 +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
@@ -165,7 +168,6 @@ textFX={
gc.pop()
end,
}
local function drawAtkPointer(x,y)
local t=sin(Timer()*20)
gc.setColor(.2,.7+t*.2,1,.6+t*.4)
@@ -174,7 +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
@@ -204,8 +205,6 @@ 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={BG={}}
function Pnt.BG.none()
gc.clear(.15,.15,.15)
@@ -220,6 +219,27 @@ 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
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)
@@ -244,6 +264,7 @@ function Pnt.BG.game5()
else gc.clear(0,0,0)
end
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)
@@ -251,21 +272,9 @@ function Pnt.BG.game6()
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)
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
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
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
@@ -289,14 +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)
@@ -488,13 +497,13 @@ 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
@@ -573,12 +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)
@@ -593,7 +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

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

@@ -41,10 +41,11 @@ function Tmr.load()
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

View File

@@ -44,6 +44,7 @@ function destroyPlayers()
players.alive[i]=nil
end
players.human=0
collectgarbage()
end
function getNewRow(val)
local t=rem(freeRow)
@@ -128,15 +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
@@ -206,7 +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=null},
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)
@@ -250,8 +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={
@@ -265,6 +266,7 @@ local prevMenu={
play=function()
kb.setKeyRepeat(true)
updateStat()
saveData()
clearTask("play")
gotoScene(curMode.id~="custom"and"mode"or"custom","deck")
end,
@@ -289,6 +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
@@ -307,8 +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",
@@ -344,7 +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()
@@ -372,7 +538,7 @@ function loadSetting()
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=="bgblock"or t=="smo"or
t=="quickR"or t=="fine"or t=="bgblock"or t=="smo"or
t=="virtualkeyIcon"or t=="virtualkeySwitch"
then
setting[t]=v=="true"
@@ -386,7 +552,7 @@ function loadSetting()
elseif t=="lang"then
setting[t]=toN(v:match("[123]"))or 1
elseif t=="skin"then
setting[t]=toN(v:match("[123456]"))or 1
setting[t]=toN(v:match("[12345678]"))or 1
elseif t=="keymap"then
v=splitS(v,"/")
for i=1,16 do
@@ -414,6 +580,7 @@ local saveOpt={
"sddas","sdarr",
"quickR",
"swap",
"fine",
"ghost","center",
"smo","grid",
@@ -456,7 +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

@@ -1,23 +1,40 @@
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:
combo mode
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