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3 Commits

Author SHA1 Message Date
MrZ_26
fd5fac4e8a 0.7.32α 2020-02-04 19:37:53 +08:00
MrZ_26
1641440886 0.7.31+α 2020-02-04 19:37:41 +08:00
MrZ_26
c14124d00c 0.7.30α 2020-02-04 19:37:25 +08:00
46 changed files with 2031 additions and 1530 deletions

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@@ -70,7 +70,7 @@ function button:draw()
end
end
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))
print(format("x=%d,y=%d,w=%d,h=%d,font=%d",self.x+self.w*.5,self.y+self.h*.5,self.w,self.h,self.font))
end
local switch={type="switch"}
@@ -108,7 +108,6 @@ function switch:draw()
--frame
local t=self.text
if t then
if type(t)=="function"then t=t()end
gc.setColor(1,1,1)
setFont(self.font)
gc.printf(t,x-412,y+20-self.font*.7,400,"right")

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@@ -1,4 +1,5 @@
gameVersion="Alpha V0.7.28"
math.randomseed(os.time())
gameVersion="Alpha V0.7.32"
function love.conf(t)
t.identity="Techmino"--Save directory name
t.version="11.1"
@@ -9,7 +10,12 @@ function love.conf(t)
t.audio.mixwithsystem=true--Switch on to keep sysBGM
local W=t.window
W.title=math.random()>.01 and "Techmino "..gameVersion or"MrZ NB!"
if math.random()>.26 then
W.title="Techmino "..gameVersion
else
math.randomseed(tonumber(os.date("%Y%j")))
W.title="Your lucky number today:"..math.random(100,626)
end
W.icon="/image/icon.png"
W.width,W.height=1280,720
W.minwidth,W.minheight=640,360
@@ -17,7 +23,7 @@ function love.conf(t)
W.resizable=1
W.fullscreentype="desktop"--"exclusive"
W.fullscreen=X
W.vsync=X--0→∞fps
W.vsync=0--0→∞fps
W.msaa=X--The number of samples to use with multi-sampled antialiasing (number)
W.depth=X--Bits per sample in the depth buffer
W.stencil=1--The number of bits per sample in the stencil buffer

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

View File

@@ -1,31 +1,89 @@
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……
游戏方法:
控制系统提供的一个个方块,每填满场地的一行就会将其消除,根据消除方式会给对手攻击(如果有对手的话)
完成当前游戏模式中的目标或者是活到最后即算胜利.
旋转系统:
使用Techmino专属旋转系统,细节不赘述
spin判定:
结合了不可移动判定和三角判定,是否为mini也与这二者有关,细节不赘述
攻击系统:
消1/2/3/4攻击0/1/2/4
spin1/2/3攻击2/4/6,若mini则减半
b2b:增加1~2(tetris)/1~3(spin)攻击
b3b:满b2b效果+1额外抵挡
PC:其它攻击与6~8(本局内递增)取高+2额外抵挡
连击:0,0,1,1,2,2,3,3,4,4,3……
back to back(B2B)点数说明:
B2B点数的范围在0~1200
在40及以上特殊消除时B2B,在1000以上特殊消除时B3B,1200封顶
消四+100
空spin加20,不超过1000
spin1~3+50/100/180 (mini*.5)
普通消除-250
1000以上空放一块-40(不减到低于1000)
攻击延迟:
消2/3的攻击生效最快,消四其次,spin攻击生效较慢,高连击生效最慢
b2b或者b3b增加攻击力的同时也会减缓一点生效速度,mini大幅减缓生效速度
抵消逻辑:
发动攻击时,若缓冲条有攻击则先用额外抵挡再用攻击力1:1抵消最先受到的攻击
没有用上的额外抵挡会被丢弃,最后剩下的攻击力会发送给对手
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
模式说明:
竞速:
用你最快的速度消除40行(据难度而定)吧!
马拉松:
根据总消行数,速度会逐渐加快,消除两百行吧!(easy和hard就是normal开始和结束的速度,消除200行不加速)
大师:
马拉松进化版,如果觉得马拉松太简单了久玩这个吧,每一个难度都是一层境界,L难度和U难度攒到500点数通关,final难度为上级者专属游戏模式,不建议游玩.
经典:
使用低速控制设置在高速下落时尽可能消除更多的行,没有通关目标.(到90有"彩蛋")
禅:
闲得无聊,只是想单纯地打打块地时候可以玩此模式,无重力消除200行.
无尽:
无尽模式,边上会显示玩家的消行数和攻击效率,适合科研(术语).
单挑:
和一个电脑玩家单挑,带加号的和最后一个模式是超强机器人(仅限Windows平台),试试你能稳定打败多难的对手吧!
回合制:
玩法同单挑模式,只不过只有当一个人放下一个方块后另一个人才能放下一块.
仅TSD:
这个模式中,玩家必须用TSD(T spin double)的方式消除,否则直接判负,你能连续打出多少个TSD呢?
隐形:
根据不同难度,场地内(甚至当前方块)会隐形,看看你能活多久吧!(GM难度为类似TGM3的GM Roll,用于上级者练习)
挖掘:
每隔一定时间,系统会向场地的低端添加一行垃圾行,间隔会随着波数增加而越来越短,你能顶住几波呢?
生存:
每隔一定时间,系统会向玩家的垃圾缓冲槽中添加垃圾行,释放速度和间隔会随着波数增加而越来越短,玩家可以将其抵消也可以让其释放,尽可能活更久的时间.
防守:
系统会向玩家的垃圾缓冲槽中添加难消除的垃圾行,释放速度和间隔会随着波数增加而越来越短,玩家要尽量抵消他们来让自己存活更久.
进攻:
当玩家的攻击缓冲槽空时,系统会向玩家的垃圾缓冲槽中添加大量的垃圾行(高难度下后期甚至会远超过20),释放速度和间隔都会随着波数增加而越来越短,垃圾上涨速度也会提升.赶紧在其释放之前将攻击抵消到不会一下致命的量!
科研:
玩家只被允许做特殊消除(spin/全消/消四),在带+的难度中不允许消四,U难度下玩家甚至只被允许每一个方块都使用最简操作控制,任何违反规则的行为都会判负.
C4W练习:(或者说是4w练习)
系统直接提供给玩家"留4列"的场地,玩家可以自由练习4w消除,该技巧在某些时候实战很有用.(需要学会spin,否则意义不是很大)
全清训练:
系统会连续给玩家提供"标准开局PC套路"的场地和四个方块(不允许使用hold),玩家需要一直完成PC,否则判负.
全清挑战:
在消除一百行的限制内,你能全清几次?
49人混战:
许多玩家同时进行一局游戏其它的是AI,不是真人).随着玩家数量的减少,方块下落/垃圾生效速度/垃圾升起速度都会增加.淘汰其它玩家后可以获得一个徽章和该玩家持有的徽章,增强自己的攻击力.
玩家可选四个攻击模式:
1.随机:每次攻击后10%随机挑选一个玩家锁定
2.最多徽章:攻击后或者锁定玩家死亡时锁定徽章最多的玩家
3.最高:攻击后或者锁定玩家死亡时锁定场地最高的玩家(每秒刷新)
4.反击:攻击所有锁定自己的玩家AOE,若无则伏击随机玩家
坚持到最后的玩家就是胜利者.
99人混战:
同49人混战,只是增加到了99名玩家,难度系数也有调整,对设备的要求也较高.
干旱:
系统提供的方块序列变得奇怪了!你能消除100行不死吗,或者,多快?
多人:
使用键盘或者多个手柄(也许?)
自定义:
玩家可以自由调整下落速度等等几乎大多数设置(不包括上述各种游戏模式的特殊效果),也可以画一个场地去消除或者是作为提示模板来玩方块拼图.在拼图模式下,按功能键切换是否显示提示模板.其中打"X"的格子不允许有方块,空的格子可以是任何状态,玩家能获得的七种普通方块必须完全符合,垃圾行方块的为止只要有方块就可以,但是不能是空气,玩家拼出自己画的图后就会判定胜利.

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@@ -1,4 +1,13 @@
local BK="返回"
local actName={
"左移:","右移:",
"顺时针旋转:","逆时针旋转:","180°旋转:",
"硬降:","软降:",
"暂存:","功能键:",
"重新开始:",
"左瞬移:","右瞬移:","软降到底:","软降一格:","软降四格:","软降十格:",
"落在最左:","落在最右:","列在最左:","列在最右:",
}
return{
atkModeName={"随机","徽章","击杀","反击"},
royale_remain=function(n)return"剩余 "..n.." 名玩家"end,
@@ -67,8 +76,11 @@ return{
setting_sound="声音设置",
musicRoom="音乐室",
nowPlaying="正在播放:",
VKTchW="触摸点权重",
VKOrgW="原始点权重",
VKCurW="当前点权重",
actName={"左移:","右移:","顺时针旋转:","逆时针旋转:","180°旋转","硬降:","软降:","暂存:","功能键:","重新开始:","左瞬移:","右瞬移:","软降到底:"},
actName=actName,
modeName={
[0]="自定义",
"竞速","马拉松","大师","经典","","无尽","单挑","回合制","仅TSD","隐形",
@@ -128,6 +140,8 @@ return{
"使用love2d引擎制作",
"有疑问?先看设置有没有你想要的",
"有建议的话可以把信息反馈给作者~",
"不要按F8",
"秘密代码:626",
"CLASSIC SEXY RUSSIAN BLOCKS",
"LrL,RlR LLr,RRl RRR/LLL F!!",--ZSLJTTI
},
@@ -149,7 +163,8 @@ return{
"B2B数:",
"PC数:",
"效率:",
"多余操作:"
"多余操作:",
"最简操作率:",
},
help={
"好像也没啥好帮助的吧?就当是关于了",
@@ -177,7 +192,7 @@ return{
warning="禁 止 私 自 传 播",
WidgetText={
main={
lang="",
lang="-Lang",
qplay="快速开始",
play="开始",
setting="设置",
@@ -210,11 +225,11 @@ return{
start1="消除开始",
start2="拼图开始",
draw="画图(D)",
set1="40行",
set2="1v1",
set3="无尽",
set4="隐形",
set5="极限",
set1="40行(1)",
set2="1v1(2)",
set3="无尽(3)",
set4="隐形(4)",
set5="极限(5)",
back=BK,
},
draw={
@@ -241,6 +256,7 @@ return{
pause={
resume= "继续",
restart="重新开始",
setting="设置",
quit= "退出",
},
setting_game={
@@ -283,16 +299,33 @@ return{
voc="语音",
back=BK,
},
setting_control={
setting_key={
back=BK,
},
setting_touch={
hide=function()return setting.virtualkeySwitch and"隐藏虚拟按键"or"显示虚拟按键"end,
hide="显示虚拟按键",
track="按键自动跟踪",
tkset="跟踪设置",
default="默认组合",
snap=function()return text.snapLevelName[snapLevel]end,
alpha=function()return setting.virtualkeyAlpha.."0%"end,
alpha=function()return setting.VKAlpha.."0%"end,
icon="图标",
size="大小",
toggle="开关",
back=BK,
},
setting_touchSwitch={
b1= actName[1],b2=actName[2],b3=actName[3],b4=actName[4],
b5= actName[5],b6=actName[6],b7=actName[7],b8=actName[8],
b9= actName[9],b10=actName[10],b11=actName[11],b12=actName[12],
b13=actName[13],b14=actName[14],b15=actName[15],b16=actName[16],
b17=actName[17],b18=actName[18],b19=actName[19],b20=actName[20],
norm="标准",
pro="专业",
back=BK,
},
setting_trackSetting={
VKDodge="自动避让",
back=BK,
},
help={

View File

@@ -1,4 +1,13 @@
local BK="返回"
local actName={
"左移:","右移:",
"顺时针旋转:","逆时针旋转:","180°旋转:",
"硬降:","软降:",
"暂存:","功能键:",
"重新开始:",
"左瞬移:","右瞬移:","软降到底:","软降一格:","软降四格:","软降十格:",
"落在最左:","落在最右:","列在最左:","列在最右:",
}
return{
atkModeName={"随机","徽章","击杀","反击"},
royale_remain=function(n)return"剩余 "..n.." 名玩家"end,
@@ -67,8 +76,11 @@ return{
setting_sound="声音设置",
musicRoom="音乐室",
nowPlaying="正在播放:",
VKTchW="触摸点权重",
VKOrgW="原始点权重",
VKCurW="当前点权重",
actName={"左移:","右移:","顺时针旋转:","逆时针旋转:","180°旋转","硬降:","软降:","暂存:","功能键:","重新开始:","左瞬移:","右瞬移:","软降到底:"},
actName=actName,
modeName={
[0]="自定义",
"竞速","马拉松","大师","经典","","无尽","单挑","回合制","仅TSD","隐形",
@@ -128,6 +140,8 @@ return{
"使用love2d引擎制作",
"有疑问?先看设置有没有你想要的",
"有建议的话可以把信息反馈给作者~",
"不要按F8",
"秘密代码:626",
"CLASSIC SEXY RUSSIAN BLOCKS",
"LrL,RlR LLr,RRl RRR/LLL F!!",--ZSLJTTI
},
@@ -149,7 +163,8 @@ return{
"满贯数:",
"全清数:",
"效率:",
"多余操作:"
"多余操作:",
"最简操作率:",
},
help={
"好像也没啥好帮助的吧?就当是关于了",
@@ -177,7 +192,7 @@ return{
warning="禁 止 私 自 传 播",
WidgetText={
main={
lang="全中",
lang="-Lang",
qplay="快速开始",
play="开始",
setting="设置",
@@ -210,11 +225,11 @@ return{
start1="消除开始",
start2="拼图开始",
draw="画图(D)",
set1="40行",
set2="1v1",
set3="无尽",
set4="隐形",
set5="极限",
set1="40行(1)",
set2="1v1(2)",
set3="无尽(3)",
set4="隐形(4)",
set5="极限(5)",
back=BK,
},
draw={
@@ -241,6 +256,7 @@ return{
pause={
resume= "继续",
restart="重新开始",
setting="设置",
quit= "退出",
},
@@ -284,16 +300,33 @@ return{
voc="语音",
back=BK,
},
setting_control={
setting_key={
back=BK,
},
setting_touch={
hide=function()return setting.virtualkeySwitch and"隐藏虚拟按键"or"显示虚拟按键"end,
hide="显示虚拟按键",
track="按键自动跟踪",
tkset="跟踪设置",
default="默认组合",
snap=function()return text.snapLevelName[snapLevel]end,
alpha=function()return setting.virtualkeyAlpha.."0%"end,
alpha=function()return setting.VKAlpha.."0%"end,
icon="图标",
size="大小",
toggle="开关",
back=BK,
},
setting_touchSwitch={
b1= actName[1],b2=actName[2],b3=actName[3],b4=actName[4],
b5= actName[5],b6=actName[6],b7=actName[7],b8=actName[8],
b9= actName[9],b10=actName[10],b11=actName[11],b12=actName[12],
b13=actName[13],b14=actName[14],b15=actName[15],b16=actName[16],
b17=actName[17],b18=actName[18],b19=actName[19],b20=actName[20],
norm="标准",
pro="专业",
back=BK,
},
setting_trackSetting={
VKDodge="自动避让",
back=BK,
},
help={
@@ -311,4 +344,4 @@ return{
back=BK,
},
},
}--部分译文
}

View File

@@ -1,4 +1,11 @@
local BK="Back"
local actName={
"Move Left:","Move Right:",
"Rotate Right:","Rotate Left:","Rotate Flip:",
"Hard Drop:","Soft Drop:","Hold:","Function:","Restart:",
"Instant Left:","Instant Right:","Ins Down:","Down 1:","Down 4:","Down 10:",
"Left Drop:","Right Drop:","Left INS:","Right INS:",
}
return{
atkModeName={"Random","Badges","K.O.s","Counters"},
royale_remain=function(n)return n.." Players Remain"end,
@@ -67,8 +74,11 @@ return{
setting_sound="Sound setting",
musicRoom="Music Room",
nowPlaying="Now Playing:",
VKTchW="Touch weight",
VKOrgW="Origion weight",
VKCurW="CurPos weight",
actName={"Move Left:","Move Right:","Rotate Right:","Rotate Left:","Rotate Flip:","Hard Drop:","Soft Drop:","Hold:","Function:","Restart:","Instant Left:","Instant Right:","Ins Down:"},
actName=actName,
modeName={
[0]="Custom",
"Sprint","Marathon","Master","Classic","Zen","Infinite","1v1","Round","TSD-only","Blind",
@@ -128,6 +138,8 @@ return{
"Powered by love2d",
"Find out what's in the setting!",
"Any suggestions to author!",
"DO NOT PRESS F8",
"Secret code:626",
"Techmino=Technique+Tetromino",
"CLASSIC SEXY RUSSIAN BLOCKS",
"LrL,RlR LLr,RRl RRR/LLL F!!",--ZSLJTTI
@@ -150,7 +162,8 @@ return{
"B2B:",
"PC:",
"Efficiency:",
"Fineese:"
"Finesse error:",
"Finesse rate:",
},
help={
"I don't think you need \"help\".",
@@ -178,7 +191,7 @@ Lib used:
warning="DO NOT DISTRIBUTE",
WidgetText={
main={
lang="English",
lang="文-Lang",
qplay="Qplay",
play="Play",
setting="Settings",
@@ -211,11 +224,11 @@ Lib used:
start1="Clear Start",
start2="Puzzle Start",
draw="Draw(D)",
set1="40L",
set2="1v1",
set3="infinite",
set4="blind",
set5="master",
set1="40L(1)",
set2="1v1(2)",
set3="infinite(3)",
set4="blind(4)",
set5="master(5)",
back=BK,
},
draw={
@@ -242,6 +255,7 @@ Lib used:
pause={
resume="Resume",
restart="Restart",
setting="Setting",
quit="Quit",
},
setting_game={
@@ -253,7 +267,7 @@ Lib used:
sdarrD="-",sdarrU="+",
quickR="Quick restart",
swap="Combo key to change ATK mode",
fine="Fineese error SFX",
fine="Finesse error SFX",
ctrl="Key Setting",
touch="Touch Setting",
back=BK,
@@ -284,16 +298,33 @@ Lib used:
voc="VOC",
back=BK,
},
setting_control={
setting_key={
back=BK,
},
setting_touch={
hide=function()return setting.virtualkeySwitch and"Hide Virtual Key"or"Show Virtual Key"end,
hide="Show Virtual Key",
track="Auto track",
tkset="Track setting",
default="Defaults",
snap=function()return text.snapLevelName[snapLevel]end,
alpha=function()return setting.virtualkeyAlpha.."0%"end,
alpha=function()return setting.VKAlpha.."0%"end,
icon="Icon",
size="Size",
toggle="Toggle",
back=BK,
},
setting_touchSwitch={
b1= actName[1],b2=actName[2],b3=actName[3],b4=actName[4],
b5= actName[5],b6=actName[6],b7=actName[7],b8=actName[8],
b9= actName[9],b10=actName[10],b11=actName[11],b12=actName[12],
b13=actName[13],b14=actName[14],b15=actName[15],b16=actName[16],
b17=actName[17],b18=actName[18],b19=actName[19],b20=actName[20],
norm="Normal",
pro="Professioanl",
back=BK,
},
setting_trackSetting={
VKDodge="Auto Dodge",
back=BK,
},
help={

367
list.lua
View File

@@ -1,6 +1,13 @@
local mobile=system=="Android"or system=="iOS"
actName={"moveLeft","moveRight","rotRight","rotLeft","rotFlip","hardDrop","softDrop","hold","func","restart","insLeft","insRight","insDown"}
actName={
"moveLeft","moveRight",
"rotRight","rotLeft","rotFlip",
"hardDrop","softDrop",
"hold","func",
"restart",
"insLeft","insRight","insDown","down1","down4","down10",
"dropLeft","dropRight","addLeft","addRight",--Super contorl system
}
color={
red={1,0,0},
green={0,1,0},
@@ -50,17 +57,20 @@ blockColor={
}
sfx={
"welcome",
"error","error_long",
--Stereo sfxs
"button","swipe",
"ready","start","win","fail","collect",
"move","rotate","rotatekick","hold",
"prerotate","prehold",
"lock","drop","fall",
"error","error_long","reach",
"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",
"emit","blip_1","blip_2",
"perfectclear",
--mono sfxs
}
bgm={
"blank",
@@ -156,7 +166,7 @@ customRange={
RCPB={10,33,200,33,105,5,105,60}
snapLevelValue={1,10,20,40,60,80}
up0to4={[0]="000%UP","025%UP","050%UP","075%UP","100%UP",}
sectionName={"M7","M8","M9","M","MK","MV","MO","MM","GM"}
modeID={
[0]="custom",
"sprint","marathon","master","classic","zen","infinite","solo","round","tsd","blind",
@@ -203,65 +213,76 @@ for i=1,7 do blocks[i+7]=blocks[i]end
local virtualkeySet={
{
{80,720-200,6400,80},--moveLeft
{320,720-200,6400,80},--moveRight
{1280-80,720-200,6400,80},--rotRight
{1280-200,720-80,6400,80},--rotLeft
{1280-200,720-320,6400,80},--rotFlip
{200,720-320,6400,80},--hardDrop
{200,720-80,6400,80},--softDrop
{1280-320,720-200,6400,80},--hold
{1280-80,280,6400,80},--func
{80,280,6400,80},--restart
},--Farter's set 3
{1, 80, 720-200, 80},--moveLeft
{2, 320, 720-200, 80},--moveRight
{3, 1280-80, 720-200, 80},--rotRight
{4, 1280-200, 720-80, 80},--rotLeft
{5, 1280-200, 720-320, 80},--rotFlip
{6, 200, 720-320, 80},--hardDrop
{7, 200, 720-80, 80},--softDrop
{8, 1280-320, 720-200, 80},--hold
{9, 1280-80, 280, 80},--func
{10,80, 280, 80},--restart
},--Farter's set,thanks
{
{1280-320,720-200,6400,80},--moveLeft
{1280-80,720-200,6400,80},--moveRight
{200,720-80,6400,80},--rotRight
{80,720-200,6400,80},--rotLeft
{200,720-320,6400,80},--rotFlip
{1280-200,720-320,6400,80},--hardDrop
{1280-200,720-80,6400,80},--softDrop
{320,720-200,6400,80},--hold
{80,280,6400,80},--func
{1280-80,280,6400,80},--restart
},--Mirrored farter's set 3
{1, 1280-320, 720-200, 80},--moveLeft
{2, 1280-80, 720-200, 80},--moveRight
{3, 200, 720-80, 80},--rotRight
{4, 80, 720-200, 80},--rotLeft
{5, 200, 720-320, 80},--rotFlip
{6, 1280-200, 720-320, 80},--hardDrop
{7, 1280-200, 720-80, 80},--softDrop
{8, 320, 720-200, 80},--hold
{9, 80, 280, 80},--func
{10,1280-80, 280, 80},--restart
},--Mirrored farter's set,sknaht
{
{80,720-80,6400,80},--moveLeft
{240,720-80,6400,80},--moveRight
{1280-240,720-80,6400,80},--rotRight
{1280-400,720-80,6400,80},--rotLeft
{1280-240,720-240,6400,80},--rotFlip
{1280-80,720-80,6400,80},--hardDrop
{1280-80,720-240,6400,80},--softDrop
{1280-80,720-400,6400,80},--hold
{80,360,6400,80},--func
{80,80,6400,80},--restart
},--Author's set
{1, 80, 720-80, 80},--moveLeft
{2, 240, 720-80, 80},--moveRight
{3, 1280-240, 720-80, 80},--rotRight
{4, 1280-400, 720-80, 80},--rotLeft
{5, 1280-240, 720-240, 80},--rotFlip
{6, 1280-80, 720-80, 80},--hardDrop
{7, 1280-80, 720-240, 80},--softDrop
{8, 1280-80, 720-400, 80},--hold
{9, 80, 360, 80},--func
{10,80, 80, 80},--restart
},--Author's set,not recommend
{
{1280-400,720-80,6400,80},--moveLeft
{1280-80,720-80,6400,80},--moveRight
{240,720-80,6400,80},--rotRight
{80,720-80,6400,80},--rotLeft
{240,720-240,6400,80},--rotFlip
{1280-240,720-240,6400,80},--hardDrop
{1280-240,720-80,6400,80},--softDrop
{1280-80,720-240,6400,80},--hold
{80,720-240,6400,80},--func
{80,320,6400,80},--restart
{1, 1280-400, 720-80, 80},--moveLeft
{2, 1280-80, 720-80, 80},--moveRight
{3, 240, 720-80, 80},--rotRight
{4, 80, 720-80, 80},--rotLeft
{5, 240, 720-240, 80},--rotFlip
{6, 1280-240, 720-240, 80},--hardDrop
{7, 1280-240, 720-80, 80},--softDrop
{8, 1280-80, 720-240, 80},--hold
{9, 80, 720-240, 80},--func
{10,80, 320, 80},--restart
},--Keyboard set
{
{1200-370,40,1600,40},--moveLeft
{1200-280,40,1600,40},--moveRight
{1200-530,40,1600,40},--rotRight
{1200-610,40,1600,40},--rotLeft
{1200-450,40,1600,40},--rotFlip
{1200-50,40,1600,40},--hardDrop
{1200-130,40,1600,40},--softDrop
{1200-210,40,1600,40},--hold
{1200-690,40,1600,40},--func
{1200-770,40,1600,40},--restart
},--PC key feedback
{10,70, 50,27},--restart
{9, 130, 50,27},--func
{4, 190, 50,27},--rotLeft
{3, 250, 50,27},--rotRight
{5, 310, 50,27},--rotFlip
{1, 370, 50,27},--moveLeft
{2, 430, 50,27},--moveRight
{8, 490, 50,27},--hold
{7, 550, 50,27},--softDrop1
{6, 610, 50,27},--hardDrop
{11,670, 50,27},--insLeft
{12,730, 50,27},--insRight
{13,790, 50,27},--insDown
{14,850, 50,27},--down1
{15,910, 50,27},--down4
{16,970, 50,27},--down10
{17,1030, 50,27},--dropLeft
{18,1090, 50,27},--dropRight
{19,1150, 50,27},--addLeft
{20,1210, 50,27},--addRight
},--PC key feedback(top&in a row)
}
local customSet={
{20,20,1,1,7,1,1,1,3,4,1,2,3},
@@ -277,69 +298,79 @@ local function useDefaultSet(n)
curBG=customRange.bg[customSel[12]]
BGM(customRange.bgm[customSel[13]])
end
local function VKAdisp(n)
return function()
return VK_org[n].ava
end
end
local function VKAcode(n)
return function()
VK_org[n].ava=not VK_org[n].ava
end
end
Widget={
load={},intro={},quit={},
main={
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"),
play= newButton(150,280,200,160,color.red, 60,function()scene.push()scene.swapTo("mode")end, nil,"setting"),
setting=newButton(370,280,200,160,color.lightBlue, 50,function()scene.push()scene.swapTo("setting_game")end, nil,"music"),
music= newButton(590,280,200,160,color.lightPurple,37,function()scene.push()scene.swapTo("music")end, nil,"help"),
help= newButton(150,460,200,160,color.yellow, 55,function()scene.push()scene.swapTo("help")end, nil,"stat"),
stat= newButton(370,460,200,160,color.cyan, 48,function()scene.push()scene.swapTo("stat")end, nil,"qplay"),
qplay= newButton(540,415,100,70,color.lightGreen, 28,function()scene.push()loadGame(modeSel,levelSel)end, nil,"lang"),
lang= newButton(590,505,200,70,color.lightRed, 50,function()
setting.lang=setting.lang%#langName+1
swapLanguage(setting.lang)
end,nil,"quit"),
quit= newButton(370,620,280,100,color.lightGrey, 60,function()gotoScene("quit")end, nil,"play"),
quit= newButton(370,620,280,100,color.lightGrey, 60,function()scene.swapTo("quit")end, nil,"play"),
},
mode={
up= newButton(1000,210,200,140,color.white, 80,function()love.keypressed("up")end,function()return modeSel==1 end),
down= newButton(1000,430,200,140,color.white, 80,function()love.keypressed("down")end,function()return modeSel==#modeID end),
left= newButton(190, 160,100,80, color.white,40,function()love.keypressed("left")end,function()return levelSel==1 end),
right= newButton(350, 160,100,80, color.white,40,function()love.keypressed("right")end,function()return levelSel==#modeLevel[modeID[modeSel]]end),
start= newButton(1000,600,250,100,color.green, 50,function()loadGame(modeSel,levelSel)end),
custom= newButton(275, 420,200,90, color.yellow,40,function()gotoScene("custom")end),
back= newButton(640, 630,230,90, color.white,45,back),
up= newButton(1000, 210,200,140,color.white, 80,function()love.keypressed("up")end,function()return modeSel==1 end),
down= newButton(1000, 430,200,140,color.white, 80,function()love.keypressed("down")end,function()return modeSel==#modeID end),
left= newButton(190, 160,100,80, color.white, 40,function()love.keypressed("left")end,function()return levelSel==1 end),
right= newButton(350, 160,100,80, color.white, 40,function()love.keypressed("right")end,function()return levelSel==#modeLevel[modeID[modeSel]]end),
start= newButton(1000, 600,250,100,color.green, 50,function()scene.push()loadGame(modeSel,levelSel)end),
custom= newButton(275, 420,200,90, color.yellow, 40,function()scene.push()scene.swapTo("custom")end),
back= newButton(640, 630,230,90, color.white, 45,scene.back),
},
music={
bgm= newSlider(760,80,400,8,40,nil,function()return setting.bgm end,function(i)setting.bgm=i;BGM(bgmPlaying)end),
up= newButton(1100,200,120,120,color.white,60,function()love.keypressed("up")end),
play= newButton(1100,340,120,120,color.white,40,function()love.keypressed("space")end,function()return setting.bgm==0 end),
down= newButton(1100,480,120,120,color.white,60,function()love.keypressed("down")end),
back= newButton(640, 630,230,90, color.white,45,back),
bgm= newSlider(760, 80,400,10,40,nil,function()return setting.bgm end,function(i)setting.bgm=i;BGM(bgmPlaying)end),
up= newButton(1100, 200,120,120,color.white,60,function()love.keypressed("up")end),
play= newButton(1100, 340,120,120,color.white,40,function()love.keypressed("space")end,function()return setting.bgm==0 end),
down= newButton(1100, 480,120,120,color.white,60,function()love.keypressed("down")end),
back= newButton(640, 630,230,90, color.white,45,scene.back),
},
custom={
up= newButton(1000,220,100,100,color.white, 50,function()sel=(sel-2)%#customID+1 end),
down= newButton(1000,460,100,100,color.white, 50,function()sel=sel%#customID+1 end),
up= newButton(1000, 220,100,100,color.white, 50,function()sel=(sel-2)%#customID+1 end),
down= newButton(1000, 460,100,100,color.white, 50,function()sel=sel%#customID+1 end),
left= newButton(880, 340,100,100,color.white, 50,function()love.keypressed("left")end),
right= newButton(1120,340,100,100,color.white, 50,function()love.keypressed("right")end),
start1= newButton(880, 580,220,70, color.green, 40,function()loadGame(0,1)end),
start2= newButton(1120,580,220,70, color.lightPurple, 40,function()loadGame(0,2)end),
draw= newButton(1000,90, 190,85, color.cyan, 40,function()gotoScene("draw")end),
right= newButton(1120, 340,100,100,color.white, 50,function()love.keypressed("right")end),
start1= newButton(880, 580,220,70, color.green, 40,function()scene.push()loadGame(0,1)end),
start2= newButton(1120, 580,220,70, color.lightPurple, 40,function()scene.push()loadGame(0,2)end),
draw= newButton(1000, 90, 190,85, color.cyan, 40,function()scene.push()scene.swapTo("draw")end),
set1= newButton(640, 160,240,75, color.lightRed, 40,function()useDefaultSet(1)end),
set2= newButton(640, 250,240,75, color.lightRed, 40,function()useDefaultSet(2)end),
set3= newButton(640, 340,240,75, color.lightRed, 40,function()useDefaultSet(3)end),
set4= newButton(640, 430,240,75, color.lightRed, 40,function()useDefaultSet(4)end),
set5= newButton(640, 520,240,75, color.lightRed, 40,function()useDefaultSet(5)end),
back= newButton(640, 630,180,60, color.white, 40,back),
back= newButton(640, 630,180,60, color.white, 40,scene.back),
},
draw={
any= newButton(700, 80, 120,120,color.lightGrey, 45,function()pen=0 end),
block1= newButton(840, 80, 120,120,color.red, 65,function()pen=1 end),
block2= newButton(980, 80, 120,120,color.green, 65,function()pen=2 end),
block3= newButton(1120,80, 120,120,color.orange, 65,function()pen=3 end),
block4= newButton(840, 220,120,120,color.blue, 65,function()pen=4 end),
block5= newButton(980, 220,120,120,color.magenta, 65,function()pen=5 end),
block6= newButton(1120,220,120,120,color.yellow, 65,function()pen=6 end),
block7= newButton(840, 360,120,120,color.cyan, 65,function()pen=7 end),
gb1= newButton(980, 360,120,120,color.darkGrey, 65,function()pen=9 end),
gb2= newButton(1120,360,120,120,color.grey, 65,function()pen=10 end),
gb3= newButton(840, 500,120,120,color.darkPurple, 65,function()pen=11 end),
gb4= newButton(980, 500,120,120,color.darkRed, 65,function()pen=12 end),
gb5= newButton(1120,500,120,120,color.darkGreen, 65,function()pen=13 end),
space= newButton(840, 640,120,120,color.grey, 70,function()pen=-1 end),
clear= newButton(1120,640,120,120,color.white, 45,function()love.keypressed("delete")end),
back= newButton(1235,45, 80, 80, color.white, 35,back),
block1= newButton(920, 80, 120,120,color.red, 65,function()pen=1 end),
block2= newButton(1060, 80, 120,120,color.green, 65,function()pen=2 end),
block3= newButton(1200, 80, 120,120,color.orange, 65,function()pen=3 end),
block4= newButton(920, 220,120,120,color.blue, 65,function()pen=4 end),
block5= newButton(1060, 220,120,120,color.magenta, 65,function()pen=5 end),
block6= newButton(1200, 220,120,120,color.yellow, 65,function()pen=6 end),
block7= newButton(920, 360,120,120,color.cyan, 65,function()pen=7 end),
gb1= newButton(1060, 360,120,120,color.darkGrey, 65,function()pen=9 end),
gb2= newButton(1200, 360,120,120,color.grey, 65,function()pen=10 end),
gb3= newButton(920, 500,120,120,color.darkPurple, 65,function()pen=11 end),
gb4= newButton(1060, 500,120,120,color.darkRed, 65,function()pen=12 end),
gb5= newButton(1200, 500,120,120,color.darkGreen, 65,function()pen=13 end),
clear= newButton(780, 80, 120,120,color.white, 45,function()love.keypressed("delete")end),
any= newButton(780, 220,120,120,color.lightGrey, 45,function()pen=0 end),
space= newButton(780, 360,120,120,color.grey, 70,function()pen=-1 end),
back= newButton(1200, 640,120,120,color.white, 40,scene.back),
},
play={
pause= newButton(1235,45,80,80,color.white,30,pauseGame),
@@ -350,15 +381,19 @@ Widget={
clearTask("play")
updateStat()
resetGameData()
gotoScene("play","none")
scene.swapTo("play","none")
end),
quit= newButton(640,600,240,100,color.white,50,back),
setting=newButton(1150,80,200,100,color.yellow,45,function()
scene.push()
scene.swapTo("setting_sound")
end),
quit= newButton(640,600,240,100,color.white,50,scene.back),
},
setting_game={
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"),
graphic=newButton(200,80,240,80,color.lightGreen,40,function()scene.swapTo("setting_graphic")end, nil,"sound"),
sound= newButton(1080,80,240,80,color.lightGreen,40,function()scene.swapTo("setting_sound")end, nil,"dasD"),
dasD= newButton(180,230,50,50,color.white,40,function()setting.das=(setting.das-1)%31 end, nil,"dasU"),
dasU= newButton(400,230,50,50,color.white,40,function()setting.das=(setting.das+1)%31 end, nil,"arrD"),
arrD= newButton(500,230,50,50,color.white,40,function()
setting.arr=(setting.arr-1)%16
if setting.arr>setting.das then
@@ -382,13 +417,13 @@ Widget={
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"),
ctrl= newButton(1020,230,320,80,color.white,40,function()scene.push()scene.swapTo("setting_key")end, nil,"touch"),
touch= newButton(1020,340,320,80,color.white,40,function()scene.push()scene.swapTo("setting_touch")end, nil,"back"),
back= newButton(1160,600,160,160,color.white,55,scene.back,nil,"graphic"),
},
setting_graphic={
sound= newButton(200,80,240,80,color.lightGreen,40,function()gotoScene("setting_sound")end, nil,"game"),
game= newButton(1080,80,240,80,color.lightGreen,40,function()gotoScene("setting_game")end, nil,"ghost"),
sound= newButton(200,80,240,80,color.lightGreen,40,function()scene.swapTo("setting_sound")end, nil,"game"),
game= newButton(1080,80,240,80,color.lightGreen,40,function()scene.swapTo("setting_game")end, nil,"ghost"),
ghost= newSwitch(310,180,40,function()return setting.ghost end, function()setting.ghost= not setting.ghost end, nil,"center"),
center= newSwitch(580,180,40,function()return setting.center end, function()setting.center= not setting.center end, nil,"smo"),
smo= newSwitch(310,260,25,function()return setting.smo end, function()setting.smo= not setting.smo end, nil,"grid"),
@@ -412,65 +447,111 @@ Widget={
setting.skin=setting.skin%8+1
changeBlockSkin(setting.skin)
end,nil,"back"),
back= newButton(1160,600,160,160,color.white,55,back,nil,"sound"),
back= newButton(1160,600,160,160,color.white,55,scene.back,nil,"sound"),
},
setting_sound={
game= newButton(200,80,240,80,color.lightGreen,40,function()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"),
game= newButton(200,80,240,80,color.lightGreen,40,function()scene.swapTo("setting_game")end, nil,"graphic"),
graphic=newButton(1080,80,240,80,color.lightGreen,40,function()scene.swapTo("setting_graphic")end, nil,"sfx"),
sfx=newSlider(180,250,400,10,40,function()SFX("blip_1")end, function()return setting.sfx end,function(i)setting.sfx=i end,nil,"bgm"),
bgm=newSlider(750,250,400,10,40,function()BGM(bgmPlaying or"blank")end, function()return setting.bgm end,function(i)setting.bgm=i end,nil,"vib"),
vib=newSlider(180,440,400,5,40,function()VIB(1)end, function()return setting.vib end,function(i)setting.vib=i end,nil,"voc"),
voc=newSlider(750,440,400,8,40,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"),
voc=newSlider(750,440,400,10,40,function()VOICE("nya")end, function()return setting.voc end,function(i)setting.voc=i end,nil,"back"),
back=newButton(1160,600,160,160,color.white,55,scene.back,nil,"game"),
},
setting_control={
back=newButton(840,630,180,60,color.white,40,back),
setting_key={
back=newButton(1140,650,200,80,color.white,50,scene.back),
},
setting_touch={
hide= newButton(640,210,500,80,color.white,45,function()
setting.virtualkeySwitch=not setting.virtualkeySwitch
end),
default=newButton(450,310,170,80,color.white,40,function()
for K=1,#virtualkey do
local b,b0=virtualkey[K],virtualkeySet[defaultSel][K]
b[1],b[2],b[3],b[4]=b0[1],b0[2],b0[3],b0[4]
end--Default virtualkey
hide= newSwitch(810,140,45,function()return setting.VKSwitch end,function()setting.VKSwitch=not setting.VKSwitch end),
track= newSwitch(810,220,45,function()return setting.VKTrack end,function()setting.VKTrack=not setting.VKTrack end),
tkset= newButton(450,220,170,80,color.white,30,function()
scene.push()
scene.swapTo("setting_trackSetting")
end,function()return not setting.VKTrack end),
default=newButton(450,320,170,80,color.white,40,function()
local D=virtualkeySet[defaultSel]
for i=1,#VK_org do
VK_org[i].ava=false
end
for n=1,#D do
local T=D[n]
if T[1]then
local B=VK_org[n]
B.ava=true
B.x,B.y,B.r=T[2],T[3],T[4]
end
end--Replace keys
defaultSel=defaultSel%5+1
end),
snap= newButton(640,310,170,80,color.white,40,function()
snap= newButton(640,320,170,80,color.white,40,function()
snapLevel=snapLevel%6+1
end),
alpha= newButton(830,310,170,80,color.white,45,function()
setting.virtualkeyAlpha=(setting.virtualkeyAlpha+1)%11
--VK=T,70,50,27/T,130,50,27/T,190,50,27/T,250,50,27/T,310,50,27/T,370,50,27/T,430,50,27/T,490,50,27/T,550,50,27/T,610,50,27/T,670,50,27/T,730,50,27/T,790,50,27/T,850,50,27/T,910,50,27/T,970,50,27/T,739,789,897/T,1090,50,27/T,1150,50,27/T,1210,50,27
alpha= newButton(830,320,170,80,color.white,45,function()
setting.VKAlpha=(setting.VKAlpha+1)%11
--Adjust virtualkey alpha
end),
icon= newButton(450,410,170,80,color.white,45,function()
setting.virtualkeyIcon=not setting.virtualkeyIcon
icon= newButton(495,420,260,80,color.white,45,function()
setting.VKIcon=not setting.VKIcon
--Switch virtualkey icon
end),
size= newButton(830,410,170,80,color.white,45,function()
size= newButton(785,420,260,80,color.white,45,function()
if sel then
local b=virtualkey[sel]
b[4]=b[4]+10
if b[4]==150 then b[4]=40 end
b[3]=b[4]^2
local B=VK_org[sel]
B.r=B.r+10
if B.r>=150 then B.r=B.r-110 end
end
end),
back= newButton(640,410,170,80,color.white,45,back),
toggle= newButton(495,520,260,80,color.white,45,function()
scene.push()
scene.swapTo("setting_touchSwitch")
end),
back= newButton(785,520,260,80,color.white,45,scene.back),
},
setting_touchSwitch={
b1= newSwitch(300,80, 40,VKAdisp(1),VKAcode(1)),
b2= newSwitch(300,140, 40,VKAdisp(2),VKAcode(2)),
b3= newSwitch(300,200, 40,VKAdisp(3),VKAcode(3)),
b4= newSwitch(300,260, 40,VKAdisp(4),VKAcode(4)),
b5= newSwitch(300,320, 40,VKAdisp(5),VKAcode(5)),
b6= newSwitch(300,380, 40,VKAdisp(6),VKAcode(6)),
b7= newSwitch(300,440, 40,VKAdisp(7),VKAcode(7)),
b8= newSwitch(300,500, 40,VKAdisp(8),VKAcode(8)),
b9= newSwitch(300,560, 40,VKAdisp(9),VKAcode(9)),
b10= newSwitch(300,620, 40,VKAdisp(10),VKAcode(10)),
b11= newSwitch(760,80, 40,VKAdisp(11),VKAcode(11)),
b12= newSwitch(760,140, 40,VKAdisp(12),VKAcode(12)),
b13= newSwitch(760,200, 40,VKAdisp(13),VKAcode(13)),
b14= newSwitch(760,260, 40,VKAdisp(14),VKAcode(14)),
b15= newSwitch(760,320, 40,VKAdisp(15),VKAcode(15)),
b16= newSwitch(760,380, 40,VKAdisp(16),VKAcode(16)),
b17= newSwitch(760,440, 40,VKAdisp(17),VKAcode(17)),
b18= newSwitch(760,500, 40,VKAdisp(18),VKAcode(18)),
b19= newSwitch(760,560, 40,VKAdisp(19),VKAcode(19)),
b20= newSwitch(760,620, 40,VKAdisp(20),VKAcode(20)),
norm= newButton(1080,150,240,80,color.white,50,function()for i=1,20 do VK_org[i].ava=i<11 end end),
pro= newButton(1080,300,240,80,color.white,40,function()for i=1,20 do VK_org[i].ava=true end end),
back= newButton(1080,600,240,80,color.white,50,scene.back),
},
setting_trackSetting={
VKDodge= newSwitch(400,200, 40,function()return setting.VKDodge end,function()setting.VKDodge=not setting.VKDodge end),
VKTchW= newSlider(140,310,1000,10,40,nil,function()return setting.VKTchW end,function(i)setting.VKTchW=i;setting.VKCurW=math.max(setting.VKCurW,i)end),
VKCurW= newSlider(140,370,1000,10,40,nil,function()return setting.VKCurW end,function(i)setting.VKCurW=i;setting.VKTchW=math.min(setting.VKTchW,i)end),
back= newButton(1080,600,240,80,color.white,50,scene.back),
},
help={
his= newButton(1050,520,230,60,color.white,40,function()gotoScene("history")end,nil,"back"),
his= newButton(1050,520,230,60,color.white,40,function()scene.push()scene.swapTo("history")end,nil,"back"),
qq= newButton(1050,600,230,60,color.white,40,function()love.system.openURL("tencent://message/?uin=1046101471&Site=&Menu=yes")end, function()return mobile end,"his"),
back= newButton(640, 600,180,60,color.white,40,back,nil,"qq"),
back= newButton(640, 600,180,60,color.white,40,scene.back,nil,"qq"),
},
history={
prev= newButton(1155,170,180,180,color.white,70,function()love.keypressed("up")end,function()return sel==1 end),
next= newButton(1155,400,180,180,color.white,70,function()love.keypressed("down")end,function()return sel==#updateLog-22 end),
back= newButton(1155,600,180,90,color.white,40,back),
back= newButton(1155,600,180,90,color.white,40,scene.back),
},
stat={
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"),
back= newButton(640,620,180,60,color.white,40,scene.back,nil,"path"),
},
}
for S,L in next,Widget do

529
main.lua
View File

@@ -14,21 +14,26 @@ NULL=function()end
system=sys.getOS()
local xOy=love.math.newTransform()
local mx,my,mouseShow=-20,-20,false
local touching--1st touching ID
local touching--第一触摸ID
modeSel,levelSel=1,3--Initialize mode selection
local devMode=0
modeSel,levelSel=1,3--初始模式选择
players={alive={},human=0}
scr={x=0,y=0,w=gc.getWidth(),h=gc.getHeight(),k=1}
local scr=scr
scene=""
curBG="none"
bgmPlaying=nil
voiceQueue={free=0}
local devMode=0
virtualkeyDown,virtualkeyPressTime={},{}
for i=1,20 do
virtualkeyDown[i]=X
virtualkeyPressTime[i]=0
end
kb.setKeyRepeat(true)
kb.setTextInput(false)
ms.setVisible(false)
--Application Vars
-------------------------------------------------------------
local Fonts={}
function setFont(s)
@@ -50,96 +55,9 @@ for i=1,10 do preField[i]={-1,-1,-1,-1,-1,-1,-1,-1,-1,-1}end
for i=11,20 do preField[i]={0,0,0,0,0,0,0,0,0,0}end
freeRow={L=40}for i=1,40 do freeRow[i]={0,0,0,0,0,0,0,0,0,0}end
--Game system Vars
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","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},--keyboard
{"dpleft","dpright","a","b","y","dpup","dpdown","rightshoulder","x","leftshoulder","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},--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
},
virtualkeyAlpha=3,
virtualkeyIcon=true,
virtualkeySwitch=false,
--control
}
stat={
run=0,game=0,time=0,
extraPiece=0,extraRate=0,
key=0,rotate=0,hold=0,piece=0,row=0,
atk=0,send=0,recv=0,pend=0,
clear_1=0,clear_2=0,clear_3=0,clear_4=0,
spin_0=0,spin_1=0,spin_2=0,spin_3=0,
b2b=0,b3b=0,pc=0,score=0,
}
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
{80,360,6400,80},--func
{80,80,6400,80},--restart
--[[
{x=0,y=0,r=0},--toLeft
{x=0,y=0,r=0},--toRight
{x=0,y=0,r=0},--toDown
]]
}
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
-------------------------------------------------------------
scene=require("scene")
require("default_data")
require("class")
require("ai")
require("toolfunc")
@@ -202,100 +120,16 @@ local function getNewBlock()
FX_BGblock.next=FX_BGblock.next%7+1
return t
end
local sceneInit={
load=function()
loading=1--Loading mode
loadnum=1--Loading counter
loadprogress=0--Loading bar(0~1)
loadTip=text.tips[rnd(#text.tips)]
end,
intro=function()
count=0
BGM("blank")
updatePowerInfo()
end,
main=function()
modeEnv={}
if not players[1]then
newDemoPlayer(1,900,35,1.1)
end--create demo player
collectgarbage()
end,
music=function()
if bgmPlaying then
for i=1,#musicID do
if musicID[i]==bgmPlaying then
sel=i
return
end
end
else
sel=1
end
end,
mode=function()
curBG="none"
destroyPlayers()
BGM("blank")
end,
custom=function()
sel=sel or 1
destroyPlayers()
curBG=customRange.bg[customSel[12]]
BGM(customRange.bgm[customSel[13]])
end,
draw=function()
curBG="none"
clearSureTime=0
pen,sx,sy=1,1,1
end,
play=function()
kb.setKeyRepeat(false)
restartCount=0
if needResetGameData then
resetGameData()
needResetGameData=nil
end
end,
pause=function()
end,
setting_game=function()
curBG="none"
end,
setting_control=function()
curBoard=1
keyboardSet=1
joystickSet=1
keyboardSetting=false
joystickSetting=false
end,
setting_touch=function()
curBG="game1"
defaultSel=1
sel=nil
snapLevel=1
end,
help=function()
curBG="none"
end,
history=function()
updateLog=require"updateLog"
curBG="lightGrey"
sel=1
end,
quit=function()
love.timer.sleep(.3)
love.event.quit()
end,
}
local function onVirtualkey(x,y)
local d2,nearest,distance
local dist,nearest=1e15
for K=1,#virtualkey do
local b=virtualkey[K]
d2=(x-b[1])^2+(y-b[2])^2
if d2<b[3]then
if not nearest or d2<distance then
nearest,distance=K,d2
if b.ava then
local d1=(x-b.x)^2+(y-b.y)^2
if d1<b.r^2 then
if d1<dist then
nearest,dist=K,d1
end
end
end
end
@@ -326,19 +160,22 @@ local keyDown,keyUp={},{}
local gamepadDown,gamepadUp={},{}
function mouseDown.intro(x,y,k)
if k==2 then
back()
scene.back()
else
gotoScene("main")
scene.push()
scene.swapTo("main")
end
end
function touchDown.intro(id,x,y)
gotoScene("main")
scene.push()
scene.swapTo("main")
end
function keyDown.intro(key)
if key=="escape"then
back()
scene.back()
else
gotoScene("main")
scene.push()
scene.swapTo("main")
end
end
@@ -368,11 +205,12 @@ function keyDown.mode(key)
levelSel=levelSel+1
end
elseif key=="return"then
loadGame(modeSel,levelSel)
scene.push()loadGame(modeSel,levelSel)
elseif key=="c"then
gotoScene("custom")
scene.push()
scene.swapTo("custom")
elseif key=="escape"then
back()
scene.back()
end
end
@@ -395,7 +233,7 @@ function keyDown.music(key)
BGM()
end
elseif key=="escape"then
back()
scene.back()
end
end
@@ -419,13 +257,24 @@ function keyDown.custom(key)
elseif key=="up"then
sel=(sel-2)%#customID+1
elseif key=="d"then
gotoScene("draw")
scene.push()
scene.swapTo("draw")
elseif key=="return"then
loadGame(0,1)
scene.push()loadGame(0,1)
elseif key=="space"then
loadGame(0,2)
scene.push()loadGame(0,2)
elseif key=="1"then
Widget.custom.set1.code()
elseif key=="2"then
Widget.custom.set2.code()
elseif key=="3"then
Widget.custom.set3.code()
elseif key=="4"then
Widget.custom.set4.code()
elseif key=="5"then
Widget.custom.set5.code()
elseif key=="escape"then
back()
scene.back()
end
end
@@ -488,97 +337,127 @@ function keyDown.draw(key)
elseif key=="backspace"or key=="lalt"then
pen=0
elseif key=="escape"then
back()
scene.back()
else
pen=string.find("123qwea#sdzxc",key)or pen
end
end
function keyDown.setting_control(key)
function keyDown.setting_key(key)
if key=="escape"then
if keyboardSetting then
keyboardSetting=false
SFX("error",.5)
else
back()
scene.back()
end
elseif keyboardSetting then
for l=1,8 do
for y=1,13 do
for y=1,20 do
if setting.keyMap[l][y]==key then
setting.keyMap[l][y]=""
end
end
end
setting.keyMap[curBoard][keyboardSet]=key
SFX("reach",.5)
keyboardSetting=false
elseif key=="return"then
keyboardSetting=true
SFX("lock",.5)
elseif key=="up"then
keyboardSet=max(keyboardSet-1,1)
if keyboardSet>1 then
keyboardSet=keyboardSet-1
SFX("move",.5)
end
elseif key=="down"then
keyboardSet=min(keyboardSet+1,13)
if keyboardSet<20 then
keyboardSet=keyboardSet+1
SFX("move",.5)
end
elseif key=="left"then
curBoard=max(curBoard-1,1)
if curBoard>1 then
curBoard=curBoard-1
SFX("rotate",.5)
end
elseif key=="right"then
curBoard=min(curBoard+1,8)
if curBoard<8 then
curBoard=curBoard+1
SFX("rotate",.5)
end
end
end
function gamepadDown.setting_control(key)
function gamepadDown.setting_key(key)
if key=="back"then
if joystickSetting then
joystickSetting=false
SFX("error",.5)
else
back()
scene.back()
end
elseif joystickSetting then
for l=9,16 do
for y=1,12 do
for y=1,20 do
if setting.keyMap[l][y]==key then
setting.keyMap[l][y]=""
end
end
end
setting.keyMap[8+curBoard][joystickSet]=key
SFX("reach",.5)
joystickSetting=false
elseif key=="start"then
joystickSetting=true
SFX("lock",.5)
elseif key=="up"then
joystickSet=max(joystickSet-1,1)
if joystickSet>1 then
joystickSet=joystickSet-1
SFX("move",.5)
end
elseif key=="down"then
joystickSet=min(joystickSet+1,12)
if joystickSet<20 then
joystickSet=joystickSet+1
SFX("move",.5)
end
elseif key=="left"then
curBoard=max(curBoard-1,1)
if curBoard>1 then
curBoard=curBoard-1
SFX("rotate",.5)
end
elseif key=="right"then
curBoard=min(curBoard+1,8)
if curBoard<8 then
curBoard=curBoard+1
SFX("rotate",.5)
end
end
end
function mouseDown.setting_touch(x,y,k)
if k==2 then back()end
for K=1,#virtualkey do
local b=virtualkey[K]
if (x-b[1])^2+(y-b[2])^2<b[3]then
if k==2 then scene.back()end
for K=1,#VK_org do
local B=VK_org[K]
if (x-B.x)^2+(y-B.y)^2<B.r^2 then
sel=K
end
end
end
function mouseMove.setting_touch(x,y,dx,dy)
if sel and ms.isDown(1)then
local b=virtualkey[sel]
b[1],b[2]=b[1]+dx,b[2]+dy
local B=VK_org[sel]
B.x,B.y=B.x+dx,B.y+dy
end
end
function mouseUp.setting_touch(x,y,k)
if sel then
local b=virtualkey[sel]
local B=VK_org[sel]
local k=snapLevelValue[snapLevel]
b[1],b[2]=int(b[1]/k+.5)*k,int(b[2]/k+.5)*k
B.x,B.y=int(B.x/k+.5)*k,int(B.y/k+.5)*k
end
end
function touchDown.setting_touch(id,x,y)
for K=1,#virtualkey do
local b=virtualkey[K]
if (x-b[1])^2+(y-b[2])^2<b[3]then
for K=1,#VK_org do
local B=VK_org[K]
if (x-B.x)^2+(y-B.y)^2<B.r^2 then
sel=K
end
end
@@ -587,43 +466,62 @@ function touchUp.setting_touch(id,x,y)
if sel then
x,y=xOy:inverseTransformPoint(x,y)
if sel then
local b=virtualkey[sel]
local B=VK_org[sel]
local k=snapLevelValue[snapLevel]
b[1],b[2]=int(b[1]/k+.5)*k,int(b[2]/k+.5)*k
B.x,B.y=int(B.x/k+.5)*k,int(B.y/k+.5)*k
end
end
end
function touchMove.setting_touch(id,x,y,dx,dy)
if sel then
local b=virtualkey[sel]
b[1],b[2]=b[1]+dx,b[2]+dy
local B=VK_org[sel]
B.x,B.y=B.x+dx,B.y+dy
end
end
function keyDown.pause(key)
if key=="escape"then
back()
scene.back()
elseif key=="return"or key=="space"then
resumeGame()
elseif key=="r"and kb.isDown("lctrl","rctrl")then
clearTask("play")
updateStat()
resetGameData()
gotoScene("play","none")
end--Restart with ctrl+R
scene.swapTo("play","none")
end--Ctrl+R重开
end
function touchDown.play(id,x,y)
if setting.virtualkeySwitch then
if setting.VKSwitch then
local t=onVirtualkey(x,y)
if t then
players[1]:pressKey(t)
if setting.VKTrack then
local B=virtualkey[t]
--按钮软碰撞(做不来hhh随便做一个,效果还行!)
if setting.VKDodge then
for i=1,#virtualkey do
local b=virtualkey[i]
local d=B.r+b.r-((B.x-b.x)^2+(B.y-b.y)^2)^.5--碰撞深度(负数=间隔距离)
if d>0 then
b.x=b.x+(b.x-B.x)*d*b.r*.00005
b.y=b.y+(b.y-B.y)*d*b.r*.00005
end
end
end
local O=VK_org[t]
local _FW,_CW=setting.VKTchW*.1,1-setting.VKCurW*.1
local _OW=1-_FW-_CW
B.x,B.y=x*_FW+B.x*_CW+O.x*_OW,y*_FW+B.y*_CW+O.y*_OW
--按钮自动跟随:手指位置,当前位置,原始位置,权重取决于设置
end
VIB(0)
end
end
end
function touchUp.play(id,x,y)
if setting.virtualkeySwitch then
if setting.VKSwitch then
local t=onVirtualkey(x,y)
if t then
players[1]:releaseKey(t)
@@ -631,26 +529,28 @@ function touchUp.play(id,x,y)
end
end
function touchMove.play(id,x,y,dx,dy)
if setting.virtualkeySwitch then
if setting.VKSwitch then
local l=tc.getTouches()
for n=1,#virtualkey do
local b=virtualkey[n]
local B=virtualkey[n]
for i=1,#l do
local x,y=xOy:inverseTransformPoint(tc.getPosition(l[i]))
if(x-b[1])^2+(y-b[2])^2<=b[3]then goto L end
if(x-B.x)^2+(y-B.y)^2<=B.r^2 then
goto nextButton
end
end
players[1]:releaseKey(n)
::L::
::nextButton::
end
end
end
function keyDown.play(key)
if key=="escape"and not sceneSwaping then
if key=="escape"and not scene.swapping then
return(frame<180 and back or pauseGame)()
end
local m=setting.keyMap
for p=1,players.human do
for k=1,12 do
for k=1,20 do
if key==m[2*p-1][k]or key==m[2*p][k]then
players[p]:pressKey(k)
return
@@ -661,7 +561,7 @@ end
function keyUp.play(key)
local m=setting.keyMap
for p=1,players.human do
for k=1,12 do
for k=1,20 do
if key==m[2*p-1][k]or key==m[2*p][k]then
players[p]:releaseKey(k)
return
@@ -670,10 +570,10 @@ function keyUp.play(key)
end
end
function gamepadDown.play(key)
if key=="back"then back()return end
if key=="back"then scene.back()return end
local m=setting.keyMap
for p=1,players.human do
for k=1,12 do
for k=1,20 do
if key==m[2*p+7][k]or key==m[2*p+8][k]then
players[p]:pressKey(k)
return
@@ -684,7 +584,7 @@ end
function gamepadUp.play(key)
local m=setting.keyMap
for p=1,players.human do
for k=1,12 do
for k=1,20 do
if key==m[2*p+7][k]or key==m[2*p+8][k]then
players[p]:releaseKey(k)
return
@@ -702,7 +602,7 @@ function keyDown.history(key)
elseif key=="down"then
sel=min(sel+5,#updateLog-22)
elseif key=="escape"then
back()
scene.back()
end
end
-------------------------------------------------------------
@@ -742,10 +642,10 @@ local function widgetControl_key(i)
if widget_sel then
widget_sel=kb.isDown("lshift")and widget_sel.prev or widget_sel.next or widget_sel
else
widget_sel=select(2,next(Widget[scene]))
widget_sel=select(2,next(Widget[scene.cur]))
end
elseif i=="space"or i=="return"then
if not sceneSwaping and widget_sel then
if not scene.swapping and widget_sel then
widgetPress(widget_sel)
end
else
@@ -770,10 +670,10 @@ local function widgetControl_gamepad(i)
if widget_sel then
widget_sel=i=="dpup"and widget_sel.prev or widget_sel.next or widget_sel
else
widget_sel=select(2,next(Widget[scene]))
widget_sel=select(2,next(Widget[scene.cur]))
end
elseif i=="start"then
if not sceneSwaping and widget_sel then
if not scene.swapping and widget_sel then
local W=widget_sel
if W.hide and W.hide()then widget_sel=nil end
if W.type=="button"then
@@ -791,15 +691,16 @@ local function widgetControl_gamepad(i)
end
end
function love.mousepressed(x,y,k,t,num)
if devMode>0 then print(x,y)end
if t then return end
mx,my=xOy:inverseTransformPoint(x,y)
if mouseDown[scene]then
mouseDown[scene](mx,my,k)
if mouseDown[scene.cur]then
mouseDown[scene.cur](mx,my,k)
elseif k==2 then
back()
scene.back()
end
if k==1 then
if widget_sel and not sceneSwaping then
if widget_sel and not scene.swapping then
widgetPress(widget_sel,mx,my)
end
end
@@ -809,14 +710,14 @@ function love.mousemoved(x,y,dx,dy,t)
if t then return end
mx,my=xOy:inverseTransformPoint(x,y)
dx,dy=dx/scr.k,dy/scr.k
if mouseMove[scene]then
mouseMove[scene](mx,my,dx,dy)
if mouseMove[scene.cur]then
mouseMove[scene.cur](mx,my,dx,dy)
end
if ms.isDown(1)and widget_sel then
widgetDrag(widget_sel,mx,my,dx,dy)
else
widget_sel=nil
for _,W in next,Widget[scene]do
for _,W in next,Widget[scene.cur]do
if not(W.hide and W.hide())and W:isAbove(mx,my)then
widget_sel=W
return
@@ -828,12 +729,12 @@ end
function love.mousereleased(x,y,k,t,num)
if t then return end
mx,my=xOy:inverseTransformPoint(x,y)
if mouseUp[scene]then
mouseUp[scene](mx,my,k)
if mouseUp[scene.cur]then
mouseUp[scene.cur](mx,my,k)
end
end
function love.wheelmoved(x,y)
if wheelmoved[scene]then wheelmoved[scene](x,y)end
if wheelmoved[scene.cur]then wheelmoved[scene.cur](x,y)end
end
function love.touchpressed(id,x,y)
@@ -842,20 +743,20 @@ function love.touchpressed(id,x,y)
touching=id
love.touchmoved(id,x,y,0,0)
end
if touchDown[scene]then
touchDown[scene](id,xOy:inverseTransformPoint(x,y))
if touchDown[scene.cur]then
touchDown[scene.cur](id,xOy:inverseTransformPoint(x,y))
end
end
function love.touchmoved(id,x,y,dx,dy)
x,y=xOy:inverseTransformPoint(x,y)
if touchMove[scene]then
touchMove[scene](id,x,y,dx/scr.k,dy/scr.k)
if touchMove[scene.cur]then
touchMove[scene.cur](id,x,y,dx/scr.k,dy/scr.k)
end
if widget_sel then
widgetDrag(widget_sel,x,y,dx,dy)
else
widget_sel=nil
for _,W in next,Widget[scene]do
for _,W in next,Widget[scene.cur]do
if not(W.hide and W.hide())and W:isAbove(x,y)then
widget_sel=W
return
@@ -870,13 +771,13 @@ function love.touchreleased(id,x,y)
x,y=xOy:inverseTransformPoint(x,y)
if id==touching then
touching=nil
if widget_sel and not sceneSwaping then
if widget_sel and not scene.swapping then
widgetPress(widget_sel,x,y)
end
widget_sel=nil
end
if touchUp[scene]then
touchUp[scene](id,x,y)
if touchUp[scene.cur]then
touchUp[scene.cur](id,x,y)
end
end
function love.keypressed(i)
@@ -910,14 +811,14 @@ function love.keypressed(i)
end
end
else
if keyDown[scene]then keyDown[scene](i)
elseif i=="escape"or i=="back"then back()
if keyDown[scene.cur]then keyDown[scene.cur](i)
elseif i=="escape"then scene.back()
else widgetControl_key(i)
end
end
end
function love.keyreleased(i)
if keyUp[scene]then keyUp[scene](i)end
if keyUp[scene.cur]then keyUp[scene.cur](i)end
end
local keyMirror={
@@ -930,20 +831,20 @@ local keyMirror={
}
function love.gamepadpressed(joystick,i)
mouseShow=false
if gamepadDown[scene]then gamepadDown[scene](i)
elseif keyDown[scene]then keyDown[scene](keyMirror[i]or i)
elseif i=="back"then back()
if gamepadDown[scene.cur]then gamepadDown[scene.cur](i)
elseif keyDown[scene.cur]then keyDown[scene.cur](keyMirror[i]or i)
elseif i=="back"then scene.back()
else widgetControl_gamepad(i)
end
end
function love.gamepadreleased(joystick,i)
if gamepadUp[scene]then gamepadUp[scene](i)
if gamepadUp[scene.cur]then gamepadUp[scene.cur](i)
end
end
--[[
function love.joystickpressed(js,k)end
function love.joystickaxis(js,axis,valend
function love.joystickhat(js,hat,dirend
function love.joystickaxis(js,axis,val)end
function love.joystickhat(js,hat,dir)end
function love.sendData(data)end
function love.receiveData(id,data)end
]]
@@ -964,7 +865,7 @@ function love.resize(w,h)
gc.replaceTransform(xOy)
end
function love.focus(f)
if system~="Android" and not f and scene=="play"then pauseGame()end
if system~="Android" and not f and scene.cur=="play"then pauseGame()end
end
function love.update(dt)
-- if players then for k,v in pairs(players[1])do
@@ -990,28 +891,25 @@ function love.update(dt)
FX_BGblock.tm=rnd(20,30)
end
end
if sceneSwaping then
sceneSwaping.time=sceneSwaping.time-1
if sceneSwaping.time==sceneSwaping.mid then
for k,W in next,Widget[scene]do
if W.type=="button"then
W.alpha=0
end--Reset widgets' alpha
end
if scene.swapping then
local S=scene.swap
S.time=S.time-1
if S.time==S.mid then
scene.cur=S.tar
scene.init(S.tar)
widget_sel=nil
scene=sceneSwaping.tar
if sceneInit[scene] then sceneInit[scene]()end
--scene swapped!
elseif sceneSwaping.time==0 then
sceneSwaping=nil
--此时场景切换
end
if S.time==0 then
scene.swapping=false
end
end
if Tmr[scene]then
Tmr[scene](dt)
if Tmr[scene.cur]then
Tmr[scene.cur](dt)
end
for i=#Task,1,-1 do
local T=Task[i]
if(not T.P or T.P and scene=="play")and T.code(T.P,T.data)then
if T.code(T.P,T.data)then
rem(Task,i)
end
end
@@ -1036,14 +934,14 @@ function love.update(dt)
end
end
Q[1]=L[n]
Q[1]:setVolume(setting.voc*.125)
Q[1]:setVolume(setting.voc*.1)
Q[1]:play()
--load voice with string
end
end
end
-- for k,W in next,Widget[scene]do
-- end--update Widgets
-- for k,W in next,Widget[scene.cur]do
-- end--更新控件
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
@@ -1059,9 +957,9 @@ function love.draw()
gc.draw(img,FX_BGblock[n].x+(j-1)*30*size,FX_BGblock[n].y+(i-1)*30*size,nil,size)
end
end end
end
if Pnt[scene]then Pnt[scene]()end
for k,W in next,Widget[scene]do
end--Draw BG falling blocks
if Pnt[scene.cur]then Pnt[scene.cur]()end
for k,W in next,Widget[scene.cur]do
if not(W.hide and W.hide())then
W:draw()
end
@@ -1070,7 +968,7 @@ function love.draw()
local r=Timer()*.5
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.draw(miniBlock[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!
@@ -1085,27 +983,27 @@ function love.draw()
gc.setColor(1,1,1,1-S[2]/S[3])
local r=(10*S[2]/S[3])^1.2
gc.rectangle("line",S[4]-r,S[5]-r,S[6]+2*r,S[7]+2*r)
--Ripple
--按钮波纹
elseif S[1]==1 then
gc.setColor(S[4],S[5],S[6],1-S[2]/S[3])
gc.rectangle("fill",S[7],S[8],S[9],S[10],2)
--Shade
--开关/滑条残影
end
end--sysFXs
if sceneSwaping then
sceneSwaping.draw()
end--Swaping animation
if scene.swapping then
scene.swap.draw(scene.swap.time)
end--Swapping animation
if scr.r~=.5625 then
gc.setColor(0,0,0)
if scr.r>.5625 then
local d=(scr.h-scr.w*9/16)*.5/scr.k
gc.rectangle("fill",0,0,1280,-d)
gc.rectangle("fill",0,720,1280,d)
else--high
else--高窗口
local d=(scr.w-scr.h*16/9)*.5/scr.k
gc.rectangle("fill",0,0,-d,720)
gc.rectangle("fill",1280,0,d,720)
end--wide
end--扁窗口
end--Black side
setFont(20)
gc.setColor(1,1,1)
@@ -1121,12 +1019,12 @@ function love.draw()
end
function love.run()
local T=love.timer
local lastFrame,lastUpdatePowerInfo=T.getTime(),T.getTime()
local lastFrame,lastFreshPow=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
scene.init("load")--Scene Launch
return function()
PUMP()
for N,a,b,c,d,e in POLL()do
@@ -1149,14 +1047,14 @@ function love.run()
gc.present()
end
end
repeat
if Timer()-lastUpdatePowerInfo>5 then
updatePowerInfo()
lastUpdatePowerInfo=Timer()
end
until Timer()-lastFrame>.013
T.sleep(.002)
while Timer()-lastFrame<.0158 do
T.sleep(.001)
end
lastFrame=Timer()
if Timer()-lastFreshPow>5 then
updatePowerInfo()
lastFreshPow=Timer()
end
end
end
@@ -1168,8 +1066,9 @@ end
if fs.getInfo("usersetting")then
loadSetting()
elseif system=="Android"or system=="iOS" then
setting.virtualkeySwitch=true
setting.swap=false
else
setting.VKSwitch=false
end
math.randomseed(os.time()*626)
swapLanguage(setting.lang)

133
paint.lua
View File

@@ -51,7 +51,9 @@ local function dataOpt(i)
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).."%]"
return stat.extraPiece
elseif i==16 then
return max(100-int(stat.extraRate/stat.piece*10000)*.01,0).."%"
end
end
local statOptL={
@@ -177,29 +179,36 @@ local function drawAtkPointer(x,y)
gc.circle("line",x,y,30*(1+a),6)
end
local function VirtualkeyPreview()
for i=1,#virtualkey do
local c=sel==i and .8 or 1
gc.setColor(c,c,c,setting.virtualkeyAlpha*.1)
local b=virtualkey[i]
gc.setLineWidth(b[4]*.07)
gc.circle("line",b[1],b[2],b[4]-5)
if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],b[2],nil,b[4]*.025,nil,18,18)end
if setting.VKSwitch then
for i=1,#VK_org do
local B=VK_org[i]
if B.ava then
local c=sel==i and .6 or 1
gc.setColor(c,1,c,setting.VKAlpha*.1)
gc.setLineWidth(B.r*.07)
gc.circle("line",B.x,B.y,B.r)
if setting.VKIcon then gc.draw(VKIcon[i],B.x,B.y,nil,B.r*.025,nil,18,18)end
end
end
end
end
local function drawVirtualkey()
local a=setting.virtualkeyAlpha*.1
local a=setting.VKAlpha*.1
for i=1,#virtualkey do
if i~=9 or modeEnv.Fkey then
local p,b=virtualkeyDown[i],virtualkey[i]
if p then gc.setColor(.7,.7,.7,a)
else gc.setColor(1,1,1,a)
end
gc.setLineWidth(b[4]*.07)
gc.circle("line",b[1],b[2]+virtualkeyPressTime[i],b[4]-5)
if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],b[2]+virtualkeyPressTime[i],nil,b[4]*.025,nil,18,18)end
if virtualkeyPressTime[i]>0 then
gc.setColor(1,1,1,a*virtualkeyPressTime[i]*.1)
gc.circle("line",b[1],b[2],b[4]*(1.4-virtualkeyPressTime[i]*.04))
local B=virtualkey[i]
if B.ava then
local _=virtualkeyDown[i]and gc.setColor(.7,.7,.7,a)or gc.setColor(1,1,1,a)--Dark magic
gc.setLineWidth(B.r*.07)
local ΔY=virtualkeyPressTime[i]
gc.circle("line",B.x,B.y+ΔY,B.r)--Outline circle
if setting.VKIcon then
gc.draw(VKIcon[i],B.x,B.y+ΔY,nil,B.r*.025,nil,18,18)
end--Icon
if ΔY>0 then
gc.setColor(1,1,1,a*ΔY*.1)
gc.circle("line",B.x,B.y,B.r*(1.4-ΔY*.04))
end--Ripple
end
end
end
@@ -272,7 +281,7 @@ function Pnt.BG.game6()
end
gc.setColor(.3,.3,.3)
local r=7-int(Timer()*.5)%7
gc.draw(mouseBlock[r],640,360,Timer()%3.1416*6,400,400,scs[2*r]-.5,#blocks[r][0]-scs[2*r-1]+.5)
gc.draw(miniBlock[r],640,360,Timer()%3.1416*6,400,400,scs[2*r]-.5,#blocks[r][0]-scs[2*r-1]+.5)
end--Fast lightning&spining tetromino
local matrixT={}for i=0,15 do matrixT[i]={}for j=0,8 do matrixT[i][j]=love.math.noise(i,j)+2 end end
function Pnt.BG.matrix()
@@ -413,12 +422,12 @@ function Pnt.draw()
gc.translate(-200,-60)
if clearSureTime>0 then
gc.setColor(1,1,1,clearSureTime*.02)
gc.draw(drawableText.question,1100,570)
gc.draw(drawableText.question,760,11)
end
if pen>0 then
gc.setLineWidth(13)
gc.setColor(blockColor[pen])
gc.rectangle("line",945,605,70,70)
gc.rectangle("line",746,460,70,70)
elseif pen==-1 then
gc.setLineWidth(5)
gc.setColor(.9,.9,.9)
@@ -453,7 +462,7 @@ function Pnt.play()
gc.pop()
end--FX animation
gc.setColor(1,1,1)
if setting.virtualkeySwitch then drawVirtualkey()end
if setting.VKSwitch then drawVirtualkey()end
if modeEnv.royaleMode then
for i=1,#FX_badge do
local b=FX_badge[i]
@@ -501,9 +510,9 @@ function Pnt.pause()
gc.print(text.stat[i+3],110,30*i+270)
gc.print(dataOpt(i),305,30*i+270)
end
for i=9,15 do
for i=9,16 do
gc.print(text.stat[i+3],860,30*i+30)
gc.print(dataOpt(i),1000,30*i+30)
gc.print(dataOpt(i),1050,30*i+30)
end
setFont(40)
if system~="Android"then
@@ -532,40 +541,54 @@ function Pnt.setting_sound()
gc.setColor(1,1,1)
mDraw(drawableText.setting_sound,640,15)
end
function Pnt.setting_control()
function Pnt.setting_key()
local a=.3+sin(Timer()*15)*.1
if keyboardSetting then
gc.setColor(1,.5,.5,a)
else
gc.setColor(.9,.9,.9,a)
end
gc.rectangle("fill",240,40*keyboardSet-10,200,40)
if joystickSetting then
gc.setColor(1,.5,.5,a)
else
gc.setColor(.9,.9,.9,a)
end
gc.rectangle("fill",440,40*joystickSet-10,200,40)
if keyboardSetting then gc.setColor(1,.3,.3,a)else gc.setColor(1,.7,.7,a)end
gc.rectangle("fill",
keyboardSet<11 and 240 or 840,
45*keyboardSet+20-450*int(keyboardSet/11),
200,45
)
if joystickSetting then gc.setColor(.3,.3,.1,a)else gc.setColor(.7,.7,1,a)end
gc.rectangle("fill",
joystickSet<11 and 440 or 1040,
45*joystickSet+20-450*int(joystickSet/11),
200,45
)
--Selection rect
gc.setColor(1,.3,.3)
mDraw(drawableText.keyboard,340,35)
mDraw(drawableText.keyboard,940,35)
gc.setColor(.3,.3,1)
mDraw(drawableText.joystick,540,35)
mDraw(drawableText.joystick,1140,35)
gc.setColor(1,1,1)
setFont(25)
for y=1,13 do
mStr(text.actName[y],150,40*y-5)
for x=1,2 do
mStr(setting.keyMap[curBoard+x*8-8][y],200*x+140,40*y-3)
setFont(31)
for N=1,20 do
if N<11 then
gc.printf(text.actName[N],47,45*N+22,180,"right")
mStr(setting.keyMap[curBoard][N],340,45*N+22)
mStr(setting.keyMap[curBoard+8][N],540,45*N+22)
else
gc.printf(text.actName[N],647,45*N-428,180,"right")
mStr(setting.keyMap[curBoard][N],940,45*N-428)
mStr(setting.keyMap[curBoard+8][N],1040,45*N-428)
end
gc.line(40,40*y-10,640,40*y-10)
end
for x=1,4 do
gc.line(200*x-160,30,200*x-160,550)
gc.setLineWidth(2)
for x=40,1240,200 do
gc.line(x,65,x,515)
end
for y=65,515,45 do
gc.line(40,y,1240,y)
end
gc.line(40,550,640,550)
mDraw(drawableText.keyboard,340,0)
mDraw(drawableText.joystick,540,0)
gc.draw(drawableText.ctrlSetHelp,50,620)
setFont(40)
gc.print("P"..int(curBoard*.5+.5).."/P4",420,560)
gc.print(curBoard.."/8",580,560)
gc.print("Player:",170,590)
gc.print(int(curBoard*.5+.5),300,590)
gc.print(curBoard.."/8",580,590)
gc.draw(drawableText.ctrlSetHelp,50,650)
end
function Pnt.setting_touch()
VirtualkeyPreview()
@@ -581,6 +604,12 @@ function Pnt.setting_touch()
end
end
end
function Pnt.setting_trackSetting()
gc.setColor(1,1,1)
mDraw(drawableText.VKTchW,140+50*setting.VKTchW,260)
mDraw(drawableText.VKOrgW,140+50*setting.VKTchW+50*setting.VKCurW,320)
mDraw(drawableText.VKCurW,640+50*setting.VKCurW,380)
end
function Pnt.help()
setFont(30)
gc.setColor(1,1,1)

View File

@@ -11,6 +11,7 @@ local scr=scr--screen camera
local gameEnv0={
das=10,arr=2,
sddas=2,sdarr=2,
quickR=true,swap=true,
ghost=true,center=true,
grid=false,swap=true,
_20G=false,bone=false,
@@ -192,7 +193,7 @@ local TMP1={
TMP1[2]=TMP1[1]
TMP1[4]=TMP1[3]
TMP1[5]=TMP1[3]
local fineeseCtrlPar=TMP1
local finesseCtrlPar=TMP1
TMP1,TMP2,TMP3,TMP4=nil----------release
local CCblockID={4,3,5,6,1,2,0}
local freshMethod={
@@ -286,9 +287,8 @@ local mesDisp={
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)
mStr(r<11 and 18 or r<22 and r+8 or r==22 and"00"or r==23 and"0a"or format("%x",r*10-220),-82,210)
mDraw(drawableText.speedLV,-82,290)
setFont(50)
mStr(P.stat.row,-82,320)
mStr(P.gameEnv.target,-82,370)
@@ -302,24 +302,21 @@ local mesDisp={
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)
mDraw(drawableText.atk,-82,363)
mDraw(drawableText.eff,-82,475)
end,
tsd=function(P)
setFont(35)
mStr("TSD",-82,407)
setFont(80)
mStr(P.modeData.event,-82,330)
mDraw(drawableText.tsd,-82,407)
end,
blind=function(P)
setFont(25)
mStr("Lines",-82,300)
mStr("Techrash",-82,420)
mDraw(drawableText.line,-82,300)
mDraw(drawableText.techrash,-82,420)
if curMode.lv==6 then
mStr("Point",-82,170)
mDraw(drawableText.grade,-82,170)
setFont(60)
mStr(P.modeData.point*.1,-82,110)
mStr(P.modeData.event,-82,110)
end
setFont(80)
mStr(P.stat.row,-82,220)
@@ -328,57 +325,51 @@ local mesDisp={
dig=function(P)
setFont(70)
mStr(P.modeData.event,-82,310)
setFont(30)
mStr("Wave",-82,375)
mDraw(drawableText.wave,-82,375)
end,
survivor=function(P)
setFont(70)
mStr(P.modeData.event,-82,310)
setFont(30)
mStr("Wave",-82,375)
mDraw(drawableText.wave,-82,375)
end,
defender=function(P)
setFont(60)
mStr(P.modeData.point,-82,315)
setFont(30)
mStr("RPM",-82,375)
mDraw(drawableText.rpm,-82,375)
end,
attacker=function(P)
setFont(60)
mStr(P.modeData.point,-82,315)
setFont(30)
mStr("RPM",-82,375)
mDraw(drawableText.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)
mDraw(drawableText.atk,-82,363)
mDraw(drawableText.eff,-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)
mDraw(drawableText.combo,-82,358)
mDraw(drawableText.mxcmb,-82,450)
end,
pctrain=function(P)
setFont(22)
mStr("Perfect Clear",-82,412)
setFont(80)
mStr(P.stat.pc,-82,330)
mDraw(drawableText.pc,-82,412)
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)
setFont(80)
mStr(P.stat.pc,-82,350)
mDraw(drawableText.pc,-82,432)
gc.setColor(.5,.5,.5)
if frame>179 then
local y=72*(7-(P.stat.piece+(P.hd.id>0 and 2 or 1))%7)-36
@@ -389,8 +380,8 @@ local mesDisp={
setFont(40)
mStr(#players.alive.."/49",-82,175)
mStr(P.ko,-70,215)
gc.draw(drawableText.ko,-127,225)
setFont(25)
gc.print("KO",-127,225)
gc.setColor(1,.5,0,.6)
gc.print(P.badge,-47,227)
gc.setColor(1,1,1)
@@ -404,8 +395,8 @@ local mesDisp={
setFont(40)
mStr(#players.alive.."/99",-82,175)
mStr(P.ko,-70,215)
gc.draw(drawableText.ko,-127,225)
setFont(25)
gc.print("KO",-127,225)
gc.setColor(1,.5,0,.6)
gc.print(P.badge,-47,227)
gc.setColor(1,1,1)
@@ -421,10 +412,9 @@ local mesDisp={
end,
custom=function(P)
if P.gameEnv.puzzle or P.gameEnv.target>1e10 then
setFont(25)
mStr("Lines",-82,290)
setFont(60)
mStr(P.stat.row,-82,225)
mDraw(drawableText.line,-82,290)
else
setFont(60)
mStr(max(P.gameEnv.target-P.stat.row,0),-82,240)
@@ -516,7 +506,7 @@ function newDemoPlayer(id,x,y,size)
P.ctrlCount=0
local bag1={1,2,3,4,5,6,7}
for i=1,7 do
for _=1,7 do
P:newNext(rem(bag1,rnd(#bag1)))
end
P.freshNext=freshMethod.bag7
@@ -554,7 +544,7 @@ function newDemoPlayer(id,x,y,size)
P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
P.moving,P.downing=0,0
P.waiting,P.falling=-1,-1
P.clearing={}
P.clearing,P.cleared={},{}
P.combo,P.b2b=0,0
P.fieldBeneath=0
P.shade={}
@@ -628,28 +618,28 @@ function newPlayer(id,x,y,size,AIdata)
P.freshTime=0
P.spinLast,P.lastClear=false,nil
P.spinSeq=0--for Ospin,each digit mean a spin
P.ctrlCount=0--key press time,for fineese check
P.ctrlCount=0--key press time,for finesse check
P.his={rnd(7),rnd(7),rnd(7),rnd(7)}
local s=P.gameEnv.sequence
if s=="bag7"or s=="his4"then
local bag1={1,2,3,4,5,6,7}
for i=1,7 do
for _=1,7 do
P:newNext(rem(bag1,rnd(#bag1)))
end
elseif s=="rnd"then
for i=1,6 do
for _=1,6 do
local r=rnd(7)
P:newNext(r)
end
elseif s=="drought1"then
local bag1={1,2,3,4,5,6}
for i=1,6 do
for _=1,6 do
P:newNext(rem(bag1,rnd(#bag1)))
end
elseif s=="drought2"then
local bag1={1,2,3,4,6,6}
for i=1,6 do
for _=1,6 do
P:newNext(rem(bag1,rnd(#bag1)))
end
end
@@ -703,7 +693,7 @@ function newPlayer(id,x,y,size,AIdata)
P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
P.moving,P.downing=0,0
P.waiting,P.falling=-1,-1
P.clearing={}
P.clearing,P.cleared={},{}
P.combo,P.b2b=0,0
P.fieldBeneath=0
@@ -804,9 +794,7 @@ function player.update(P,dt)
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
P.clearing,P.cleared={},{}
end
end
if not P.control then goto stop end
@@ -865,9 +853,7 @@ function player.update(P,dt)
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
P.clearing,P.cleared={},{}
end
end::stop::
if P.endCounter<40 then
@@ -1139,15 +1125,13 @@ function player.draw(P)
if P.gameEnv.hold then
mDraw(drawableText.hold,-82,-10)
if P.holded then gc.setColor(.6,.6,.6)end
for i=1,#P.hd.bk do
local B=P.hd.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.hd.color)
end
if P.holded then gc.setColor(.6,.5,.5)end
local B=P.hd.bk
for i=1,#B do for j=1,#B[1]do
if B[i][j]then
drawPixel(i+17.5-#B*.5,j-2.7-#B[1]*.5,P.hd.color)
end
end
end end
end--Hold
gc.setColor(1,1,1)
mDraw(drawableText.next,381,-10)
@@ -1264,7 +1248,20 @@ function player.demoDraw(P)
end
end end--Block
end
::E::
gc.setColor(1,1,1,.3)
local N=miniBlock[P.hd.id]
if N then
gc.draw(N,15,30,nil,16,nil,0,N:getHeight()*.5)
end
local N=1
::L::
if N<=P.gameEnv.next and P.next[N]then
local p=miniBlock[P.next[N].id]
gc.draw(p,285,40*N-10,nil,16,nil,p:getWidth(),p:getHeight()*.5)
N=N+1
goto L
end
--Next
gc.setColor(1,1,1)
gc.draw(PTC.dust[P.id])
gc.translate(-P.fieldOffX,-P.fieldOffY)
@@ -1372,13 +1369,14 @@ local function checkrow(P,start,height)--(cy,r)
for i=1,height do
if ckfull(P,h)then
ins(P.clearing,h)
ins(P.cleared,h+c)
removeRow(P.field,h)
removeRow(P.visTime,h)
c=c+1
if not P.small then
local S=PTC.dust[P.id]
for k=1,120 do
S:setPosition(rnd(300),600-30*h+rnd(30))
for _=1,100 do
S:setPosition(rnd(300),630-30*(h+c)+rnd(30))
S:emit(2)
end
end
@@ -1399,15 +1397,22 @@ local function solid(P,x,y)
if y>#P.field then return false end
return P.field[y][x]>0
end
local function getBlockDirection(P)
return(P.curX+P.sc[2]-6.5)*.15
end
function player:fineError(rate)
self.stat.extraPiece=self.stat.extraPiece+1
self.stat.extraRate=self.stat.extraRate+rate
if self.gameEnv.fineKill then
SFX("error_long")
if self.human then
if self.gameEnv.fineKill then
SFX("error_long")
Event.lose(self)
elseif setting.fine then
SFX("error")
end
elseif self.gameEnv.fineKill then
Event.lose(self)
else
SFX("error")
end
end
function player:garbageSend(R,send,time,...)
@@ -1482,9 +1487,9 @@ function player:freshTarget()
self:changeAtk(randomTarget(self))
end
elseif self.atkMode==2 then
self:changeAtk(P~=mostBadge and mostBadge or secBadge or randomTarget(self))
self:changeAtk(self~=mostBadge and mostBadge or secBadge or randomTarget(self))
elseif self.atkMode==3 then
self:changeAtk(P~=mostDangerous and mostDangerous or secDangerous or randomTarget(self))
self:changeAtk(self~=mostDangerous and mostDangerous or secDangerous or randomTarget(self))
elseif self.atkMode==4 then
for i=1,#self.atker do
if not self.atker[i].alive then
@@ -1682,7 +1687,7 @@ function player:spin(d,ifpre)
self.spinLast=2
self.stat.rotate=self.stat.rotate+1
self:freshgho()
SFX("rotatekick")
SFX("rotatekick",nil,getBlockDirection(self))
return
end
else
@@ -1690,7 +1695,7 @@ function player:spin(d,ifpre)
end
end
if self.human then
SFX(ifpre and"prerotate"or"rotate")
SFX(ifpre and"prerotate"or"rotate",nil,getBlockDirection(self))
end
return
end
@@ -1721,14 +1726,13 @@ function player:spin(d,ifpre)
if not ifpre then self:freshgho()end
if self.gameEnv.easyFresh or y0>self.curY then self:freshLockDelay()end
if self.human then
SFX(ifpre and"prerotate"or ifoverlap(self,self.cur.bk,self.curX,self.curY+1)and ifoverlap(self,self.cur.bk,self.curX-1,self.curY)and ifoverlap(self,self.cur.bk,self.curX+1,self.curY)and"rotatekick"or"rotate")
SFX(ifpre and"prerotate"or ifoverlap(self,self.cur.bk,self.curX,self.curY+1)and ifoverlap(self,self.cur.bk,self.curX-1,self.curY)and ifoverlap(self,self.cur.bk,self.curX+1,self.curY)and"rotatekick"or"rotate",nil,getBlockDirection(self))
end
self.ctrlCount=self.ctrlCount+(d==2 and 2 or 1)
self.stat.rotate=self.stat.rotate+1
end
function player:hold(ifpre)
if not self.holded and self.waiting==-1 and self.gameEnv.hold then
--Fineese check
--Finesse check
local H,B=self.hd,self.cur
if H and H.id==B.id and H.name==B.name then
self:fineError(1.5)
@@ -1780,7 +1784,7 @@ function player:resetblock()
if self.AI_mode=="CC"then BOT.addNext(self.AI_bot,CCblockID[self.next[self.AIdata.next].id])end
self.sc,self.dir=scs[self.cur.id][0],0--spin center/direction
self.r,self.c=#self.cur.bk,#self.cur.bk[1]--row/column
self.curX,self.curY=blockPos[self.cur.id],21+ceil(self.fieldBeneath/30)-self.r+min(int(#self.field*.2),2)
self.curX,self.curY=blockPos[self.cur.id],21+ceil(self.fieldBeneath/30)+min(int(#self.field*.15)-self.r,0)--初始高度7格+1,14格+2(非I)
self.dropDelay,self.lockDelay,self.freshTime=self.gameEnv.drop,self.gameEnv.lock,0
if self.keyPressing[8]then self:hold(true)end
@@ -1795,7 +1799,7 @@ function player:resetblock()
self:freshgho()
if self.keyPressing[6]then self.act.hardDrop(self)self.keyPressing[6]=false end
end
function player:drop()--(Place piece)
function player:drop()--Place piece
self.dropTime[11]=ins(self.dropTime,1,frame)--update speed dial
self.waiting=self.gameEnv.wait
local dospin=0
@@ -1840,8 +1844,9 @@ function player:drop()--(Place piece)
dospin=false
end
if self.gameEnv.fine then
if self.curY>18 then goto 通过测试 end
--极简检测
if self.curY>18 then goto 通过测试 end--高处易误判
do
local y0=self.curY
local x,c=self.curX,self.c
local B=self.cur.bk
@@ -1868,14 +1873,16 @@ function player:drop()--(Place piece)
dir=dir-2
end
end--SZI的逆态视为顺态
local R,I=self.ctrlCount,fineeseCtrlPar[id][dir][self.curX]--Real key/Ideal key
local R,I=self.ctrlCount,finesseCtrlPar[id][dir][self.curX]--Real key/Ideal key
local d=R-I
if d<=0 then
goto 通过测试
end
if I==0 then I=.67 end
self:fineError(R/I)
end--极简检测
if I==0 then I=1 end
local rate=R/I
if rate>2.5 then rate=2.5 end
self:fineError(rate)
end
::通过测试::
if cc>0 then
@@ -2068,7 +2075,7 @@ function player:drop()--(Place piece)
self:garbageSend(T,send,sendTime,1,self.cur.color,self.lastClear,dospin,mini,self.combo)
end
self.stat.send=self.stat.send+send
if self.human and send>3 then SFX("emit",min(send,8)*.125)end
if self.human and send>3 then SFX("emit",min(send,8)*.1)end
end
end
else
@@ -2093,7 +2100,7 @@ function player:drop()--(Place piece)
self.stat.score=self.stat.score+cscore
self.stat.piece,self.stat.row=self.stat.piece+1,self.stat.row+cc
Event[self.gameEnv.dropPiece](self)
if self.human then SFX("lock")end
if self.human then SFX("lock",nil,getBlockDirection(self))end
end
function player:pressKey(i)
self.keyPressing[i]=true
@@ -2118,8 +2125,11 @@ end
-------------------------<Controls>-------------------------
player.act={}
function player.act.moveLeft(P,auto)
if not auto then
P.ctrlCount=P.ctrlCount+1
end
if P.keyPressing[9]then
if setting.swap then
if P.gameEnv.swap then
P:changeAtkMode(1)
end
elseif P.control and P.waiting==-1 then
@@ -2132,7 +2142,6 @@ function player.act.moveLeft(P,auto)
P.spinLast=false
if not auto then
P.moving=-1
P.ctrlCount=P.ctrlCount+1
end
else
P.moving=-P.gameEnv.das-1
@@ -2142,8 +2151,11 @@ function player.act.moveLeft(P,auto)
end
end
function player.act.moveRight(P,auto)
if not auto then
P.ctrlCount=P.ctrlCount+1
end
if P.keyPressing[9]then
if setting.swap then
if P.gameEnv.swap then
P:changeAtkMode(2)
end
elseif P.control and P.waiting==-1 then
@@ -2156,7 +2168,6 @@ function player.act.moveRight(P,auto)
P.spinLast=false
if not auto then
P.moving=1
P.ctrlCount=P.ctrlCount+1
end
else
P.moving=P.gameEnv.das+1
@@ -2167,25 +2178,28 @@ function player.act.moveRight(P,auto)
end
function player.act.rotRight(P)
if P.control and P.waiting==-1 then
P.ctrlCount=P.ctrlCount+1
P:spin(1)
P.keyPressing[3]=false
end
end
function player.act.rotLeft(P)
if P.control and P.waiting==-1 then
P.ctrlCount=P.ctrlCount+1
P:spin(3)
P.keyPressing[4]=false
end
end
function player.act.rotFlip(P)
if P.control and P.waiting==-1 then
P.ctrlCount=P.ctrlCount+2
P:spin(2)
P.keyPressing[5]=false
end
end
function player.act.hardDrop(P)
if P.keyPressing[9]then
if setting.swap then
if P.gameEnv.swap then
P:changeAtkMode(3)
end
P.keyPressing[6]=false
@@ -2202,7 +2216,7 @@ function player.act.hardDrop(P)
P.curY=P.y_img
P.spinLast=false
if P.human then
SFX("drop")
SFX("drop",nil,getBlockDirection(P))
VIB(1)
end
end
@@ -2213,7 +2227,7 @@ function player.act.hardDrop(P)
end
function player.act.softDrop(P)
if P.keyPressing[9]then
if setting.swap then
if P.gameEnv.swap then
P:changeAtkMode(4)
end
else
@@ -2235,24 +2249,11 @@ function player.act.func(P)
P.gameEnv.Fkey(P)
end
function player.act.restart(P)
if setting.quickR or frame<180 then
if P.gameEnv.quickR or frame<180 then
clearTask("play")
resetPartGameData()
end
end
function player.act.insDown(P)
if P.curY~=P.y_img then
if not P.small then
if setting.dropFX>0 then
P:createShade(P.curX,P.curY+1,P.curX+P.c-1,P.y_img+P.r-1)
end
if setting.shakeFX>0 then
P.fieldOffY=2*setting.shakeFX
end
end
P.curY,P.lockDelay,P.spinLast=P.y_img,P.gameEnv.lock,false
end
end
function player.act.insLeft(P,auto)
local x0,y0=P.curX,P.curY
while not ifoverlap(P,P.cur.bk,P.curX-1,P.curY)do
@@ -2295,6 +2296,19 @@ function player.act.insRight(P,auto)
P.ctrlCount=P.ctrlCount+1
end
end
function player.act.insDown(P)
if P.curY~=P.y_img then
if not P.small then
if setting.dropFX>0 then
P:createShade(P.curX,P.curY+1,P.curX+P.c-1,P.y_img+P.r-1)
end
if setting.shakeFX>0 then
P.fieldOffY=2*setting.shakeFX
end
end
P.curY,P.lockDelay,P.spinLast=P.y_img,P.gameEnv.lock,false
end
end
function player.act.down1(P)
if P.curY~=P.y_img then
P.curY=P.curY-1
@@ -2302,7 +2316,7 @@ function player.act.down1(P)
end
end
function player.act.down4(P)
for i=1,4 do
for _=1,4 do
if P.curY~=P.y_img then
P.curY=P.curY-1
P.spinLast=false
@@ -2311,5 +2325,34 @@ function player.act.down4(P)
end
end
end
function player.act.quit(P)P:lose()end
function player.act.down10(P)
for _=1,10 do
if P.curY~=P.y_img then
P.curY=P.curY-1
P.spinLast=false
else
break
end
end
end
function player.act.dropLeft(P)
P.act.insLeft(P)
P.act.hardDrop(P)
end
function player.act.dropRight(P)
P.act.insRight(P)
P.act.hardDrop(P)
end
function player.act.addLeft(P)
P.act.insLeft(P)
P.act.insDown(P)
P.act.insRight(P)
P.act.hardDrop(P)
end
function player.act.addRight(P)
P.act.insRight(P)
P.act.insDown(P)
P.act.insLeft(P)
P.act.hardDrop(P)
end
-------------------------</Controls>-------------------------

212
scene.lua Normal file
View File

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

View File

@@ -1,5 +1,6 @@
local gc=love.graphics
local N,c=gc.newImage
local int=math.floor
local function T(s,t)return gc.newText(setFont(s),t)end
local function C(x,y)
c=gc.newCanvas(x,y)
@@ -15,16 +16,18 @@ for i=1,13 do
blockSkinmini[i]=C(6,6)
end
virtualkeyIcon={}
for i=1,10 do
virtualkeyIcon[i]=N("/image/virtualkey/"..actName[i]..".png")
local VKI=N("/image/virtualkey.png")
VKIcon={}
for i=1,#actName do
VKIcon[i]=C(36,36)
gc.draw(VKI,(i-1)%5*-36,int((i-1)*.2)*-36)
end
gc.setColor(1,1,1)
mouseBlock={}
miniBlock={}
for i=1,7 do
local b=blocks[i][0]
mouseBlock[i]=C(#b[1],#b)
miniBlock[i]=C(#b[1],#b)
gc.setColor(blockColor[i])
for y=1,#b do for x=1,#b[1]do
if b[y][x]then
@@ -61,6 +64,19 @@ payCode=N("/image/mess/paycode.png")
drawableText={
question=T(100,"?"),
bpm=T(15,"BPM"),kpm=T(15,"KPM"),
speedLV=T(20,"speed level"),
atk=T(20,"Attack"),
eff=T(20,"Efficiency"),
tsd=T(35,"TSD"),
line=T(25,"Lines"),
techrash=T(25,"Techrash"),
grade=T(25,"Grade"),
wave=T(30,"Wave"),
rpm=T(35,"RPM"),
combo=T(20,"Combo"),
mxcmb=T(20,"Max Combo"),
pc=T(22,"Perfect Clear"),
ko=T(25,"KO"),
modeName=T(30),levelName=T(30),
next=T(40),hold=T(40),
@@ -68,9 +84,12 @@ drawableText={
custom=T(80),
setting_game=T(80),setting_graphic=T(80),setting_sound=T(80),
keyboard=T(25),joystick=T(25),
ctrlSetHelp=T(25),
ctrlSetHelp=T(30),
musicRoom=T(80),
nowPlaying=T(50),
warning=T(30),
VKTchW=T(30),
VKOrgW=T(30),
VKCurW=T(30),
}
c=gc.setCanvas()
gc.setCanvas()

View File

@@ -47,7 +47,7 @@ function Tmr.load()
loadnum=loadnum+1
if loadnum==48 then
stat.run=stat.run+1
gotoScene("intro","none")
scene.swapTo("intro","none")
end
end
end

View File

@@ -73,12 +73,15 @@ local drawableTextLoad={
"next","hold",
"pause","finish",
"custom",
"setting_game","setting_graphic","setting_sound",
"setting_game",
"setting_graphic",
"setting_sound",
"keyboard","joystick",
"ctrlSetHelp",
"musicRoom",
"nowPlaying",
"warning",
"VKTchW","VKOrgW","VKCurW",
}
function swapLanguage(l)
text=require("language/"..langID[l])
@@ -126,19 +129,29 @@ function VIB(t)
love.system.vibrate(vibrateLevel[setting.vib+t])
end
end
function SFX(s,v)
function SFX(s,v,pos)
if setting.sfx>0 then
local S=sfx[s]--AU_Queue
local n=1
while sfx[s][n]:isPlaying()do
while S[n]:isPlaying()do
n=n+1
if not sfx[s][n]then
sfx[s][n]=sfx[s][n-1]:clone()
sfx[s][n]:seek(0)
if not S[n]then
S[n]=S[n-1]:clone()
S[n]:seek(0)
break
end
end
sfx[s][n]:setVolume((v or 1)*setting.sfx*.125)
sfx[s][n]:play()
S=S[n]--AU_SRC
if S:getChannelCount()==1 then
if pos then
pos=pos*setting.stereo*.1
S:setPosition(pos,1-pos^2,0)
else
S:setPosition(0,0,0)
end
end
S:setVolume((v or 1)*setting.sfx*.1)
S:play()
end
end
function getFreeVoiceChannel()
@@ -179,7 +192,7 @@ function BGM(s)
bgmPlaying=s
else
if bgmPlaying then
local v=setting.bgm*.125
local v=setting.bgm*.1
bgm[bgmPlaying]:setVolume(v)
if v>0 then
bgm[bgmPlaying]:play()
@@ -194,103 +207,12 @@ function BGM(s)
end
end
local swapDeck_data={
{4,0,1,1},{6,0,15,1},{5,0,9,1},{6,0,6,1},
{1,0,3,1},{3,0,12,1},{1,1,8,1},{2,1,4,2},
{3,2,13,2},{4,1,12,2},{5,2,1,2},{7,1,11,2},
{2,1,9,3},{3,0,6,3},{4,2,14,3},{1,0,4,4},
{7,1,1,4},{6,0,2,4},{5,2,6,4},{6,0,14,5},
{3,3,15,5},{4,0,7,6},{7,1,10,5},{5,0,2,6},
{2,1,1,7},{1,0,4,6},{4,1,13,5},{1,1,6,7},
{5,3,11,5},{3,2,11,7},{6,0,8,7},{4,2,12,8},
{7,0,8,9},{1,0,2,8},{5,2,4,8},{6,0,15,8},
}--Block id [ZSLJTOI] ,dir,x,y
local swap={
none={2,1,d=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)
gc.setColor(0,0,0,t)
gc.rectangle("fill",0,0,1280,720)
end},
deck={50,8,d=function()
local t=sceneSwaping.time
gc.setColor(1,1,1)
if t>8 then
local t=max(t,15)
for i=1,51-t do
local bn=swapDeck_data[i][1]
local b=blocks[bn][swapDeck_data[i][2]]
local cx,cy=swapDeck_data[i][3],swapDeck_data[i][4]
for y=1,#b do for x=1,#b[1]do
if b[y][x]then
gc.draw(blockSkin[bn],80*(cx+x-2),80*(10-cy-y),nil,8/3)
end
end end
end
end
if t<17 then
gc.setColor(1,1,1,(8-abs(t-8))*.125)
gc.rectangle("fill",0,0,1280,720)
end
end},
}--Scene swapping animations
function gotoScene(s,style)
if not sceneSwaping and s~=scene then
style=style or"fade"
sceneSwaping={
tar=s,style=style,
time=swap[style][1],mid=swap[style][2],
draw=swap[style].d
}
widget_sel=nil
if style~="none"then
SFX("swipe")
end
end
end
function updateStat()
local S=players[1].stat
for k,v in next,S do
stat[k]=stat[k]+S[k]
end
end
local prevMenu={
load=love.event.quit,
intro="quit",
main="intro",
music="main",
mode="main",
custom="mode",
draw="custom",
play=function()
kb.setKeyRepeat(true)
updateStat()
saveData()
clearTask("play")
gotoScene(curMode.id~="custom"and"mode"or"custom","deck")
end,
setting_game=function()
saveSetting()
gotoScene("main")
end,
setting_control="setting_game",
setting_touch= "setting_game",
help="main",
history="help",
stat="main",
}
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
gotoScene(t)
else
t()
end
end
function randomTarget(P)
if #players.alive>1 then
@@ -380,10 +302,10 @@ function pauseGame()
end
end
end
gotoScene("pause","none")
scene.swapTo("pause","none")
end
function resumeGame()
gotoScene("play","fade")
scene.swapTo("play","fade")
end
function loadGame(mode,level)
--rec={}
@@ -391,7 +313,7 @@ function loadGame(mode,level)
drawableText.modeName:set(text.modeName[mode])
drawableText.levelName:set(modeLevel[modeID[mode]][level])
needResetGameData=true
gotoScene("play","deck")
scene.swapTo("play","deck")
end
function resetPartGameData()
frame=30
@@ -407,9 +329,7 @@ function resetPartGameData()
players[i]:changeAtk(randomTarget(players[i]))
end
end
for i=1,#virtualkey do
virtualkey[i].press=false
end
restoreVirtualKey()
collectgarbage()
end
function resetGameData()
@@ -420,7 +340,7 @@ function resetGameData()
pauseTime=0--Time paused
pauseCount=0--Times paused
destroyPlayers()
local E=defaultModeEnv[curMode.id]
local E=defModeEnv[curMode.id]
modeEnv=E[curMode.lv]or E[1]
loadmode[curMode.id]()--bg/bgm need redefine in custom,so up here
if modeEnv.task then
@@ -451,14 +371,16 @@ function resetGameData()
garbageSpeed=.3
pushSpeed=2
end
for i=1,#virtualkey do
virtualkey[i].press=false
end
restoreVirtualKey()
stat.game=stat.game+1
local m,p=#freeRow,40*#players+1
while freeRow[p]do
m,freeRow[m]=m-1
end
for i=1,20 do
virtualkeyDown[i]=X
virtualkeyPressTime[i]=0
end
freeRow.L=#freeRow
SFX("ready")
collectgarbage()
@@ -473,6 +395,8 @@ function gameStart()
end
end
local dataOpt={
"run","game","time",
"extraPiece","extraRate",
@@ -485,9 +409,6 @@ local dataOpt={
function loadData()
userData:open("r")
local t=userData:read()
if not find(t,"spin")then
t=love.data.decompress("string","zlib",t)
end
t=splitS(t,"\r\n")
userData:close()
for i=1,#t do
@@ -515,31 +436,37 @@ function saveData()
userData:write(t)
userData:close()
end
function loadSetting()
userSetting:open("r")
local t=userSetting:read()
if not find(t,"virtual")then
t=love.data.decompress("string","zlib",t)
end
t=splitS(t,"\r\n")
userSetting:close()
for i=1,#t do
local p=find(t[i],"=")
if p then
local t,v=sub(t[i],1,p-1),sub(t[i],p+1)
if t=="sfx"or t=="bgm"or t=="voc"then
setting[t]=toN(v:match("[012345678]"))or setting[t]
if
--声音
t=="sfx"or t=="bgm"or t=="voc"or t=="stereo"or
--三个触摸设置项
t=="VKTchW"or t=="VKCurW"or t=="VKAlpha"
then
v=toN(v)
if v==int(v)and v>=0 and v<=10 then
setting[t]=v
end
elseif t=="vib"then
setting.vib=toN(v:match("[012345]"))or 0
elseif t=="fullscreen"then
setting.fullscreen=v=="true"
love.window.setFullscreen(setting.fullscreen)
elseif t=="virtualkeyAlpha"then
setting.virtualkeyAlpha=min(int(abs(toN(v))),10)
elseif
--开关设置们
t=="bg"or
t=="ghost"or t=="center"or t=="grid"or t=="swap"or
t=="quickR"or t=="fine"or t=="bgblock"or t=="smo"or
t=="virtualkeyIcon"or t=="virtualkeySwitch"
t=="VKSwitch"or t=="VKTrack"or t=="VKDodge"or t=="VKIcon"
then
setting[t]=v=="true"
elseif t=="frameMul"then
@@ -561,14 +488,15 @@ function loadSetting()
setting.keyMap[i][j]=v1[j]
end
end
elseif t=="virtualkey"then
elseif t=="VK"then
v=splitS(v,"/")
for i=1,10 do
local SK
for i=1,#v do
if v[i]then
virtualkey[i]=splitS(v[i],",")
for j=1,4 do
virtualkey[i][j]=toN(virtualkey[i][j])
end
SK=splitS(v[i],",")
local K=VK_org[i]
K.ava=SK[1]=="T"
K.x,K.y,K.r=toN(SK[2]),toN(SK[3]),toN(SK[4])
end
end
end
@@ -597,18 +525,24 @@ local saveOpt={
"sfx","bgm",
"vib","voc",
"stereo",
"virtualkeyAlpha",
"virtualkeyIcon",
"virtualkeySwitch",
"VKSwitch",
"VKTrack",
"VKDodge",
"VKIcon",
"VKAlpha",
}
function saveSetting()
local vk={}
for i=1,10 do
for j=1,4 do
virtualkey[i][j]=int(virtualkey[i][j]+.5)
end--Saving a integer is better?
vk[i]=concat(virtualkey[i],",")
local vk={}--virtualkey table
for i=1,#VK_org do
local V=VK_org[i]
vk[i]=concat({
V.ava and"T"or"F",
int(V.x+.5),
int(V.y+.5),
V.r,
},",")
end--pre-pack virtualkey setting
local map={}
for i=1,16 do
@@ -616,11 +550,10 @@ function saveSetting()
end
local t={
"keymap="..toS(concat(map,"/")),
"virtualkey="..toS(concat(vk,"/")),
"VK="..toS(concat(vk,"/")),
}
for i=1,#saveOpt do
t[i+2]=saveOpt[i].."="..toS(setting[saveOpt[i]])
--not always i+2!
t[#t+1]=saveOpt[i].."="..toS(setting[saveOpt[i]])
end
t=concat(t,"\r\n")
userSetting:open("w")

View File

@@ -4,16 +4,15 @@ Patron(rmb10+):
[D*a]?
Future outlook:
Normal Things:
powerinfo switch
splashing block
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)
custom block sequence
combo mode
infinite c4w mode
any screen size
auto GUI in any screen size
CC smarter(think of gaebage buffer)
fineese/bigbang mode & easier CTWC
new AI:task-Z
@@ -24,8 +23,28 @@ Future outlook:
infinite 1v1
square mode
more FXs & 3d features & animations
0.7.32:
Blind-GM now show section directly
easier&more standard classic mode
can switch Virtualkey's auto dodging
in-game setting
code optimized
bug fixed
0.7.31:
stereo system
fixed a problem in finesse calculating
0.7.30:
auto-tracking virtual key,adjustable parameters!
can switch on/off virtuakeys
add 7 more key
better finesse rate calculating
block generating position on Y-axis changed
new icon for android
can use preset in custom mode with keyboard
adjusted GUI
many bug fixed
0.7.28:
add fineese check
add fineese check(almost useful)
code optimized
0.7.27:
super O transform system