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4 Commits

Author SHA1 Message Date
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
27 changed files with 1638 additions and 947 deletions

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SFX/blip_1.ogg Normal file

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25
ai.lua
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@@ -49,14 +49,15 @@ 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
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()
@@ -85,8 +86,9 @@ function getScore(field,bn,cb,cx,cy)
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
@@ -112,7 +114,7 @@ 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
@@ -136,8 +138,9 @@ function AI_getControls(ctrl)
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
@@ -156,8 +159,11 @@ 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)
@@ -167,4 +173,11 @@ 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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@@ -12,11 +12,12 @@ 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[scene][1]then
Buttons.sel=1
end
else
Buttons.sel=Buttons[scene][Buttons.sel][i]or Buttons.sel
end
@@ -32,7 +33,9 @@ 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 +69,25 @@ 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 +106,7 @@ 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
@@ -124,7 +141,7 @@ function keyDown.setting2(key)
end
end
function keyDown.play(key)
if key=="escape"then back()return nil end
if key=="escape"then back()return end
local m=setting.keyMap
for p=1,4 do
local lib=setting.keyLib[p]
@@ -132,7 +149,7 @@ function keyDown.play(key)
for k=1,12 do
if key==m[lib[s]][k]then
pressKey(k,players[p])
return nil
return
end
end
end
@@ -147,7 +164,7 @@ function keyUp.play(key)
for k=1,12 do
if key==m[lib[s]][k]then
releaseKey(k,players[p])
return nil
return
end
end
end
@@ -167,7 +184,7 @@ 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
@@ -202,7 +219,7 @@ 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]
@@ -210,7 +227,7 @@ function gamepadDown.play(key)
for k=1,12 do
if key==m[8+lib[s]][k]then
pressKey(k,players[p])
return nil
return
end
end
end
@@ -225,7 +242,7 @@ function gamepadUp.play(key)
for k=1,12 do
if key==m[8+lib[s]][k]then
releaseKey(k,players[p])
return nil
return
end
end
end
@@ -234,8 +251,9 @@ 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!
function love.mousemoved(x,y,dx,dy,t)
@@ -248,7 +266,7 @@ function love.mousemoved(x,y,dx,dy,t)
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
return
end
end
end
@@ -278,6 +296,9 @@ function love.mousepressed(x,y,k,t,num)
end
function love.mousereleased(x,y,k,t,num)
end
function love.wheelmoved(x,y)
if wheelmoved[scene]then wheelmoved[scene](x,y)end
end
function love.touchpressed(id,x,y)
if not touching then
touching=id
@@ -339,15 +360,11 @@ function love.touchmoved(id,x,y,dx,dy)
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
if(x-b[1])^2+(y-b[2])^2<=b[3]then return end
end
if not p and players[1].keyPressing then
if players[1].isKeyDown[n]then
releaseKey(n,players[1])
end
end
@@ -362,10 +379,30 @@ 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 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
elseif 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
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 +413,10 @@ 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)
@@ -395,9 +433,6 @@ function love.joystickhat(js,hat,dir)
end
]]
function love.wheelmoved(x,y)
if wheelmoved[scene]then wheelmoved[scene](x,y)end
end
function love.update(dt)
--[[
@@ -418,8 +453,6 @@ 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
@@ -434,13 +467,13 @@ function love.update(dt)
elseif Tmr[scene]then
Tmr[scene](dt)
end
--scene swapping & Timer
updateButton()
end
function love.sendData(data)
return nil
return
end
function love.receiveData(id,data)
return nil
return
end
function love.draw()
gc.clear()
@@ -453,7 +486,7 @@ 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()
@@ -530,7 +563,7 @@ function love.run()
end
end
else
tm.sleep(.2)
tm.sleep(.5)
if wd.hasFocus()then
tm.step()
focus=true
@@ -538,7 +571,7 @@ function love.run()
if bgmPlaying then bgm[bgmPlaying]:play()end
end
end
while Timer()-frameT<1/60 do end
::L::if Timer()-frameT<1/60 then goto L end
frameT=Timer()
end
end

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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
@@ -9,18 +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 V0.7.8"
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.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={}
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]()
BGM(modeEnv.bgm)
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
@@ -57,6 +63,7 @@ function createPlayer(id,x,y,size,AIspeed,data)
P.small=P.size<.3
if P.small then
P.centerX,P.centerY=P.x+150*P.size,P.y+300*P.size
P.size=P.size*5
else
P.centerX,P.centerY=P.x+300*P.size,P.y+670*P.size
end
@@ -64,7 +71,7 @@ function createPlayer(id,x,y,size,AIspeed,data)
if AIspeed then
P.ai={
controls={},
controlDelay=60,
controlDelay=30,
controlDelay0=AIspeed,
}
end
@@ -73,15 +80,16 @@ 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
@@ -101,13 +109,32 @@ 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
local s=P.gameEnv.sequence
if s=="bag7"or s=="his4"then
local bag1={1,2,3,4,5,6,7}
for i=1,7 do
P.nxt[i]=rem(bag1,rnd(#bag1))
P.nb[i]=blocks[P.nxt[i]][0]
end--First bag
end
elseif s=="rnd"then
for i=1,6 do
local r=rnd(7)
P.nxt[i]=r
P.nb[i]=blocks[r][0]
end
elseif s=="drought1"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
elseif s=="drought2"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
end
P.freshNext=freshMethod[P.gameEnv.sequence]
@@ -128,25 +155,56 @@ 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 garbageSend(S,R,send,time)
local pos=rnd(10)
createBeam(S,R,send<4 and 1 or send<7 and 2 or 3)
R.lastRecv=S
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
for j=1,atk.amount do
ins(P.field,1,getNewRow(13))
ins(P.visTime,1,getNewRow(t))
for k=1,#atk do
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
end
end
end
function createBeam(S,R,lv)--Player id
local x1,y1,x2,y2
if S.small then
x1,y1=S.x+(30*(P.cx+P.sc[2]-1)+15)*S.size,S.y+(600-30*(P.cy+P.sc[1]-1)+15)*S.size
x1,y1=S.centerX,S.centerY
else
x1,y1=S.x+(30*(P.cx+P.sc[2]-1)-30+15+150)*S.size,S.y+(600-30*(P.cy+P.sc[1]-1)+15+70)*S.size
end
if R.small then
x2,y2=R.x+150*R.size,R.y+300*R.size
x2,y2=R.x+150*R.size*.2,R.y+300*R.size*.2
else
x2,y2=R.x+308*R.size,R.y+450*R.size
end
@@ -155,89 +213,166 @@ end
function throwBadge(S,R,amount)--Player id
local x1,y1,x2,y2
if S.small then
x1,y1=S.x+150*S.size,S.y+300*S.size
x1,y1=S.x+30*S.size,S.y+60*S.size
else
x1,y1=S.x+308*S.size,S.y+450*S.size
end
if R.small then
x2,y2=R.x+150*R.size,R.y+300*R.size
x2,y2=R.x+30*R.size,R.y+60*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
::L::
r=players.alive[rnd(#players.alive)]
if r==p then goto L end
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)
return
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
function freshgho()
if P.gameEnv._20G or P.keyPressing[7]and P.gameEnv.sdarr==0 then
while not ifoverlap(P.cb,P.cx,P.cy-1)do
::L::if not ifoverlap(P.cb,P.cx,P.cy-1)then
P.cy=P.cy-1
P.spinLast=false
goto L
end
P.y_img=P.cy
else
P.y_img=P.cy>#P.field+1 and #P.field+1 or P.cy
while not ifoverlap(P.cb,P.cx,P.y_img-1)do
::L::if not ifoverlap(P.cb,P.cx,P.y_img-1)then
P.y_img=P.y_img-1
goto L
end
end
end
function freshLockDelay()
if P.lockDelay<P.gameEnv.lock and P.freshTime<=P.gameEnv.freshLimit then
P.lockDelay=P.gameEnv.lock
if P.lockDelay<P.gameEnv.lock then
if P.freshTime<=P.gameEnv.freshLimit then
P.lockDelay=P.gameEnv.lock
end
P.freshTime=P.freshTime+1
end
end
function ifoverlap(bk,x,y)
if x<1 or x+#bk[1]>11 or y<1 then return true end
if y>#P.field then return nil end
if y>#P.field then return end
for i=1,#bk do for j=1,#bk[1]do
if P.field[y+i-1]and bk[i][j]>0 and P.field[y+i-1][x+j-1]>0 then return true end
end end
end
function ckfull(i)
for j=1,10 do if P.field[i][j]==0 then return nil end end
for j=1,10 do if P.field[i][j]==0 then return end end
return true
end
function checkrow(s,num)--(cy,r)
local c=0--rows cleared
for i=s,s+num-1 do
function checkrow(start,height)--(cy,r)
local c=0
for i=start,start+height-1 do
if ckfull(i)then
ins(P.clearing,1,i)
P.falling=P.gameEnv.fall
c=c+1--row cleared+1
c=c+1
if not P.small then
for k=1,250 do
PTC.dust[P.id]:setPosition(rnd(300),600-30*i+rnd(30))
PTC.dust[P.id]:emit(1)
local S=PTC.dust[P.id]
for k=1,100 do
S:setPosition(rnd(300),600-30*i+rnd(30))
S:emit(3)
end
end
end
end
if c>0 then P.falling=P.gameEnv.fall end
return c
end
function solid(x,y)
@@ -248,6 +383,7 @@ end
function resetblock()
P.holded=false
P.spinLast=false
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
P.freshNext()
P.sc,P.dir=scs[P.bn][0],0
P.r,P.c=#P.cb,#P.cb[1]
@@ -268,18 +404,36 @@ 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
if P.id==1 then
virtualkeyDown[i]=true
virtualkeyPressTime[i]=10
end
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
@@ -287,9 +441,10 @@ function pressKey(i,P)
end
--ins(rec,{i,frame})
end
function releaseKey(i,player)
(player or players[1]).keyPressing[i]=false
-- if playmode=="recording"then ins(rec,{-i,frame})end
function releaseKey(i,p)
p.keyPressing[i]=false
if p.id==1 then virtualkeyDown[i]=false end
-- if recording then ins(rec,{-i,frame})end
end
function spin(d,ifpre)
local idir=(P.dir+d)%4
@@ -299,7 +454,7 @@ function spin(d,ifpre)
if P.id==1 then
stat.rotate=stat.rotate+1
end
return nil
return
end
local icb=blocks[P.bn][idir]
local isc=scs[P.bn][idir]
@@ -332,7 +487,7 @@ function hold(ifpre)
P.hn,P.bn=P.bn,P.hn
P.hb,P.cb=blocks[P.hn][0],P.hb
if P.bn==0 then P.freshNext()end
if P.bn==0 then P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)P.freshNext()end
P.sc,P.dir=scs[P.bn][0],0
P.r,P.c=#P.cb,#P.cb[1]
P.cx,P.cy=blockPos[P.bn],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
@@ -345,7 +500,7 @@ 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 +552,94 @@ 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
sendTime=100
exblock=exblock+1
elseif P.b2b>=30 then
showText("Techrash B2B","drive",70)
sendTime=70
showText(P,"Techrash B2B","drive",70)
sendTime=80
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
@@ -503,51 +654,44 @@ function drop()
if P.id==1 then stat.atk=stat.atk+csend end
--ATK statistics
while csend>0 and P.atkBuffer[1]do
if csend>0 then
showText(P,csend,"zoomout",25,70)
if exblock>0 then
showText(P,exblock,"zoomout",10,70)
end
end
::L::
if csend>0 and P.atkBuffer[1]then
if exblock>0 then
exblock=exblock-1
else
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
goto L
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
@@ -580,38 +724,12 @@ function lock()
end
end
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)
R.lastRecv=S
if #R.atkBuffer<15 then
ins(R.atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=level})
end
end
function garbageRelease()
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
for j=1,atk.amount do
ins(P.field,1,getNewRow(13))
ins(P.visTime,1,getNewRow(t))
for k=1,#atk do
P.field[1][atk[k]]=0
end
end
atk.sent=true
atk.time=0
P.fieldBeneath=P.fieldBeneath+atk.amount*30
end
end
end
act={
moveLeft=function(auto)
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 +748,7 @@ act={
if P.keyPressing[9]then
if P.atkMode~=2 then
P.atkMode=2
P.atking=mostBadge
freshTarget(P)
end
else
if not auto then
@@ -652,7 +770,7 @@ act={
if P.keyPressing[9]then
if P.atkMode~=3 then
P.atkMode=3
P.atking=mostDangerous
freshTarget(P)
end
else
if P.waiting<=0 then
@@ -660,6 +778,7 @@ act={
P.cy=P.y_img
P.spinLast=false
SFX("drop")
if P.id==1 then VIB(0)end
end
drop()
end
@@ -669,7 +788,7 @@ 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
@@ -695,18 +814,21 @@ 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()
while not ifoverlap(P.cb,P.cx-1,P.cy)do
::L::if not ifoverlap(P.cb,P.cx-1,P.cy)then
P.cx,P.lockDelay=P.cx-1,P.gameEnv.lock
freshgho()
goto L
end
end,
insRight=function()
while not ifoverlap(P.cb,P.cx+1,P.cy)do
::L::if not ifoverlap(P.cb,P.cx+1,P.cy)then
P.cx,P.lockDelay=P.cx+1,P.gameEnv.lock
freshgho()
goto L
end
end,
down1=function()

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711
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},{4,5,3,5},
}
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,.5+t*.5,.5+t*.5)
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
}
@@ -92,17 +94,17 @@ blockColor={
}
clearName={"Single","Double","Triple"}
spinName={[0]={}}
for j=1,7 do
spinName[0][j]=blockName[j].." spin"
end
for i=1,3 do
spinName[i]={}
for j=1,7 do
spinName[i][j]=blockName[j].." spin "..clearName[i]
end
end
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},
@@ -123,15 +125,19 @@ 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={
"blank",
"way",
"race",
"newera",
"push",
"reason",
"infinite",
"cruelty",
"final",
}
prevMenu={
@@ -142,7 +148,7 @@ 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 +160,6 @@ 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 +193,7 @@ 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,""},
@@ -227,7 +206,7 @@ customRange={
fall={1,3,5,7,10,15,20,30,60},
next={0,1,2,3,4,5,6},
hold={true,false},
sequence={1,2,3},
sequence={"bag7","his4","rnd"},
visible={1,2,3},
target={10,20,40,100,200,500,1000,1e99},
freshLimit={0,8,15,1e99},
@@ -246,20 +225,482 @@ 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}
rush_lock={20,18,16,14,12}
rush_wait={12,10,9,8,7}
rush_fall={12,11,10,9,8}
death_lock={12,11,10,9,8}
death_wait={9,8,7,6,5}
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,
bgm="race",
},
{
drop=60,
target=20,
reach=Event.gameover.win,
bgm="race",
},
{
drop=60,
target=40,
reach=Event.gameover.win,
bgm="race",
},
{
drop=60,
target=100,
reach=Event.gameover.win,
bgm="race",
},
{
drop=60,
target=400,
reach=Event.gameover.win,
bgm="push",
},
{
drop=60,
target=1000,
reach=Event.gameover.win,
bgm="push",
},
},
marathon={
{
drop=1e99,
lock=1e99,
target=200,
reach=Event.marathon_reach,
bgm="way",
},
{
drop=60,
fall=20,
target=10,
reach=Event.marathon_reach,
bgm="way",
},
{
_20G=true,
fall=20,
target=200,
reach=Event.marathon_reach,
bgm="newera",
},
{
_20G=true,
drop=0,
lock=rush_lock[1],
wait=rush_wait[1],
fall=rush_fall[1],
target=50,
reach=Event.marathon_reach_lunatic,
arr=2,
bgm="race",
},
{
_20G=true,
drop=0,
lock=death_lock[1],
wait=death_wait[1],
fall=death_fall[1],
target=50,
reach=Event.marathon_reach_ultimete,
arr=1,
bgm="push",
},
},
zen={
{
drop=1e99,
lock=1e99,
target=200,
reach=Event.gameover.win,
bgm="infinite",
},
},
infinite={
{
drop=1e99,
lock=1e99,
oncehold=false,
bgm="infinite",
},
},
solo={
{
bgm="race",
},
},
tsd={
{
oncehold=false,
drop=1e99,
lock=1e99,
target=1,
reach=Event.tsd_reach,
bgm="reason",
},
{
drop=60,
lock=60,
target=1,
reach=Event.tsd_reach,
bgm="reason",
},
},
blind={
{
drop=30,
lock=60,
visible=2,
bgm="newera",
},
{
drop=15,
lock=60,
visible=0,
freshLimit=10,
bgm="reason",
},
{
_20G=true,
lock=60,
visible=0,
freshLimit=15,
bgm="reason",
},
{
_20G=true,
drop=0,
lock=15,
wait=10,
fall=15,
visible=0,
arr=1,
bgm="push",
},
},
dig={
{
drop=60,
lock=120,
fall=20,
bgm="push",
},
{
drop=10,
lock=30,
bgm="push",
},
},
survivor={
{
drop=60,
lock=120,
fall=30,
bgm="push",
},
{
drop=30,
lock=60,
fall=20,
bgm="newera",
},
{
drop=10,
lock=60,
fall=15,
bgm="race",
},
{
drop=5,
lock=60,
fall=10,
bgm="push",
},
},
sudden={
{
oncehold=false,
drop=1e99,
lock=1e99,
target=0,
reach=Event.sudden_reach,
bgm="way",
},
{
drop=30,
lock=60,
target=0,
reach=Event.sudden_reach,
bgm="way",
},
{
drop=15,
lock=60,
target=0,
reach=Event.sudden_reach_hard,
bgm="way",
},
{
drop=5,
lock=40,
target=0,
reach=Event.sudden_reach_hard,
bgm="way",
},
},
pctrain={
{
next=4,
hold=false,
drop=120,
lock=120,
fall=20,
sequence="pc",
target=0,
freshLimit=1e99,
reach=Event.newPC,
bgm="newera",
},
{
next=4,
hold=false,
drop=60,
lock=60,
fall=20,
sequence="pc",
target=0,
reach=Event.newPC,
bgm="newera",
},
},
pcchallenge={
{
oncehold=false,
drop=300,
lock=1e99,
target=100,
reach=Event.gameover.win,
freshLimit=1e99,
bgm="newera",
},
{
drop=60,
lock=120,
fall=10,
target=100,
reach=Event.gameover.win,
bgm="infinite",
},
{
drop=20,
lock=60,
fall=20,
target=100,
reach=Event.gameover.win,
bgm="infinite",
},
},
techmino41={
{
fall=20,
royaleMode=true,
royalePowerup={2,5,10,20},
royaleRemain={30,20,15,10,5},
pushSpeed=2,
bgm="race",
},
},
techmino99={
{
fall=20,
royaleMode=true,
royalePowerup={2,6,14,30},
royaleRemain={75,50,35,20,10},
pushSpeed=2,
bgm="race",
},
},
drought={
{
drop=20,
lock=60,
sequence=drought1,
target=100,
reach=Event.gameover.win,
bgm="reason",
},
{
drop=20,
lock=60,
sequence=drought2,
target=100,
reach=Event.gameover.win,
bgm="reason",
},
},
hotseat={
{
bgm="way",
},
},
custom={
{
bgm="reason",
reach=Event.gameover.win,
},
},
}
modeLevel={
sprint={"10L","20L","40L","100L","400L","1000L"},
marathon={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
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={"NORMAL","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={
bag7=function()
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,
his4=function()
if #P.nxt<6 then
local j,i=0
::L::
i,j=rnd(7),j+1
if(i==P.his[1]or i==P.his[2]or i==P.his[3]or i==P.his[4])then goto L end
P.nxt[6],P.nb[6]=i,blocks[i][0]
rem(P.his,1)ins(P.his,i)
end
end,
rnd=function()
local i
::L::
i=rnd(7)
if i==P.nxt[5]then goto L end
P.nxt[6],P.nb[6]=i,blocks[i][0]
end,--random
pc=function()
if P.cstat.piece%4==0 then
local r=rnd(#PClist)
local f=P.cstat.event==1
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
P.cstat.event=(P.cstat.event+1)%2
end
end,
drought1=function()
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,
drought2=function()
if #P.nxt<6 then
local bag={1,1,1,2,2,2,3,3,3,4,4,4,6,6,6,5,7}
::L::
ins(P.nxt,rem(bag,rnd(#bag)))
ins(P.nb,blocks[P.nxt[#P.nxt]][0])
if bag[1]then goto L end
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}}},
@@ -323,17 +764,17 @@ TRS={
},
[7]={
[01]={{0,0},{1,0},{-2,0},{-2,-1},{1,2}},
[10]={{0,0},{2,0},{-1,0},{2,1},{-1,-2}},
[03]={{0,0},{-1,0},{2,0},{2,-1},{-1,2}},
[10]={{0,0},{2,0},{-1,0},{-1,-2},{2,1},{0,2}},
[30]={{0,0},{-2,0},{1,0},{1,-2},{-2,1},{0,2}},
[12]={{0,0},{-1,0},{2,0},{-1,2},{2,-1}},
[32]={{0,0},{1,0},{-2,0},{1,-2},{-2,-1}},
[21]={{0,0},{-2,0},{1,0},{1,-2},{-2,1}},
[23]={{0,0},{2,0},{-1,0},{-1,-2},{2,1}},
[32]={{0,0},{-2,0},{1,0},{-2,-1},{1,2}},
[30]={{0,0},{1,0},{-2,0},{1,-2},{-2,1}},
[03]={{0,0},{-1,0},{2,0},{2,-1},{-1,2}},
[02]={{0,0},{-1,0},{1,0},{0,-1},{0,1}},
[20]={{0,0},{1,0},{-1,0},{0,1},{0,-1}},
[13]={{0,0},{0,-1},{-1,0},{1,0},{0,1}},
[31]={{0,0},{0,-1},{1,0},{-1,0},{0,1}},
[31]={{0,0},{0,1},{1,0},{-1,0},{0,1}},
}
}TRS[3],TRS[4]=TRS[2],TRS[1]
@@ -341,46 +782,56 @@ 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 +839,9 @@ 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 +850,17 @@ 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 +870,12 @@ 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
@@ -477,10 +928,82 @@ virtualkey={
{x=0,y=0,r=0},--toRight
{x=0,y=0,r=0},--toDown
]]
}
virtualkeyDown={false,false,false,false,false,false,false,false,false,false,false,false,false}
virtualkeyPressTime={0,0,0,0,0,0,0,0,0,0,0,0,0}
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
{
{1280-360,40,0,40},--moveLeft
{1280-280,40,0,40},--moveRight
{1280-520,40,0,40},--rotRight
{1280-600,40,0,40},--rotLeft
{1280-440,40,0,40},--rotFlip
{1280-40,40,0,40},--hardDrop
{1280-120,40,0,40},--softDrop
{1280-200,40,0,40},--hold
{1280-680,40,0,40},--swap
{1280-760,40,0,40},--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 +1026,7 @@ 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.",
},
}

812
main.lua

File diff suppressed because it is too large Load Diff

320
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)-.45
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)
@@ -123,43 +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)
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
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]*.07)
gc.circle("line",b[1],b[2],b[4]-5)
if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],b[2],nil,b[4]*.025,nil,18,18)end
end
end
function drawVirtualkey()
local a=setting.virtualkeyAlpha*.2
local P=players[1]
for i=1,#virtualkey do
local p,b=virtualkeyDown[i],virtualkey[i]
if p then gc.setColor(.75,.75,.75,a)
else gc.setColor(1,1,1,a)
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
gc.setLineWidth(b[4]*.07)
gc.circle("line",b[1],b[2]+virtualkeyPressTime[i],b[4]-5)
if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],b[2]+virtualkeyPressTime[i],nil,b[4]*.025,nil,18,18)end
if virtualkeyPressTime[i]>0 then
gc.setColor(1,1,1,a*virtualkeyPressTime[i]*.1)
gc.circle("line",b[1],b[2],b[4]*(1.4-virtualkeyPressTime[i]*.04))
end
end
end
@@ -213,51 +234,54 @@ 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 V0.7.8",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
@@ -286,46 +310,45 @@ 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.setLineWidth(13)
gc.setColor(0,0,0,.4)gc.rectangle("fill",0,0,60,120)--Black Background
gc.stencil(stencil_field_small,"replace",1)
gc.translate(0,P.fieldBeneath)
gc.translate(0,P.fieldBeneath*.2)
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
gc.draw(blockSkinmini[P.field[j][i]],6*i-6,120-6*j)
end
end
end
end
gc.setStencilTest()--In-playField mask
gc.translate(0,-P.fieldBeneath)
gc.setColor(frameColor[P.strength])gc.rectangle("line",-7,-7,314,614)--Draw boarder
gc.translate(0,-P.fieldBeneath*.2)
gc.setLineWidth(2)
gc.setColor(frameColor[P.strength])gc.rectangle("line",-1,-1,62,122)--Draw boarder
if modeEnv.royaleMode then
gc.setColor(1,1,1)
for i=1,P.strength do
gc.draw(badgeIcon,12*i-7,4,nil,.5)
end
end
if P.result then
gc.setColor(1,1,1,min(P.counter,60)*.01)
setFont(100)
mStr(P.result,150,250)
gc.setColor(1,1,1,min(P.endCounter,60)*.01)
setFont(22)mStr(P.result,32,47)
setFont(20)mStr(P.rank,30,82)
if P.killMark then
gc.setLineWidth(4)
gc.setColor(1,0,0,min(P.endCounter,25)*.04)
gc.circle("line",31,60,84-2*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 +396,8 @@ 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(3)
gc.setColor(1,1,1)gc.rectangle("line",-1,-11,302,612)--Draw boarder
local h=0
for i=1,#P.atkBuffer do
@@ -397,37 +411,36 @@ 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",304,600-h,12,-bar+3)
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",304,600-h+(-bar+3),12,-(-bar+3)*(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",304,600-h,12,-bar+3)
--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",304,600-h,12,-bar+2)
--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)
gc.rectangle("fill",-17,600,10,-P.b2b1)
gc.rectangle("fill",-13,600,10,-P.b2b1)
gc.setColor(color.red)
gc.rectangle("fill",-23,600-40,16,5)
gc.rectangle("fill",-19,600-40,16,5)
gc.setColor(color.blue)
gc.rectangle("fill",-23,600-480,16,5)
gc.rectangle("fill",-19,600-480,16,5)
--B2B bar
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 +449,7 @@ 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 +460,12 @@ 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 +475,30 @@ 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 +506,44 @@ 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 +564,7 @@ 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 +572,13 @@ 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 +595,12 @@ 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

@@ -64,6 +64,11 @@ function Tmr.play(dt)
rem(FX.badge,i)
end
end
for i=1,#virtualkey do
if virtualkeyPressTime[i]>0 then
virtualkeyPressTime[i]=virtualkeyPressTime[i]-1
end
end
for i=1,3 do
PTC.attack[i]:update(dt)
end
@@ -83,7 +88,7 @@ function Tmr.play(dt)
P.moving=0
end
end
return nil
return
end--Counting,include pre-das
for p=1,#players do
P=players[p]
@@ -102,7 +107,7 @@ 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 +164,11 @@ function Tmr.play(dt)
removeRow(P.field,P.clearing[i])
removeRow(P.visTime,P.clearing[i])
end
while #P.clearing>0 do
::L::if P.clearing[1]then
rem(P.clearing)
goto L
end
end
--Rows cleared drop
elseif P.waiting>0 then
P.waiting=P.waiting-1
if P.waiting<=0 then
@@ -195,7 +200,10 @@ 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 +211,7 @@ 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 +223,11 @@ 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 +238,7 @@ 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 +246,10 @@ 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()
end
setmetatable(_G,nil)
if modeEnv.royaleMode and frame%60==0 then freshMostDangerous()end
end

View File

@@ -1,22 +1,22 @@
function string.splitS(s,sep)
local t={}
repeat
::L::
local i=find(s,sep)or #s+1
ins(t,sub(s,1,i-1))
s=sub(s,i+#sep)
until #s==0
if #s~=0 then goto L end
return t
end
function sgn(i)return i>0 and 1 or i<0 and -1 or 0 end--Row numbe is A-uth-or's id!
function stringPack(s,v)return s..toS(v)end
function without(t,v)
for i=1,#t do
if t[i]==v then return nil end
if t[i]==v then return end
end
return true
end
function mStr(s,x,y)
gc.printf(s,x-500,y,1000,"center")
gc.printf(s,x-300,y,600,"center")
end
function getNewRow(val)
@@ -58,28 +58,35 @@ 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()
gc.rectangle("fill",150,60,300,610)
end
function stencil_field_small()
gc.rectangle("fill",0,0,300,600)
gc.rectangle("fill",0,0,60,120)
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
while sfx[s][n]:isPlaying()do
::L::if sfx[s][n]:isPlaying()then
n=n+1
if not sfx[s][n]then
sfx[s][n]=sfx[s][n-1]:clone()
sfx[s][n]:seek(0)
goto quit
end
end
goto L
end::quit::
sfx[s][n]:setVolume(v or 1)
sfx[s][n]:play()
end
@@ -87,14 +94,15 @@ end
function SFX(s,v)
if setting.sfx and not P.ai then
local n=1
while sfx[s][n]:isPlaying()do
::L::if sfx[s][n]:isPlaying()then
n=n+1
if not sfx[s][n]then
sfx[s][n]=sfx[s][n-1]:clone()
sfx[s][n]:seek(0)
break
goto quit
end
end
goto L
end::quit::
sfx[s][n]:setVolume(v or 1)
sfx[s][n]:play()
end
@@ -117,11 +125,6 @@ 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 +178,13 @@ 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 +211,19 @@ 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 +252,7 @@ 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),