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3 Commits

Author SHA1 Message Date
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
20 changed files with 1439 additions and 783 deletions

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9
ai.lua
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@@ -112,7 +112,7 @@ 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
@@ -167,4 +167,11 @@ function AI_getControls(ctrl)
ins(ctrl,l[i])
end
ins(ctrl,6)
if rnd()<.1 then
if P.atkMode~=4 and P==mostDangerous then
ins(P.ai.controls,9)
--Smarter AI???
end
end
end

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@@ -16,7 +16,9 @@ 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[scene][1]then
Buttons.sel=1
end
else
Buttons.sel=Buttons[scene][Buttons.sel][i]or Buttons.sel
end
@@ -32,7 +34,9 @@ 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
if Buttons[scene][1]then
Buttons.sel=1
end
mouseShow=false
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
@@ -66,11 +70,25 @@ 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
@@ -89,7 +107,7 @@ function keyDown.custom(key)
elseif key=="up"then
optSel=(optSel-2)%#customID+1
elseif key=="return"then
startGame("custom")
loadGame(0,1)
elseif key=="escape"then
back()
end
@@ -167,7 +185,7 @@ 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
@@ -234,6 +252,7 @@ end
wheelmoved={}
function wheelmoved.mode(x,y)
modeSel=min(max(modeSel-sgn(y),1),#modeID)
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
end
--Warning,these are not system callbacks!
@@ -347,7 +366,7 @@ function love.touchmoved(id,x,y,dx,dy)
break
end
end
if not p and players[1].keyPressing then
if not p and players[1].isKeyDown then
releaseKey(n,players[1])
end
end
@@ -362,10 +381,39 @@ 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)
if i=="f12"then devMode=not devMode end
if devMode then
if Buttons.sel then
local B=Buttons[scene][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
if i=="q"then
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
print(format("x=%d,y=%d,w=%d,h=%d",B.x,B.y,B.w,B.h))
end
end
else
if keyDown[scene]then keyDown[scene](i)
elseif i=="escape"or i=="back"then back()
else buttonControl_key(i)
end
end
mouseShow=false
end
@@ -376,9 +424,10 @@ end
function love.gamepadpressed(joystick,i)
if gamepadDown[scene]then return gamepadDown[scene](i)
elseif i=="back"then return back()
elseif i=="back"then back()
else buttonControl_gamepad(i)
end
mouseShow=false
end
function love.gamepadreleased(joystick,i)
if gamepadUp[scene]then gamepadUp[scene](i)
@@ -418,8 +467,6 @@ function love.update(dt)
BGblock.ct=rnd(20,30)
end
end
--Background blocks update
if sceneSwaping then
sceneSwaping.time=sceneSwaping.time-1
if sceneSwaping.time==sceneSwaping.mid then
@@ -434,7 +481,7 @@ function love.update(dt)
elseif Tmr[scene]then
Tmr[scene](dt)
end
--scene swapping & Timer
updateButton()
end
function love.sendData(data)
return nil
@@ -453,7 +500,7 @@ function love.draw()
if b[i][j]>0 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()
@@ -520,7 +567,7 @@ function love.run()
if bgmPlaying then bgm[bgmPlaying]:pause()end
if scene=="play"then
for i=1,#players.alive do
local l=players.alive[i].keyPressing
local l=players.alive[i].isKeyDown
for j=1,#l do
if l[j]then
releaseKey(j,players.alive[i])
@@ -530,7 +577,7 @@ function love.run()
end
end
else
tm.sleep(.2)
tm.sleep(.5)
if wd.hasFocus()then
tm.step()
focus=true

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@@ -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
@@ -9,7 +9,7 @@ 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 V0.7.7"
W.icon="/image/icon.png"
W.width,W.height=1280,720
W.borderless=X
@@ -20,7 +20,7 @@ function love.conf(t)
W.vsync=X--0 to set ∞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

View File

@@ -1,8 +1,17 @@
function loadGame(mode,level)
--rec={}
print(mode)
curMode={id=modeID[mode],lv=level,modeName=modeName[mode],levelName=modeLevel[modeID[mode]][level]}
gotoScene("play")
end
function resetGameData()
frame=0
garbageSpeed=1
pushSpeed=3
players={alive={}}
loadmode[gamemode]()
modeEnv=defaultModeEnv[curMode.id][curMode.lv]or defaultModeEnv[curMode.id][1]
loadmode[curMode.id]()
FX.beam={}
for k,v in pairs(PTC.dust)do
@@ -16,15 +25,12 @@ function resetGameData()
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
changeAtk(players[i],randomTarget(players[i]))
end
mostBadge=nil
mostDangerous=nil
mostBadge,mostDangerous,secBadge,secDangerous=nil
gameStage=1
garbageSpeed=.3
pushSpeed=2
end
for i=1,#virtualkey do
virtualkey[i].press=false
@@ -64,7 +70,7 @@ function createPlayer(id,x,y,size,AIspeed,data)
if AIspeed then
P.ai={
controls={},
controlDelay=60,
controlDelay=30,
controlDelay0=AIspeed,
}
end
@@ -73,15 +79,16 @@ function createPlayer(id,x,y,size,AIspeed,data)
P.control=false
P.timing=false
P.time=0
P.cstat={key=0,piece=0,row=0,atk=0,techrash=0,pc=0}--Current gamestat
P.cstat={key=0,piece=0,row=0,atk=0,techrash=0,pc=0,event=0}--Current gamestat
P.keyTime={}for i=1,10 do P.keyTime[i]=-1e5 end P.keySpeed=0
P.dropTime={}for i=1,10 do P.dropTime[i]=-1e5 end P.dropSpeed=0
P.field,P.visTime,P.atkBuffer={},{},{}
P.field,P.visTime={},{}
P.atkBuffer={sum=0}
P.ko,P.badge,P.strength=0,0,0
P.atkMode,P.swappingAtkMode,P.atking,P.lastRecv=1,20
P.atkMode,P.swappingAtkMode=1,20
P.atker,P.atking,P.lastRecv={}
--Royale-related
P.gameEnv={}--Game setting vars,like dropDelay setting
@@ -101,12 +108,30 @@ function createPlayer(id,x,y,size,AIspeed,data)
P.nxt,P.nb={},{}
P.dropDelay,P.lockDelay=P.gameEnv.drop,P.gameEnv.lock
P.freshTime=0
P.lastSpin=false
if P.gameEnv.sequence<5 then
P.spinLast,P.lastClear=nil
if P.gameEnv.sequence<3 then
local bag1={1,2,3,4,5,6,7}
for i=1,7 do
P.nxt[i]=rem(bag1,rnd(#bag1))
P.nb[i]=blocks[P.nxt[i]][0]
end
elseif P.gameEnv.sequence==3 then
for i=1,6 do
local r=rnd(7)
P.nxt[i]=r
P.nb[i]=blocks[r][0]
end
elseif P.gameEnv.sequence==5 then
local bag1={1,2,3,4,5,6}
for i=1,6 do
P.nxt[i]=rem(bag1,rnd(#bag1))
P.nb[i]=blocks[P.nxt[i]][0]
end--First bag
elseif P.gameEnv.sequence==6 then
local bag1={1,2,3,4,6,7}
for i=1,6 do
P.nxt[i]=rem(bag1,rnd(#bag1))
P.nb[i]=blocks[P.nxt[i]][0]
end--First bag
end
@@ -118,7 +143,7 @@ function createPlayer(id,x,y,size,AIspeed,data)
P.showTime=P.gameEnv.visible==1 and 1e99 or P.gameEnv.visible==2 and 300 or 20
P.cb,P.sc,P.bn,P.r,P.c,P.cx,P.cy,P.dir,P.y_img={{}},{0,0},1,0,0,0,0,0,0
P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
P.keyPressing,P.isKeyDown={},{}for i=1,12 do P.keyPressing[i],P.isKeyDown[i]=false,false end
P.moving,P.downing=0,0
P.waiting,P.falling=0,0
P.clearing={}
@@ -128,14 +153,15 @@ function createPlayer(id,x,y,size,AIspeed,data)
P.b2b=0
P.b2b1=0
P.endCounter=0
P.counter=0
P.result=nil--string,"win"/"lose"
P.task={}
P.bonus={}
end
function showText(text,type,font,dy,inf)
end
function showText(P,text,type,font,dy,spd,inf)
if not P.small then
ins(P.bonus,{t=0,text=text,draw=FX[type],font=font,dy=dy or 0,inf=inf,solid=inf})
ins(P.bonus,{t=0,text=text,draw=FX[type],font=font,dy=dy or 0,speed=spd or 1,inf=inf})
end
end
function createBeam(S,R,lv)--Player id
@@ -162,33 +188,105 @@ function throwBadge(S,R,amount)--Player id
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+73*R.size,R.y+360*R.size
end
ins(FX.badge,{x1,y1,x2,y2,t=0,size=(10+min(amount,10))*.1})
ins(FX.badge,{x1,y1,x2,y2,t=0,size=(9+min(amount,12))*.1})
end
function freshRoyaleTarget()
local b,sec=0
function randomTarget(p)
if #players.alive>1 then
local r
repeat
r=players.alive[rnd(#players.alive)]
until r~=p
return r
end
end
function freshTarget(P)
if P.atkMode==1 then
if not P.atking.alive or rnd()<.1 then
changeAtk(P,randomTarget(P))
end
elseif P.atkMode==2 then
changeAtk(P,P~=mostBadge and mostBadge or secBadge or randomTarget(P))
elseif P.atkMode==3 then
changeAtk(P,P~=mostDangerous and mostDangerous or secDangerous or randomTarget(P))
elseif P.atkMode==4 then
for i=1,#P.atker do
if not P.atker[i].alive then
rem(P.atker,i)
break
end
end
end
end
function changeAtk(P,R)
if P.atking then
local K=P.atking.atker
for i=1,#K do
if K[i]==P then
rem(K,i)
break
end
end
end
if R then
P.atking=R
ins(R.atker,P)
else
P.atking=nil
end
end
function freshMostBadge()
mostBadge,secBadge=nil
local m=0
for i=1,#players.alive do
if players.alive[i].badge>b then
if players.alive[i].badge>=m then
mostBadge,secBadge=players.alive[i],mostBadge
b=players[i].badge
m=players.alive[i].badge
end
end
end
function freshMostDangerous()
mostDangerous,secDangerous=nil
local m=0
for i=1,#players.alive do
if P.atkMode==2 then
P.atking=P~=mostBadge and mostBadge or secBadge
if #players.alive[i].field>=m then
mostDangerous,secDangerous=players.alive[i],mostDangerous
m=#players.alive[i].field
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
function royaleLevelup()
gameStage=gameStage+1
local spd
if(gameStage==3 or gameStage>4)and players[1].alive then
showText(players[1],#players.alive.." Players Remain","beat",50,-100,.3)
end
if gameStage==2 then
spd=30
elseif gameStage==3 then
spd=15
garbageSpeed=.6
BGM("cruelty")
elseif gameStage==4 then
spd=10
pushSpeed=3
elseif gameStage==5 then
spd=5
garbageSpeed=1
elseif gameStage==6 then
spd=3
BGM("final")
end
for i=1,#players.alive do
if P.atkMode==3 then
P.atking=P~=mostDangerous and mostDangerous or secDangerous
local P=players.alive[i]
P.gameEnv.drop=spd
end
if curMode.lv==5 and players[1].alive then
local P=players[1]
P.gameEnv.drop=int(P.gameEnv.drop*.3)
if P.gameEnv.drop==0 then
P.gameEnv._20G=true
end
end
end
@@ -268,18 +366,33 @@ function resetblock()
freshgho()
if P.keyPressing[6]then act.hardDrop()P.keyPressing[6]=false end
end
function pressKey(i,P)
function pressKey(i,p)
P=p
P.keyPressing[i]=true
P.isKeyDown[i]=true
if i==10 then
act.restart()
elseif P.alive then
if P.control and P.waiting<=0 then
act[actName[i]]()
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
elseif P.keyPressing[9]then
if i==1 then
P.atkMode=1
changeAtk(P,randomTarget(P))
elseif i==2 then
P.atkMode=2
elseif i==6 then
P.atkMode=3
elseif i==7 then
P.atkMode=4
end
else
if i==1 then
P.moving=-1
elseif i==2 then
P.moving=1
end
end
ins(P.keyTime,1,frame)rem(P.keyTime,11)
P.cstat.key=P.cstat.key+1
@@ -287,8 +400,9 @@ function pressKey(i,P)
end
--ins(rec,{i,frame})
end
function releaseKey(i,player)
(player or players[1]).keyPressing[i]=false
function releaseKey(i,p)
p.keyPressing[i]=false
p.isKeyDown[i]=false
-- if playmode=="recording"then ins(rec,{-i,frame})end
end
function spin(d,ifpre)
@@ -345,7 +459,7 @@ function hold(ifpre)
freshgho()
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
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 P.id==1 then
@@ -397,98 +511,94 @@ function drop()
P.combo=P.combo+1--combo=0 is under
if cc==4 then
if P.b2b>480 then
showText("Techrash B2B2B","fly",70)
showText(P,"Techrash B2B2B","fly",70)
csend=6
sendTime=80
exblock=exblock+1
elseif P.b2b>=30 then
showText("Techrash B2B","drive",70)
showText(P,"Techrash B2B","drive",70)
sendTime=70
csend=5
else
showText("Techrash","stretch",80)
showText(P,"Techrash","stretch",80)
sendTime=60
csend=4
end
P.b2b=P.b2b+100
P.lastClear=74
P.cstat.techrash=P.cstat.techrash+1
elseif cc>0 then
if dospin then
if P.b2b>480 then
showText(spinName[cc][P.bn].." B2B2B","spin",40)
showText(P,spinName[cc][P.bn].." B2B2B","spin",40)
csend=b2bATK[cc]+1
exblock=exblock+1
elseif P.b2b>=30 then
showText(spinName[cc][P.bn].." B2B","spin",40)
showText(P,spinName[cc][P.bn].." B2B","spin",40)
csend=b2bATK[cc]
else
showText(spinName[cc][P.bn],"spin",50)
showText(P,spinName[cc][P.bn],"spin",50)
csend=2*cc
end
sendTime=20+csend*20
if mini then
showText("Mini","drive",40,10)
showText(P,"Mini","drive",40,10)
csend=ceil(csend*.5)
sendTime=sendTime+60
P.b2b=P.b2b+b2bPoint[cc]*.8
else
P.b2b=P.b2b+b2bPoint[cc]
end
SFX(spin_n[cc])
P.lastClear=P.bn*10+cc
if P.id==1 then
stat.spin=stat.spin+1
end
SFX(spin_n[cc])
elseif #P.clearing<#P.field then
P.b2b=P.b2b-150-cc*50
showText(clearName[cc],"appear",50)
showText(P,clearName[cc],"appear",50)
csend=cc-1
sendTime=20+csend*20
P.lastClear=cc
end
if #P.clearing==#P.field then
showText(P,"Perfect Clear","flicker",70,-80)
csend=csend+min(6+P.cstat.pc,10)
exblock=exblock+2
sendTime=sendTime+30
if P.cstat.row>4 then
P.b2b=600
end
P.cstat.pc=P.cstat.pc+1
P.lastClear=P.bn*10+5
SFX("perfectclear")
end
else
P.combo=0
if dospin then
showText(spinName[0][P.bn],"appear",50)
showText(P,spinName[0][P.bn],"appear",50)
SFX("spin_0")
P.b2b=P.b2b+15
end
end
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
if P.cstat.row>10 then
P.b2b=600
end
SFX("perfectclear")
P.cstat.pc=P.cstat.pc+1
end
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)
showText(P,renName[min(P.combo,20)],P.combo<10 and"appear"or"flicker",20+P.combo*3,60)
end
sendTime=sendTime+20*P.combo
if cc>0 then
SFX(clear_n[cc])
SFX(ren_n[min(P.combo,11)])
if P.id==1 then VIB(cc<3 and 1 or cc-1)end
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)
local i=min(#P.atker,9)
if i>1 then
csend=csend+reAtk[i]
exblock=exblock+reDef[i]
end
end
@@ -503,6 +613,12 @@ function drop()
if P.id==1 then stat.atk=stat.atk+csend end
--ATK statistics
if csend>0 then
showText(P,csend,"zoomout",25,70)
if exblock>0 then
showText(P,exblock,"zoomout",10,70)
end
end
while csend>0 and P.atkBuffer[1]do
if exblock>0 then
exblock=exblock-1
@@ -510,44 +626,29 @@ function drop()
csend=csend-1
end
P.atkBuffer[1].amount=P.atkBuffer[1].amount-1
P.atkBuffer.sum=P.atkBuffer.sum-1
if P.atkBuffer[1].amount==0 then
rem(P.atkBuffer,1)
end
if P.atkBuffer[1]and csend==0 then
local s=P.atkBuffer[1].amount
P.atkBuffer[1].lv=s<4 and 1 or s<7 and 2 or 3
end
end
if csend>0 then
showText(csend,"zoomout",25,70)
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
if P.atkMode==4 then
if #P.atker>0 then
for i=1,#P.atker do
garbageSend(P,P.atker[i],csend,sendTime)
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
garbageSend(P,randomTarget(P),csend,sendTime)
end
else
freshTarget(P)
garbageSend(P,P.atking,csend,sendTime)
end
elseif #players.alive>1 then
local r
repeat
r=players.alive[rnd(#players.alive)]
until r~=P
garbageSend(P,r,csend,sendTime)
garbageSend(P,randomTarget(P),csend,sendTime)
end
if P.id==1 and csend>3 then sysSFX("emit",min(csend,8)*.125)end
end
elseif cc==0 then
if P.b2b>480 then
@@ -582,18 +683,20 @@ function lock()
end
function garbageSend(S,R,send,time)
local pos=rnd(10)
local level=send<4 and 1 or send<7 and 2 or 3
createBeam(S,R,level)
createBeam(S,R,send<4 and 1 or send<7 and 2 or 3)
R.lastRecv=S
if #R.atkBuffer<15 then
ins(R.atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=level})
if R.atkBuffer.sum<20 then
send=min(send,20-R.atkBuffer.sum)
R.atkBuffer.sum=R.atkBuffer.sum+send
ins(R.atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=send<4 and 1 or send<7 and 2 or 3})
if R.id==1 then sysSFX(send<4 and "blip_1"or"blip_2",min(send+1,5)*.1)end
end
end
function garbageRelease()
local t=P.showTime*2
for i=1,#P.atkBuffer do
local atk=P.atkBuffer[i]
if not atk.sent and atk.countdown==0 then
if not atk.sent and atk.countdown<=0 then
for j=1,atk.amount do
ins(P.field,1,getNewRow(13))
ins(P.visTime,1,getNewRow(t))
@@ -601,6 +704,7 @@ function garbageRelease()
P.field[1][atk[k]]=0
end
end
P.atkBuffer.sum=P.atkBuffer.sum-atk.amount
atk.sent=true
atk.time=0
P.fieldBeneath=P.fieldBeneath+atk.amount*30
@@ -612,6 +716,7 @@ act={
if P.keyPressing[9]then
if P.atkMode~=1 then
P.atkMode=1
changeAtk(P,randomTarget(P))
end
else
if not auto then
@@ -630,7 +735,7 @@ act={
if P.keyPressing[9]then
if P.atkMode~=2 then
P.atkMode=2
P.atking=mostBadge
changeAtk(P,P~=mostBadge and mostBadge or secBadge or randomTarget(P))
end
else
if not auto then
@@ -652,7 +757,7 @@ act={
if P.keyPressing[9]then
if P.atkMode~=3 then
P.atkMode=3
P.atking=mostDangerous
changeAtk(P,P~=mostDangerous and mostDangerous or secDangerous or randomTarget(P))
end
else
if P.waiting<=0 then
@@ -660,6 +765,7 @@ act={
P.cy=P.y_img
P.spinLast=false
SFX("drop")
if P.id==1 then VIB(0)end
end
drop()
end
@@ -669,7 +775,7 @@ act={
if P.keyPressing[9]then
if P.atkMode~=4 then
P.atkMode=4
P.atking=nil
changeAtk(P)
end
else
if P.cy~=P.y_img then
@@ -695,6 +801,7 @@ act={
end,
restart=function()
resetGameData()
frame=30
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()

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623
list.lua
View File

@@ -1,12 +1,14 @@
--[["four name"
Techrash
Zestris
x Quadruple
x Tequeno
x Techzino
x Tectris
Techris
Techmino
Tequéno
Zestris
Quadruple
Tequeno
Techzino
Tectris
]]
PCbase={
{3,3,3,0,0,0,0,0,2,2},
@@ -22,12 +24,12 @@ PClist={--ZSLJTOI
{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},
{7,5,3,2},{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},{7,5,2,3},{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},
@@ -66,10 +68,10 @@ attackColor={
gc.setColor(1,t,0)
end,
function(t)
gc.setColor(1,0,t)
gc.setColor(1,.4,.3+t*.7)
end,
function(t)
gc.setColor(t,t,1)
gc.setColor(.2+t*.8,.2+t*.8,1)
end,
}--3 animation-colorsets of attack buffer bar
}
@@ -102,7 +104,7 @@ for j=1,7 do
spinName[0][j]=blockName[j].." spin"
end
miniTitle_pixel={
miniTitle_rect={
{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},
@@ -123,6 +125,7 @@ sfx={
"ren_1","ren_2","ren_3","ren_4","ren_5","ren_6","ren_7","ren_8","ren_9","ren_10","ren_11",
"clear_1","clear_2","clear_3","clear_4",
"spin_0","spin_1","spin_2","spin_3",
"emit","blip_1","blip_2",
"perfectclear",
}
bgm={
@@ -132,6 +135,8 @@ bgm={
"push",
"reason",
"infinite",
"cruelty",
"final",
}
prevMenu={
@@ -142,7 +147,7 @@ prevMenu={
custom="mode",
ready="mode",
play=function()
gotoScene(gamemode~="custom"and"mode"or"custom")
gotoScene(curMode.id~="custom"and"mode"or"custom")
end,
help="main",
stat="main",
@@ -154,33 +159,6 @@ prevMenu={
setting3="setting",
}
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",
zen="Clear 200 Lines without gravity",
infinite="Infinite game,infinite happiness",
solo="Beat AI",
death="Survive under terrible speed",
tsd="T-spin-double Only!",
blind="Invisible board!",
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?",
p2="2 players game",
p3="3 players game",
p4="4 players game",
}
customID={
"drop",
"lock",
@@ -214,7 +192,7 @@ customVal={
fall=nil,
next=nil,
hold={"on","off"},
sequence={"bag","his4","random"},
sequence={"bag7","his4","random"},
visible={"normal","time","invisible"},
target={10,20,40,100,200,500,1000,""},
freshLimit={0,8,15,""},
@@ -246,9 +224,14 @@ 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"}
vibrateLevel={0,.02,.03,.04,.06,.08,.1}
atkModeName={"Random","Badges","K.O.s","Counters"}
up0to4={[0]="000%UP","025%UP","050%UP","075%UP","100%UP",}
percent0to5={[0]="0%","20%","40%","60%","80%","100%",}
snapLevelName={"Free pos","Snap-10","Snap-20","Snap-40","Snap-60","Snap-80"}
snapLevelValue={1,10,20,40,60,80}
reAtk={0,0,1,1,1,2,2,3,3}
reDef={0,1,1,2,3,3,4,4,5}
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={12,11,10,9,8}
@@ -257,9 +240,400 @@ death_fall={10,9,8,7,6}
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}
defaultModeEnv={
sprint={
{
drop=60,
target=10,
reach=Event.gameover.win,
},
{
drop=60,
target=20,
reach=Event.gameover.win,
},
{
drop=60,
target=40,
reach=Event.gameover.win,
},
{
drop=60,
target=100,
reach=Event.gameover.win,
},
{
drop=60,
target=400,
reach=Event.gameover.win,
},
{
drop=60,
target=1000,
reach=Event.gameover.win,
},
},
marathon={
{
drop=1e99,
lock=1e99,
target=200,
reach=Event.marathon_reach,
},
{
drop=60,
fall=20,
target=10,
reach=Event.marathon_reach,
},
{
_20G=true,
fall=20,
target=200,
reach=Event.marathon_reach,
},
{
_20G=true,
drop=0,
lock=death_lock[1],
wait=death_wait[1],
fall=death_fall[1],
target=50,
reach=Event.marathon_reach_lunatic,
arr=1,
},
},
zen={
{
drop=1e99,
lock=1e99,
target=200,
reach=Event.gameover.win,
},
},
infinite={
{
drop=1e99,
lock=1e99,
oncehold=false,
},
},
solo={
{},
},
tsd={
{
oncehold=false,
drop=1e99,
lock=1e99,
target=1,
reach=Event.tsd_reach,
},
{
drop=60,
lock=60,
target=1,
reach=Event.tsd_reach,
},
},
blind={
{
drop=30,
lock=60,
visible=2,
},
{
drop=15,
lock=30,
visible=0,
freshLimit=10,
},
{
_20G=true,
lock=60,
visible=0,
freshLimit=15,
},
{
_20G=true,
drop=0,
lock=15,
wait=10,
fall=15,
visible=0,
arr=1,
},
},
dig={
{
drop=60,
lock=120,
fall=20,
},
{
drop=10,
lock=30,
},
},
survivor={
{
drop=60,
lock=120,
fall=30,
},
{
drop=30,
lock=60,
fall=20,
},
{
drop=10,
lock=20,
fall=15,
},
{
drop=5,
lock=15,
fall=10,
},
},
sudden={
{
oncehold=false,
drop=1e99,
lock=1e99,
target=0,
reach=Event.sudden_reach,
},
{
drop=30,
lock=60,
target=0,
reach=Event.sudden_reach,
},
{
drop=15,
lock=60,
target=0,
reach=Event.sudden_reach_hard,
},
{
drop=5,
lock=20,
target=0,
reach=Event.sudden_reach_hard,
},
},
pctrain={
{
next=4,
hold=false,
drop=120,
lock=120,
fall=20,
sequence=4,
target=0,
freshLimit=1e99,
reach=Event.newPC,
},
{
next=4,
hold=false,
drop=60,
lock=60,
fall=15,
sequence=4,
target=0,
reach=Event.newPC,
},
},
pcchallenge={
{
oncehold=false,
drop=300,
lock=1e99,
sequence=1,
target=100,
reach=Event.gameover.win,
freshLimit=1e99,
},
{
drop=60,
lock=120,
fall=10,
sequence=1,
target=100,
reach=Event.gameover.win,
},
{
drop=20,
lock=60,
fall=20,
sequence=1,
target=100,
reach=Event.gameover.win,
},
},
techmino41={
{
fall=20,
royaleMode=true,
royalePowerup={2,5,10,20},
royaleRemain={30,20,15,10,5},
pushSpeed=2,
},
},
techmino99={
{
fall=20,
royaleMode=true,
royalePowerup={2,6,14,30},
royaleRemain={75,50,35,20,10},
pushSpeed=2,
},
},
drought={
{
drop=20,
lock=30,
sequence=5,
target=100,
reach=Event.gameover.win,
},
{
drop=20,
lock=30,
sequence=6,
target=100,
reach=Event.gameover.win,
},
},
hotseat={
{},
},
custom={
{
reach=Event.gameover.win
},
},
}
modeLevel={
sprint={"10L","20L","40L","100L","400L","1000L"},
marathon={"EASY","NORMAL","EXTRA","DEATH"},
zen={"NORMAL"},
infinite={"NORMAL"},
solo={"EASY","NORMAL","HARD","LUNATIC"},
tsd={"NORMAL","HARD"},
blind={"EASY","HARD","LUNATIC","GM"},
dig={"NORMAL","LUNATIC"},
survivor={"EASY","NORMAL","HARD","LUNATIC"},
sudden={"EASY","NORMAL","HARD","LUNATIC"},
pctrain={"HARD","LUNATIC"},
pcchallenge={"NORMAL","HARD","LUNATIC"},
techmino41={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
techmino99={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
drought={"NORMAL","MESS"},
hotseat={"2P","3P","4P",},
custom={""},
}
modeLevelColor={
EASY=color.cyan,
NORMAL=color.green,
HARD=color.purple,
LUNATIC=color.red,
EXTRA=color.lightPurple,
MESS=color.lightGrey,
GM=color.blue,
ULTIMATE=color.lightYellow,
DEATH=color.lightRed,
["10L"]=color.cyan,
["20L"]=color.lightBlue,
["40L"]=color.green,
["100L"]=color.orange,
["400L"]=color.red,
["1000L"]=color.darkRed,
}
modeID={
[0]="custom",
"sprint","marathon","zen","infinite","solo","tsd","blind","dig","survivor","sudden",
"pctrain","pcchallenge","techmino41","techmino99","drought","hotseat",
}
modeName={
[0]="Custom",
"Sprint","Marathon","Zen","Infinite","1v1","TSD-only","Blind","Dig","Survivor","Sudden",
"PC Train","PC Challenge","Techmino41","Techmino99","Drought","Hotseat",
}
modeInfo={
sprint="Speed run.",
marathon="Survive and reach target",
zen="Clear 200 Lines without gravity",
infinite="Infinite game,infinite happiness",
solo="Beat AI",
tsd="Make more T-spin-doubles",
blind="Invisible board",
dig="Downstack!",
survivor="Hand them!",
sudden="Techniques practice",
pctrain="Let's learn some PCs",
pcchallenge="Make PCs in 100 Lines",
techmino41="Melee fight with 40 AIs",
techmino99="Melee fight with 98 AIs",
drought="ERRSEQ flood attack",
hotseat="",
}
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}
for i=1,7 do
ins(P.nxt,rem(bag,rnd(8-i)))
ins(P.nb,blocks[P.nxt[#P.nxt]][0])
end
end
end,
function()
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
local i,j=nil,0
repeat
i,j=rnd(7),j+1
until not(i==P.his[1]or i==P.his[2]or i==P.his[3]or i==P.his[4])
P.nxt[6],P.nb[6]=i,blocks[i][0]
rem(P.his,1)ins(P.his,i)
end,
function()
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
repeat i=rnd(7)until i~=P.nxt[5]
P.nxt[6],P.nb[6]=i,blocks[i][0]
end,
function()
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
--generate in newPC
end,
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}
for i=1,6 do
ins(P.nxt,rem(bag,rnd(7-i)))
ins(P.nb,blocks[P.nxt[#P.nxt]][0])
end
end
end,
function()
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
if #P.nxt<6 then
local bag={1,1,1,2,2,2,3,3,3,4,4,4,6,6,6,5,7}
repeat
ins(P.nxt,rem(bag,rnd(#bag)))
ins(P.nb,blocks[P.nxt[#P.nxt]][0])
until not bag[1]
end
end,
}
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}}},
@@ -341,46 +715,56 @@ Buttons={
load={},
intro={},
main={
{x=250,y=300,w=330,h=60,rgb=color.red,t="Play",code=function()gotoScene("mode")end,down=2},
{x=250,y=380,w=330,h=60,rgb=color.blue,t="Settings",code=function()gotoScene("setting")end,up=1,down=3},
{x=165,y=460,w=160,h=60,rgb=color.yellow,t="Help",code=function()gotoScene("help")end,up=2,down=5,right=4},
{x=335,y=460,w=160,h=60,rgb=color.cyan,t="Statistics",code=function()gotoScene("stat")end,up=2,down=5,left=3},
{x=250,y=540,w=330,h=60,rgb=color.grey,t="Quit",code=back,up=3},
{x=250,y=250,w=350,h=100,rgb=color.red,f=55,t="Play",code=function()gotoScene("mode")end,down=2},
{x=250,y=360,w=350,h=100,rgb=color.blue,f=50,t="Settings",code=function()gotoScene("setting")end,up=1,down=3},
{x=160,y=470,w=170,h=100,rgb=color.yellow,f=50,t="Help",code=function()gotoScene("help")end,up=2,down=5,right=4},
{x=340,y=470,w=170,h=100,rgb=color.cyan,f=40,t="Statistics",code=function()gotoScene("stat")end,up=2,down=5,left=3},
{x=250,y=580,w=350,h=100,rgb=color.grey,f=40,t="Quit",code=function()gotoScene("quit")end,up=3},
},
mode={
{x=1000,y=210,w=200,h=140,rgb=color.white,t="Λ",f=64,code=function()if modeSel>1 then modeSel=modeSel-1 end end},
{x=1000,y=430,w=200,h=140,rgb=color.white,t="v",f=80,code=function()if modeSel<#modeID then modeSel=modeSel+1 end end},
{x=1000,y=600,w=180,h=80,rgb=color.green,t="Start",code=function()startGame(modeID[modeSel])end},
{x=400,y=150,w=180,h=80,rgb=color.yellow,t="Custom(c)",code=function()gotoScene("custom")end},
{x=640,y=630,w=180,h=60,rgb=color.white,t="Back",code=back},
{x=1000,y=210,w=200,h=140,rgb=color.white,hide=function()return modeSel==1 end,t="Λ",f=64,code=function()keyDown.mode("up")end},
{x=1000,y=430,w=200,h=140,rgb=color.white,hide=function()return modeSel==#modeID end,t="v",f=80,code=function()keyDown.mode("down")end},
{x=190,y=160,w=100,h=80,rgb=color.white,hide=function()return levelSel==1 end,t="<",code=function()keyDown.mode("left")end},
{x=350,y=160,w=100,h=80,rgb=color.white,hide=function()return levelSel==#modeLevel[modeID[modeSel]] end,t=">",code=function()keyDown.mode("right")end},
{x=1000,y=600,w=250,h=100,rgb=color.green,f=50,t="Start",code=function()loadGame(modeSel,levelSel)end},
{x=270,y=540,w=190,h=85,rgb=color.yellow,t="Custom(c)",code=function()gotoScene("custom")end},
{x=640,y=630,w=230,h=90,rgb=color.white,f=45,t="Back",code=back},
},
custom={
{x=1000,y=200,w=100,h=100,rgb=color.white,t="Λ",f=40,code=function()optSel=(optSel-2)%#customID+1 end},
{x=1000,y=440,w=100,h=100,rgb=color.white,t="v",f=50,code=function()optSel=optSel%#customID+1 end},
{x=880,y=320,w=100,h=100,rgb=color.white,t="<",f=50,code=function()local k=customID[optSel]customSel[k]=(customSel[k]-2)%#customRange[k]+1 end},
{x=1120,y=320,w=100,h=100,rgb=color.white,t=">",f=50,code=function()local k=customID[optSel]customSel[k]=customSel[k]%#customRange[k]+1 end},
{x=1000,y=580,w=180,h=80,rgb=color.green,t="Start",code=function()startGame("custom")end},
{x=1000,y=580,w=180,h=80,rgb=color.green,t="Start",code=function()loadGame(0,1)end},
{x=640,y=630,w=180,h=60,rgb=color.white,t="Back",code=back},
},
play={
},
setting={--Normal setting
{x=330,y=100,w=200,h=60,rgb=color.white,t=function()return setting.ghost and"Ghost ON"or"Ghost OFF"end,code=function()setting.ghost=not setting.ghost end,down=3,right=2},
{x=540,y=100,w=200,h=60,rgb=color.white,t=function()return setting.center and"Center ON"or"Center OFF"end,code=function()setting.center=not setting.center end,down=5,left=1,right=11},
{x=285,y=90,w=210,h=60,rgb=color.white,t=function()return setting.ghost and"Ghost ON"or"Ghost OFF"end,code=function()setting.ghost=not setting.ghost end,down=3,right=2},
{x=505,y=90,w=210,h=60,rgb=color.white,t=function()return setting.center and"Center ON"or"Center OFF"end,code=function()setting.center=not setting.center end,down=5,left=1,right=11},
--1,2
{x=245,y=180,w=40,h=40,rgb=color.white,t="-",code=function()setting.das=(setting.das-1)%31 end,up=1,down=7,right=4},
{x=410,y=180,w=40,h=40,rgb=color.white,t="+",code=function()setting.das=(setting.das+1)%31 end,up=1,down=8,left=3,right=5},
{x=460,y=180,w=40,h=40,rgb=color.white,t="-",code=function()setting.arr=(setting.arr-1)%16 end,up=2,down=9,left=4,right=6},
{x=625,y=180,w=40,h=40,rgb=color.white,t="+",code=function()setting.arr=(setting.arr+1)%16 end,up=2,down=10,left=5,right=13},
{x=205,y=180,w=50,h=50,rgb=color.white,t="-",code=function()setting.das=(setting.das-1)%31 end,up=1,down=7,right=4},
{x=370,y=180,w=50,h=50,rgb=color.white,t="+",code=function()setting.das=(setting.das+1)%31 end,up=1,down=8,left=3,right=5},
{x=420,y=180,w=50,h=50,rgb=color.white,t="-",code=function()setting.arr=(setting.arr-1)%16 end,up=2,down=9,left=4,right=6},
{x=585,y=180,w=50,h=50,rgb=color.white,t="+",code=function()setting.arr=(setting.arr+1)%16 end,up=2,down=10,left=5,right=13},
--3~6
{x=245,y=260,w=40,h=40,rgb=color.white,t="-",code=function()setting.sddas=(setting.sddas-1)%11 end,up=3,down=17,right=8},
{x=410,y=260,w=40,h=40,rgb=color.white,t="+",code=function()setting.sddas=(setting.sddas+1)%11 end,up=4,down=17,left=7,right=9},
{x=460,y=260,w=40,h=40,rgb=color.white,t="-",code=function()setting.sdarr=(setting.sdarr-1)%6 end,up=5,down=17,left=8,right=10},
{x=625,y=260,w=40,h=40,rgb=color.white,t="+",code=function()setting.sdarr=(setting.sdarr+1)%4 end,up=6,down=17,left=9,right=14},
{x=205,y=260,w=50,h=50,rgb=color.white,t="-",code=function()setting.sddas=(setting.sddas-1)%11 end,up=3,down=13,right=8},
{x=370,y=260,w=50,h=50,rgb=color.white,t="+",code=function()setting.sddas=(setting.sddas+1)%11 end,up=4,down=13,left=7,right=9},
{x=420,y=260,w=50,h=50,rgb=color.white,t="-",code=function()setting.sdarr=(setting.sdarr-1)%4 end,up=5,down=13,left=8,right=10},
{x=585,y=260,w=50,h=50,rgb=color.white,t="+",code=function()setting.sdarr=(setting.sdarr+1)%4 end,up=6,down=13,left=9,right=14},
--7~10
{x=870-90,y=100,w=160,h=60,rgb=color.white,t=function()return setting.sfx and"SFX:on"or"SFX:off"end,code=function()setting.sfx=not setting.sfx end,down=13,left=2,right=12},
{x=870+90,y=100,w=160,h=60,rgb=color.white,t=function()return setting.bgm and"BGM:on"or"BGM:off"end,code=function()BGM()setting.bgm=not setting.bgm;BGM("blank")end,down=13,left=11},
{x=870,y=180,w=340,h=60,rgb=color.white,t=function()return setting.fullscreen and"Fullscreen:on"or"Fullscreen:off"end,
{x=760,y=90,w=160,h=60,rgb=color.white,t=function()return setting.sfx and"SFX:on"or"SFX:off"end,code=function()setting.sfx=not setting.sfx end,down=13,left=2,right=12},
{x=940,y=90,w=160,h=60,rgb=color.white,t=function()return setting.bgm and"BGM:on"or"BGM:off"end,code=function()
BGM()
setting.bgm=not setting.bgm
BGM("blank")
end,down=13,left=6},
{x=850,y=160,w=340,h=60,rgb=color.white,t=function()return "Vibrate level:"..setting.vib end,code=function()
setting.vib=(setting.vib+1)%5
VIB(2)
end,up=11,down=14,left=6},
{x=850,y=230,w=340,h=60,rgb=color.white,t=function()return setting.fullscreen and"Fullscreen:on"or"Fullscreen:off"end,
code=function()
setting.fullscreen=not setting.fullscreen
love.window.setFullscreen(setting.fullscreen)
@@ -388,9 +772,9 @@ Buttons={
love.resize(gc.getWidth(),gc.getHeight())
end
end,
up=11,down=14,left=6
up=13,down=15,left=6
},
{x=870,y=260,w=340,h=60,rgb=color.white,t=function()return setting.bgblock and"BG animation:on"or"BG animation:off"end,
{x=850,y=300,w=340,h=60,rgb=color.white,t=function()return setting.bgblock and"BG animation:on"or"BG animation:off"end,
code=function()
setting.bgblock=not setting.bgblock
if not setting.bgblock then
@@ -399,18 +783,17 @@ Buttons={
end
end
end,
up=12,down=15,left=10
up=14,down=16,left=10
},
--11~14
{x=870,y=340,w=340,h=60,rgb=color.white,t=function()return"frameDraw:"..setting.frameMul.."%"end,code=function()
{x=850,y=370,w=340,h=60,rgb=color.white,t=function()return"frameDraw:"..setting.frameMul.."%"end,code=function()
setting.frameMul=setting.frameMul+(setting.frameMul<50 and 5 or 10)
if setting.frameMul>100 then setting.frameMul=25 end
end,up=14,down=16},
{x=870,y=420,w=340,h=60,rgb=color.green,t="Control settings",code=function()gotoScene("setting2")end,up=15,down=17},
{x=870,y=500,w=340,h=60,rgb=color.yellow,t="Touch settings",code=function()gotoScene("setting3")end,up=16,down=18},
{x=640,y=640,w=210,h=60,rgb=color.white,t="Save&Back",code=back,up=17},
--15~18
end,up=15,down=17},
--11~16
{x=850,y=440,w=340,h=60,rgb=color.green,t="Control settings",code=function()gotoScene("setting2")end,up=16,down=18},
{x=850,y=510,w=340,h=60,rgb=color.yellow,t="Touch settings",code=function()gotoScene("setting3")end,up=17,down=19},
{x=640,y=620,w=300,h=70,rgb=color.white,t="Save&Back",code=back,up=18},
--17~19
},
setting2={--Control setting
{x=840,y=630,w=180,h=60,rgb=color.white,t="Back",code=back},
@@ -420,11 +803,12 @@ Buttons={
{x=640,y=210,w=500,h=80,t=function()return setting.virtualkeySwitch and"Hide Virtual Key"or"Show Virtual Key"end,code=function()
setting.virtualkeySwitch=not setting.virtualkeySwitch
end},
{x=450,y=310,w=170,h=80,t="Reset",code=function()
{x=450,y=310,w=170,h=80,t="Defaults",code=function()
for K=1,#virtualkey do
local b,b0=virtualkey[K],gameEnv0.virtualkey[K]
local b,b0=virtualkey[K],virtualkeySet[defaultSel][K]
b[1],b[2],b[3],b[4]=b0[1],b0[2],b0[3],b0[4]
end--Reset virtualkey
end--Default virtualkey
defaultSel=defaultSel%5+1
end},
{x=640,y=310,w=170,h=80,t=function()return snapLevelName[snapLevel]end,code=function()
snapLevel=snapLevel%6+1
@@ -478,9 +862,78 @@ virtualkey={
{x=0,y=0,r=0},--toDown
]]
}
virtualkeySet={
{
{80,720-200,6400,80},--moveLeft
{320,720-200,6400,80},--moveRight
{1280-80,720-200,6400,80},--rotRight
{1280-200,720-80,6400,80},--rotLeft
{1280-200,720-320,6400,80},--rotFlip
{200,720-320,6400,80},--hardDrop
{200,720-80,6400,80},--softDrop
{1280-320,720-200,6400,80},--hold
{1280-80,280,6400,80},--swap
{80,280,6400,80},--restart
},--Farter's set 3
{
{1280-320,720-200,6400,80},--moveLeft
{1280-80,720-200,6400,80},--moveRight
{200,720-80,6400,80},--rotRight
{80,720-200,6400,80},--rotLeft
{200,720-320,6400,80},--rotFlip
{1280-200,720-320,6400,80},--hardDrop
{1280-200,720-80,6400,80},--softDrop
{320,720-200,6400,80},--hold
{80,280,6400,80},--swap
{1280-80,280,6400,80},--restart
},--Mirrored farter's set 3
{
{80,720-80,6400,80},--moveLeft
{240,720-80,6400,80},--moveRight
{1280-240,720-80,6400,80},--rotRight
{1280-400,720-80,6400,80},--rotLeft
{1280-240,720-240,6400,80},--rotFlip
{1280-80,720-80,6400,80},--hardDrop
{1280-80,720-240,6400,80},--softDrop
{1280-80,720-400,6400,80},--hold
{80,360,6400,80},--swap
{80,80,6400,80},--restart
},--Author's set
{
{1280-400,720-80,6400,80},--moveLeft
{1280-80,720-80,6400,80},--moveRight
{240,720-80,6400,80},--rotRight
{80,720-80,6400,80},--rotLeft
{240,720-240,6400,80},--rotFlip
{1280-240,720-240,6400,80},--hardDrop
{1280-240,720-80,6400,80},--softDrop
{1280-80,720-240,6400,80},--hold
{80,720-240,6400,80},--swap
{80,320,6400,80},--restart
},--Keyboard set
{
{1280-360,40,1600,40},--moveLeft
{1280-280,40,1600,40},--moveRight
{1280-520,40,1600,40},--rotRight
{1280-600,40,1600,40},--rotLeft
{1280-440,40,1600,40},--rotFlip
{1280-40,40,1600,40},--hardDrop
{1280-120,40,1600,40},--softDrop
{1280-200,40,1600,40},--hold
{1280-680,40,1600,40},--swap
{-10,-10,0,0},--restart
},--PC key feedback
}
Text={
load={"Loading textures","Loading BGM","Loading SFX","Finished",},
tips={
"The whole game is made by MrZ!",
"Back to Back 8 combo Techrash PC!",
"Techmino has a Nspire-CX edition!",
"Is B2B2B2B possible?",
"MrZ spin Penta!",
},
stat={
"Games run:",
"Games played:",
@@ -503,7 +956,7 @@ Text={
"Author:MrZ E-mail:1046101471@qq.com",
"Programe:MrZ Art:MrZ Music:MrZ SFX:MrZ",
"Tool used:VScode,GFIE,Beepbox,Goldwave",
"Special thanks:farter,teatube,flyz,t830,[all test staff] and YOU!!",
"Special thanks:Farter,Teatube,196,Flyz,T830,[all test staff] and YOU!",
"Any bugs/suggestions to my E-mail.",
},
}

733
main.lua
View File

@@ -25,7 +25,6 @@ system=sys.getOS()
touching=nil--1st touching ID
scene=""
gamemode=""
bgmPlaying=nil
curBG="none"
BGblock={ct=150,next=7}
@@ -40,7 +39,7 @@ function setFont(s)
if Fonts[s]then
gc.setFont(Fonts[s])
else
local t=gc.setNewFont("siyuanhei.otf",s-5)
local t=gc.setNewFont("albbph.ttf",s-5)
Fonts[s]=t
gc.setFont(t)
end
@@ -57,19 +56,8 @@ gameEnv0={
next=6,hold=true,oncehold=true,
sequence=1,visible=1,
_20G=false,target=1e99,
freshLimit=1e99,
virtualkey={
{80,720-80,6400,80},--moveLeft
{240,720-80,6400,80},--moveRight
{1280-240,720-80,6400,80},--rotRight
{1280-400,720-80,6400,80},--rotLeft
{1280-240,720-240,6400,80},--rotFlip
{1280-80,720-80,6400,80},--hardDrop
{1280-80,720-240,6400,80},--softDrop
{1280-80,720-400,6400,80},--hold
{80,360,6400,80},--swap
{80,80,6400,80},--restart
},
freshLimit=15,
virtualkey={},
reach=null,
--not all is actually used,some only provide a key
}
@@ -86,160 +74,86 @@ customSel={
freshLimit=3,
opponent=1,
}
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}
for i=1,7 do
ins(P.nxt,rem(bag,rnd(8-i)))
ins(P.nb,blocks[P.nxt[#P.nxt]][0])
end
end
end,
function()
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
local i,j=nil,0
repeat
i,j=rnd(7),j+1
until not(i==P.his[1]or i==P.his[2]or i==P.his[3]or i==P.his[4])
P.nxt[6],P.nb[6]=i,blocks[i][0]
rem(P.his,1)ins(P.his,i)
end,
function()
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
repeat i=rnd(7)until i~=P.nxt[5]
P.nxt[6],P.nb[6]=i,blocks[i][0]
end,
function()
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
if #P.nxt<6 then
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)
ins(P.nb,blocks[i][0])
until #bag==0
end
end,
function()
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
if P.cstat.piece%4==0 then
local r=rnd(#PClist)
local P=players[1]
local f=P.cstat.pc%2==0
for i=1,4 do
local b=PClist[r][i]
if f then
if b<3 then b=3-b
elseif b<5 then b=7-b
end
end
ins(P.nxt,b)
ins(P.nb,blocks[b][0])
end
end
end,
}
loadmode={
sprint=function()
modeEnv={
drop=60,
target=40,
reach=Event.gameover.win,
}
createPlayer(1,340,15)
curBG="game1"
BGM("race")
end,
marathon=function()
createPlayer(1,340,15)
curBG="strap"
BGM("way")
end,
zen=function()
modeEnv={
drop=1e99,
lock=1e99,
target=200,
reach=Event.gameover.win,
}
createPlayer(1,340,15)
curBG="strap"
BGM("infinite")
end,
infinite=function()
modeEnv={
drop=1e99,
lock=1e99,
}
createPlayer(1,340,15)
curBG="glow"
BGM("infinite")
end,
gmroll=function()
modeEnv={
drop=0,
lock=15,
wait=10,
fall=15,
_20G=true,
visible=0,
freshLimit=15,
arr=1,
}
createPlayer(1,340,15)
curBG="glow"
BGM("push")
end,
marathon=function()
modeEnv={
drop=60,
fall=20,
target=10,
reach=Event.marathon_reach,
freshLimit=15,
}
createPlayer(1,340,15)
curBG="strap"
BGM("way")
solo=function()
createPlayer(1,20,15)--Player
createPlayer(2,660,85,.9,customRange.opponent[3*curMode.lv])--AI
curBG="game2"
BGM("race")
end,
death=function()
modeEnv={
_20G=true,
drop=0,
lock=death_lock[1],
wait=death_wait[1],
fall=death_fall[1],
target=50,
reach=Event.death_reach,
freshLimit=15,
arr=1,
}
createPlayer(1,340,15)
curBG="game2"
BGM("push")
end,
tsd=function()
modeEnv={
drop=60,
lock=60,
sequence=4,
target=1,
reach=Event.tsd_reach,
freshLimit=15,
}
createPlayer(1,340,15)
curBG="matrix"
BGM("infinite")
BGM("reason")
end,
blind=function()
createPlayer(1,340,15)
curBG="glow"
BGM("push")
end,
dig=function()
createPlayer(1,340,15)
local P=players[1]
if curMode.lv==1 then
ins(players[1].task,Event.task.dig_normal)
pushSpeed=1
elseif curMode.lv==2 then
ins(players[1].task,Event.task.dig_lunatic)
pushSpeed=1
end
curBG="game2"
BGM("push")
end,
survivor=function()
createPlayer(1,340,15)
local P=players[1]
if curMode.lv==1 then
ins(players[1].task,Event.task.survivor_easy)
pushSpeed=1
elseif curMode.lv==2 then
ins(players[1].task,Event.task.survivor_normal)
pushSpeed=1
elseif curMode.lv==3 then
ins(players[1].task,Event.task.survivor_hard)
pushSpeed=2
elseif curMode.lv==4 then
ins(players[1].task,Event.task.survivor_lunatic)
pushSpeed=2
end
curBG="game2"
BGM("push")
end,
sudden=function()
createPlayer(1,340,15)
curBG="matrix"
BGM("way")
end,
pctrain=function()
modeEnv={
next=4,
hold=false,
drop=60,
lock=60,
fall=20,
sequence=5,
target=0,
reach=Event.newPC,
freshLimit=15,
}
createPlayer(1,340,15)
local r=rnd(#PClist)
local P=players[1]
@@ -253,38 +167,34 @@ loadmode={
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,
royaleMode=true,
royale={2,5,10,20},
}
createPlayer(1,340,15)--Player
local n=2
if curMode.lv==5 then players[1].gameEnv.drop=15 end
local n,min,max=2
if curMode.lv==1 then
min,max=5,30
elseif curMode.lv==2 then
min,max=3,25
elseif curMode.lv==3 then
min,max=2,20
elseif curMode.lv==4 then
min,max=2,10
elseif curMode.lv==5 then
min,max=1,6
end
for i=1,4 do
for j=1,5 do
createPlayer(n,75*i-48,142*j-130,.19,rnd(15))
createPlayer(n,77*i-55,140*j-125,.2,rnd(min,max))
n=n+1
end
end
for i=9,12 do
for j=1,5 do
createPlayer(n,75*i+292,142*j-130,.19,rnd(15))
createPlayer(n,77*i+275,140*j-125,.2,rnd(min,max))
n=n+1
end
end--AIs
@@ -293,23 +203,29 @@ loadmode={
BGM("race")
end,
techmino99=function()
modeEnv={
freshLimit=15,
royaleMode=true,
royale={2,6,14,30},
}
createPlayer(1,340,15)--Player
local n=2
if curMode.lv==5 then players[1].gameEnv.drop=15 end
local n,min,max=2
if curMode.lv==1 then
min,max=5,32
elseif curMode.lv==2 then
min,max=3,25
elseif curMode.lv==3 then
min,max=2,18
elseif curMode.lv==4 then
min,max=2,12
elseif curMode.lv==5 then
min,max=1,12
end
for i=1,7 do
for j=1,7 do
createPlayer(n,46*i-36,97*j-72,.135,rnd()<.1 and rnd(6)or rnd(10,30))
createPlayer(n,46*i-36,97*j-72,.135,rnd(min,max))
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(6)or rnd(10,30))
createPlayer(n,46*i+264,97*j-72,.135,rnd(min,max))
n=n+1
end
end--AIs
@@ -317,63 +233,35 @@ loadmode={
curBG="game3"
BGM("race")
end,
solo=function()
modeEnv={
freshLimit=15,
}
createPlayer(1,20,15)--Player
createPlayer(2,660,85,.9,1)--AI
curBG="game2"
BGM("race")
end,
blind=function()
modeEnv={
drop=15,
lock=30,
visible=0,
freshLimit=10,
}
drought=function()
createPlayer(1,340,15)
curBG="strap"
BGM("reason")
end,
gmroll=function()
createPlayer(1,340,15)
curBG="glow"
BGM("push")
end,
p2=function()
modeEnv={
freshLimit=15,
}
createPlayer(1,20,15)
createPlayer(2,650,15)
curBG="game2"
BGM("way")
end,
p3=function()
modeEnv={
freshLimit=15,
}
createPlayer(1,20,100,.65)
createPlayer(2,435,100,.65)
createPlayer(3,850,100,.65)
curBG="game2"
BGM("way")
end,
p4=function()
modeEnv={
freshLimit=15,
}
createPlayer(1,25,150,.5)
createPlayer(2,335,150,.5)
createPlayer(3,645,150,.5)
createPlayer(4,955,150,.5)
hotseat=function()
if curMode.lv==1 then
createPlayer(1,20,15)
createPlayer(2,650,15)
elseif curMode.lv==2 then
createPlayer(1,20,100,.65)
createPlayer(2,435,100,.65)
createPlayer(3,850,100,.65)
elseif curMode.lv==3 then
createPlayer(1,25,160,.5)
createPlayer(2,335,160,.5)
createPlayer(3,645,160,.5)
createPlayer(4,955,160,.5)
end
curBG="game2"
BGM("way")
end,
custom=function()
modeEnv={reach=Event.gameover.win}
modeEnv={}
for i=1,#customID do
local k=customID[i]
modeEnv[k]=customRange[k][customSel[k]]
@@ -391,10 +279,10 @@ loadmode={
end,
}
mesDisp={
--Default:font=40,white
--Default:font=35,white
sprint=function()
setFont(75)
mStr(max(40-P.cstat.row,0),-75,280)
setFont(70)
mStr(max(P.gameEnv.target-P.cstat.row,0),-75,260)
end,
zen=function()
setFont(75)
@@ -402,51 +290,53 @@ mesDisp={
end,
infinite=function()
setFont(50)
mStr(P.cstat.atk,-75,320)
mStr(format("%.2f",2.5*P.cstat.atk/P.cstat.piece),-75,430)
mStr(P.cstat.atk,-75,310)
mStr(format("%.2f",2.5*P.cstat.atk/P.cstat.piece),-75,420)
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)
gc.print("Attack",-98,363)
gc.print("Efficiency",-110,475)
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)
mStr(P.cstat.row,-75,320)
mStr(P.gameEnv.target,-75,370)
gc.rectangle("fill",-120,376,90,4)
end,
tsd=function()
setFont(35)
gc.print("TSD",-105,405)
gc.print("TSD",-102,405)
setFont(80)
mStr((P.gameEnv.target-1)*.5,-75,330)
end,
blind=function()
setFont(25)
gc.print("Rows",-102,300)
gc.print("Techrash",-123,420)
setFont(80)
mStr(P.cstat.row,-75,220)
mStr(P.cstat.techrash,-75,340)
end,
dig=function()
setFont(70)
mStr(P.cstat.event,-75,310)
setFont(30)
gc.print("Wave",-112,375)
end,
survivor=function()
setFont(70)
mStr(P.cstat.event,-75,310)
setFont(30)
gc.print("Wave",-112,375)
end,
pctrain=function()
setFont(25)
gc.print("Perfect Clear",-138,400)
gc.print("Perfect Clear",-140,410)
setFont(80)
mStr(P.cstat.pc,-75,330)
end,
pcchallenge=function()
setFont(25)
gc.print("Perfect Clear",-138,420)
gc.print("Perfect Clear",-140,430)
setFont(80)
mStr(P.cstat.pc,-75,350)
setFont(50)
@@ -454,35 +344,37 @@ mesDisp={
end,
techmino41=function()
setFont(40)
mStr(#players.alive.."/41",-80,180)
mStr(P.ko,-55,220)
mStr(#players.alive.."/41",-75,175)
mStr(P.ko,-60,215)
setFont(25)
gc.print("KO",-105,229)
gc.print("KO",-115,225)
gc.setColor(1,.5,0,.6)
gc.print(P.badge,-35,227)
gc.setColor(1,1,1)
setFont(30)
gc.print(up0to4[P.strength],-125,290)
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)
mStr(#players.alive.."/99",-75,175)
mStr(P.ko,-60,215)
setFont(25)
gc.print("KO",-105,229)
gc.print("KO",-115,225)
gc.setColor(1,.5,0,.6)
gc.print(P.badge,-35,227)
gc.setColor(1,1,1)
setFont(30)
gc.print(up0to4[P.strength],-125,290)
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)
drought=function()
setFont(75)
mStr(max(100-P.cstat.row,0),-75,280)
end,
custom=function()
if P.gameEnv.target<1e4 then
@@ -498,54 +390,14 @@ Event={
P.control=false
P.timing=false
P.waiting=1e99
P.result="WIN"
P.b2b=0
for i=1,#P.field do
for j=1,10 do
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(P.task,Event.task.win)
end,
lose=function()
P.alive=false
P.control=false
P.timing=false
P.result=" K.O."
P.waiting=1e99
P.atking=nil
P.b2b=0
showText("LOSE","appear",100,nil,true)
for i=1,#players.alive do
if players.alive[i]==P then
rem(players.alive,i)
if #players.alive==1 then
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()
P.rank=#players.alive
P.result="WIN"
changeAtk(P)
end
while P.task[1]do
rem(P.task)
end
for i=1,#P.atkBuffer do
P.atkBuffer[i].sent=true
@@ -556,8 +408,68 @@ Event={
P.visTime[i][j]=min(P.visTime[i][j],20)
end
end
showText(P,"WIN","appear",90,nil,nil,true)
if P.id==1 and players[2]and players[2].ai then SFX("win")end
ins(P.task,Event.task.win)
end,
lose=function()
P.alive=false
P.control=false
P.timing=false
P.waiting=1e99
P.b2b=0
while P.task[1]do
rem(P.task)
end
for i=1,#players.alive do
if players.alive[i]==P then
rem(players.alive,i)
break
end
end
if modeEnv.royaleMode then
changeAtk(P)
P.result="K.O."
P.rank=#players.alive
P.strength=0
if P.lastRecv and P.lastRecv.alive then
local A=P.lastRecv
if P.id==1 or A.id==1 then
throwBadge(P,A,P.badge)
P.killMark=A.id==1
end
A.ko,A.badge=A.ko+1,A.badge+P.badge+1
for i=A.strength+1,4 do
if A.badge>=modeEnv.royalePowerup[i]then
A.strength=i
end
end
end
freshMostBadge()
for i=1,#players.alive do
if players.alive[i].atking==P then
freshTarget(players.alive[i])
end
end
if #players.alive==modeEnv.royaleRemain[gameStage]then
royaleLevelup()
end
end
for i=1,#P.atkBuffer do
P.atkBuffer[i].sent=true
P.atkBuffer[i].time=0
end
for i=1,#P.field do
for j=1,10 do
P.visTime[i][j]=min(P.visTime[i][j],20)
end
end
showText(P,"LOSE","appear",90,nil,nil,true)
if P.id==1 and players[2]and players[2].ai then SFX("fail")end
ins(P.task,Event.task.lose)
if #players.alive==1 then
ins(players.alive[1].task,Event.task.winTrigger)
end
end,
},
marathon_reach=function()
@@ -571,7 +483,7 @@ Event={
SFX("reach")
end
end,
death_reach=function()
marathon_reach_lunatic=function()
if P.gameEnv.target==250 then
Event.gameover.win()
else
@@ -580,35 +492,64 @@ Event={
P.gameEnv.lock=death_lock[t]
P.gameEnv.wait=death_wait[t]
P.gameEnv.fall=death_fall[t]
showText("STAGE "..t,"fly",80,-120)
showText(P,"STAGE "..t,"fly",80,-120)
SFX("reach")
end
end,
tsd_reach=function()
if not(#P.clearing==2 and P.bn==5 and P.spinLast)then
if P.lastClear~=52 then
Event.gameover.lose()
else
P.gameEnv.target=P.gameEnv.target+2
if P.cstat.row%10~=0 then
ins(P.clearing,1)
end
end
end,
sudden_reach=function()
if #P.clearing>0 and P.lastClear<10 then
Event.gameover.lose()
end
end,
sudden_reach_hard=function()
if #P.clearing>0 and P.lastClear<10 and P.lastClear~=74 then
Event.gameover.lose()
end
end,
newPC=function()
local P=players[1]
if #P.field==#P.clearing then
P.counter=P.cstat.piece==0 and 19 or 0
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 10
P.gameEnv.lock=pc_lock[s]or 20
P.gameEnv.fall=pc_fall[s]or 5
if s==10 then
showText("Max speed","appear",80,-120)
else
showText("Speed up","appear",30,-130)
if P.cstat.piece%4==0 then
if #P.field==#P.clearing then
P.counter=P.cstat.piece==0 and 19 or 0
ins(P.task,Event.task.PC)
if curMode.lv==2 then
local s=P.cstat.pc*.5
if int(s)==s and s>0 then
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==10 then
showText(P,"Max speed","appear",80,-120)
else
showText(P,"Speed up","appear",30,-130)
end
end
end
local r=rnd(#PClist)
local f=P.cstat.pc%2==0
for i=1,4 do
local b=PClist[r][i]
if f then
if b<3 then b=3-b
elseif b<5 then b=7-b
end
end
ins(P.nxt,b)
ins(P.nb,blocks[b][0])
end
else
Event.gameover.lose()
end
else
Event.gameover.lose()
end
end,
task={
@@ -617,51 +558,131 @@ Event={
return true
end,
win=function()
P.counter=P.counter+1
if P.counter>60 then
for i=1,#P.field do
for j=1,10 do
if P.visTime[i][j]>0 then
P.visTime[i][j]=P.visTime[i][j]-1
P.endCounter=P.endCounter+1
if P.endCounter>80 then
if P.gameEnv.visible==1 then
for i=1,#P.field do
for j=1,10 do
if P.visTime[i][j]>0 then
P.visTime[i][j]=P.visTime[i][j]-1
end
end
end
end
if P.counter==100 then
for i=1,#P.field do
removeRow(P.field)
removeRow(P.visTime)
if P.endCounter==100 then
for i=1,#P.field do
removeRow(P.field)
removeRow(P.visTime)
end
return true
end
elseif P.endCounter==100 then
return true
end
end
end,
lose=function()
P.counter=P.counter+1
if P.counter>60 then
for i=1,#P.field do
for j=1,10 do
if P.visTime[i][j]>0 then
P.visTime[i][j]=P.visTime[i][j]-1
P.endCounter=P.endCounter+1
if P.endCounter>80 then
if P.gameEnv.visible==1 then
for i=1,#P.field do
for j=1,10 do
if P.visTime[i][j]>0 then
P.visTime[i][j]=P.visTime[i][j]-1
end
end
end
end
if P.counter==100 then
for i=1,#P.field do
removeRow(P.field)
removeRow(P.visTime)
if P.endCounter==100 then
for i=1,#P.field do
removeRow(P.field)
removeRow(P.visTime)
end
return true
end
elseif P.endCounter==100 then
return true
end
end
end,
garbagepush=function()
dig_normal=function()
local P=players[1]
P.counter=P.counter+1
if #P.clearing==0 and P.counter>=max(90,180-2*P.cstat.event)then
ins(P.field,1,getNewRow(13))
ins(P.visTime,1,getNewRow(1e99))
P.field[1][rnd(10)]=0
P.fieldBeneath=P.fieldBeneath+30
P.cy,P.y_img=P.cy+1,P.y_img+1
P.counter=0
P.cstat.event=P.cstat.event+1
end
end,
dig_lunatic=function()
local P=players[1]
P.counter=P.counter+1
if #P.clearing==0 and P.counter>=max(40,60-.5*P.cstat.event)then
ins(P.field,1,getNewRow(13))
ins(P.visTime,1,getNewRow(1e99))
P.field[1][rnd(10)]=0
P.fieldBeneath=P.fieldBeneath+30
P.cy,P.y_img=P.cy+1,P.y_img+1
P.counter=0
P.cstat.event=P.cstat.event+1
end
end,
survivor_easy=function()
local P=players[1]
P.counter=P.counter+1
if P.counter==max(60,180-2*P.cstat.event)then
ins(P.atkBuffer,{rnd(10),amount=1,countdown=0,cd0=0,time=0,sent=false,lv=1})
P.counter=0
P.cstat.event=P.cstat.event+1
end
end,
survivor_normal=function()
local P=players[1]
P.counter=P.counter+1
if P.counter==max(60,180-2*P.cstat.event)then
local d=P.cstat.event
if rnd()<.33 then
ins(P.atkBuffer,{rnd(10),amount=1,countdown=20,cd0=20,time=0,sent=false,lv=1})
elseif rnd()<.33 then
ins(P.atkBuffer,{rnd(10),amount=2,countdown=40,cd0=40,time=0,sent=false,lv=1})
elseif rnd()<.5 then
ins(P.atkBuffer,{rnd(10),amount=3,countdown=60,cd0=60,time=0,sent=false,lv=2})
else
ins(P.atkBuffer,{rnd(10),amount=4,countdown=90,cd0=90,time=0,sent=false,lv=3})
end
P.counter=0
P.cstat.event=P.cstat.event+1
end
end,
survivor_hard=function()
local P=players[1]
P.counter=P.counter+1
if P.counter==max(80,150-2*P.cstat.event)then
if rnd()<.33 then
ins(P.atkBuffer,{rnd(10),amount=1,countdown=0,cd0=0,time=0,sent=false,lv=1})
else
ins(P.atkBuffer,{rnd(10),amount=3,countdown=0,cd0=0,time=0,sent=false,lv=1})
end
P.counter=0
P.cstat.event=P.cstat.event+1
end
end,
survivor_lunatic=function()
local P=players[1]
P.counter=P.counter+1
if P.counter==max(90,150-P.cstat.event)then
local t=max(30,90-2*P.cstat.event)
ins(P.atkBuffer,{rnd(10),amount=4,countdown=t,cd0=t,time=0,sent=false,lv=3})
P.counter=0
P.cstat.event=P.cstat.event+1
end
end,
PC=function()
local P=players[1]
P.counter=P.counter+1
if P.counter==21 then
P.gameEnv.target=P.gameEnv.target+4
local t=P.cstat.pc%2
for i=1,4 do
local r=getNewRow()
@@ -681,9 +702,8 @@ Event={
},
}
--Game system Data
setting={
sfx=true,bgm=true,
sfx=true,bgm=true,vib=3,
fullscreen=false,
bgblock=true,
lang="eng",
@@ -743,7 +763,6 @@ stat={
spin=0,
}
--User Data&User Setting
--------------------------------Wrning!_G __index Plyr[n] when chng any playr's val!
require("toolfunc")
require("gamefunc")
require("list")

305
paint.lua
View File

@@ -54,8 +54,8 @@ FX={
gc.push("transform")
setFont(t.font)
gc.translate(150,250+t.dy)
gc.setColor(1,1,1,a)
if t.t<20 then gc.scale((20-t.t)*.015+1,1)end
gc.setColor(1,1,1,a)
mStr(t.text,0,-t.font*.5)
gc.pop()
end,
@@ -63,46 +63,63 @@ FX={
gc.push("transform")
setFont(t.font)
gc.translate(150,290+t.dy)
gc.setColor(1,1,1,a)
if t.t<20 then gc.shear((20-t.t)*.05,0)end
mStr(t.text,0,-t.font*.5)
gc.setColor(1,1,1,a)
mStr(t.text,0,-t.font*.5-15)
gc.pop()
end,
spin=function(t,a)
gc.push("transform")
setFont(t.font)
gc.translate(150,250+t.dy)
gc.setColor(1,1,1,a)
if t.t<20 then
gc.rotate((20-t.t)^2*.0015)
end
mStr(t.text,0,-t.font*.5)
gc.setColor(1,1,1,a)
mStr(t.text,0,-t.font*.5-8)
gc.pop()
end,
flicker=function(t,a)
setFont(t.font)
gc.setColor(1,1,1,a*(rnd()+.5))
mStr(t.text,150,250-t.font*.5+t.dy)
mStr(t.text,150,225-t.font*.5+t.dy)
end,
zoomout=function(t,a)
gc.push("transform")
setFont(t.font)
gc.translate(150,290+t.dy)
gc.setColor(1,1,1,a)
local k=t.t^.5*.2+1
gc.translate(150,290+t.dy)
gc.scale(k,k)
mStr(t.text,0,-t.font*.5)
gc.setColor(1,1,1,a)
mStr(t.text,0,-t.font*.5-5)
gc.pop()
end
end,
beat=function(t,a)
gc.push("transform")
setFont(t.font)
gc.translate(150,290+t.dy)
if t.t<20 then
local k=.2*(5+(25-t.t)^.5)-.5
gc.scale(k,k)
end
gc.setColor(1,1,1,a)
mStr(t.text,0,-t.font*.5-5)
gc.pop()
end,
}
function updateButton()
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
local t=i==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
end
function drawButton()
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
if not(B.hide and B.hide())then
local t=i==Buttons.sel and .3 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
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)
@@ -113,7 +130,7 @@ function drawButton()
if t then
if type(t)=="function"then t=t()end
setFont(B.f or 40)
y0=B.y-1-currentFont*.5
y0=B.y-7-currentFont*.5
mStr(t,B.x-1,y0)
mStr(t,B.x+1,y0)
mStr(t,B.x-1,y0+2)
@@ -123,44 +140,47 @@ function drawButton()
if t then
mStr(t,B.x,y0+1)
end
gc.setLineWidth(3)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
gc.setLineWidth(3)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h,4)
end
end
end
function drawDial(x,y,speed)
gc.push("transform")
gc.translate(x,y)
gc.setColor(1,1,1)
mStr(int(speed),0,-14)
gc.draw(dialCircle,0,0,nil,nil,nil,32,32)
gc.setColor(1,1,1,.6)
gc.draw(dialNeedle,0,0,2.0944+(speed<=175 and .020944*speed or 4.712389-52.35988/(speed-125)),nil,nil,5,4)
gc.pop()
gc.setColor(1,1,1)
mStr(int(speed),x,y-18)
gc.draw(dialCircle,x,y,nil,nil,nil,32,32)
gc.setColor(1,1,1,.6)
gc.draw(dialNeedle,x,y,2.094+(speed<=175 and .02094*speed or 4.712-52.36/(speed-125)),nil,nil,5,4)
end
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)
function drawPixelmini(y,x,id)
gc.draw(blockSkinmini[id],30*x-30,600-30*y,nil,5)
end
function drawVirtualkey(s)
gc.setLineWidth(10)
if s then
for i=1,#virtualkey do
gc.setColor(1,s==i and 0 or 1,s==i and 0 or 1,setting.virtualkeyAlpha*.2)
local b=virtualkey[i]
gc.circle("line",b[1],b[2],b[4]-5)
if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],b[2],nil,2*b[4]*.0125,nil,18,18)end
end
else
gc.setColor(1,1,1,setting.virtualkeyAlpha*.2)
for i=1,#virtualkey do
local b=virtualkey[i]
gc.circle("line",b[1],b[2],b[4]-5)
if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],b[2],nil,2*b[4]*.0125,nil,18,18)end
function VirtualkeyPreview()
for i=1,#virtualkey do
gc.setColor(1,sel==i and .5 or 1,sel==i and .5 or 1,setting.virtualkeyAlpha*.2)
local b=virtualkey[i]
gc.setLineWidth(b[4]*.08)
gc.circle("line",b[1],b[2],b[4]-5)
if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],b[2],nil,2*b[4]*.0125,nil,18,18)end
end
end
function drawVirtualkey()
local a=setting.virtualkeyAlpha*.2
local P=players[1]
for i=1,#virtualkey do
local p=P.isKeyDown[i]
local b=virtualkey[i]
if p then
gc.setColor(.75,.75,1,a)
else
gc.setColor(1,1,1,a)
end
gc.setLineWidth(b[4]*.08)
gc.circle("line",b[1],p and b[2]+15 or b[2],b[4]-5)
if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],p and b[2]+15 or b[2],nil,b[4]*.025,nil,18,18)end
end
end
@@ -213,51 +233,54 @@ Pnt.BG={
function Pnt.load()
gc.setLineWidth(4)
gc.setColor(1,1,1,.5)
gc.rectangle("fill",340,340,loadprogress*640,40)
gc.rectangle("fill",300,330,loadprogress*680,60)
gc.setColor(1,1,1)
gc.rectangle("line",340,340,640,40)
setFont(30)
mStr(Text.load[loading],640,346)
setFont(20)
mStr("not animation,real loading!",640,392)
gc.rectangle("line",300,330,680,60)
setFont(40)
mStr(Text.load[loading],640,335)
setFont(25)
mStr("not animation,real loading!",640,400)
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.translate(250,150)
gc.scale(30)
gc.stencil(stencil_miniTitle,"replace",1)
gc.setStencilTest("equal",1)
gc.setColor(1,1,1,min(count,80)*.005)
gc.rectangle("fill",0,0,26,14)
gc.pop()
gc.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.setColor(1,1,1)
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 V0.7.4",370,150)
gc.print("Alpha V0.7.7",370,140)
gc.print(system,530,110)
gc.draw(titleImage,30,30)
end
function Pnt.mode()
setFont(40)
gc.setColor(modeLevelColor[modeLevel[modeID[modeSel]][levelSel]]or color.white)
mStr(modeLevel[modeID[modeSel]][levelSel],270,215)
setFont(30)
gc.setColor(color.white)
mStr(modeInfo[modeID[modeSel]],270,305)
mStr(modeInfo[modeID[modeSel]],270,255)
setFont(80)
gc.setColor(color.grey)
mStr(modeName[modeSel],643,283)
mStr(modeName[modeSel],643,273)
for i=modeSel-2,modeSel+2 do
if i>=1 and i<=#modeID then
local f=80-abs(i-modeSel)*20
gc.setColor(i==modeSel and color.white or abs(i-modeSel)==1 and color.grey or color.darkGrey)
setFont(f)
mStr(modeName[i],640,320+70*(i-modeSel)-f*.5)
mStr(modeName[i],640,310+70*(i-modeSel)-f*.5)
end
end
end
@@ -286,28 +309,17 @@ function Pnt.play()
if P.small then
gc.push("transform")
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.setColor(0,0,0,.4)gc.rectangle("fill",0,0,300,600)--Black Background
gc.setLineWidth(13)
gc.stencil(stencil_field_small,"replace",1)
gc.translate(0,P.fieldBeneath)
gc.setStencilTest("equal",1)
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 P.field[j][i]>0 then
drawPixelmini(j,i,P.field[j][i],min(P.visTime[j][i],20)*.05)
end
end
end
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
gc.setColor(1,1,1,P.result and max(20-P.endCounter,0)*.05 or 1)
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])
end
end
end
@@ -315,17 +327,27 @@ function Pnt.play()
gc.setStencilTest()--In-playField mask
gc.translate(0,-P.fieldBeneath)
gc.setColor(frameColor[P.strength])gc.rectangle("line",-7,-7,314,614)--Draw boarder
if modeEnv.royaleMode then
gc.setColor(1,1,1)
for i=1,P.strength do
gc.draw(badgeIcon,61*i-47,15,nil,3)
end
end
if P.result then
gc.setColor(1,1,1,min(P.counter,60)*.01)
gc.setColor(1,1,1,min(P.endCounter,60)*.01)
setFont(100)
mStr(P.result,150,250)
mStr(P.result,150,235)
if P.killMark then
gc.setLineWidth(20)
gc.setColor(1,0,0,min(P.endCounter,25)*.04)
gc.circle("line",150,300,420-10*min(P.endCounter,30))
end
end
gc.pop()
else
gc.push("transform")
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.setColor(0,0,0,.6)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.stencil(stencil_field,"replace", 1)
@@ -373,17 +395,8 @@ function Pnt.play()
gc.draw(PTC.dust[p])--Draw game field
gc.setStencilTest()--In-playField mask
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
gc.setLineWidth(5)
gc.setColor(1,1,1)gc.rectangle("line",-2,-12,304,614)--Draw boarder
local h=0
for i=1,#P.atkBuffer do
@@ -397,23 +410,22 @@ function Pnt.play()
end
if a.countdown>0 then
gc.setColor(attackColor[a.lv][1])
gc.rectangle("fill",308,600-h,8,-bar+5)
gc.rectangle("fill",307,600-h,12,-bar+5)
gc.setColor(attackColor[a.lv][2])
gc.rectangle("fill",308,600-h+(-bar+5),8,-(-bar+5)*(1-a.countdown/a.cd0))
gc.rectangle("fill",307,600-h+(-bar+5),12,-(-bar+5)*(1-a.countdown/a.cd0))
--Timing
else
attackColor.animate[a.lv]((sin((Timer()-i)*20)+1)*.5)
gc.rectangle("fill",308,600-h,8,-bar+5)
gc.rectangle("fill",307,600-h,12,-bar+5)
--Warning
end
else
gc.setColor(attackColor[a.lv][1])
bar=bar*(20-a.time)*.05
gc.rectangle("fill",308,600-h,8,-bar+3)
gc.rectangle("fill",307,600-h,12,-bar+3)
--Disappear
end
h=h+bar
if h>=600 then break end
end--Buffer line
gc.setColor(P.b2b<40 and color.white or P.b2b<=480 and color.lightRed or color.lightBlue)
@@ -427,7 +439,7 @@ function Pnt.play()
setFont(40)
gc.setColor(1,1,1)
if P.gameEnv.hold then
gc.print("Hold",-113,0)
gc.print("Hold",-115,-10)
for i=1,#P.hb do
for j=1,#P.hb[1] do
if P.hb[i][j]>0 then
@@ -436,7 +448,7 @@ function Pnt.play()
end
end
end--Hold
gc.print("Next",336,0)
gc.print("Next",336,-10)
for N=1,P.gameEnv.next do
local b=P.nb[N]
for i=1,#b do
@@ -447,8 +459,12 @@ function Pnt.play()
end
end
end--Next
setFont(30)
gc.setColor(.8,.8,.8)
gc.print(curMode.modeName,-135,-65)
gc.printf(curMode.levelName,240,-65,200,"right")
if frame<180 then
local count=180-frame
local count=179-frame
gc.push("transform")
gc.translate(155,220)
gc.setColor(1,1,1)
@@ -458,22 +474,30 @@ function Pnt.play()
gc.pop()
end--Draw starting counter
for i=1,#P.bonus do
P.bonus[i]:draw(min((30-abs(P.bonus[i].t-30))*.05,1)*(not P.bonus[i].solid and #P.field>(9-P.bonus[i].dy*.03333)and .7 or 1))
P.bonus[i]:draw(min((30-abs(P.bonus[i].t-30))*.05,1)*(not P.bonus[i].inf and #P.field>(9-P.bonus[i].dy*.0333)and .7 or 1))
end--Effects
gc.setColor(1,1,1)
setFont(40)
gc.print(format("%.2f",P.time),-130,530)--Draw time
if mesDisp[gamemode]then mesDisp[gamemode]()end--Draw other message
setFont(35)
mStr(format("%.2f",P.time),-75,520)--Draw time
if mesDisp[curMode.id]then mesDisp[curMode.id]()end--Draw other message
setFont(15)
gc.setColor(1,1,1)
gc.print("BPM",380,490)
gc.print("KPM",335,580)
setFont(15)
gc.print("BPM",390,490)
gc.print("KPM",350,583)
setFont(30)
drawDial(350,520,P.dropSpeed)
drawDial(400,570,P.keySpeed)
drawDial(360,520,P.dropSpeed)
drawDial(405,575,P.keySpeed)
--Speed dials
if modeEnv.royaleMode then
if P.atkMode then
gc.setColor(1,.8,0,P.swappingAtkMode*.02)
gc.rectangle("fill",RCPB[2*P.atkMode-1],RCPB[2*P.atkMode],90,35,8,4)
end
gc.setColor(1,1,1,P.swappingAtkMode*.025)
gc.draw(royaleCtrlPad)
end
gc.pop()
end
end--Draw players
@@ -481,39 +505,44 @@ function Pnt.play()
for i=1,3 do
gc.draw(PTC.attack[i])
end
for i=1,#FX.badge do
local b=FX.badge[i]
local t=b.t<10 and 0 or b.t<50 and(sin(1.5*(b.t/20-1.5))+1)*.5 or 1
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
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
for i=1,#FX.badge do
local b=FX.badge[i]
local t=b.t<10 and 0 or b.t<50 and(sin(1.5*(b.t/20-1.5))+1)*.5 or 1
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
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)
P=players[1]
if P.atkMode~=4 then
gc.setLineWidth(5)
gc.setColor(.8,1,0,.2)
else
gc.setLineWidth(9)
gc.setColor(1,.6,.2,.4)
end
for i=1,#players[1].atker do
local p=players[1].atker[i]
gc.line(p.centerX,p.centerY,P.centerX,P.centerY)
end
if P.atkMode~=4 then
if P.atking then
gc.setColor(0,.5,1,.2+(sin(Timer()*10)+1)*.1)
gc.line(P.centerX,P.centerY,P.atking.centerX,P.atking.centerY)
end
end
end
end
function Pnt.setting()
gc.setColor(1,1,1)
setFont(35)
mStr("DAS:"..setting.das,328,163)
mStr("ARR:"..setting.arr,543,163)
mStr("DAS:"..setting.das,288,158)
mStr("ARR:"..setting.arr,503,158)
setFont(18)
mStr("softdropDAS:"..setting.sddas,328,250)
mStr("softdropARR:"..setting.sdarr,543,250)
mStr("softdropDAS:"..setting.sddas,288,249)
mStr("softdropARR:"..setting.sdarr,503,249)
end
function Pnt.setting2()
if keyboardSetting then
@@ -534,7 +563,7 @@ function Pnt.setting2()
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)
mStr(setting.keyMap[curBoard+x*8-8][y],200*x+140,40*y-3)
end
gc.line(40,40*y-10,640,40*y-10)
end
@@ -542,13 +571,13 @@ function Pnt.setting2()
gc.line(200*x-160,30,200*x-160,550)
end
gc.line(40,550,640,550)
gc.print("Keyboard | Joystick",330,3)
gc.print("Keyboard | Joystick",335,1)
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)
VirtualkeyPreview()
local d=snapLevelValue[snapLevel]
if d>=10 then
gc.setLineWidth(3)
@@ -565,12 +594,12 @@ function Pnt.help()
setFont(32)
gc.setColor(1,1,1)
for i=1,11 do
mStr(Text.help[i],640,15+43*i)
gc.printf(Text.help[i],140,15+43*i,1000,"center")
end
gc.draw(titleImage,180,600,.2,.7+.05*sin(Timer()*2),nil,140,100)
end
function Pnt.stat()
setFont(30)
setFont(35)
gc.setColor(1,1,1)
for i=1,10 do
gc.print(Text.stat[i],350,20+40*i)

View File

@@ -23,6 +23,7 @@ end
function game.mode()
saveData()
modeSel=modeSel or 1
levelSel=levelSel or 3
scene="mode"
curBG="none"
keeprun=true
@@ -64,8 +65,8 @@ function game.setting3()
scene="setting3"
curBG="game1"
keeprun=true
defaultSel=1
sel=nil
keyssetting=nil
snapLevel=1
BGM("blank")
end--Touch setting

Binary file not shown.

View File

@@ -6,18 +6,20 @@ function C(x,y)
end
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")
local blockImg=N("/image/block/1.png")
blockSkin,blockSkinmini={},{}
for i=1,13 do
C(30,30)
gc.draw(blockImg,30-30*i,0)
blockSkin[i]=c
C(6,6)
gc.draw(blockImg,6-6*i,0,nil,.2)
blockSkinmini[i]=c
end
for i=1,13 do
end
blockImg:release()
RCPB={10,33,200,33,105,5,105,60}
do royaleCtrlPad=C(300,100)
@@ -26,29 +28,10 @@ do royaleCtrlPad=C(300,100)
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)
mStr(atkModeName[i],RCPB[2*i-1]+45,RCPB[2*i]+3)
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
background={
N("/image/BG/bg1.jpg"),
N("/image/BG/bg2.png"),
}
gc.setDefaultFilter("nearest","nearest")
virtualkeyIcon={}
for i=1,10 do
virtualkeyIcon[i]=N("/image/virtualkey/"..actName[i]..".png")
@@ -98,6 +81,16 @@ PTC.attack[3]:setSpin(6)
PTC.attack[3]:setColors(1,1,1,.7,1,1,1,0)
--Attack particles
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")
background={
N("/image/BG/bg1.jpg"),
N("/image/BG/bg2.png"),
}
c=nil
gc.setCanvas()
gc.setDefaultFilter("linear","linear")
gc.setCanvas()

View File

@@ -102,7 +102,7 @@ function Tmr.play(dt)
pressKey(P.ai.controls[1],P)
releaseKey(P.ai.controls[1],P)
rem(P.ai.controls,1)
P.ai.controlDelay=P.ai.controlDelay0+2
P.ai.controlDelay=P.ai.controlDelay0+1
else
AI_getControls(P.ai.controls)
P.ai.controlDelay=2*P.ai.controlDelay0
@@ -159,11 +159,10 @@ function Tmr.play(dt)
removeRow(P.field,P.clearing[i])
removeRow(P.visTime,P.clearing[i])
end
while #P.clearing>0 do
while P.clearing[1]do
rem(P.clearing)
end
end
--Rows cleared drop
elseif P.waiting>0 then
P.waiting=P.waiting-1
if P.waiting<=0 then
@@ -195,7 +194,10 @@ function Tmr.play(dt)
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
if #P.field>P.clearing[1]then
SFX("fall")
if P.id==1 then VIB(1)end
end
for i=1,#P.clearing do
removeRow(P.field,P.clearing[i])
removeRow(P.visTime,P.clearing[i])
@@ -203,7 +205,7 @@ function Tmr.play(dt)
P.clearing={}
end
end--Rows cleared drop
if P.counter<40 then
if P.endCounter<40 then
for j=1,#P.field do for i=1,10 do
if P.visTime[j][i]<20 then P.visTime[j][i]=P.visTime[j][i]+.5 end
end end--Make field visible
@@ -215,11 +217,11 @@ function Tmr.play(dt)
local b=P.bonus[i]
if b.inf then
if b.t<30 then
b.t=b.t+1
b.t=b.t+.5
end
else
b.t=b.t+1
if b.t==60 then rem(P.bonus,i)end
b.t=b.t+b.speed
if b.t>=60 then rem(P.bonus,i)end
end
end
for i=#P.task,1,-1 do
@@ -230,7 +232,7 @@ function Tmr.play(dt)
atk.time=atk.time+1
if not atk.sent then
if atk.countdown>0 then
atk.countdown=atk.countdown-1
atk.countdown=atk.countdown-garbageSpeed
end
else
if atk.time>20 then
@@ -238,13 +240,12 @@ function Tmr.play(dt)
end
end
end
if P.fieldBeneath>0 then P.fieldBeneath=P.fieldBeneath-3 end
if P.fieldBeneath>0 then P.fieldBeneath=max(P.fieldBeneath-pushSpeed,0)end
if not P.small then
PTC.dust[p]:update(dt)
end
end
if modeEnv.royale and frame%120==0 then
freshRoyaleTarget()
if modeEnv.royaleMode and frame%60==0 then
freshMostDangerous()
end
setmetatable(_G,nil)
end

View File

@@ -16,7 +16,7 @@ function without(t,v)
return true
end
function mStr(s,x,y)
gc.printf(s,x-500,y,1000,"center")
gc.printf(s,x-250,y,500,"center")
end
function getNewRow(val)
@@ -58,8 +58,8 @@ 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]))
for i=1,#miniTitle_rect do
gc.rectangle("fill",unpack(miniTitle_rect[i]))
end
end
function stencil_field()
@@ -70,6 +70,11 @@ function stencil_field_small()
end
--Single-usage funcs
function VIB(t)
if setting.vib>0 then
love.system.vibrate(vibrateLevel[setting.vib+t])
end
end
function sysSFX(s,v)
if setting.sfx then
local n=1
@@ -78,6 +83,7 @@ function sysSFX(s,v)
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)
@@ -117,11 +123,6 @@ function gotoScene(s,style)
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
@@ -175,13 +176,13 @@ function loadSetting()
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
if t=="sfx"or t=="bgm"or t=="bgblock"then
setting[t]=v=="true"
elseif t=="vib"then
setting.vib=toN(v:match("[0123]"))or 0
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
@@ -208,22 +209,19 @@ function loadSetting()
elseif t=="virtualkey"then
v=string.splitS(v,"/")
for i=1,10 do
if not v[i]then goto continue end
if not v[i]then goto c end
virtualkey[i]=string.splitS(v[i],",")
for j=1,4 do
virtualkey[i][j]=toN(virtualkey[i][j])
end
::continue::
::c::
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=="virtualkeyIcon"or t=="virtualkeySwitch"then
setting[t]=v=="true"
elseif t=="frameMul"then
v=min(max(toN(v)or 100,0),100)
setting.frameMul=v
setting.frameMul=min(max(toN(v)or 100,0),100)
elseif t=="das"or t=="arr"or t=="sddas"or t=="sdarr"then
v=toN(v)if not v or v<0 then v=0 end
setting[t]=int(v)
@@ -252,6 +250,7 @@ function saveSetting()
local t=table.concat({
stringPack("sfx=",setting.sfx),
stringPack("bgm=",setting.bgm),
stringPack("vib=",setting.vib),
stringPack("fullscreen=",setting.fullscreen),
stringPack("bgblock=",setting.bgblock),
stringPack("das=",setting.das),