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15 Commits

Author SHA1 Message Date
MrZ_26
f0a118e714 Alpha V0.7.19 2020-02-04 19:34:43 +08:00
MrZ_26
3019f83999 Alpha V0.7.18 2020-02-04 19:34:16 +08:00
MrZ_26
438046f77f Alpha V0.7.17 2020-02-04 19:34:07 +08:00
MrZ_26
830f0ffbed Alpha V0.7.16 2020-02-04 19:33:52 +08:00
MrZ_26
849e5b586e Alpha V0.7.15 2020-02-04 19:33:41 +08:00
MrZ_26
f82e979f9c Alpha V0.7.14 2020-02-04 19:33:20 +08:00
MrZ_26
c9a3e3ce1b Alpha V0.7.13+ 2020-02-04 19:33:03 +08:00
MrZ_26
72dcb84662 Alpha V0.7.12 2020-02-04 19:32:38 +08:00
MrZ_26
4af2126254 Alpha V0.7.11 2020-02-04 19:32:26 +08:00
MrZ_26
42d7b1be94 Alpha V0.7.10 2020-02-04 19:32:10 +08:00
MrZ_26
a31474c43a Alpha V0.7.9 2020-02-04 19:31:45 +08:00
MrZ_26
75c7955bb5 Alpha V0.7.8 2020-02-04 19:31:31 +08:00
MrZ_26
c35152cf6e Alpha V0.7.7 2020-02-04 19:31:17 +08:00
MrZ_26
1b0ad009b0 Alpha V0.7.6 2020-02-04 19:30:59 +08:00
MrZ_26
e7c797bf14 Alpha V0.7.5 2020-02-04 19:30:42 +08:00
111 changed files with 4725 additions and 2487 deletions

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46
ai.lua
View File

@@ -49,17 +49,18 @@ FCL[5]=FCL[3]
clearScore={[0]=0,0,2,4,12}
function ifoverlapAI(f,bk,x,y)
if y<1 then return true end
if y>#f then return nil end
if y>#f then return end
for i=1,#bk do for j=1,#bk[1]do
if f[y+i-1]and bk[i][j]>0 and f[y+i-1][x+j-1]>0 then return true end
if f[y+i-1]and bk[i][j]and f[y+i-1][x+j-1]>0 then return true end
end end
end
function resetField(f0,f,start)
while f[start]do
::L::if f[start]then
removeRow(f,start)
goto L
end
for i=start,#f0 do
f[i]=getNewRow()
f[i]=getNewRow(0)
for j=1,10 do
f[i][j]=f0[i][j]
end
@@ -68,25 +69,24 @@ end
function getScore(field,bn,cb,cx,cy)
local score=0
local highest=0
local height=getNewRow()
local height=getNewRow(0)
local clear=0
local hole=0
for i=cy+#cb-1,cy,-1 do
local f=true
for j=1,10 do
if field[i][j]==0 then f=false;break end
end
if f then
removeRow(field,i)
clear=clear+1
if field[i][j]==0 then goto L end
end
removeRow(field,i)
clear=clear+1
::L::
end
if #field==0 then return 9e99 end--PC best
for x=1,10 do
local h=#field
while field[h][x]==0 and h>1 do
::L::if field[h][x]==0 and h>1 then
h=h-1
goto L
end
height[x]=h
if x>3 and x<8 and h>highest then highest=h end
@@ -112,38 +112,39 @@ function getScore(field,bn,cb,cx,cy)
ins(freeRow,height)
score=
#field*20
-cy*40
-cy*35
-#cb*25
+clearScore[clear]*(8+#field)
-hole*50
if #field>6 then score=score-highest*5 end
if mh1>3 then score=score-50-mh1*40 end
if mh1>3 then score=score-40-mh1*30 end
return score
end
function AI_getControls(ctrl)
local Tfield={}--test field
local field_org=P.field
for i=1,#field_org do
Tfield[i]=getNewRow()
for i=1,#field_org do
Tfield[i]=getNewRow(0)
for j=1,10 do
Tfield[i][j]=field_org[i][j]
end
end
local best={x=1,dir=0,hold=false,score=-9e99}
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]
local bn=ifhold==0 and P.cur.id or P.hold.id>0 and P.hold.id or P.next[1].id
for dir=0,dirCount[bn] do--each dir
local cb=blocks[bn][dir]
for cx=1,11-#cb[1]do--each pos
local cy=#Tfield+1
while not ifoverlapAI(Tfield,cb,cx,cy-1)do
::L::if not ifoverlapAI(Tfield,cb,cx,cy-1)then
cy=cy-1
goto L
end--move to bottom
for i=1,#cb do
local y=cy+i-1
if not Tfield[y]then Tfield[y]=getNewRow()end
if not Tfield[y]then Tfield[y]=getNewRow(0)end
for j=1,#cb[1]do
if cb[i][j]~=0 then
if cb[i][j]then
Tfield[y][cx+j-1]=1
end
end
@@ -156,8 +157,11 @@ function AI_getControls(ctrl)
end
end
end
while #Tfield>0 do
::L::
if #Tfield>0 then
removeRow(Tfield,1)
goto L
end--Release cache
if best.hold then
ins(ctrl,8)

View File

@@ -1,5 +1,97 @@
local gc,tm=love.graphics,love.timer
local ms,kb,tc=love.mouse,love.keyboard,love.touch
local wd=love.window
local setFont=setFont
local Timer=tm.getTime
local scr=scr
local xOy=love.math.newTransform()
local focus=true
local mx,my,mouseShow=-20,-20,false
local touching=nil--1st touching ID
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")
end,
main=function()
collectgarbage()
end,
mode=function()
curBG="none"
saveData()
modeSel=modeSel or 1
levelSel=levelSel or 3
BGM("blank")
end,
custom=function()
optSel=optSel or 1
curBG="matrix"
BGM("blank")
end,
draw=function()
curBG="none"
kb.setKeyRepeat(true)
clearSureTime=0
pen,sx,sy=1,1,1
end,
play=function()
restartCount=0
if needResetGameData then
resetGameData()
needResetGameData=nil
end
end,
pause=function()
end,
setting=function()
curBG="none"
end,
setting2=function()
curBoard=1
keyboardSet=1
joystickSet=1
keyboardSetting=false
joystickSetting=false
end,--Control settings
setting3=function()
curBG="game1"
defaultSel=1
sel=nil
snapLevel=1
end,--Touch setting
help=function()
end,
stat=function()
end,
quit=function()
love.event.quit()
end,
}
BGblockList={}for i=1,16 do BGblockList[i]={v=0}end
local BGblock={tm=150,next=7,ct=0}
local function getNewBlock()
BGblock.ct=BGblock.ct+1
if BGblock.ct==17 then BGblock.ct=1 end
local t=BGblockList[BGblock.ct]
t.bn,t.size=BGblock.next,2+3*rnd()
t.b=blocks[t.bn][rnd(0,3)]
t.x=rnd(-#t.b[1]*t.size*30+100,1180)
t.y=-#t.b*30*t.size
t.v=t.size*(1+rnd())
BGblock.next=BGblock.next%7+1
return t
end
function onVirtualkey(x,y)
local x,y=xOy:inverseTransformPoint(x,y)
local d2,nearest,distance
for K=1,#virtualkey do
local b=virtualkey[K]
@@ -12,40 +104,37 @@ function onVirtualkey(x,y)
end
return nearest
end
function buttonControl_key(i)
if i=="up"or i=="down"or i=="left"or i=="right"then
if not Buttons.sel then
Buttons.sel=1
if Buttons.sel then
Buttons.sel=Buttons[scene][Buttons.sel[i]]or Buttons.sel
else
Buttons.sel=Buttons[scene][Buttons.sel][i]or Buttons.sel
Buttons.sel=select(2,next(Buttons[scene]))
end
elseif i=="space"or i=="return"then
if not sceneSwaping and Buttons.sel then
local B=Buttons[scene][Buttons.sel]
B.code()
B.alpha=1
sysSFX("button")
Buttons.sel.alpha=1
Buttons.sel.code()
SFX("button")
VOICE("nya")
end
end
end
function buttonControl_gamepad(i)
if i=="dpup"or i=="dpdown"or i=="dpleft"or i=="dpright"then
if not Buttons.sel then
Buttons.sel=1
mouseShow=false
if Buttons.sel then
Buttons.sel=Buttons[scene][Buttons.sel[i=="dpup"and"up"or i=="dpdown"and"down"or i=="dpleft"and"left"or"right"]]or Buttons.sel
else
Buttons.sel=Buttons[scene][Buttons.sel][i=="dpup"and"up"or i=="dpdown"and"down"or i=="dpleft"and"left"or"right"]or Buttons.sel
Buttons.sel=select(2,next(Buttons[scene]))
end
elseif i=="start"then
if not sceneSwaping and Buttons.sel then
local B=Buttons[scene][Buttons.sel]
B.code()
B.alpha=1
sysSFX("button")
Buttons.sel.alpha=1
Buttons.sel.code()
SFX("button")
VOICE("nya")
end
end
mouseShow=false
end
mouseDown={}
@@ -56,6 +145,125 @@ function mouseDown.intro(x,y,k)
gotoScene("main")
end
end
function mouseDown.draw(x,y,k)
mouseMove.draw(x,y)
end
function mouseDown.setting3(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
sel=K
end
end
end
mouseMove={}
function mouseMove.draw(x,y,dx,dy)
sx,sy=int((x-200)/30)+1,20-int((y-60)/30)
if sx<1 or sx>10 then sx=nil end
if sy<1 or sy>20 then sy=nil end
if sx and sy and ms.isDown(1,2,3)then
preField[sy][sx]=ms.isDown(1)and pen or ms.isDown(2)and 0 or -1
end
end
function mouseMove.setting3(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
end
end
mouseUp={}
function mouseUp.setting3(x,y,k)
if sel then
local b=virtualkey[sel]
local k=snapLevelValue[snapLevel]
b[1],b[2]=int(b[1]/k+.5)*k,int(b[2]/k+.5)*k
end
end
wheelmoved={}
function wheelmoved.draw(x,y)
if y<0 then
pen=pen+1
if pen==8 then pen=9 elseif pen==14 then pen=0 end
else
pen=pen-1
if pen==8 then pen=7 elseif pen==-1 then pen=13 end
end
end
function wheelmoved.mode(x,y)
modeSel=min(max(modeSel+(y>0 and -1 or 1),1),#modeID)
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
end
touchDown={}
function touchDown.intro(id,x,y)
gotoScene("main")
end
function touchDown.draw(id,x,y)
end
function touchDown.setting3(id,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
end
function touchDown.play(id,x,y)
if setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
pressKey(t,players[1])
end
end
end
touchUp={}
function touchUp.setting3(id,x,y)
if sel then
x,y=xOy:inverseTransformPoint(x,y)
if sel then
local b=virtualkey[sel]
local k=snapLevelValue[snapLevel]
b[1],b[2]=int(b[1]/k+.5)*k,int(b[2]/k+.5)*k
end
end
end
function touchUp.play(id,x,y)
if setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
releaseKey(t,players[1])
end
end
end
touchMove={}
function touchMove.setting3(id,x,y,dx,dy)
if sel then
local b=virtualkey[sel]
b[1],b[2]=b[1]+dx,b[2]+dy
end
end
function touchMove.draw(id,x,y,dx,dy)
sx,sy=int((x-200)/30)+1,20-int((y-60)/30)
if sx<1 or sx>10 then sx=nil end
if sy<1 or sy>20 then sy=nil end
if sx and sy then
preField[sy][sx]=pen
end
end
function touchMove.play(id,x,y,dx,dy)
if setting.virtualkeySwitch then
local l=tc.getTouches()
for n=1,#virtualkey do
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
end
releaseKey(n,players[1])
::L::
end
end
end
keyDown={}
function keyDown.intro(key)
if key=="escape"then
@@ -66,11 +274,25 @@ function keyDown.intro(key)
end
function keyDown.mode(key)
if key=="down"then
if modeSel<#modeID then modeSel=modeSel+1 end
if modeSel<#modeID then
modeSel=modeSel+1
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
end
elseif key=="up"then
if modeSel>1 then modeSel=modeSel-1 end
if modeSel>1 then
modeSel=modeSel-1
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
end
elseif key=="left"then
if levelSel>1 then
levelSel=levelSel-1
end
elseif key=="right"then
if levelSel<#modeLevel[modeID[modeSel]]then
levelSel=levelSel+1
end
elseif key=="return"then
startGame(modeID[modeSel])
loadGame(modeSel,levelSel)
elseif key=="c"then
gotoScene("custom")
elseif key=="escape"then
@@ -88,12 +310,44 @@ function keyDown.custom(key)
optSel=optSel%#customID+1
elseif key=="up"then
optSel=(optSel-2)%#customID+1
elseif key=="d"then
gotoScene("draw")
elseif key=="return"then
startGame("custom")
loadGame(0,1)
elseif key=="space"then
loadGame(0,2)
elseif key=="escape"then
back()
end
end
function keyDown.draw(key)
if key=="delete"then
Buttons.draw.clear.code()
elseif key=="up"or key=="down"or key=="left"or key=="right"then
if not sx then sx=1 end
if not sy then sy=1 end
if key=="up"and sy<20 then sy=sy+1
elseif key=="down"and sy>1 then sy=sy-1
elseif key=="left"and sx>1 then sx=sx-1
elseif key=="right"and sx<10 then sx=sx+1
end
if kb.isDown("space")then
preField[sy][sx]=pen
end
elseif key=="space"then
if sx and sy then
preField[sy][sx]=pen
end
elseif key=="tab"then
pen=-1
elseif key=="backspace"then
pen=0
elseif key=="escape"then
back()
else
pen=find("123qwea#sdzxc",key)or pen
end
end
function keyDown.setting2(key)
if key=="escape"then
if keyboardSetting then
@@ -124,31 +378,34 @@ function keyDown.setting2(key)
end
end
function keyDown.play(key)
if key=="escape"then back()return nil end
if key=="escape"and not sceneSwaping then
return(frame<180 and back or pauseGame)()
end
local m=setting.keyMap
for p=1,4 do
local lib=setting.keyLib[p]
for s=1,#lib do
for k=1,12 do
if key==m[lib[s]][k]then
pressKey(k,players[p])
return nil
end
for p=1,human do
for k=1,12 do
if key==m[2*p-1][k]or key==m[2*p][k]then
pressKey(k,players[p])
return
end
end
end
end
function keyDown.pause(key)
if key=="escape"then
back()
elseif key=="return"or key=="space"then
resumeGame()
end
end
keyUp={}
function keyUp.play(key)
local m=setting.keyMap
for p=1,4 do
local lib=setting.keyLib[p]
for s=1,#lib do
for k=1,12 do
if key==m[lib[s]][k]then
releaseKey(k,players[p])
return nil
end
for p=1,human do
for k=1,12 do
if key==m[2*p-1][k]or key==m[2*p][k]then
releaseKey(k,players[p])
return
end
end
end
@@ -167,7 +424,7 @@ function gamepadDown.mode(key)
elseif key=="dpup"then
if modeSel>1 then modeSel=modeSel-1 end
elseif key=="start"then
startGame(modeID[modeSel])
loadGame(modeSel,levelSel)
elseif key=="back"then
back()
end
@@ -202,16 +459,13 @@ function gamepadDown.setting2(key)
end
end
function gamepadDown.play(key)
if key=="back"then back()return nil end
if key=="back"then back()return end
local m=setting.keyMap
for p=1,4 do
local lib=setting.keyLib[p]
for s=1,#lib do
for k=1,12 do
if key==m[8+lib[s]][k]then
pressKey(k,players[p])
return nil
end
for p=1,human do
for k=1,12 do
if key==m[2*p+7][k]or key==m[2*p+8][k]then
pressKey(k,players[p])
return
end
end
end
@@ -219,155 +473,142 @@ end
gamepadUp={}
function gamepadUp.play(key)
local m=setting.keyMap
for p=1,4 do
local lib=setting.keyLib[p]
for s=1,#lib do
for k=1,12 do
if key==m[8+lib[s]][k]then
releaseKey(k,players[p])
return nil
end
for p=1,human do
for k=1,12 do
if key==m[2*p+7][k]or key==m[2*p+8][k]then
releaseKey(k,players[p])
return
end
end
end
end
wheelmoved={}
function wheelmoved.mode(x,y)
modeSel=min(max(modeSel-sgn(y),1),#modeID)
end
--Warning,these are not system callbacks!
function love.mousemoved(x,y,dx,dy,t)
if not t then
mouseShow=true
mx,my=xOy:inverseTransformPoint(x,y)
Buttons.sel=nil
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
if not(B.hide and B.hide())then
if abs(mx-B.x)<B.w*.5 and abs(my-B.y)<B.h*.5 then
Buttons.sel=i
return nil
end
end
end
end
end
function love.mousepressed(x,y,k,t,num)
if not t then
mouseShow=true
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()
if t then return end
mouseShow=true
mx,my=xOy:inverseTransformPoint(x,y)
if mouseDown[scene]then
mouseDown[scene](mx,my,k)
elseif k==2 then
back()
end
if k==1 then
if not sceneSwaping and Buttons.sel then
local B=Buttons.sel
B.code()
B.alpha=1
Buttons.sel=nil
love.mousemoved(x,y,0,0)
SFX("button")
VOICE("nya")
VIB(1)
end
end
end
function love.mousemoved(x,y,dx,dy,t)
if t then return end
mouseShow=true
mx,my=xOy:inverseTransformPoint(x,y)
Buttons.sel=nil
if mouseMove[scene]then
mouseMove[scene](mx,my,dx/scr.k,dy/scr.k)
end
for _,B in next,Buttons[scene]do
if not(B.hide and B.hide())then
if abs(mx-B.x)<B.w*.5 and abs(my-B.y)<B.h*.5 then
Buttons.sel=B
return
end
end
end
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)
end
end
function love.wheelmoved(x,y)
if wheelmoved[scene]then wheelmoved[scene](x,y)end
end
function love.touchpressed(id,x,y)
mouseShow=false
if not touching then
touching=id
love.mousemoved(x,y)
mouseShow=false
love.touchmoved(id,x,y,0,0)
end
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=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")
if touchDown[scene]then
touchDown[scene](id,xOy:inverseTransformPoint(x,y))
end
end
function love.touchreleased(id,x,y)
if id==touching then
touching=nil
if Buttons.sel then
local B=Buttons[scene][Buttons.sel]
local B=Buttons.sel
B.code()
B.alpha=1
Buttons.sel=nil
SFX("button")
VOICE("nya")
VIB(1)
end
Buttons.sel=nil
mouseShow=false
end
if scene=="play"and setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
releaseKey(t,players[1])
end
elseif scene=="setting3"and sel then
x,y=xOy:inverseTransformPoint(x,y)
if sel then
local b=virtualkey[sel]
local k=snapLevelValue[snapLevel]
b[1],b[2]=int(b[1]/k+.5)*k,int(b[2]/k+.5)*k
end
if touchUp[scene]then
touchUp[scene](id,xOy:inverseTransformPoint(x,y))
end
end
function love.touchmoved(id,x,y,dx,dy)
love.mousemoved(x,y)
mouseShow=false
x,y=xOy:inverseTransformPoint(x,y)
if touchMove[scene]then
touchMove[scene](id,x,y,dx/scr.k,dy/scr.k)
end
Buttons.sel=nil
for _,B in next,Buttons[scene]do
if not(B.hide and B.hide())then
if abs(x-B.x)<B.w*.5 and abs(y-B.y)<B.h*.5 then
Buttons.sel=B
return
end
end
end
if not Buttons.sel then
touching=nil
end
if scene=="play"and setting.virtualkeySwitch then
local l=tc.getTouches()
for n=1,#virtualkey do
local b=virtualkey[n]
local p=false
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
p=true
break
end
end
if not p and players[1].keyPressing then
releaseKey(n,players[1])
end
end
elseif scene=="setting3"then
x,y=xOy:inverseTransformPoint(x,y)
dx,dy=dx*screenK,dy*screenK
if sel then
local b=virtualkey[sel]
b[1],b[2]=b[1]+dx,b[2]+dy
end
end
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
mouseShow=false
if i=="f8"then devMode=not devMode end
if devMode then
if i=="k"then
P=players.alive[rnd(#players.alive)]
P.lastRecv=players[1]
Event.lose()
--Test code here
elseif i=="q"then
local B=Buttons.sel if B then print(format("x=%d,y=%d,w=%d,h=%d",B.x,B.y,B.w,B.h))end
elseif Buttons.sel then
local B=Buttons.sel
if i=="left"then B.x=B.x-10
elseif i=="right"then B.x=B.x+10
elseif i=="up"then B.y=B.y-10
elseif i=="down"then B.y=B.y+10
elseif i==","then B.w=B.w-10
elseif i=="."then B.w=B.w+10
elseif i=="/"then B.h=B.h-10
elseif i=="'"then B.h=B.h+10
end
end
else
if keyDown[scene]then keyDown[scene](i)
elseif i=="escape"or i=="back"then back()
else buttonControl_key(i)
end
end
end
function love.keyreleased(i)
if keyUp[scene]then keyUp[scene](i)
@@ -375,8 +616,9 @@ function love.keyreleased(i)
end
function love.gamepadpressed(joystick,i)
mouseShow=false
if gamepadDown[scene]then return gamepadDown[scene](i)
elseif i=="back"then return back()
elseif i=="back"then back()
else buttonControl_gamepad(i)
end
end
@@ -385,160 +627,168 @@ function love.gamepadreleased(joystick,i)
end
end
--[[
function love.joystickpressed(js,k)
end
function love.joystickaxis(js,axis,val)
end
function love.joystickhat(js,hat,dir)
end
function love.joystickpressed(js,k)end
function love.joystickaxis(js,axis,valend
function love.joystickhat(js,hat,dirend
function love.sendData(data)end
function love.receiveData(id,data)end
]]
function love.wheelmoved(x,y)
if wheelmoved[scene]then wheelmoved[scene](x,y)end
function love.lowmemory()
collectgarbage()
end
function love.resize(w,h)
scr.w,scr.h,scr.r=w,h,h/w
if scr.r>=.5625 then
scr.k=w/1280
scr.x,scr.y=0,(h-w*9/16)*.5
else
scr.k=h/720
scr.x,scr.y=(w-h*16/9)*.5,0
end
gc.origin()
xOy=xOy:setTransformation(w*.5,h*.5,nil,scr.k,nil,640,360)
gc.replaceTransform(xOy)
collectgarbage()
end
function love.focus(f)
if not f and wd.isMinimized()and scene=="play"then pauseGame()end
end
function love.update(dt)
--[[
if players then
for k,v in pairs(players[1])do
if rawget(_G,k)then print(k)end
end
end--check player data flew(debugging)
]]
-- if players then for k,v in pairs(players[1])do
-- if rawget(_G,k)and k~="next"and k~="hold"and k~="stat"then print(k,_G[v])end
-- end end--check player data flew(debugging)
for i=#BGblock,1,-1 do
BGblock[i].y=BGblock[i].y+BGblock[i].v
if BGblock[i].y>720 then rem(BGblock,i)end
end
if setting.bgblock then
BGblock.ct=BGblock.ct-1
if BGblock.ct==0 then
BGblock.tm=BGblock.tm-1
if BGblock.tm==0 then
ins(BGblock,getNewBlock())
BGblock.ct=rnd(20,30)
BGblock.tm=rnd(20,30)
end
end
--Background blocks update
if sceneSwaping then
sceneSwaping.time=sceneSwaping.time-1
if sceneSwaping.time==sceneSwaping.mid then
for i=1,#Buttons[scene]do
Buttons[scene][i].alpha=0
end--Reset buttons' state
game[sceneSwaping.tar]()
for k,B in next,Buttons[scene]do
B.alpha=0
end--Reset buttons' alpha
Buttons.sel=nil
scene=sceneSwaping.tar
sceneInit[scene]()
elseif sceneSwaping.time==0 then
sceneSwaping=nil
end
elseif Tmr[scene]then
end
if Tmr[scene]then
Tmr[scene](dt)
end
--scene swapping & Timer
end
function love.sendData(data)
return nil
end
function love.receiveData(id,data)
return nil
for i=#Task,1,-1 do
Task[i]:update()
end
if voicePlaying[1]then
if not voicePlaying[1]:isPlaying()then
rem(voicePlaying,1)
end
if voicePlaying[1] and not voicePlaying[1]:isPlaying()then voicePlaying[1]:play()end
end
for k,B in next,Buttons[scene]do
local t=B==Buttons.sel and .4 or 0
B.alpha=abs(B.alpha-t)>.02 and(B.alpha+(B.alpha<t and .02 or -.02))or t
if B.alpha>t then B.alpha=B.alpha-.02 elseif B.alpha<t then B.alpha=B.alpha+.02 end
end--update Buttons
end
local scs={1,2,1,2,1,2,1,2,1,2,1.5,1.5,.5,2.5}
function love.draw()
gc.clear()
Pnt.BG[curBG]()
gc.setColor(1,1,1,.3)
gc.discard()--SPEED UPUPUP!
Pnt.BG[setting.bg and curBG or"grey"]()
gc.setColor(1,1,1,.2)
for n=1,#BGblock do
local b,img=BGblock[n].b,blockSkin[BGblock[n].bn]
local size=BGblock[n].size
for i=1,#b do for j=1,#b[1]do
if b[i][j]>0 then
if b[i][j]then
gc.draw(img,BGblock[n].x+(j-1)*30*size,BGblock[n].y+(i-1)*30*size,nil,size)
end
end end--Block
end end
end
if Pnt[scene]then Pnt[scene]()end
drawButton()
for k,B in next,Buttons[scene]do
if not(B.hide and B.hide())then
local C=B.rgb or color.white
gc.setColor(C[1],C[2],C[3],B.alpha)
gc.rectangle("fill",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
gc.setColor(C)
gc.setLineWidth(3)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h,4)
gc.setColor(C[1],C[2],C[3],.3)
gc.setLineWidth(5)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h,4)
local t=B.t
local y0
if t then
if type(t)=="function"then t=t()end
setFont(B.f or 40)
y0=B.y-currentFont*.64
gc.printf(t,B.x-201,y0+2,400,"center")
gc.printf(t,B.x-199,y0+2,400,"center")
gc.printf(t,B.x-201,y0,400,"center")
gc.printf(t,B.x-199,y0,400,"center")
gc.setColor(C)
mStr(t,B.x,y0+1)
end
end
end--Draw buttons
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.circle("fill",mx,my,3)
end
if sceneSwaping then sceneSwaping.draw()end
if wh/ww>.5625 then
gc.draw(mouseBlock[r],mx,my,Timer()%pi*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!
if sceneSwaping then sceneSwaping.draw()end--Swaping animation
if scr.r~=.5625 then
gc.setColor(0,0,0)
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
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
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--Black side
setFont(20)gc.setColor(1,1,1)
gc.print(tm.getFPS(),5,700)
if devMode then
gc.print(mx.." "..my,5,640)
gc.print(#freeRow or 0,5,660)
gc.print(gcinfo(),5,680)
gc.print(freeRow and #freeRow or 0,5,660)
end
end
function love.resize(w,h)
ww,wh=w,h
screenK=h/w>=.5625 and w/1280 or h/720
xOy=xOy:setTransformation(w*.5,h*.5,nil,screenK,nil,640,360)
gc.replaceTransform(xOy)
end
function love.run()
local frameT=Timer()
local readyDrawFrame=0
local PUMP,POLL=love.event.pump,love.event.poll
love.resize(gc.getWidth(),gc.getHeight())
game.load()--System scene Launch
math.randomseed(os.time()*626)
scene="load"sceneInit.load()--System Launch
return function()
love.event.pump()
for name,a,b,c,d,e,f in love.event.poll()do
if name=="quit"then return 0 end
love.handlers[name](a,b,c,d,e,f)
PUMP()
for N,a,b,c,d,e in POLL()do
if N=="quit"then return 0
elseif love[N]then love[N](a,b,c,d,e)end
end
if focus then
tm.step()
-- love.receiveData(id,data)
love.update(tm.getDelta())
readyDrawFrame=readyDrawFrame+setting.frameMul
if readyDrawFrame>=100 then
readyDrawFrame=readyDrawFrame-100
gc.clear()
love.draw()
gc.present()
end
if not(wd.hasFocus()or keeprun)then
focus=false
ms.setVisible(true)
if bgmPlaying then bgm[bgmPlaying]:pause()end
if scene=="play"then
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
end
else
tm.sleep(.2)
if wd.hasFocus()then
tm.step()
focus=true
ms.setVisible(false)
if bgmPlaying then bgm[bgmPlaying]:play()end
end
tm.step()
love.update(tm.getDelta())
readyDrawFrame=readyDrawFrame+setting.frameMul
if readyDrawFrame>=100 then
readyDrawFrame=readyDrawFrame-100
love.draw()
gc.present()
end
while Timer()-frameT<1/60 do end
::L::if Timer()-frameT<1/60 then goto L end
frameT=Timer()
tm.sleep(.001)
end
end

37
class.lua Normal file
View File

@@ -0,0 +1,37 @@
Task={}
metatable_task={__index=Task}
function newTask(code,P,data)
local obj={
code=code,
P=P,
data=data,
}
setmetatable(obj,metatable_task)
ins(Task,obj)
end
function clearTask(opt)
if opt=="all"then
while Task[1]do
rem(Task,i)
end
elseif opt=="play"then
for i=#Task,1,-1 do
if Task[i].P then
rem(Task,i)
end
end
else--Player table
for i=#Task,1,-1 do
if Task[i].P==P then
rem(Task,i)
end
end
end
end
function Task:update()
if(not self.P or self.P and scene=="play")and self:code(self.P,self.data)then
for i=#Task,1,-1 do
if Task[i]==self then rem(Task,i)return end
end--Destroy
end
end

View File

@@ -1,7 +1,7 @@
function love.conf(t)
local X=nil
t.identity="Techmino"--The name of the save directory (string)
t.appendidentity=X--Search files in source directory before save directory (boolean)
t.identity="Techmino"--Save directory name
t.appendidentity=X--If search files in source before save directory
t.version="11.1"
t.console=X
t.accelerometerjoystick=X--If exposing accelerometer on iOS and Android as a Joystick
@@ -9,18 +9,18 @@ function love.conf(t)
t.audio.mixwithsystem=true--Switch on to keep sysBGM
local W=t.window
W.title="Techmino V0.7.4"
W.title="Techmino V0.7.19"
W.icon="/image/icon.png"
W.width,W.height=1280,720
W.minwidth,W.minheight=640,360
W.borderless=X
W.resizable=true
W.minwidth,W.minheight=640,360
W.fullscreentype="desktop"--Choose between "desktop" fullscreen or "exclusive" fullscreen mode (string)
W.fullscreen=X
W.vsync=X--0 to set ∞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=8--The number of bits per sample in the stencil buffer
W.stencil=1--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)
W.x,W.y=nil

1163
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