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Author SHA1 Message Date
MrZ_26
e281634f72 Alpha V0.7.4 2020-02-04 19:30:30 +08:00
15 changed files with 1031 additions and 877 deletions

38
ai.lua
View File

@@ -21,26 +21,26 @@ spinOffset={
--[[
controlname:
1~5:mL,mR,rR,rL,rF,
6~9:hD,sD,H,R,
10~12:LL,RR,DD
6~10:hD,sD,H,A,R,
11~13:LL,RR,DD
]]
FCL={
[1]={
{{10},{10,2},{1},{},{2},{2,2},{11,1},{11}},
{{10,4},{10,3},{10,2,3},{4},{3},{2,3},{2,2,3},{11,4},{11,3}},
{{11},{11,2},{1},{},{2},{2,2},{12,1},{12}},
{{11,4},{11,3},{11,2,3},{4},{3},{2,3},{2,2,3},{12,4},{12,3}},
},
[3]={
{{10},{10,2},{1},{},{2},{2,2},{11,1},{11},},
{{3,10},{10,3},{10,2,3},{1,3},{3},{2,3},{2,2,3},{11,1,3},{11,3},},
{{10,5},{10,2,5},{1,5},{5},{2,5},{2,2,5},{11,1,5},{11,5},},
{{10,4},{10,2,4},{1,4},{4},{2,4},{2,2,4},{11,1,4},{11,4},{4,11},},
{{11},{11,2},{1},{},{2},{2,2},{12,1},{12},},
{{3,11},{11,3},{11,2,3},{1,3},{3},{2,3},{2,2,3},{12,1,3},{12,3},},
{{11,5},{11,2,5},{1,5},{5},{2,5},{2,2,5},{12,1,5},{12,5},},
{{11,4},{11,2,4},{1,4},{4},{2,4},{2,2,4},{12,1,4},{12,4},{4,12},},
},
[6]={
{{10},{10,2},{1,1},{1},{},{2},{2,2},{11,1},{11},},
{{11},{11,2},{1,1},{1},{},{2},{2,2},{12,1},{12},},
},
[7]={
{{10},{10,2},{1},{},{2},{11,1},{11},},
{{4,10},{10,4},{10,3},{1,4},{4},{3},{2,3},{11,4},{11,3},{3,11},},
{{11},{11,2},{1},{},{2},{12,1},{12},},
{{4,11},{11,4},{11,3},{1,4},{4},{3},{2,3},{12,4},{12,3},{3,12},},
},
}
FCL[2]=FCL[1]
@@ -115,14 +115,14 @@ function getScore(field,bn,cb,cx,cy)
-cy*40
-#cb*25
+clearScore[clear]*(8+#field)
-hole*40
-hole*50
if #field>6 then score=score-highest*5 end
if mh1>3 then score=score-50-mh1*40 end
return score
end
function AI_getControls(ctrl)
local Tfield={}--test field
local field_org=field
local field_org=P.field
for i=1,#field_org do
Tfield[i]=getNewRow()
for j=1,10 do
@@ -130,8 +130,8 @@ function AI_getControls(ctrl)
end
end
local best={x=1,dir=0,hold=false,score=-9e99}
for ifhold=0,gameEnv.hold and 1 or 0 do
local bn=ifhold==0 and bn or hn>0 and hn or nxt[1]
for ifhold=0,P.gameEnv.hold and 1 or 0 do
local bn=ifhold==0 and P.bn or P.hn>0 and P.hn or P.nxt[1]
for dir=0,dirCount[bn] do--each dir
local cb=blocks[bn][dir]
for cx=1,11-#cb[1]do--each pos
@@ -155,20 +155,16 @@ function AI_getControls(ctrl)
resetField(field_org,Tfield,cy)
end
end
end--ifHold loop
end
while #Tfield>0 do
removeRow(Tfield,1)
end--Release cache
if best.hold then
ins(ctrl,8)
end
local l=FCL[best.bn][best.dir+1][best.x]
for i=1,#l do
ins(ctrl,l[i])
end
ins(ctrl,6)--harddrop
ins(ctrl,6)
end

View File

@@ -1,5 +1,5 @@
function onVirtualkey(x,y)
local x,y=convert(x,y)
local x,y=xOy:inverseTransformPoint(x,y)
local d2,nearest,distance
for K=1,#virtualkey do
local b=virtualkey[K]
@@ -28,7 +28,6 @@ function buttonControl_key(i)
sysSFX("button")
end
end
mouseShow=false
end
function buttonControl_gamepad(i)
if i=="dpup"or i=="dpdown"or i=="dpleft"or i=="dpright"then
@@ -50,7 +49,21 @@ function buttonControl_gamepad(i)
end
mouseDown={}
function mouseDown.intro(x,y,k)
if k==2 then
back()
else
gotoScene("main")
end
end
keyDown={}
function keyDown.intro(key)
if key=="escape"then
back()
else
gotoScene("main")
end
end
function keyDown.mode(key)
if key=="down"then
if modeSel<#modeID then modeSel=modeSel+1 end
@@ -90,7 +103,7 @@ function keyDown.setting2(key)
end
elseif keyboardSetting then
for l=1,8 do
for y=1,12 do
for y=1,13 do
if setting.keyMap[l][y]==key then
setting.keyMap[l][y]=""
end
@@ -103,7 +116,7 @@ function keyDown.setting2(key)
elseif key=="up"then
keyboardSet=max(keyboardSet-1,1)
elseif key=="down"then
keyboardSet=min(keyboardSet+1,12)
keyboardSet=min(keyboardSet+1,13)
elseif key=="left"then
curBoard=max(curBoard-1,1)
elseif key=="right"then
@@ -141,6 +154,13 @@ function keyUp.play(key)
end
end
gamepadDown={}
function gamepadDown.intro(key)
if key=="back"then
back()
else
gotoScene("main")
end
end
function gamepadDown.mode(key)
if key=="dpdown"then
if modeSel<#modeID then modeSel=modeSel+1 end
@@ -186,10 +206,10 @@ function gamepadDown.play(key)
local m=setting.keyMap
for p=1,4 do
local lib=setting.keyLib[p]
for s=1,#l[p]do
for s=1,#lib do
for k=1,12 do
if key==m[8+lib[s]][k]then
pressKey(k)
pressKey(k,players[p])
return nil
end
end
@@ -201,10 +221,10 @@ function gamepadUp.play(key)
local m=setting.keyMap
for p=1,4 do
local lib=setting.keyLib[p]
for s=1,#l[p]do
for s=1,#lib do
for k=1,12 do
if key==m[8+lib[s]][k]then
pressKey(k)
releaseKey(k,players[p])
return nil
end
end
@@ -221,7 +241,7 @@ end
function love.mousemoved(x,y,dx,dy,t)
if not t then
mouseShow=true
mx,my=convert(x,y)
mx,my=xOy:inverseTransformPoint(x,y)
Buttons.sel=nil
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
@@ -237,19 +257,22 @@ end
function love.mousepressed(x,y,k,t,num)
if not t then
mouseShow=true
mx,my=convert(x,y)
--if mouseDown[scene]then mouseDown[scene](mx,my,k)end
if k==1 then
if not sceneSwaping and Buttons.sel then
local B=Buttons[scene][Buttons.sel]
B.code()
B.alpha=1
Buttons.sel=nil
love.mousemoved(x,y)
sysSFX("button")
mx,my=xOy:inverseTransformPoint(x,y)
if mouseDown[scene]then
mouseDown[scene](mx,my,k)
else
if k==1 then
if not sceneSwaping and Buttons.sel then
local B=Buttons[scene][Buttons.sel]
B.code()
B.alpha=1
Buttons.sel=nil
love.mousemoved(x,y)
sysSFX("button")
end
elseif k==2 then
back()
end
elseif k==2 then
back()
end
end
end
@@ -261,19 +284,23 @@ function love.touchpressed(id,x,y)
love.mousemoved(x,y)
mouseShow=false
end
if scene=="play"and setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
pressKey(t,players[1])
if scene=="play"then
if setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
pressKey(t,players[1])
end
end
elseif scene=="setting3"then
x,y=convert(x,y)
x,y=xOy:inverseTransformPoint(x,y)
for K=1,#virtualkey do
local b=virtualkey[K]
if (x-b[1])^2+(y-b[2])^2<b[3]then
sel=K
end
end
elseif scene=="intro"then
gotoScene("main")
end
end
function love.touchreleased(id,x,y)
@@ -291,10 +318,10 @@ function love.touchreleased(id,x,y)
if scene=="play"and setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
releaseKey(t)
releaseKey(t,players[1])
end
elseif scene=="setting3"and sel then
x,y=convert(x,y)
x,y=xOy:inverseTransformPoint(x,y)
if sel then
local b=virtualkey[sel]
local k=snapLevelValue[snapLevel]
@@ -314,18 +341,18 @@ function love.touchmoved(id,x,y,dx,dy)
local b=virtualkey[n]
local p=false
for i=1,#l do
local x,y=convert(tc.getPosition(l[i]))
local x,y=xOy:inverseTransformPoint(tc.getPosition(l[i]))
if(x-b[1])^2+(y-b[2])^2<=b[3]then
p=true
break
end
end
if not p and players[1].keyPressing then
releaseKey(n)
releaseKey(n,players[1])
end
end
elseif scene=="setting3"then
x,y=convert(x,y)
x,y=xOy:inverseTransformPoint(x,y)
dx,dy=dx*screenK,dy*screenK
if sel then
local b=virtualkey[sel]
@@ -335,11 +362,12 @@ function love.touchmoved(id,x,y,dx,dy)
end
function love.keypressed(i)
if i=="f12"then devMode=true end
if keyDown[scene]then keyDown[scene](i)
elseif i=="escape"or i=="back"then back()
else buttonControl_key(i)
end
if i=="f12"then devMode=true end
mouseShow=false
end
function love.keyreleased(i)
if keyUp[scene]then keyUp[scene](i)
@@ -430,25 +458,31 @@ function love.draw()
if Pnt[scene]then Pnt[scene]()end
drawButton()
if mouseShow and not touching then
local r=Timer()*.5
gc.setColor(1,1,1,min(1-abs(1-r%1*2),.3))
r=int(r)%7+1
gc.draw(mouseBlock[r],mx,my,Timer()%pi*4,20,20,scs[r][0][2]-.5,#blocks[r][0]-scs[r][0][1]+.5)
gc.setColor(1,1,1,.5)
gc.circle("fill",mx,my,5)
gc.setColor(1,1,1)
gc.draw(mouseIcon,mx,my,nil,nil,nil,10,10)
gc.circle("fill",mx,my,3)
end
if sceneSwaping then sceneSwaping.draw()end
if wh/ww>.5625 then
gc.setColor(0,0,0)
gc.rectangle("fill",0,0,1280,ww*.5625-wh)
gc.rectangle("fill",0,720,1280,wh-ww*.5625)
gc.rectangle("fill",0,0,1280,ww*9/16-wh)
gc.rectangle("fill",0,720,1280,wh-ww*9/16)
elseif wh/ww<.5625 then
gc.setColor(0,0,0)
gc.rectangle("fill",0,0,wh*16/9-ww,720)
gc.rectangle("fill",1280,0,ww-wh*16/9,720)
end
setFont(20)gc.setColor(1,1,1)
gc.print(tm.getFPS(),0,700)
gc.print(tm.getFPS(),5,700)
if devMode then
gc.print(gcinfo(),0,680)
gc.print(freeRow and #freeRow or 0,0,660)
gc.print(gcinfo(),5,680)
gc.print(freeRow and #freeRow or 0,5,660)
end
end
function love.resize(w,h)
@@ -485,9 +519,12 @@ function love.run()
ms.setVisible(true)
if bgmPlaying then bgm[bgmPlaying]:pause()end
if scene=="play"then
for i=1,#players[1].keyPressing do
if players[1].keyPressing[i]then
releaseKey(i)
for i=1,#players.alive do
local l=players.alive[i].keyPressing
for j=1,#l do
if l[j]then
releaseKey(j,players.alive[i])
end
end
end
end

View File

@@ -4,12 +4,12 @@ function love.conf(t)
t.appendidentity=X--Search files in source directory before save directory (boolean)
t.version="11.1"
t.console=X
t.accelerometerjoystick=X--Enable the accelerometer on iOS and Android by exposing it as a Joystick (boolean)
t.accelerometerjoystick=X--If exposing accelerometer on iOS and Android as a Joystick
t.gammacorrect=X
t.audio.mixwithsystem=true--Switch on to keep background music playing
t.audio.mixwithsystem=true--Switch on to keep sysBGM
local W=t.window
W.title="Techmino V0.7.3"
W.title="Techmino V0.7.4"
W.icon="/image/icon.png"
W.width,W.height=1280,720
W.borderless=X
@@ -19,7 +19,7 @@ function love.conf(t)
W.fullscreen=X
W.vsync=X--0 to set ∞fps
W.msaa=X--The number of samples to use with multi-sampled antialiasing (number)
W.depth=X--The number of bits per sample in the depth buffer
W.depth=X--Bits per sample in the depth buffer
W.stencil=8--The number of bits per sample in the stencil buffer
W.display=1--Monitor ID
W.highdpi=X--Enable high-dpi mode for the window on a Retina display (boolean)

View File

@@ -1,19 +1,31 @@
function resetGameData()
frame=0
players={alive={}}
loadmode[gamemode]()
frame=0
count=179
FX.beam={}
for k,v in pairs(PTC.dust)do
if k~=0 then v:release()end
v:release()
end
for i=1,#players do
if not players[i].small then
PTC.dust[i]=PTC.dust[0]:clone()
PTC.dust[i]=PTC.dust0:clone()
PTC.dust[i]:start()
end
end
if modeEnv.royaleMode then
for i=1,#players do
local P=players[i]
if not P.atking then
repeat
P.atking=players.alive[rnd(#players.alive)]
until P.atking~=P
end
end
mostBadge=nil
mostDangerous=nil
end
for i=1,#virtualkey do
virtualkey[i].press=false
end
@@ -25,13 +37,29 @@ function resetGameData()
freeRow[i]={0,0,0,0,0,0,0,0,0,0}
end
end
function gameStart()
sysSFX("start")
for P=1,#players do
P=players[P]
_G.P=P
P.control=true
P.timing=true
resetblock()
end
setmetatable(_G,nil)
end
function createPlayer(id,x,y,size,AIspeed,data)
players[id]={id=id}
ins(players.alive,id)
local P=players[id]
ins(players.alive,P)
P.index={__index=P}
P.x,P.y,P.size=x,y,size or 1
P.small=P.size<.3
if P.small then
P.centerX,P.centerY=P.x+150*P.size,P.y+300*P.size
else
P.centerX,P.centerY=P.x+300*P.size,P.y+670*P.size
end
if AIspeed then
P.ai={
@@ -50,7 +78,11 @@ function createPlayer(id,x,y,size,AIspeed,data)
P.dropTime={}for i=1,10 do P.dropTime[i]=-1e5 end P.dropSpeed=0
P.field,P.visTime,P.atkBuffer={},{},{}
P.badge,P.strength,P.lastRecv=0,0,nil
P.ko,P.badge,P.strength=0,0,0
P.atkMode,P.swappingAtkMode,P.atking,P.lastRecv=1,20
--Royale-related
P.gameEnv={}--Game setting vars,like dropDelay setting
for k,v in pairs(gameEnv0)do
@@ -106,13 +138,12 @@ function showText(text,type,font,dy,inf)
ins(P.bonus,{t=0,text=text,draw=FX[type],font=font,dy=dy or 0,inf=inf,solid=inf})
end
end
function createBeam(s,r,lv)--Player id
S,R=players[s],players[r]
function createBeam(S,R,lv)--Player id
local x1,y1,x2,y2
if S.small then
x1,y1=S.x+(30*(cx+sc[2]-1)+15)*S.size,S.y+(600-30*(cy+sc[1]-1)+15)*S.size
x1,y1=S.x+(30*(P.cx+P.sc[2]-1)+15)*S.size,S.y+(600-30*(P.cy+P.sc[1]-1)+15)*S.size
else
x1,y1=S.x+(30*(cx+sc[2]-1)-30+15+150)*S.size,S.y+(600-30*(cy+sc[1]-1)+15+70)*S.size
x1,y1=S.x+(30*(P.cx+P.sc[2]-1)-30+15+150)*S.size,S.y+(600-30*(P.cy+P.sc[1]-1)+15+70)*S.size
end
if R.small then
x2,y2=R.x+150*R.size,R.y+300*R.size
@@ -121,141 +152,162 @@ function createBeam(s,r,lv)--Player id
end
ins(FX.beam,{x1,y1,x2,y2,t=0,lv=lv})
end
function throwBadge(s,r,amount)--Player id
s,r=players[s],players[r]
function throwBadge(S,R,amount)--Player id
local x1,y1,x2,y2
if s.small then
x1,y1=s.x+150*s.size,s.y+300*s.size
if S.small then
x1,y1=S.x+150*S.size,S.y+300*S.size
else
x1,y1=s.x+308*s.size,s.y+450*s.size
x1,y1=S.x+308*S.size,S.y+450*S.size
end
if r.small then
x2,y2=r.x+150*r.size,r.y+300*r.size
if R.small then
x2,y2=R.x+150*R.size,R.y+300*R.size
else
x2,y2=r.x+308*r.size,r.y+450*r.size
x2,y2=R.x+308*R.size,R.y+450*R.size
end
ins(FX.badge,{x1,y1,x2,y2,t=0,size=(10+min(amount,10))*.1})
end
function freshRoyaleTarget()
local b,sec=0
for i=1,#players.alive do
if players.alive[i].badge>b then
mostBadge,secBadge=players.alive[i],mostBadge
b=players[i].badge
end
end
for i=1,#players.alive do
if P.atkMode==2 then
P.atking=P~=mostBadge and mostBadge or secBadge
end
end
h,sec=0
for i=1,#players.alive do
if #players.alive[i].field>h then
mostDangerous,secDangerous=players.alive[i],mostBadge
h=#players[i].field
end
end
for i=1,#players.alive do
if P.atkMode==3 then
P.atking=P~=mostDangerous and mostDangerous or secDangerous
end
end
end
function freshgho()
if P.gameEnv._20G or keyPressing[7]and gameEnv.sdarr==0 then
while not ifoverlap(cb,cx,cy-1)do
if P.gameEnv._20G or P.keyPressing[7]and P.gameEnv.sdarr==0 then
while not ifoverlap(P.cb,P.cx,P.cy-1)do
P.cy=P.cy-1
P.spinLast=false
end
P.y_img=P.cy
else
P.y_img=P.cy>#field+1 and #field+1 or P.cy
while not ifoverlap(cb,cx,y_img-1)do
P.y_img=P.cy>#P.field+1 and #P.field+1 or P.cy
while not ifoverlap(P.cb,P.cx,P.y_img-1)do
P.y_img=P.y_img-1
end
end
end
function freshLockDelay()
if P.lockDelay<gameEnv.lock and P.freshTime<=gameEnv.freshLimit then
P.lockDelay=gameEnv.lock
if P.lockDelay<P.gameEnv.lock and P.freshTime<=P.gameEnv.freshLimit then
P.lockDelay=P.gameEnv.lock
P.freshTime=P.freshTime+1
end
end
function ifoverlap(bk,x,y)
if x<1 or x+#bk[1]>11 or y<1 then return true end
if y>#field then return nil end
if y>#P.field then return nil end
for i=1,#bk do for j=1,#bk[1]do
if field[y+i-1]and bk[i][j]>0 and field[y+i-1][x+j-1]>0 then return true end
if P.field[y+i-1]and bk[i][j]>0 and P.field[y+i-1][x+j-1]>0 then return true end
end end
end
function ckfull(i)
for j=1,10 do if field[i][j]==0 then return nil end end
for j=1,10 do if P.field[i][j]==0 then return nil end end
return true
end
function checkrow(s,num)--(cy,r)
local c=0--rows cleared
for i=s,s+num-1 do if ckfull(i)then
ins(clearing,1,i)
P.falling=gameEnv.fall
c=c+1--row cleared+1
if not P.small then
for k=1,250 do
PTC.dust[P.id]:setPosition(rnd(300),600-30*i+rnd(30))
PTC.dust[P.id]:emit(1)
for i=s,s+num-1 do
if ckfull(i)then
ins(P.clearing,1,i)
P.falling=P.gameEnv.fall
c=c+1--row cleared+1
if not P.small then
for k=1,250 do
PTC.dust[P.id]:setPosition(rnd(300),600-30*i+rnd(30))
PTC.dust[P.id]:emit(1)
end
end
end
end end
end
return c
end
function solid(x,y)
if x<1 or x>10 or y<1 then return true end
if y>#field then return false end
return field[y][x]>0
if y>#P.field then return false end
return P.field[y][x]>0
end
function resetblock()
P.holded=false
P.spinLast=false
P.freshNext()
P.sc,P.dir=scs[bn][0],0
P.r,P.c=#cb,#cb[1]
P.cx,P.cy=blockPos[bn],21+ceil(fieldBeneath/30)
P.dropDelay,P.lockDelay,P.freshTime=gameEnv.drop,gameEnv.lock,0
P.sc,P.dir=scs[P.bn][0],0
P.r,P.c=#P.cb,#P.cb[1]
P.cx,P.cy=blockPos[P.bn],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,0
if keyPressing[8]then hold(true)end
if abs(moving)-gameEnv.das>1 then
if not ifoverlap(cb,cx+sgn(moving),cy)then
P.cx=cx+sgn(moving)
if P.keyPressing[8]then hold(true)end
if abs(P.moving)-P.gameEnv.das>1 then
if not ifoverlap(P.cb,P.cx+sgn(P.moving),P.cy)then
P.cx=P.cx+sgn(P.moving)
end
end
if keyPressing[3]then spin(1,true)end
if keyPressing[4]then spin(-1,true)end
if keyPressing[5]then spin(2,true)end
if P.keyPressing[3]then spin(1,true)end
if P.keyPressing[4]then spin(-1,true)end
if P.keyPressing[5]then spin(2,true)end
if ifoverlap(cb,cx,cy)then lock()Event.gameover.lose()end
if ifoverlap(P.cb,P.cx,P.cy)then lock()Event.gameover.lose()end
freshgho()
if keyPressing[6]then act.hardDrop()P.keyPressing[6]=false end
if P.keyPressing[6]then act.hardDrop()P.keyPressing[6]=false end
end
function pressKey(i,player)
P=player or players[1]
setmetatable(_G,P.index)
function pressKey(i,P)
P.keyPressing[i]=true
if i==9 then
if i==10 then
act.restart()
elseif alive then
if control and waiting<=0 then
elseif P.alive then
if P.control and P.waiting<=0 then
act[actName[i]]()
if i>2 and i<6 then keyPressing[i]=false end
if i>2 and i<7 then P.keyPressing[i]=false end
elseif i==1 then
P.moving=-1
elseif i==2 then
P.moving=1
end
ins(keyTime,1,frame)rem(keyTime,11)
cstat.key=cstat.key+1
ins(P.keyTime,1,frame)rem(P.keyTime,11)
P.cstat.key=P.cstat.key+1
if P.id==1 then stat.key=stat.key+1 end
--Key count
end
-- if playmode=="recording"then ins(rec,{i,frame})end
--ins(rec,{i,frame})
end
function releaseKey(i,player)
P=player or players[1]
setmetatable(_G,P.index)
P.keyPressing[i]=false
(player or players[1]).keyPressing[i]=false
-- if playmode=="recording"then ins(rec,{-i,frame})end
end
function spin(d,ifpre)
if bn==6 then
freshgho()--May cancel spinLast
local idir=(P.dir+d)%4
if P.bn==6 then
freshLockDelay()
SFX(ifpre and"prerotate"or"rotate")
if id==1 then
if P.id==1 then
stat.rotate=stat.rotate+1
end
return nil
end
local icb=blocks[bn][(dir+d)%4]
local isc=d==1 and{c-sc[2]+1,sc[1]}or d==-1 and{sc[2],r-sc[1]+1}or{r-sc[1]+1,c-sc[2]+1}
local icb=blocks[P.bn][idir]
local isc=scs[P.bn][idir]
local ir,ic=#icb,#icb[1]
local ix,iy=cx+sc[2]-isc[2],cy+sc[1]-isc[1]
local t--succssful num
local iki=TRS[bn][dir*10+(dir+d)%4]
for i=1,#iki do
local ix,iy=P.cx+P.sc[2]-isc[2],P.cy+P.sc[1]-isc[1]
local t--succssful test
local iki=TRS[P.bn][P.dir*10+idir]
for i=1,P.freshTime<=1.2*P.gameEnv.freshLimit and #iki or 1 do
if not ifoverlap(icb,ix+iki[i][1],iy+iki[i][2])then
ix,iy=ix+iki[i][1],iy+iki[i][2]
t=i
@@ -263,41 +315,40 @@ function spin(d,ifpre)
end
end
if t then
P.cx,P.cy=ix,iy
P.sc,P.cb=isc,icb
P.cx,P.cy,P.dir=ix,iy,idir
P.sc,P.cb=scs[P.bn][idir],icb
P.r,P.c=ir,ic
P.dir=(dir+d)%4
P.spinLast=t
freshgho()--May cancel spinLast
P.spinLast=testScore[t==2 and -d or d]
freshgho()
freshLockDelay()
SFX(ifpre and"prerotate"or ifoverlap(cb,cx,cy+1)and ifoverlap(cb,cx-1,cy)and ifoverlap(cb,cx+1,cy)and"rotatekick"or"rotate")
SFX(ifpre and"prerotate"or ifoverlap(P.cb,P.cx,P.cy+1)and ifoverlap(P.cb,P.cx-1,P.cy)and ifoverlap(P.cb,P.cx+1,P.cy)and"rotatekick"or"rotate")
if id==1 then
stat.rotate=stat.rotate+1
end
end
end
function hold(ifpre)
if not holded and waiting<=0 and gameEnv.hold then
P.hn,P.bn=bn,hn
P.hb,P.cb=blocks[hn][0],hb
if not P.holded and P.waiting<=0 and P.gameEnv.hold then
P.hn,P.bn=P.bn,P.hn
P.hb,P.cb=blocks[P.hn][0],P.hb
if bn==0 then freshNext()end
P.sc,P.dir=scs[bn][0],0
P.r,P.c=#cb,#cb[1]
P.cx,P.cy=blockPos[bn],21+ceil(fieldBeneath/30)
if P.bn==0 then P.freshNext()end
P.sc,P.dir=scs[P.bn][0],0
P.r,P.c=#P.cb,#P.cb[1]
P.cx,P.cy=blockPos[P.bn],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
if abs(moving)-gameEnv.das>1 then
if not ifoverlap(cb,cx+sgn(moving),cy)then
P.cx=cx+sgn(moving)
if abs(P.moving)-P.gameEnv.das>1 then
if not ifoverlap(P.cb,P.cx+sgn(P.moving),P.cy)then
P.cx=P.cx+sgn(P.moving)
end
end
freshgho()
P.dropDelay,P.lockDelay,P.freshTime=gameEnv.drop,gameEnv.lock,0
if ifoverlap(cb,cx,cy) then lock()Event.gameover.lose()end
P.holded=true
P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,0
if ifoverlap(P.cb,P.cx,P.cy) then lock()Event.gameover.lose()end
P.holded=P.gameEnv.oncehold
SFX(ifpre and"prehold"or"hold")
if id==1 then
if P.id==1 then
stat.hold=stat.hold+1
end
end
@@ -306,34 +357,51 @@ function drop()
if P.cy==P.y_img then
ins(P.dropTime,1,frame)rem(P.dropTime,11)--update speed dial
P.waiting=P.gameEnv.wait
local dospin=bn~=6 and ifoverlap(cb,cx-1,cy)and ifoverlap(cb,cx+1,cy)and ifoverlap(cb,cx,cy+1)and 1 or 0
if bn<6 and spinLast then
local x,y=cx+sc[2]-1,cy+sc[1]-1
local c=0
if solid(x-1,y+1)then c=c+1 end
if solid(x+1,y+1)then c=c+1 end
if c>0 then
if solid(x-1,y-1)then c=c+1 end
if solid(x+1,y-1)then c=c+1 end
if c>2 then
dospin=dospin+(spinLast==2 and 1 or 2)
local dospin=0
if P.spinLast then
if P.bn<6 then
local x,y=P.cx+P.sc[2]-1,P.cy+P.sc[1]-1
local c=0
if solid(x-1,y+1)then c=c+1 end
if solid(x+1,y+1)then c=c+1 end
if c>0 then
if solid(x-1,y-1)then c=c+1 end
if solid(x+1,y-1)then c=c+1 end
if c>2 then
dospin=dospin+1
end
end
end
end--Three point
if dospin==0 then dospin=false end
end--Three point
if P.bn~=6 and ifoverlap(P.cb,P.cx-1,P.cy)and ifoverlap(P.cb,P.cx+1,P.cy)and ifoverlap(P.cb,P.cx,P.cy+1)then
dospin=dospin+2
end--Immobile
end
lock()
local cc,csend,exblock,sendTime=checkrow(cy,r),0,0,0--Currect clear&send&sendTime
local mini=bn<6 and dospin==1 and cc<3 and cc<r
local cc,csend,exblock,sendTime=checkrow(P.cy,P.r),0,0,0--Currect clear&send&sendTime
local mini
if P.spinLast and cc>0 and dospin>0 then
dospin=dospin+P.spinLast
end
if not P.spinLast then
dospin=false
elseif cc==0 then
if dospin==0 then
dospin=false
end
elseif dospin<2 then
dospin=false
elseif dospin==2 then
mini=P.bn<6 and cc<3 and cc<P.r
end
P.combo=P.combo+1--combo=0 is under
if cc==4 then
if b2b>480 then
if P.b2b>480 then
showText("Techrash B2B2B","fly",70)
csend=6
sendTime=80
exblock=exblock+1
elseif b2b>=30 then
elseif P.b2b>=30 then
showText("Techrash B2B","drive",70)
sendTime=70
csend=5
@@ -346,15 +414,15 @@ function drop()
P.cstat.techrash=P.cstat.techrash+1
elseif cc>0 then
if dospin then
if b2b>480 then
showText(spinName[cc][bn].." B2B2B","spin",40)
if P.b2b>480 then
showText(spinName[cc][P.bn].." B2B2B","spin",40)
csend=b2bATK[cc]+1
exblock=exblock+1
elseif b2b>=30 then
showText(spinName[cc][bn].." B2B","spin",40)
elseif P.b2b>=30 then
showText(spinName[cc][P.bn].." B2B","spin",40)
csend=b2bATK[cc]
else
showText(spinName[cc][bn],"spin",50)
showText(spinName[cc][P.bn],"spin",50)
csend=2*cc
end
sendTime=20+csend*20
@@ -367,10 +435,10 @@ function drop()
P.b2b=P.b2b+b2bPoint[cc]
end
SFX(spin_n[cc])
if id==1 then
if P.id==1 then
stat.spin=stat.spin+1
end
elseif #clearing<#field then
elseif #P.clearing<#P.field then
P.b2b=P.b2b-150-cc*50
showText(clearName[cc],"appear",50)
csend=cc-1
@@ -379,41 +447,57 @@ function drop()
else
P.combo=0
if dospin then
showText(spinName[0][bn],"appear",50)
showText(spinName[0][P.bn],"appear",50)
SFX("spin_0")
P.b2b=P.b2b+15
end
end
if cc>0 and #clearing==#field then
if cc>0 and #P.clearing==#P.field then
showText("Perfect Clear","flicker",70,-80)
csend=csend+min(6+P.cstat.pc,10)
exblock=exblock+2
sendTime=sendTime+30
SFX("perfectclear")
if cstat.piece>10 then
if P.cstat.row>10 then
P.b2b=600
end
SFX("perfectclear")
P.cstat.pc=P.cstat.pc+1
end
csend=csend+(renATK[combo]or 4)
if combo>2 then
showText(renName[min(combo,20)],combo<10 and"appear"or"flicker",20+combo*3,60)
csend=csend+(renATK[P.combo]or 4)
if P.combo>2 then
showText(renName[min(P.combo,20)],P.combo<10 and"appear"or"flicker",20+P.combo*3,60)
end
sendTime=sendTime+20*combo
sendTime=sendTime+20*P.combo
if cc>0 then
SFX(clear_n[cc])
SFX(ren_n[min(combo,11)])
SFX(ren_n[min(P.combo,11)])
end
P.b2b=max(min(P.b2b,600),0)
if cc>0 and modeEnv.royaleMode then
local atker=0
for i=1,#players.alive do
if players.alive[i].atking==P then
atker=atker+1
if atker==9 then
break
end
end
end
if atker>1 then
csend=csend+ceil(atker*.5)
exblock=exblock+int(atker*.5)
end
end
P.b2b=max(min(b2b,600),0)
if csend>0 then
if exblock then exblock=int(exblock*(1+P.strength*.25))end
csend=csend*(1+P.strength*.25)
if mini then csend=csend end
csend=int(csend)
--Buffs
--Badge Buff
P.cstat.atk=P.cstat.atk+csend
if P.id==1 then stat.atk=stat.atk+csend end
@@ -436,8 +520,33 @@ function drop()
end
if csend>0 then
showText(csend,"zoomout",25,70)
if #players.alive>1 then
garbageSend(P.id,csend,sendTime)
if modeEnv.royaleMode then
if #players.alive>1 then
if P.atkMode==4 then
for i=1,#players.alive do
if players.alive[i].atking==P then
garbageSend(P,players.alive[i],csend,sendTime)
end
end
else
if P.atkMode==1 and rnd()<.2 or not P.atking then
local r
repeat
r=players.alive[rnd(#players.alive)]
until r~=P
P.atking=r
end
if P.atking then
garbageSend(P,P.atking,csend,sendTime)
end
end
end
elseif #players.alive>1 then
local r
repeat
r=players.alive[rnd(#players.alive)]
until r~=P
garbageSend(P,r,csend,sendTime)
end
end
elseif cc==0 then
@@ -450,38 +559,34 @@ function drop()
stat.piece,stat.row=stat.piece+1,stat.row+cc
end
P.cstat.piece,P.cstat.row=P.cstat.piece+1,P.cstat.row+cc
if P.cstat.row>=gameEnv.target then
gameEnv.reach()
if P.cstat.row>=P.gameEnv.target then
P.gameEnv.reach()
end
P.spinLast=dospin and cc>0
else
P.cy=cy-1
P.cy=P.cy-1
P.spinLast=false
end
end
function lock()
for i=1,r do
local y=cy+i-1
for i=1,P.r do
local y=P.cy+i-1
if not P.field[y]then P.field[y],P.visTime[y]=getNewRow(),getNewRow()end
for j=1,c do
if cb[i][j]~=0 then
P.field[y][cx+j-1]=P.bn
P.visTime[y][cx+j-1]=P.showTime
for j=1,P.c do
if P.cb[i][j]~=0 then
P.field[y][P.cx+j-1]=P.bn
P.visTime[y][P.cx+j-1]=P.showTime
end
end
end
end
function garbageSend(sender,send,time)
local pos,r=rnd(10)
function garbageSend(S,R,send,time)
local pos=rnd(10)
local level=send<4 and 1 or send<7 and 2 or 3
repeat
r=players.alive[rnd(#players.alive)]
until r~=P.id
createBeam(sender,r,level)
players[r].lastRecv=sender
if #players[r].atkBuffer<20 then
ins(players[r].atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=level})
sort(players[r].atkBuffer,timeSort)
createBeam(S,R,level)
R.lastRecv=S
if #R.atkBuffer<15 then
ins(R.atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=level})
end
end
function garbageRelease()
@@ -501,4 +606,125 @@ function garbageRelease()
P.fieldBeneath=P.fieldBeneath+atk.amount*30
end
end
end
end
act={
moveLeft=function(auto)
if P.keyPressing[9]then
if P.atkMode~=1 then
P.atkMode=1
end
else
if not auto then
P.moving=-1
end
if not ifoverlap(P.cb,P.cx-1,P.cy)then
P.cx=P.cx-1
freshgho()
freshLockDelay()
if P.cy==P.y_img then SFX("move")end
P.spinLast=false
end
end
end,
moveRight=function(auto)
if P.keyPressing[9]then
if P.atkMode~=2 then
P.atkMode=2
P.atking=mostBadge
end
else
if not auto then
P.moving=1
end
if not ifoverlap(P.cb,P.cx+1,P.cy)then
P.cx=P.cx+1
freshgho()
freshLockDelay()
if P.cy==P.y_img then SFX("move")end
P.spinLast=false
end
end
end,
rotRight=function()spin(1)end,
rotLeft=function()spin(-1)end,
rotFlip=function()spin(2)end,
hardDrop=function()
if P.keyPressing[9]then
if P.atkMode~=3 then
P.atkMode=3
P.atking=mostDangerous
end
else
if P.waiting<=0 then
if P.cy~=P.y_img then
P.cy=P.y_img
P.spinLast=false
SFX("drop")
end
drop()
end
end
end,
softDrop=function()
if P.keyPressing[9]then
if P.atkMode~=4 then
P.atkMode=4
P.atking=nil
end
else
if P.cy~=P.y_img then
P.cy=P.cy-1
P.spinLast=false
end
P.downing=1
end
end,
hold=function()hold()end,
--Player movements
swap=function()
if modeEnv.royaleMode then
for i=1,#P.keyPressing do
if P.keyPressing[i]then
P.keyPressing[i]=false
end
end
P.keyPressing[9]=true
else
P.keyPressing[9]=false
end
end,
restart=function()
resetGameData()
end,
insDown=function()if P.cy~=P.y_img then P.cy,P.lockDelay,P.spinLast=P.y_img,P.gameEnv.lock,false end end,
insLeft=function()
while not ifoverlap(P.cb,P.cx-1,P.cy)do
P.cx,P.lockDelay=P.cx-1,P.gameEnv.lock
freshgho()
end
end,
insRight=function()
while not ifoverlap(P.cb,P.cx+1,P.cy)do
P.cx,P.lockDelay=P.cx+1,P.gameEnv.lock
freshgho()
end
end,
down1=function()
if P.cy~=P.y_img then
P.cy=P.cy-1
P.spinLast=false
end
end,
down4=function()
for i=1,4 do
if P.cy~=P.y_img then
P.cy=P.cy-1
P.spinLast=false
else
break
end
end
end,
quit=function()Event.gameover.lose()end,
--System movements
}

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156
list.lua
View File

@@ -19,13 +19,15 @@ PCbase={
{5,2,2,0,0,0,0,4,4,4},
}
PClist={--ZSLJTOI
{7,7,4,5},{7,7,6,4},{7,7,2,4},{7,7,1,3},{7,4,1,2},{7,3,5,7},{7,7,5,6},{7,7,5,2},
{7,5,4,3},{7,5,1,2},{7,1,4,2},{7,4,2,5},{7,6,4,5},{7,5,4,2},{7,5,6,4},{7,5,3,6},
{7,2,5,6},{7,2,1,3},{7,2,6,4},{7,5,2,7},{7,3,1,5},{7,3,2,5},{7,4,1,5},{7,4,2,5},
{7,7,3,6},{7,3,7,6},{7,3,6,2},{7,3,7,1},{7,6,4,2},{3,2,7,6},{7,5,3,4},{7,3,6,5},
{7,3,2,5},{7,4,6,5},{7,6,4,5},{7,5,2,3},{7,3,5,7},{7,3,2,5},{7,3,5,1},{7,5,2,3},
{3,6,2,5},{3,1,2,5},{3,5,1,2},{4,5,3,2},{4,2,6,5},{6,5,3,2},{1,4,2,5},{1,5,3,6},
{5,2,6,3},{5,2,1,3},{2,4,1,5},{2,4,5,1},{2,1,4,5},{2,5,4,3},{2,5,6,7},{7,5,4,2},
{7,7,4,5},{7,7,6,4},{7,7,2,4},{7,7,1,3},{7,7,5,6},{7,7,5,2},{7,7,5,4},{7,7,5,3},
{7,4,1,2},{7,3,5,7},{7,5,4,3},{7,5,1,2},{7,1,4,2},{7,4,2,5},{7,6,4,5},{7,5,4,2},
{7,5,6,4},{7,5,3,6},{7,2,5,6},{7,2,6,4},{7,2,1,3},{7,5,2,7},{7,5,7,2},{7,5,2,3},
{7,5,3,2},{7,6,4,5},{7,6,5,4},{7,3,1,5},{7,3,2,5},{7,4,1,5},{7,4,5,2},{7,7,3,6},
{7,3,7,6},{7,3,6,2},{7,3,7,1},{7,6,4,2},{3,2,7,6},{3,2,6,7},{7,7,4,5},{7,5,3,4},
{7,3,6,5},{7,3,2,5},{7,4,6,5},{7,6,4,5},{7,5,2,3},{7,3,5,7},{7,3,2,5},{7,3,5,1},
{7,5,2,3},{3,6,2,5},{3,1,2,5},{3,1,1,5},{3,1,5,2},{3,1,5,1},{3,5,1,2},{4,5,3,2},
{4,2,6,5},{6,5,3,2},{1,4,2,5},{1,5,3,6},{5,2,6,3},{5,2,1,3},{5,2,7,4},{2,4,1,5},
{2,4,5,1},{2,1,4,5},{2,5,4,3},{2,5,6,7},{7,5,4,2},
}
color={
red={1,0,0},
@@ -100,6 +102,17 @@ for j=1,7 do
spinName[0][j]=blockName[j].." spin"
end
miniTitle_pixel={
{2,0,5,1},{4,1,1,6},
{9,0,4,1},{9,3,4,1},{9,6,4,1},{8,0,1,7},
{15,0,3,1},{15,6,3,1},{14,0,1,7},
{19,0,1,7},{23,0,1,7},{20,3,3,1},
{0,8,1,6},{6,8,1,6},{1,9,1,1},{2,10,1,1},{3,11,1,1},{4,10,1,1},{5,9,1,1},
{8,8,5,1},{8,13,5,1},{10,9,1,4},
{14,8,1,6},{19,8,1,6},{15,9,1,1},{16,10,1,1},{17,11,1,1},{18,12,1,1},
{21,8,5,1},{21,13,5,1},{21,9,1,4},{25,9,1,4},
}
sfx={
"button",
"ready","start","win","fail",
@@ -123,12 +136,14 @@ bgm={
prevMenu={
load=love.event.quit,
intro="quit",
main="intro",
mode="main",
custom="mode",
ready="mode",
play=function()
gotoScene(gamemode~="custom"and"mode"or"custom")
end,
mode="main",
custom="mode",
help="main",
stat="main",
setting=function()
@@ -137,12 +152,16 @@ prevMenu={
end,
setting2="setting",
setting3="setting",
intro="quit",
main="quit",
}
modeID={"sprint","marathon","zen","infinite","solo","death","tsd","blind","pc","techmino41","techmino99","gmroll","p2","p3","p4"}
modeName={"Sprint","Marathon","Zen","Infinite","1v1","Death","TSD-only","Blind","PC Puzzle","Techmino41","Techmino99","GM roll","2P","3P","4P"}
modeID={
"sprint","marathon","zen","infinite","solo","death","tsd","blind",
"pctrain","pcchallenge","techmino41","techmino99","gmroll","p2","p3","p4"
}
modeName={
"Sprint","Marathon","Zen","Infinite","1v1","Death","TSD-only","Blind",
"PC Train","PC Challenge","Techmino41","Techmino99","GM roll","2P","3P","4P"
}
modeInfo={
sprint="Clear 40 Lines",
marathon="Clear 200 Lines",
@@ -152,7 +171,8 @@ modeInfo={
death="Survive under terrible speed",
tsd="T-spin-double Only!",
blind="Invisible board!",
pc="Make as much PCs as you can",
pctrain="Let's learn some PCs",
pcchallenge="Make PCs in 100 Lines",
techmino41="Melee fight with 40 AIs",
techmino99="Melee fight with 98 AIs",
gmroll="Who want to be the grand master?",
@@ -195,9 +215,9 @@ customVal={
next=nil,
hold={"on","off"},
sequence={"bag","his4","random"},
visible={"Show","half","hide"},
visible={"normal","time","invisible"},
target={10,20,40,100,200,500,1000,""},
freshLimit=nil,
freshLimit={0,8,15,""},
opponent={"No CPU",1,2,3,4,5,6,7,8,9,10,11},
}--number-Val str
customRange={
@@ -210,113 +230,36 @@ customRange={
sequence={1,2,3},
visible={1,2,3},
target={10,20,40,100,200,500,1000,1e99},
freshLimit={0,5,15,1e99},
freshLimit={0,8,15,1e99},
opponent={0,60,30,20,15,10,7,5,4,3,2,1},
}
actName={"moveLeft","moveRight","rotRight","rotLeft","rotFlip","hardDrop","softDrop","hold","restart","insLeft","insRight","insDown"}
actName_show={"Move Left:","Move Right:","Rotate Right:","Rotate Left:","Rotate Flip","Hard Drop:","Soft Drop:","Hold:","Restart:","Instant Left:","Instant Right:","Ins Down:"}
actName={"moveLeft","moveRight","rotRight","rotLeft","rotFlip","hardDrop","softDrop","hold","swap","restart","insLeft","insRight","insDown"}
actName_show={"Move Left:","Move Right:","Rotate Right:","Rotate Left:","Rotate Flip","Hard Drop:","Soft Drop:","Hold:","Swap:","Restart:","Instant Left:","Instant Right:","Ins Down:"}
blockPos={4,4,4,4,4,5,4}
renATK={[0]=0,0,0,1,1,2,2,3,3,4,4}--3 else
renName={nil,nil,"3 Combo","4 Combo","5 Combo","6 Combo","7 Combo","8 Combo","9 Combo","10 Combo!","11 Combo!","12 Combo!","13 Combo!","14 Combo!","15 Combo!","16 Combo!","17 Combo!","18 Combo!","19 Combo!","MEGACMB",}
b2bPoint={50,90,150}
b2bATK={3,5,8}
testScore={[0]=0,[-1]=1,[-2]=0,[-3]=1,2,2,2}
spin_n={"spin_1","spin_2","spin_3"}
clear_n={"clear_1","clear_2","clear_3","clear_4"}
ren_n={"ren_1","ren_2","ren_3","ren_4","ren_5","ren_6","ren_7","ren_8","ren_9","ren_10","ren_11"}
atkModeName={"Random","Badges","K.O.s","Attackers"}
up0to4={[0]="000%UP","025%UP","050%UP","075%UP","100%UP",}
percent0to5={[0]="0%","20%","40%","60%","80%","100%",}
marathon_drop={[0]=60,48,40,30,24,18,15,12,10,8,7,6,5,4,3,2,1,1,0,0}
death_lock={10,9,9,8,8}
death_wait={6,6,5,5,4}
death_lock={12,11,10,9,8}
death_wait={9,8,7,6,5}
death_fall={10,9,8,7,6}
pc_drop={50,40,30,22,16,12,10,8,6,5,4,3,2,1}
pc_lock={50,40,32,25,20,17,15,12,10}
pc_fall={18,16,14,12,10,9,8,7,6,5}
pc_drop={50,45,40,35,30,26,22,18,15,12}
pc_lock={55,50,45,40,36,32,30}
pc_fall={18,16,14,12,10,9,8,7,6}
snapLevelName={"Free pos","Snap-10","Snap-20","Snap-40","Snap-60","Snap-80"}
snapLevelValue={1,10,20,40,60,80}
act={
moveLeft=function(auto)
if not auto then P.moving=-1 end
if not ifoverlap(cb,cx-1,cy)then
P.cx=cx-1
freshgho()
freshLockDelay()
if cy==y_img then SFX("move")end
P.spinLast=false
end
end,
moveRight=function(auto)
if not auto then P.moving=1 end
if not ifoverlap(cb,cx+1,cy)then
P.cx=cx+1
freshgho()
freshLockDelay()
if cy==y_img then SFX("move")end
P.spinLast=false
end
end,
hardDrop=function()
if P.waiting<=0 then
if cy~=y_img then
P.cy=y_img
P.spinLast=false
SFX("drop")
end
drop()
P.keyPressing[6]=false
end
end,
softDrop=function()
if cy~=y_img then
P.cy=cy-1
P.spinLast=false
end
P.downing=1
end,
rotRight=function()spin(1)end,
rotLeft=function()spin(-1)end,
rotFlip=function()spin(2)end,
hold=function()hold()end,
--Player movements
restart=function()
resetGameData()
count=60+26--Althour'z neim
end,
insDown=function()if cy~= y_img then P.cy,P.lockDelay,P.spinLast=y_img,gameEnv.lock,false end end,
insLeft=function()
while not ifoverlap(cb,cx-1,cy)do
P.cx,P.lockDelay=cx-1,gameEnv.lock
freshgho()
end
end,
insRight=function()
while not ifoverlap(cb,cx+1,cy)do
P.cx,P.lockDelay=cx+1,gameEnv.lock
freshgho()
end
end,
down1=function()
if cy~=y_img then
P.cy=cy-1
P.spinLast=false
end
end,
down4=function()
for i=1,4 do
if cy~=y_img then
P.cy=cy-1
P.spinLast=false
else
break
end
end
end,
quit=function()Event.gameover.lose()end,
--System movements
}
blocks={
{[0]={{0,1,1},{1,1,0}},{{1,0},{1,1},{0,1}},{{0,1,1},{1,1,0}},{{1,0},{1,1},{0,1}}},
{[0]={{1,1,0},{0,1,1}},{{0,1},{1,1},{1,0}},{{1,1,0},{0,1,1}},{{0,1},{1,1},{1,0}}},
@@ -343,8 +286,8 @@ TRS={
[21]={{0,0},{-1,0},{-1,1},{1,0},{0,-2},{-1,-2}},
[23]={{0,0},{1,0},{1,1},{1,-1},{0,-2},{1,-2}},
[32]={{0,0},{-1,0},{-1,-1},{-1,1},{0,2},{-1,2}},
[30]={{0,0},{-1,0},{-1,-1},{0,2},{-1,2}},
[03]={{0,0},{1,0},{1,1},{0,-2},{1,-2}},
[30]={{0,0},{-1,0},{-1,-1},{0,2},{-1,2},{0,-1}},
[03]={{0,0},{1,0},{1,1},{0,-2},{1,-2},{0,1}},
[02]={{0,0},{1,0},{-1,0},{0,-1},{0,1}},
[20]={{0,0},{-1,0},{1,0},{0,1},{0,-1}},
[13]={{0,0},{0,-1},{0,1},{-1,0}},
@@ -527,6 +470,7 @@ virtualkey={
{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},--swap
{80,80,6400,80},--restart
--[[
{x=0,y=0,r=0},--toLeft

353
main.lua
View File

@@ -28,7 +28,7 @@ scene=""
gamemode=""
bgmPlaying=nil
curBG="none"
BGblock={ct=140,next=7}
BGblock={ct=150,next=7}
kb.setKeyRepeat(false)
kb.setTextInput(false)
@@ -54,7 +54,7 @@ gameEnv0={
ghost=true,center=true,
drop=30,lock=45,
wait=1,fall=1,
next=6,hold=true,
next=6,hold=true,oncehold=true,
sequence=1,visible=1,
_20G=false,target=1e99,
freshLimit=1e99,
@@ -67,6 +67,7 @@ gameEnv0={
{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},--swap
{80,80,6400,80},--restart
},
reach=null,
@@ -113,13 +114,7 @@ freshMethod={
function()
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
if #P.nxt<6 then
local bag={1,2,3,4,5,6,7}
repeat
local i=rem(bag,rnd(#bag))
ins(P.nxt,i)
ins(P.nb,blocks[i][0])
until #bag==0
bag={1,2,3,4,5,6,7,5}
local bag={1,1,2,2,3,3,4,4,5,5,5,6,6,7,7}
repeat
local i=rem(bag,rnd(#bag))
ins(P.nxt,i)
@@ -208,9 +203,9 @@ loadmode={
modeEnv={
_20G=true,
drop=0,
lock=10,
wait=6,
fall=10,
lock=death_lock[1],
wait=death_wait[1],
fall=death_fall[1],
target=50,
reach=Event.death_reach,
freshLimit=15,
@@ -227,13 +222,13 @@ loadmode={
sequence=4,
target=1,
reach=Event.tsd_reach,
freshLimit=10,
freshLimit=15,
}
createPlayer(1,340,15)
curBG="matrix"
BGM("infinite")
end,
pc=function()
pctrain=function()
modeEnv={
next=4,
hold=false,
@@ -243,7 +238,7 @@ loadmode={
sequence=5,
target=0,
reach=Event.newPC,
freshLimit=5,
freshLimit=15,
}
createPlayer(1,340,15)
local r=rnd(#PClist)
@@ -257,6 +252,21 @@ loadmode={
curBG="matrix"
BGM("infinite")
end,
pcchallenge=function()
modeEnv={
oncehold=false,
drop=300,
lock=1e99,
fall=20,
sequence=1,
target=100,
reach=Event.gameover.win,
freshLimit=1e99,
}
createPlayer(1,340,15)
curBG="matrix"
BGM("infinite")
end,
techmino41=function()
modeEnv={
freshLimit=15,
@@ -293,13 +303,13 @@ loadmode={
local n=2
for i=1,7 do
for j=1,7 do
createPlayer(n,46*i-36,97*j-72,.135,rnd()<.1 and rnd(4)or rnd(10,20))
createPlayer(n,46*i-36,97*j-72,.135,rnd()<.1 and rnd(6)or rnd(10,30))
n=n+1
end
end
for i=15,21 do
for j=1,7 do
createPlayer(n,46*i+264,97*j-72,.135,rnd()<.1 and rnd(4)or rnd(10,20))
createPlayer(n,46*i+264,97*j-72,.135,rnd()<.1 and rnd(6)or rnd(10,30))
n=n+1
end
end--AIs
@@ -380,6 +390,107 @@ loadmode={
BGM("reason")
end,
}
mesDisp={
--Default:font=40,white
sprint=function()
setFont(75)
mStr(max(40-P.cstat.row,0),-75,280)
end,
zen=function()
setFont(75)
mStr(max(200-P.cstat.row,0),-75,280)
end,
infinite=function()
setFont(50)
mStr(P.cstat.atk,-75,320)
mStr(format("%.2f",2.5*P.cstat.atk/P.cstat.piece),-75,430)
setFont(20)
gc.print("Attack",-100,360)
gc.print("Efficiency",-108,472)
end,
solo=function()
setFont(50)
mStr(P.cstat.atk,-75,320)
setFont(20)
gc.print("Attack",-100,360)
end,
gmroll=function()
setFont(25)
gc.print("Techrash",-120,420)
setFont(80)
mStr(P.cstat.techrash,-75,350)
end,
marathon=function()
setFont(50)
mStr(P.cstat.row,-75,330)
mStr(P.gameEnv.target,-75,380)
gc.rectangle("fill",-120,376,90,4)
end,
death=function()
setFont(50)
mStr(P.cstat.row,-75,330)
mStr(P.gameEnv.target,-75,380)
gc.rectangle("fill",-120,376,90,4)
end,
tsd=function()
setFont(35)
gc.print("TSD",-105,405)
setFont(80)
mStr((P.gameEnv.target-1)*.5,-75,330)
end,
pctrain=function()
setFont(25)
gc.print("Perfect Clear",-138,400)
setFont(80)
mStr(P.cstat.pc,-75,330)
end,
pcchallenge=function()
setFont(25)
gc.print("Perfect Clear",-138,420)
setFont(80)
mStr(P.cstat.pc,-75,350)
setFont(50)
mStr(max(100-P.cstat.row,0),-75,250)
end,
techmino41=function()
setFont(40)
mStr(#players.alive.."/41",-80,180)
mStr(P.ko,-55,220)
setFont(25)
gc.print("KO",-105,229)
for i=1,P.strength do
gc.draw(badgeIcon,16*i-130,260)
end
setFont(30)
gc.print(up0to4[P.strength],-125,295)
end,
techmino99=function()
setFont(40)
mStr(#players.alive.."/99",-80,180)
mStr(P.ko,-55,220)
setFont(25)
gc.print("KO",-105,229)
for i=1,P.strength do
gc.draw(badgeIcon,16*i-130,260)
end
setFont(30)
gc.print(up0to4[P.strength],-125,295)
end,
blind=function()
setFont(25)
gc.print("Rows",-100,300)
gc.print("Techrash",-120,420)
setFont(80)
mStr(P.cstat.row,-75,230)
mStr(P.cstat.techrash,-75,350)
end,
custom=function()
if P.gameEnv.target<1e4 then
setFont(75)
mStr(max(P.gameEnv.target-P.cstat.row,0),-75,280)
end
end
}
Event={
gameover={
win=function()
@@ -389,14 +500,14 @@ Event={
P.waiting=1e99
P.result="WIN"
P.b2b=0
for i=1,#field do
for i=1,#P.field do
for j=1,10 do
visTime[i][j]=min(visTime[i][j],20)
P.visTime[i][j]=min(P.visTime[i][j],20)
end
end
showText("WIN","appear",100,nil,true)
if P.id==1 and players[2]and players[2].ai then SFX("win")end
ins(task,Event.task.win)
ins(P.task,Event.task.win)
end,
lose=function()
P.alive=false
@@ -404,64 +515,77 @@ Event={
P.timing=false
P.result=" K.O."
P.waiting=1e99
P.atking=nil
P.b2b=0
showText("LOSE","appear",100,nil,true)
if modeEnv.royaleMode and P.lastRecv then
throwBadge(P.id,P.lastRecv,P.badge)
players[P.lastRecv].badge=players[P.lastRecv].badge+P.badge+1
local atker=players[P.lastRecv]
while atker.strength<4 and atker.badge>modeEnv.royale[atker.strength+1]do
atker.strength=atker.strength+1
end
end
for i=1,#players.alive do
if players.alive[i]==P.id then
if players.alive[i]==P then
rem(players.alive,i)
if #players.alive==1 then
ins(players[players.alive[1]].task,Event.task.winTrigger)
ins(players.alive[1].task,Event.task.winTrigger)
end
break
end
end
if modeEnv.royaleMode then
if P.lastRecv and P.lastRecv.alive then
if P.lastRecv.id==1 then
throwBadge(P,P.lastRecv,P.badge)
end
local A=P.lastRecv
A.ko,A.badge=A.ko+1,A.badge+P.badge+1
for i=A.strength+1,4 do
if A.badge>=modeEnv.royale[i]then
A.strength=i
end
end
end
for i=1,#players.alive do
if players.alive[i].atking==P then
players.alive[i].atking=nil
end
end
freshRoyaleTarget()
end
for i=1,#P.atkBuffer do
P.atkBuffer[i].sent=true
P.atkBuffer[i].time=0
end
for i=1,#field do
for i=1,#P.field do
for j=1,10 do
visTime[i][j]=min(visTime[i][j],20)
P.visTime[i][j]=min(P.visTime[i][j],20)
end
end
if P.id==1 and players[2]and players[2].ai then SFX("fail")end
ins(task,Event.task.lose)
ins(P.task,Event.task.lose)
end,
},
marathon_reach=function()
local s=int(cstat.row*.1)
local s=int(P.cstat.row*.1)
if s>=20 then
Event.gameover.win()
else
gameEnv.drop=marathon_drop[s]
if s==18 then gameEnv._20G=true end
gameEnv.target=s*10+10
P.gameEnv.drop=marathon_drop[s]
if s==18 then P.gameEnv._20G=true end
P.gameEnv.target=s*10+10
SFX("reach")
end
end,
death_reach=function()
if gameEnv.target==250 then
if P.gameEnv.target==250 then
Event.gameover.win()
else
gameEnv.target=gameEnv.target+50
local t=gameEnv.target/50
gameEnv.lock=death_lock[t]
gameEnv.wait=death_wait[t]
gameEnv.fall=death_fall[t]
P.gameEnv.target=P.gameEnv.target+50
local t=P.gameEnv.target/50
P.gameEnv.lock=death_lock[t]
P.gameEnv.wait=death_wait[t]
P.gameEnv.fall=death_fall[t]
showText("STAGE "..t,"fly",80,-120)
SFX("reach")
end
end,
tsd_reach=function()
if not(#clearing==2 and bn==5 and P.spinLast)then
if not(#P.clearing==2 and P.bn==5 and P.spinLast)then
Event.gameover.lose()
else
P.gameEnv.target=P.gameEnv.target+2
@@ -474,10 +598,10 @@ Event={
ins(P.task,Event.task.PC)
local s=P.cstat.pc*.5
if int(s)==s and s>0 then
P.gameEnv.drop=pc_drop[s]or 0
P.gameEnv.lock=pc_lock[s]or 10
P.gameEnv.drop=pc_drop[s]or 10
P.gameEnv.lock=pc_lock[s]or 20
P.gameEnv.fall=pc_fall[s]or 5
if s==15 then
if s==10 then
showText("Max speed","appear",80,-120)
else
showText("Speed up","appear",30,-130)
@@ -495,17 +619,17 @@ Event={
win=function()
P.counter=P.counter+1
if P.counter>60 then
for i=1,#field do
for i=1,#P.field do
for j=1,10 do
if visTime[i][j]>0 then
visTime[i][j]=visTime[i][j]-1
if P.visTime[i][j]>0 then
P.visTime[i][j]=P.visTime[i][j]-1
end
end
end
if P.counter==100 then
for i=1,#field do
removeRow(field)
removeRow(visTime)
for i=1,#P.field do
removeRow(P.field)
removeRow(P.visTime)
end
return true
end
@@ -537,7 +661,7 @@ Event={
local P=players[1]
P.counter=P.counter+1
if P.counter==21 then
gameEnv.target=gameEnv.target+4
P.gameEnv.target=P.gameEnv.target+4
local t=P.cstat.pc%2
for i=1,4 do
local r=getNewRow()
@@ -556,95 +680,6 @@ Event={
end,
},
}
mesDisp={
--Default:font=40,white
sprint=function()
setFont(75)
mStr(max(40-P.cstat.row,0),-75,280)
end,
zen=function()
setFont(75)
mStr(max(200-P.cstat.row,0),-75,280)
end,
infinite=function()
setFont(50)
mStr(cstat.atk,-75,320)
mStr(format("%.2f",2.5*cstat.atk/cstat.piece),-75,430)
setFont(20)
gc.print("Attack",-100,360)
gc.print("Efficiency",-108,472)
end,
solo=function()
setFont(50)
mStr(cstat.atk,-75,320)
setFont(20)
gc.print("Attack",-100,360)
end,
gmroll=function()
setFont(25)
gc.print("Techrash",-120,420)
setFont(80)
mStr(cstat.techrash,-75,350)
end,
marathon=function()
setFont(50)
mStr(P.cstat.row,-75,330)
mStr(gameEnv.target,-75,380)
gc.rectangle("fill",-120,376,90,4)
end,
death=function()
setFont(50)
mStr(P.cstat.row,-75,330)
mStr(gameEnv.target,-75,380)
gc.rectangle("fill",-120,376,90,4)
end,
tsd=function()
setFont(35)
gc.print("TSD",-105,405)
setFont(80)
mStr((P.gameEnv.target-1)*.5,-75,330)
end,
pc=function()
setFont(25)
gc.print("Perfect Clear",-138,400)
setFont(80)
mStr(cstat.pc,-75,330)
end,
techmino41=function()
gc.draw(badgeIcon,-120,150,nil,1.5)
setFont(50)
gc.print(badge,-65,150)
mStr(cstat.atk,-75,320)
mStr(#players.alive,-75,430)
setFont(20)
gc.print("Attack",-100,360)
gc.print("Remain",-105,472)
end,
techmino99=function()
gc.draw(badgeIcon,-120,150,nil,1.5)
setFont(50)
gc.print(badge,-65,150)
mStr(cstat.atk,-75,320)
mStr(#players.alive,-75,430)
setFont(20)
gc.print("Attack",-100,360)
gc.print("Remain",-105,472)
end,
blind=function()
setFont(25)
gc.print("Rows",-100,300)
gc.print("Techrash",-120,420)
setFont(80)
mStr(P.cstat.row,-75,230)
mStr(cstat.techrash,-75,350)
end,
custom=function()
if gameEnv.target<1e4 then
setFont(75)
mStr(max(gameEnv.target-P.cstat.row,0),-75,280)
end
end
}
--Game system Data
setting={
@@ -656,22 +691,22 @@ setting={
sddas=0,sdarr=2,
ghost=true,center=true,
keyMap={
{"left","right","x","z","c","up","down","space","r","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"dpleft","dpright","a","b","y","dpup","dpdown","rightshoulder","leftshoulder","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"","","","","","","","","","","",""},
{"left","right","x","z","c","up","down","space","tab","r","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"dpleft","dpright","a","b","y","dpup","dpdown","rightshoulder","x","leftshoulder","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""},
},--keyboard & joystick
keyLib={
{1},

193
paint.lua
View File

@@ -12,11 +12,12 @@ swapDeck_data={
swap={
none={2,1,d=function()end},
flash={8,1,d=function()gc.clear(1,1,1)end},
deck={42,1,d=function()
deck={50,8,d=function()
local t=sceneSwaping.time
gc.setColor(1,1,1)
if t>6 then
for i=1,43-t do
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]
@@ -26,8 +27,10 @@ swap={
end
end end
end
else
gc.clear(1,1,1)
end
if t<17 then
gc.setColor(1,1,1,(8-abs(t-8))*.125)
gc.rectangle("fill",0,0,1280,720)
end
end
},
@@ -138,6 +141,10 @@ function drawPixel(y,x,id,alpha)
gc.setColor(1,1,1,alpha)
gc.draw(blockSkin[id],30*x-30,600-30*y)
end
function drawPixelmini(y,x,id,alpha)
gc.setColor(1,1,1,alpha)
gc.draw(blockSkinmini[id],30*x-30,600-30*y,nil,2.5)
end
function drawVirtualkey(s)
gc.setLineWidth(10)
if s then
@@ -214,10 +221,27 @@ function Pnt.load()
setFont(20)
mStr("not animation,real loading!",640,392)
end
function Pnt.intro()
gc.push()
gc.translate(250,150)
gc.scale(30)
gc.setColor(1,1,1,min(count,80)*.005)
gc.draw(miniTitle)
gc.setColor(1,1,1)
gc.stencil(stencil_miniTitle,"replace",1)
gc.setStencilTest("equal",1)
gc.pop()
gc.setColor(1,1,1,.125)
for i=19,5,-2 do
gc.setLineWidth(i)
gc.line(250+(count-80)*25,150,(count-80)*25-150,570)
end
gc.setStencilTest()
end
function Pnt.main()
gc.setColor(1,1,1)
setFont(30)
gc.print("Alpha V0.7.3",370,150)
gc.print("Alpha V0.7.4",370,150)
gc.print(system,530,110)
gc.draw(titleImage,30,30)
end
@@ -259,26 +283,37 @@ end
function Pnt.play()
for p=1,#players do
P=players[p]
setmetatable(_G,P.index)
if P.small then
gc.push("transform")
gc.translate(x,y)gc.scale(size)--Scale
gc.translate(P.x,P.y)gc.scale(P.size)--Scale
gc.setColor(0,0,0,.5)gc.rectangle("fill",0,0,300,600)--Black Background
gc.setLineWidth(13)
gc.stencil(stencil_field_small, "replace",1)
gc.translate(0,fieldBeneath)
gc.stencil(stencil_field_small,"replace",1)
gc.translate(0,P.fieldBeneath)
gc.setStencilTest("equal",1)
for j=int(fieldBeneath/30+1),#field do
if falling<=0 or without(clearing,j)then
if P.result then
for j=int(P.fieldBeneath/30+1),#P.field do
if P.falling<=0 or without(P.clearing,j)then
for i=1,10 do
if field[j][i]>0 then
drawPixel(j,i,field[j][i],min(visTime[j][i],20)*.05)
if P.field[j][i]>0 then
drawPixelmini(j,i,P.field[j][i],min(P.visTime[j][i],20)*.05)
end
end
end
end--Field
end
else
for j=int(P.fieldBeneath/30+1),#P.field do
if P.falling<=0 or without(P.clearing,j)then
for i=1,10 do
if P.field[j][i]>0 then
drawPixelmini(j,i,P.field[j][i],1)
end
end
end
end
end
gc.setStencilTest()--In-playField mask
gc.translate(0,-fieldBeneath)
gc.translate(0,-P.fieldBeneath)
gc.setColor(frameColor[P.strength])gc.rectangle("line",-7,-7,314,614)--Draw boarder
if P.result then
@@ -289,61 +324,70 @@ function Pnt.play()
gc.pop()
else
gc.push("transform")
gc.translate(x,y)gc.scale(size)--Scale
gc.translate(P.x,P.y)gc.scale(P.size)--Scale
gc.setColor(0,0,0,.7)gc.rectangle("fill",0,0,600,690)--Black Background
gc.setLineWidth(7)
gc.setColor(frameColor[P.strength])gc.rectangle("line",0,0,600,690)--Big frame
gc.translate(150,70)
gc.stencil(stencil_field, "replace", 1)
gc.translate(0,fieldBeneath)
gc.stencil(stencil_field,"replace", 1)
gc.translate(150,70+P.fieldBeneath)
gc.setStencilTest("equal",1)
for j=int(fieldBeneath/30+1),#field do
if falling<=0 or without(clearing,j)then
for j=int(P.fieldBeneath/30+1),#P.field do
if P.falling<=0 or without(P.clearing,j)then
for i=1,10 do
if field[j][i]>0 then
drawPixel(j,i,field[j][i],min(visTime[j][i],20)*.05)
if P.field[j][i]>0 then
drawPixel(j,i,P.field[j][i],min(P.visTime[j][i],20)*.05)
end
end
else
gc.setColor(1,1,1,falling/gameEnv.fall)
gc.setColor(1,1,1,P.falling/P.gameEnv.fall)
gc.rectangle("fill",0,600-30*j,320,30)
end
end--Field
if waiting<=0 then
if gameEnv.ghost then
for i=1,r do for j=1,c do
if cb[i][j]>0 then
drawPixel(i+y_img-1,j+cx-1,bn,.3)
if P.waiting<=0 then
if P.gameEnv.ghost then
for i=1,P.r do for j=1,P.c do
if P.cb[i][j]>0 then
drawPixel(i+P.y_img-1,j+P.cx-1,P.bn,.3)
end
end end
end--Ghost
gc.setColor(1,1,1,lockDelay/gameEnv.lock)
for i=1,r do for j=1,c do
if cb[i][j]>0 then
gc.rectangle("fill",30*(j+cx-1)-34,596-30*(i+cy-1),38,38)
gc.setColor(1,1,1,P.lockDelay/P.gameEnv.lock)
for i=1,P.r do for j=1,P.c do
if P.cb[i][j]>0 then
gc.rectangle("fill",30*(j+P.cx-1)-34,596-30*(i+P.cy-1),38,38)
end
end end--BlockShade(lockdelay indicator)
for i=1,r do for j=1,c do
if cb[i][j]>0 then
drawPixel(i+cy-1,j+cx-1,bn,1)
for i=1,P.r do for j=1,P.c do
if P.cb[i][j]>0 then
drawPixel(i+P.cy-1,j+P.cx-1,P.bn,1)
end
end end--Block
if gameEnv.center then
local x=30*(cx+sc[2]-1)-30+15
gc.draw(spinCenter,x,600-30*(cy+sc[1]-1)+15,nil,nil,nil,4,4)
if P.gameEnv.center then
local x=30*(P.cx+P.sc[2]-1)-30+15
gc.draw(spinCenter,x,600-30*(P.cy+P.sc[1]-1)+15,nil,nil,nil,4,4)
gc.setColor(1,1,1,.5)
gc.draw(spinCenter,x,600-30*(y_img+sc[1]-1)+15,nil,nil,nil,4,4)
gc.draw(spinCenter,x,600-30*(P.y_img+P.sc[1]-1)+15,nil,nil,nil,4,4)
end--Rotate center
end
gc.setColor(1,1,1)
gc.draw(PTC.dust[p])--Draw game field
gc.setStencilTest()--In-playField mask
gc.translate(0,-fieldBeneath)
gc.translate(0,-P.fieldBeneath)
gc.setColor(1,1,1)gc.rectangle("line",-3,-13,306,616)--Draw boarder
if modeEnv.royale then
if P.atkMode then
gc.setColor(1,.8,0,P.swappingAtkMode*.02)
gc.rectangle("fill",RCPB[2*P.atkMode-1],RCPB[2*P.atkMode],90,35,8,4)
end
gc.setColor(1,1,1,P.swappingAtkMode*.025)
gc.draw(royaleCtrlPad)
--Draw selector
end
local h=0
for i=1,#atkBuffer do
local a=atkBuffer[i]
for i=1,#P.atkBuffer do
local a=P.atkBuffer[i]
local bar=a.amount*30
if h+bar>600 then bar=600-h end
if not a.sent then
@@ -372,8 +416,8 @@ function Pnt.play()
if h>=600 then break end
end--Buffer line
gc.setColor(b2b<40 and color.white or b2b<=480 and color.lightRed or color.lightBlue)
gc.rectangle("fill",-17,600,10,-b2b1)
gc.setColor(P.b2b<40 and color.white or P.b2b<=480 and color.lightRed or color.lightBlue)
gc.rectangle("fill",-17,600,10,-P.b2b1)
gc.setColor(color.red)
gc.rectangle("fill",-23,600-40,16,5)
gc.setColor(color.blue)
@@ -382,28 +426,29 @@ function Pnt.play()
setFont(40)
gc.setColor(1,1,1)
if gameEnv.hold then
if P.gameEnv.hold then
gc.print("Hold",-113,0)
for i=1,#hb do
for j=1,#hb[1] do
if hb[i][j]>0 then
drawPixel(i+17.5-#hb*.5,j-2.5-#hb[1]*.5,holded and 13 or hn,1)
for i=1,#P.hb do
for j=1,#P.hb[1] do
if P.hb[i][j]>0 then
drawPixel(i+17.5-#P.hb*.5,j-2.5-#P.hb[1]*.5,P.holded and 13 or P.hn,1)
end
end
end
end--Hold
gc.print("Next",336,0)
for N=1,min(gameEnv.next,#nxt)do
local b=nb[N]
for N=1,P.gameEnv.next do
local b=P.nb[N]
for i=1,#b do
for j=1,#b[1] do
if b[i][j]>0 then
drawPixel(i+20-2.4*N-#b*.5,j+12.5-#b[1]*.5,nxt[N],1)
drawPixel(i+20-2.4*N-#b*.5,j+12.5-#b[1]*.5,P.nxt[N],1)
end
end
end
end--Next
if count then
if frame<180 then
local count=180-frame
gc.push("transform")
gc.translate(155,220)
gc.setColor(1,1,1)
@@ -412,13 +457,13 @@ function Pnt.play()
mStr(int(count/60+1),0,0)
gc.pop()
end--Draw starting counter
for i=1,#bonus do
bonus[i]:draw(min((30-abs(bonus[i].t-30))*.05,1)*(not bonus[i].solid and #field>(9-bonus[i].dy*.03333)and .7 or 1))
for i=1,#P.bonus do
P.bonus[i]:draw(min((30-abs(P.bonus[i].t-30))*.05,1)*(not P.bonus[i].solid and #P.field>(9-P.bonus[i].dy*.03333)and .7 or 1))
end--Effects
gc.setColor(1,1,1)
setFont(40)
gc.print(format("%.2f",time),-130,530)--Draw time
gc.print(format("%.2f",P.time),-130,530)--Draw time
if mesDisp[gamemode]then mesDisp[gamemode]()end--Draw other message
setFont(15)
@@ -426,8 +471,8 @@ function Pnt.play()
gc.print("BPM",380,490)
gc.print("KPM",335,580)
setFont(30)
drawDial(350,520,dropSpeed)
drawDial(400,570,keySpeed)
drawDial(350,520,P.dropSpeed)
drawDial(400,570,P.keySpeed)
--Speed dials
gc.pop()
end
@@ -442,10 +487,24 @@ function Pnt.play()
gc.setColor(1,1,1,b.t<10 and b.t*.1 or b.t<50 and 1 or(60-b.t)*.1)
gc.draw(badgeIcon,b[1]+(b[3]-b[1])*t,b[2]+(b[4]-b[2])*t,nil,b.size,nil,14,14)
end
setmetatable(_G,nil)
if setting.virtualkeySwitch then
drawVirtualkey()
end
if modeEnv.royaleMode then
gc.setLineWidth(5)
gc.setColor(1,1,0,.2)
P=players[1]
for i=1,#players.alive do
local p=players.alive[i]
if p.atking==players[1]then
gc.line(p.centerX,p.centerY,P.centerX,P.centerY)
end
end
if P.atking then
gc.setColor(0,.5,1,.2+(sin(Timer()*7)+1)*.1)
gc.line(P.centerX,P.centerY,P.atking.centerX,P.atking.centerY)
end
end
end
function Pnt.setting()
gc.setColor(1,1,1)
@@ -471,10 +530,8 @@ function Pnt.setting2()
gc.rectangle("fill",440,40*joystickSet-10,200,40)
gc.setColor(1,1,1)
setFont(40)
gc.print("< P"..curBoard.."/P8 >",430,530)
setFont(25)
for y=1,12 do
for y=1,13 do
mStr(actName_show[y],150,40*y)
for x=1,2 do
mStr(setting.keyMap[curBoard+x*8-8][y],200*x+140,40*y)
@@ -482,11 +539,13 @@ function Pnt.setting2()
gc.line(40,40*y-10,640,40*y-10)
end
for x=1,4 do
gc.line(200*x-160,30,200*x-160,510)
gc.line(200*x-160,30,200*x-160,550)
end
gc.line(40,510,640,510)
gc.line(40,550,640,550)
gc.print("Keyboard | Joystick",330,3)
gc.print("Arrowkey to select/change slot,Enter to change,Esc back",50,580)
gc.print("Arrowkey to select/change slot,Enter to change,Esc back",50,620)
setFont(40)
gc.print("< P"..curBoard.."/P8 >",430,570)
end
function Pnt.setting3()
drawVirtualkey(sel)

View File

@@ -7,10 +7,16 @@ function game.load()
loadnum=1--Loading counter
loadprogress=0--Loading bar
end
function game.intro()
scene="intro"
curBG="none"
count=0
keeprun=true
end
function game.main()
scene="main"
curBG="none"
keeprun=false
keeprun=true
BGM("blank")
collectgarbage()
end
@@ -19,17 +25,20 @@ function game.mode()
modeSel=modeSel or 1
scene="mode"
curBG="none"
keeprun=true
BGM("blank")
end
function game.custom()
optSel=optSel or 1
scene="custom"
curBG="matrix"
keeprun=true
BGM("blank")
end
function game.play()
scene="play"
--curBG="game1"
keeprun=false
resetGameData()
sysSFX("ready")
mouseShow=false
@@ -37,21 +46,24 @@ end
function game.setting()
scene="setting"
curBG="none"
keeprun=true
BGM("blank")
end
function game.setting2()
scene="setting2"
curBG="none"
curBoard=1
keyboardSet=1
joystickSet=1
keyboardSetting=false
joystickSetting=false
keeprun=true
curBoard=1
keyboardSet=1
joystickSet=1
keyboardSetting=false
joystickSetting=false
BGM("blank")
end--Control settings
function game.setting3()
scene="setting3"
curBG="game1"
keeprun=true
sel=nil
keyssetting=nil
snapLevel=1
@@ -60,11 +72,13 @@ end--Touch setting
function game.help()
scene="help"
curBG="none"
keeprun=true
BGM("blank")
end
function game.stat()
scene="stat"
curBG="none"
keeprun=true
BGM("blank")
end
function game.quit()

View File

@@ -1,199 +0,0 @@
function sysSFX(s,v)
if setting.sfx then
local n=1
while sfx[s][n]:isPlaying()do
n=n+1
if not sfx[s][n]then
sfx[s][n]=sfx[s][n-1]:clone()
sfx[s][n]:seek(0)
end
end
sfx[s][n]:setVolume(v or 1)
sfx[s][n]:play()
end
end
function SFX(s,v)
if setting.sfx and not P.ai then
local n=1
while sfx[s][n]:isPlaying()do
n=n+1
if not sfx[s][n]then
sfx[s][n]=sfx[s][n-1]:clone()
sfx[s][n]:seek(0)
break
end
end
sfx[s][n]:setVolume(v or 1)
sfx[s][n]:play()
end
end
function BGM(s)
if setting.bgm and bgmPlaying~=s then
for k,v in pairs(bgm)do v:stop()end
if s then bgm[s]:play()end
bgmPlaying=s
end
end
function gotoScene(s,style)
if not sceneSwaping and s~=scene then
style=style or"deck"
sceneSwaping={
tar=s,style=style,
time=swap[style][1],mid=swap[style][2],
draw=swap[style].d
}
Buttons.sel=nil
end
end
function startGame(mode)
--rec=""
gamemode=mode
gotoScene("play")
end
function back()
local t=prevMenu[scene]
if type(t)=="string"then
gotoScene(t)
else
t()
end
end
function loadData()
userData:open("r")
--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n")
local t=string.splitS(userData:read(),"\r\n")
userData:close()
for i=1,#t do
local i=t[i]
if find(i,"=")then
local t=sub(i,1,find(i,"=")-1)
local v=sub(i,find(i,"=")+1)
if t=="run"or t=="game"or t=="gametime"or t=="piece"or t=="row"or t=="atk"or t=="key"or t=="rotate"or t=="hold"or t=="spin"then
v=toN(v)if not v or v<0 then v=0 end
stat[t]=v
end
end
end
end
function saveData()
local t=table.concat({
stringPack("run=",stat.run),
stringPack("game=",stat.game),
stringPack("gametime=",stat.gametime),
stringPack("piece=",stat.piece),
stringPack("row=",stat.row),
stringPack("atk=",stat.atk),
stringPack("key=",stat.key),
stringPack("rotate=",stat.rotate),
stringPack("hold=",stat.hold),
stringPack("spin=",stat.spin),
},"\r\n")
--t=love.math.compress(t,"zlib"):getString()
userData:open("w")
userData:write(t)
userData:close()
end
function loadSetting()
userSetting:open("r")
--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n")
local t=string.splitS(userSetting:read(),"\r\n")
userSetting:close()
for i=1,#t do
local i=t[i]
if find(i,"=")then
local t=sub(i,1,find(i,"=")-1)
local v=sub(i,find(i,"=")+1)
if t=="sfx"or t=="bgm"then
setting[t]=v=="true"
elseif t=="fullscreen"then
setting.fullscreen=v=="true"
love.window.setFullscreen(setting.fullscreen)
elseif t=="bgblock"then
setting.bgblock=v=="true"
elseif t=="keymap"then
v=string.splitS(v,"/")
for i=1,16 do
local v1=string.splitS(v[i],",")
for j=1,#v1 do
setting.keyMap[i][j]=v1[j]
end
end
elseif t=="keylib"then
v=string.splitS(v,"/")
for i=1,4 do
local v1=string.splitS(v[i],",")
for j=1,#v1 do
setting.keyLib[i][j]=toN(v1[j])
end
for j=1,#setting.keyLib[i]do
local v=setting.keyLib[i][j]
if int(v)~=v or v>=9 or v<=0 then
setting.keyLib[i]={i}
break
end
end
end
elseif t=="virtualkey"then
v=string.splitS(v,"/")
for i=1,9 do
virtualkey[i]=string.splitS(v[i],",")
for j=1,4 do
virtualkey[i][j]=toN(virtualkey[i][j])
end
end
elseif t=="virtualkeyAlpha"then
setting.virtualkeyAlpha=int(abs(toN(v)))
elseif t=="virtualkeyIcon"then
setting.virtualkeyIcon=v=="true"
elseif t=="virtualkeySwitch"then
setting.virtualkeySwitch=v=="true"
elseif t=="frameMul"then
v=min(max(toN(v)or 100,0),100)
setting.frameMul=v
elseif t=="das"or t=="arr"or t=="sddas"or t=="sdarr"then
v=toN(v)if not v or v<0 then v=0 end
setting[t]=int(v)
elseif t=="ghost"or t=="center"then
setting[t]=v=="true"
end
end
end
end
function saveSetting()
local vk={}
for i=1,9 do
for j=1,4 do
virtualkey[i][j]=int(virtualkey[i][j]+.5)
end--Saving a integer is better?
vk[i]=table.concat(virtualkey[i],",")
end--pre-pack virtualkey setting
local map={}
for i=1,16 do
map[i]=table.concat(setting.keyMap[i],",")
end
local lib={}
for i=1,4 do
lib[i]=table.concat(setting.keyLib[i],",")
end
local t=table.concat({
stringPack("sfx=",setting.sfx),
stringPack("bgm=",setting.bgm),
stringPack("fullscreen=",setting.fullscreen),
stringPack("bgblock=",setting.bgblock),
stringPack("das=",setting.das),
stringPack("arr=",setting.arr),
stringPack("sddas=",setting.sddas),
stringPack("sdarr=",setting.sdarr),
stringPack("keymap=",table.concat(map,"/")),
stringPack("keylib=",table.concat(lib,"/")),
stringPack("virtualkey=",table.concat(vk,"/")),
stringPack("virtualkeyAlpha=",setting.virtualkeyAlpha),
stringPack("virtualkeyIcon=",setting.virtualkeyIcon),
stringPack("virtualkeySwitch=",setting.virtualkeySwitch),
stringPack("frameMul=",setting.frameMul),
},"\r\n")
--t=love.math.compress(t,"zlib"):getString()
userSetting:open("w")
userSetting:write(t)
userSetting:close()
end

View File

@@ -2,43 +2,79 @@ local N=gc.newImage
function C(x,y)
c=gc.newCanvas(x,y)
gc.setCanvas(c)
return c
end
titleImage=N("/image/mess/title.png")
mouseIcon=N("/image/mess/mouseIcon.png")
spinCenter=N("/image/mess/spinCenter.png")
dialCircle=N("/image/mess/dialCircle.png")
dialNeedle=N("/image/mess/dialNeedle.png")
badgeIcon=N("/image/mess/badge.png")
blockSkin={}
local img=N("/image/block/1.png")
for i=1,13 do
C(30,30)
gc.draw(img,30-30*i,0)
blockSkin[i]=c
gc.setDefaultFilter("nearest","nearest")
miniTitle=C(26,14)
gc.setColor(1,1,1)
for i=1,#miniTitle_pixel do
gc.rectangle("fill",unpack(miniTitle_pixel[i]))
end
gc.setDefaultFilter("linear","linear")
titleImage=N("/image/mess/title.png")
spinCenter=N("/image/mess/spinCenter.png")
dialCircle=N("/image/mess/dialCircle.png")
dialNeedle=N("/image/mess/dialNeedle.png")
badgeIcon=N("/image/mess/badge.png")
RCPB={10,33,200,33,105,5,105,60}
do royaleCtrlPad=C(300,100)
gc.setColor(1,1,1)
setFont(25)
gc.setLineWidth(2)
for i=1,4 do
gc.rectangle("line",RCPB[2*i-1],RCPB[2*i],90,35,8,4)
mStr(atkModeName[i],RCPB[2*i-1]+45,RCPB[2*i]+6)
end
end
do local img=N("/image/block/1.png")
blockSkin,blockSkinmini={},{}
for i=1,13 do
C(30,30)
gc.draw(img,30-30*i,0)
blockSkin[i]=c
C(12,12)
gc.draw(img,12-12*i,0,nil,.4)
blockSkinmini[i]=c
end
img:release()
end
img:release()
background={}
gc.setColor(1,1,1)
background={
N("/image/BG/bg1.jpg"),
N("/image/BG/bg2.png"),
}
gc.setDefaultFilter("nearest","nearest")
virtualkeyIcon={}
for i=1,9 do
for i=1,10 do
virtualkeyIcon[i]=N("/image/virtualkey/"..actName[i]..".png")
end
gc.setColor(1,1,1)
mouseBlock={}
for i=1,7 do
local b=blocks[i][0]
mouseBlock[i]=C(#b[1],#b)
gc.setColor(blockColor[i])
for x=1,#b[1]do for y=1,#b do
if b[y][x]==1 then
gc.rectangle("fill",x-1,#b-y,1,1)
end
end end
end
PTC={dust={}}--Particle systems
C(6,6)
gc.clear(1,1,1)
PTC.dust[0]=gc.newParticleSystem(c,1000)
PTC.dust[0]:setParticleLifetime(.2,.3)
PTC.dust[0]:setEmissionRate(0)
PTC.dust[0]:setLinearAcceleration(-1500,-200,1500,200)
PTC.dust[0]:setColors(1,1,1,.5,1,1,1,0)
PTC.dust0=gc.newParticleSystem(c,1000)
PTC.dust0:setParticleLifetime(.2,.3)
PTC.dust0:setEmissionRate(0)
PTC.dust0:setLinearAcceleration(-1500,-200,1500,200)
PTC.dust0:setColors(1,1,1,.5,1,1,1,0)
c:release()
--Dust particles
@@ -62,5 +98,6 @@ PTC.attack[3]:setSpin(6)
PTC.attack[3]:setColors(1,1,1,.7,1,1,1,0)
--Attack particles
c=nil
gc.setCanvas()
c=nil
gc.setDefaultFilter("linear","linear")

182
timer.lua
View File

@@ -34,10 +34,14 @@ function Tmr.load()
loadnum=loadnum+1
if loadnum==15 then
stat.run=stat.run+1
gotoScene("main")
gotoScene("intro","none")
end
end
end
function Tmr.intro()
count=count+1
if count==200 then count=80 end
end
function Tmr.play(dt)
frame=frame+1
stat.gametime=stat.gametime+dt
@@ -65,55 +69,40 @@ function Tmr.play(dt)
end
-- Update attack beam
if count then
count=count-1
if count==0 then
count=nil
sysSFX("start")
for P=1,#players do
P=players[P]
_G.P=P
setmetatable(_G,P.index)
P.control=true
P.timing=true
resetblock()
end
setmetatable(_G,nil)
elseif count%60==0 then
if frame<180 then
if frame==179 then
gameStart()
elseif frame%60==0 then
sysSFX("ready")
end
if count then
for p=1,#players do
P=players[p]
setmetatable(_G,P.index)
if keyPressing[1]or keyPressing[2]then
P.moving=moving+sgn(moving)
else
P.moving=0
end
for p=1,#players do
P=players[p]
if P.keyPressing[1]or P.keyPressing[2]then
P.moving=P.moving+sgn(P.moving)
else
P.moving=0
end
return nil
end
end--Start counting,include pre-das
return nil
end--Counting,include pre-das
for p=1,#players do
P=players[p]
setmetatable(_G,P.index)
if timing then P.time=time+dt end
if alive then
if P.timing then P.time=P.time+dt end
if P.alive then
local v=0
for i=2,10 do v=v+i*(i-1)*7.2/(frame-keyTime[i])end P.keySpeed=keySpeed*.99+v*.1
v=0 for i=2,10 do v=v+i*(i-1)*7.2/(frame-dropTime[i])end P.dropSpeed=dropSpeed*.99+v*.1
for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.keyTime[i])end P.keySpeed=P.keySpeed*.99+v*.1
v=0
for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.dropTime[i])end P.dropSpeed=P.dropSpeed*.99+v*.1
--Update speeds
if P.ai and waiting<=0 then
if P.ai and P.waiting<=0 then
P.ai.controlDelay=P.ai.controlDelay-1
if P.ai.controlDelay==0 then
if #P.ai.controls>0 then
pressKey(P.ai.controls[1],P)
releaseKey(P.ai.controls[1],P)
rem(P.ai.controls,1)
P.ai.controlDelay=P.ai.controlDelay0+rnd(3)
P.ai.controlDelay=P.ai.controlDelay0+2
else
AI_getControls(P.ai.controls)
P.ai.controlDelay=2*P.ai.controlDelay0
@@ -121,31 +110,31 @@ function Tmr.play(dt)
end
end
for j=1,#field do for i=1,10 do
if visTime[j][i]>0 then P.visTime[j][i]=visTime[j][i]-1 end
for j=1,#P.field do for i=1,10 do
if P.visTime[j][i]>0 then P.visTime[j][i]=P.visTime[j][i]-1 end
end end
--Fresh visible time
if keyPressing[1]or keyPressing[2]then
P.moving=moving+sgn(moving)
local d=abs(moving)-gameEnv.das
if P.keyPressing[1]or P.keyPressing[2]then
P.moving=P.moving+sgn(P.moving)
local d=abs(P.moving)-P.gameEnv.das
if d>1 then
if gameEnv.arr>0 then
if d%gameEnv.arr==0 then
act[moving>0 and"moveRight"or"moveLeft"](true)
if P.gameEnv.arr>0 then
if d%P.gameEnv.arr==0 then
act[P.moving>0 and"moveRight"or"moveLeft"](true)
end
else
act[moving>0 and"insRight"or"insLeft"]()
act[P.moving>0 and"insRight"or"insLeft"]()
end
end
else
P.moving=0
end
if keyPressing[7]then
P.downing=downing+1
local d=abs(downing)-gameEnv.sddas
if P.keyPressing[7]and not P.keyPressing[9]then
P.downing=P.downing+1
local d=abs(P.downing)-P.gameEnv.sddas
if d>1 then
if gameEnv.sdarr>0 then
if d%gameEnv.sdarr==0 then
if P.gameEnv.sdarr>0 then
if d%P.gameEnv.sdarr==0 then
act.down1()
end
else
@@ -155,37 +144,44 @@ function Tmr.play(dt)
else
P.downing=0
end
if falling>0 then
P.falling=falling-1
if falling<=0 then
if #field>clearing[1]then SFX("fall")end
for i=1,#clearing do
removeRow(field,clearing[i])
removeRow(visTime,clearing[i])
if modeEnv.royaleMode then
if P.keyPressing[9]then
P.swappingAtkMode=min(P.swappingAtkMode+2,30)
else
P.swappingAtkMode=P.swappingAtkMode+((#P.field>15 and P.swappingAtkMode>4 or P.swappingAtkMode>8)and -1 or 1)
end
end
if P.falling>0 then
P.falling=P.falling-1
if P.falling<=0 then
if #P.field>P.clearing[1]then SFX("fall")end
for i=1,#P.clearing do
removeRow(P.field,P.clearing[i])
removeRow(P.visTime,P.clearing[i])
end
while #clearing>0 do
rem(clearing)
while #P.clearing>0 do
rem(P.clearing)
end
end
--Rows cleared drop
elseif waiting>0 then
P.waiting=waiting-1
if waiting<=0 then
elseif P.waiting>0 then
P.waiting=P.waiting-1
if P.waiting<=0 then
resetblock()
end
else
if cy~=y_img then
if dropDelay>0 then
P.dropDelay=dropDelay-1
if P.cy~=P.y_img then
if P.dropDelay>0 then
P.dropDelay=P.dropDelay-1
else
drop()
P.dropDelay=gameEnv.drop
if P.freshTime<=gameEnv.freshLimit then
P.lockDelay=gameEnv.lock
P.dropDelay=P.gameEnv.drop
if P.freshTime<=P.gameEnv.freshLimit then
P.lockDelay=P.gameEnv.lock
end
end
else
if lockDelay>0 then P.lockDelay=lockDelay-1
if P.lockDelay>0 then P.lockDelay=P.lockDelay-1
else drop()
end
end
@@ -193,43 +189,44 @@ function Tmr.play(dt)
P.b2b1=P.b2b1*.92+P.b2b*.08
--Alive
else
P.keySpeed=keySpeed*.96+cstat.key/time*60*.04
P.dropSpeed=dropSpeed*.96+cstat.piece/time*60*.04
P.keySpeed=P.keySpeed*.96+P.cstat.key/P.time*60*.04
P.dropSpeed=P.dropSpeed*.96+P.cstat.piece/P.time*60*.04
--Final average speeds
if falling>0 then
P.falling=falling-1
if falling<=0 then
if #field>clearing[1]then SFX("fall")end
for i=1,#clearing do
removeRow(field,clearing[i])
removeRow(visTime,clearing[i])
if P.falling>0 then
P.falling=P.falling-1
if P.falling<=0 then
if #P.field>P.clearing[1]then SFX("fall")end
for i=1,#P.clearing do
removeRow(P.field,P.clearing[i])
removeRow(P.visTime,P.clearing[i])
end
P.clearing={}
end
end--Rows cleared drop
if P.counter<40 then
for j=1,#field do for i=1,10 do
if visTime[j][i]<20 then P.visTime[j][i]=visTime[j][i]+.5 end
for j=1,#P.field do for i=1,10 do
if P.visTime[j][i]<20 then P.visTime[j][i]=P.visTime[j][i]+.5 end
end end--Make field visible
end
if P.b2b1>0 then P.b2b1=max(P.b2b1-3,0)end
--Dead
end
for i=#bonus,1,-1 do
if bonus[i].inf then
if bonus[i].t<30 then
bonus[i].t=bonus[i].t+1
for i=#P.bonus,1,-1 do
local b=P.bonus[i]
if b.inf then
if b.t<30 then
b.t=b.t+1
end
else
bonus[i].t=bonus[i].t+1
if bonus[i].t==60 then rem(bonus,i)end
b.t=b.t+1
if b.t==60 then rem(P.bonus,i)end
end
end
for i=#task,1,-1 do
if task[i]()then rem(task,i)end
for i=#P.task,1,-1 do
if P.task[i]()then rem(P.task,i)end
end
for i=#atkBuffer,1,-1 do
local atk=atkBuffer[i]
for i=#P.atkBuffer,1,-1 do
local atk=P.atkBuffer[i]
atk.time=atk.time+1
if not atk.sent then
if atk.countdown>0 then
@@ -237,14 +234,17 @@ function Tmr.play(dt)
end
else
if atk.time>20 then
rem(atkBuffer,i)
rem(P.atkBuffer,i)
end
end
end
if fieldBeneath>0 then P.fieldBeneath=fieldBeneath-3 end
if P.fieldBeneath>0 then P.fieldBeneath=P.fieldBeneath-3 end
if not P.small then
PTC.dust[p]:update(dt)
end
end
if modeEnv.royale and frame%120==0 then
freshRoyaleTarget()
end
setmetatable(_G,nil)
end

View File

@@ -18,9 +18,6 @@ end
function mStr(s,x,y)
gc.printf(s,x-500,y,1000,"center")
end
function convert(x,y)
return xOy:inverseTransformPoint(x,y)
end
function getNewRow(val)
if not val then val=0 end
@@ -55,17 +52,23 @@ function getNewBlock()
BGblock.next=BGblock.next%7+1
return t
end
--Background animation
function timeSort(a,b)
return a.time>b.time
end
function stencil_miniTitle()
for i=1,#miniTitle_pixel do
gc.rectangle("fill",unpack(miniTitle_pixel[i]))
end
end
function stencil_field()
gc.rectangle("fill",0,-10,300,610)
gc.rectangle("fill",150,60,300,610)
end
function stencil_field_small()
gc.rectangle("fill",0,0,300,600)
end
--Single use
--Single-usage funcs
function sysSFX(s,v)
if setting.sfx then
@@ -204,11 +207,13 @@ function loadSetting()
end
elseif t=="virtualkey"then
v=string.splitS(v,"/")
for i=1,9 do
for i=1,10 do
if not v[i]then goto continue end
virtualkey[i]=string.splitS(v[i],",")
for j=1,4 do
virtualkey[i][j]=toN(virtualkey[i][j])
end
::continue::
end
elseif t=="virtualkeyAlpha"then
setting.virtualkeyAlpha=int(abs(toN(v)))
@@ -230,7 +235,7 @@ function loadSetting()
end
function saveSetting()
local vk={}
for i=1,9 do
for i=1,10 do
for j=1,4 do
virtualkey[i][j]=int(virtualkey[i][j]+.5)
end--Saving a integer is better?