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4 Commits

Author SHA1 Message Date
MrZ_26
a31474c43a Alpha V0.7.9 2020-02-04 19:31:45 +08:00
MrZ_26
75c7955bb5 Alpha V0.7.8 2020-02-04 19:31:31 +08:00
MrZ_26
c35152cf6e Alpha V0.7.7 2020-02-04 19:31:17 +08:00
MrZ_26
1b0ad009b0 Alpha V0.7.6 2020-02-04 19:30:59 +08:00
32 changed files with 2146 additions and 1125 deletions

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20
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
@@ -123,7 +125,7 @@ end
function AI_getControls(ctrl)
local Tfield={}--test field
local field_org=P.field
for i=1,#field_org do
for i=1,#field_org do
Tfield[i]=getNewRow()
for j=1,10 do
Tfield[i][j]=field_org[i][j]
@@ -131,13 +133,14 @@ function AI_getControls(ctrl)
end
local best={x=1,dir=0,hold=false,score=-9e99}
for ifhold=0,P.gameEnv.hold and 1 or 0 do
local bn=ifhold==0 and P.bn or P.hn>0 and P.hn or P.nxt[1]
local bn=ifhold==0 and P.bid or P.hid>0 and P.hid or P.nxt[1]
for dir=0,dirCount[bn] do--each dir
local cb=blocks[bn][dir]
for cx=1,11-#cb[1]do--each pos
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)

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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 P.keyPressing[n]then
releaseKey(n,players[1])
end
end
@@ -362,10 +379,33 @@ 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=="k"then
P=players.alive[rnd(#players.alive)]
Event.gameover.lose()
elseif 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 +416,10 @@ 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 +436,6 @@ 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)
--[[
@@ -418,15 +456,15 @@ 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
for i=1,#Buttons[scene]do
Buttons[scene][i].alpha=0
end--Reset buttons' state
game[sceneSwaping.tar]()
scene=sceneSwaping.tar
BGM("blank")
sceneInit[scene]()
Buttons.sel=nil
elseif sceneSwaping.time==0 then
sceneSwaping=nil
@@ -434,13 +472,13 @@ 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 +491,7 @@ 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()
@@ -495,7 +533,7 @@ function love.run()
local frameT=Timer()
local readyDrawFrame=0
love.resize(gc.getWidth(),gc.getHeight())
game.load()--System scene Launch
scene="load"sceneInit.load()--System Launch
math.randomseed(os.time()*626)
return function()
love.event.pump()
@@ -538,7 +576,7 @@ 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

View File

@@ -9,12 +9,12 @@ function love.conf(t)
t.audio.mixwithsystem=true--Switch on to keep sysBGM
local W=t.window
W.title="Techmino V0.7.5"
W.title="Techmino V0.7.9"
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

View File

@@ -1,8 +1,18 @@
function loadGame(mode,level)
--rec={}
curMode={id=modeID[mode],lv=level,modeName=text.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]()
curBG=modeEnv.bg
BGM(modeEnv.bgm)
FX.beam={}
for k,v in pairs(PTC.dust)do
@@ -16,14 +26,12 @@ 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,mostDangerous,secBadge,secDangerous=nil
gameStage=1
garbageSpeed=.3
pushSpeed=2
end
for i=1,#virtualkey do
virtualkey[i].press=false
@@ -32,7 +40,7 @@ function resetGameData()
freeRow={}
collectgarbage()
for i=1,40*#players do
for i=1,30*#players do
freeRow[i]={0,0,0,0,0,0,0,0,0,0}
end
end
@@ -56,6 +64,7 @@ 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
@@ -63,7 +72,7 @@ function createPlayer(id,x,y,size,AIspeed,data)
if AIspeed then
P.ai={
controls={},
controlDelay=60,
controlDelay=30,
controlDelay0=AIspeed,
}
end
@@ -72,15 +81,16 @@ 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
@@ -96,23 +106,36 @@ function createPlayer(id,x,y,size,AIspeed,data)
end
end--reset current game settings
P.hn,P.hb,P.holded=0,{{}},false
P.hid,P.hc,P.hb,P.holded=0,0,{{}},false
P.nxt,P.nb={},{}
P.dropDelay,P.lockDelay=P.gameEnv.drop,P.gameEnv.lock
P.freshTime=0
P.lastSpin=false
if P.gameEnv.sequence==3 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
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 P.gameEnv.sequence<5 then
local bag1={1,2,3,4,5,6,7}
for i=1,7 do
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--First bag
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]
@@ -122,7 +145,7 @@ function createPlayer(id,x,y,size,AIspeed,data)
end
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.cb,P.sc,P.bid,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.moving,P.downing=0,0
P.waiting,P.falling=0,0
@@ -133,25 +156,56 @@ 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
@@ -160,98 +214,156 @@ 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+345*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 randomTarget(p)
if #players.alive>1 then
local r
repeat
::L::
r=players.alive[rnd(#players.alive)]
until r~=p
if r==p then goto L end
return r
end
end
function freshRoyaleTarget()
mostBadge,secBadge,mostDangerous,secDangerous=nil
local h,b=0,0
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 freshMostDangerous()
mostDangerous,secDangerous=nil
local m=0
for i=1,#players.alive do
if players.alive[i].badge>=h then
mostBadge,secBadge=players.alive[i],mostBadge
h=players[i].badge
end
if #players.alive[i].field>=b then
if #players.alive[i].field>=m then
mostDangerous,secDangerous=players.alive[i],mostDangerous
b=#players[i].field
m=#players.alive[i].field
end
end
end
function royaleLevelup()
gameStage=gameStage+1
local spd
if(gameStage==3 or gameStage>4)and players[1].alive then
showText(players[1],text.royale_remain(#players.alive),"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
local P=players.alive[i]
if P.atkMode==1 then
if not P.atking then
P.atking=randomTarget(P)
end
elseif P.atkMode==2 then
P.atking=P~=mostBadge and mostBadge or secBadge
elseif P.atkMode==3 then
P.atking=P~=mostDangerous and mostDangerous or secDangerous
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 or P.cy==P.y_img 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)
@@ -262,10 +374,12 @@ end
function resetblock()
P.holded=false
P.spinLast=false
P.bid,P.cb=rem(P.nxt,1),rem(P.nb,1)--block id/current block
P.bc=P.bid--block color
P.freshNext()
P.sc,P.dir=scs[P.bn][0],0
P.r,P.c=#P.cb,#P.cb[1]
P.cx,P.cy=blockPos[P.bn],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
P.sc,P.dir=scs[P.bid][0],0--spin center/direction
P.r,P.c=#P.cb,#P.cb[1]--row/column
P.cx,P.cy=blockPos[P.bid],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,0
if P.keyPressing[8]then hold(true)end
@@ -285,16 +399,20 @@ end
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
if P.control and P.waiting<=0 then
act[actName[i]]()
if i>2 and i<7 then P.keyPressing[i]=false end
elseif P.keyPressing[9]then
if i==1 then
P.atkMode=1
P.atking=randomTarget(P)
changeAtk(P,randomTarget(P))
elseif i==2 then
P.atkMode=2
elseif i==6 then
@@ -317,24 +435,62 @@ function pressKey(i,p)
end
function releaseKey(i,p)
p.keyPressing[i]=false
-- if playmode=="recording"then ins(rec,{-i,frame})end
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
if P.bn==6 then
if P.bid==6 then
freshLockDelay()
SFX(ifpre and"prerotate"or"rotate")
if P.id==1 then
stat.rotate=stat.rotate+1
if P.gameEnv.ospin and P.freshTime>10 then
if d==1 then
if P.cy==P.y_img and solid(P.cx+2,P.cy+1)and solid(P.cx+2,P.cy)and solid(P.cx-1,P.cy+1)and not solid(P.cx-1,P.cy)then
if solid(P.cx-2,P.cy)then
P.cx=P.cx-1
goto T
else
P.cx=P.cx-2
goto I
end
end
elseif d==-1 then
if P.cy==P.y_img and solid(P.cx-1,P.cy+1)and solid(P.cx-1,P.cy)and solid(P.cx+2,P.cy+1)and not solid(P.cx+2,P.cy)then
if solid(P.cx+3,P.cy)then
goto T
else
goto I
end
end
elseif d==2 and P.cy==P.y_img and solid(P.cx-1,P.cy+1)and solid(P.cx+2,P.cy+1)and not solid(P.cx-1,P.cy)and not solid(P.cx+2,P.cy)then
P.cx=P.cx-1
goto I
end
goto E
::T::
P.bid=5
P.cb=blocks[5][0]
P.sc=scs[5][0]
P.r,P.c,P.dir=2,3,0
P.spinLast=3
if P.id==1 then stat.rotate=stat.rotate+1 end
goto E
::I::
P.bid=7
P.cb=blocks[7][2]
P.sc=scs[7][2]
P.r,P.c,P.dir=1,4,2
P.spinLast=3
if P.id==1 then stat.rotate=stat.rotate+1 end
end
return nil
end
local icb=blocks[P.bn][idir]
local isc=scs[P.bn][idir]
::E::return
end
local icb=blocks[P.bid][idir]
local isc=scs[P.bid][idir]
local ir,ic=#icb,#icb[1]
local ix,iy=P.cx+P.sc[2]-isc[2],P.cy+P.sc[1]-isc[1]
local t--succssful test
local iki=TRS[P.bn][P.dir*10+idir]
local iki=TRS[P.bid][P.dir*10+idir]
for i=1,P.freshTime<=1.2*P.gameEnv.freshLimit and #iki or 1 do
if not ifoverlap(icb,ix+iki[i][1],iy+iki[i][2])then
ix,iy=ix+iki[i][1],iy+iki[i][2]
@@ -344,7 +500,7 @@ function spin(d,ifpre)
end
if t then
P.cx,P.cy,P.dir=ix,iy,idir
P.sc,P.cb=scs[P.bn][idir],icb
P.sc,P.cb=scs[P.bid][idir],icb
P.r,P.c=ir,ic
P.spinLast=testScore[t==2 and -d or d]
freshgho()
@@ -357,13 +513,17 @@ function spin(d,ifpre)
end
function hold(ifpre)
if not P.holded and P.waiting<=0 and P.gameEnv.hold then
P.hn,P.bn=P.bn,P.hn
P.hb,P.cb=blocks[P.hn][0],P.hb
P.hid,P.bid,P.bc=P.bid,P.hid,P.hid
P.hb,P.cb=blocks[P.hid][0],P.hb
if P.bn==0 then P.freshNext()end
P.sc,P.dir=scs[P.bn][0],0
if P.bid==0 then
P.bid,P.cb=rem(P.nxt,1),rem(P.nb,1)
P.bc=P.bid
P.freshNext()
end
P.sc,P.dir=scs[P.bid][0],0
P.r,P.c=#P.cb,#P.cb[1]
P.cx,P.cy=blockPos[P.bn],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
P.cx,P.cy=blockPos[P.bid],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
if abs(P.moving)-P.gameEnv.das>1 then
if not ifoverlap(P.cb,P.cx+sgn(P.moving),P.cy)then
@@ -373,7 +533,7 @@ 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
@@ -387,7 +547,7 @@ function drop()
P.waiting=P.gameEnv.wait
local dospin=0
if P.spinLast then
if P.bn<6 then
if P.bid<6 then
local x,y=P.cx+P.sc[2]-1,P.cy+P.sc[1]-1
local c=0
if solid(x-1,y+1)then c=c+1 end
@@ -400,7 +560,7 @@ function drop()
end
end
end--Three point
if P.bn~=6 and ifoverlap(P.cb,P.cx-1,P.cy)and ifoverlap(P.cb,P.cx+1,P.cy)and ifoverlap(P.cb,P.cx,P.cy+1)then
if P.bid~=6 and ifoverlap(P.cb,P.cx-1,P.cy)and ifoverlap(P.cb,P.cx+1,P.cy)and ifoverlap(P.cb,P.cx,P.cy+1)then
dospin=dospin+2
end--Immobile
end
@@ -419,104 +579,100 @@ function drop()
elseif dospin<2 then
dospin=false
elseif dospin==2 then
mini=P.bn<6 and cc<3 and cc<P.r
mini=P.bid<6 and cc<3 and cc<P.r
end
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,text.techrashB3B,"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,text.techrashB2B,"drive",70)
sendTime=80
csend=5
else
showText("Techrash","stretch",80)
showText(P,text.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,text.spin[P.bc]..text.clear[cc]..text.b3b,"spin",40)
csend=b2bATK[cc]+1
exblock=exblock+1
elseif P.b2b>=30 then
showText(spinName[cc][P.bn].." B2B","spin",40)
showText(P,text.spin[P.bc]..text.clear[cc]..text.b2b,"spin",40)
csend=b2bATK[cc]
else
showText(spinName[cc][P.bn],"spin",50)
showText(P,text.spin[P.bc]..text.clear[cc],"spin",50)
csend=2*cc
end
sendTime=20+csend*20
if mini then
showText("Mini","drive",40,10)
showText(P,text.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.bid*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,text.clear[cc],"appear",25+cc*5)
csend=cc-1
sendTime=20+csend*20
P.lastClear=cc
end
if #P.clearing==#P.field then
showText(P,text.PC,"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.bid*10+5
SFX("perfectclear")
end
else
P.combo=0
if dospin then
showText(spinName[0][P.bn],"appear",50)
showText(P,text.spin[P.bc],"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,text.cmb[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+reAtk[atker]
exblock=exblock+reDef[atker]
local i=min(#P.atker,9)
if i>1 then
csend=csend+reAtk[i]
exblock=exblock+reDef[i]
end
end
@@ -532,45 +688,43 @@ function drop()
--ATK statistics
if csend>0 then
showText(csend,"zoomout",25,70)
showText(P,csend,"zoomout",25,70)
if exblock>0 then
showText(exblock,"zoomout",10,70)
showText(P,exblock,"zoomout",10,90)
end
end
while csend>0 and P.atkBuffer[1]do
::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
if modeEnv.royaleMode then
if P.atkMode==4 then
local f
for i=1,#players.alive do
if players.alive[i].atking==P then
garbageSend(P,players.alive[i],csend,sendTime)
f=true
if #P.atker>0 then
for i=1,#P.atker do
garbageSend(P,P.atker[i],csend,sendTime)
end
end
if not f then
garbageSend(P,P.atking or randomTarget(P),csend,sendTime)
else
garbageSend(P,randomTarget(P),csend,sendTime)
end
else
garbageSend(P,P.atking or randomTarget(P),csend,sendTime)
freshTarget(P)
garbageSend(P,P.atking,csend,sendTime)
end
elseif #players.alive>1 then
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
@@ -597,44 +751,18 @@ function lock()
if not P.field[y]then P.field[y],P.visTime[y]=getNewRow(),getNewRow()end
for j=1,P.c do
if P.cb[i][j]~=0 then
P.field[y][P.cx+j-1]=P.bn
P.field[y][P.cx+j-1]=P.bc
P.visTime[y][P.cx+j-1]=P.showTime
end
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
@@ -653,7 +781,7 @@ act={
if P.keyPressing[9]then
if P.atkMode~=2 then
P.atkMode=2
P.atking=P~=mostBadge and mostBadge or secBadge
freshTarget(P)
end
else
if not auto then
@@ -675,7 +803,7 @@ act={
if P.keyPressing[9]then
if P.atkMode~=3 then
P.atkMode=3
P.atking=P~=mostDangerous and mostDangerous or secDangerous
freshTarget(P)
end
else
if P.waiting<=0 then
@@ -683,6 +811,7 @@ act={
P.cy=P.y_img
P.spinLast=false
SFX("drop")
if P.id==1 then VIB(0)end
end
drop()
end
@@ -692,7 +821,7 @@ 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
@@ -718,20 +847,26 @@ act={
end,
restart=function()
resetGameData()
frame=90
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
P.cx,P.lockDelay=P.cx-1,P.gameEnv.lock
local x0=cx
::L::if not ifoverlap(P.cb,P.cx-1,P.cy)then
P.cx=P.cx-1
freshgho()
goto L
end
if x0~=cx then freshLockDelay()end
end,
insRight=function()
while not ifoverlap(P.cb,P.cx+1,P.cy)do
P.cx,P.lockDelay=P.cx+1,P.gameEnv.lock
local x0=cx
::L::if not ifoverlap(P.cb,P.cx+1,P.cy)then
P.cx=P.cx+1
freshgho()
goto L
end
if x0~=cx then freshLockDelay()end
end,
down1=function()
if P.cy~=P.y_img then

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161
language/chi.lua Normal file
View File

@@ -0,0 +1,161 @@
return{
royale_remain=function(n)
return "剩余 "..n.." 名玩家"
end,
cmb={nil,nil,"3连击","4连击","5连击","6连击","7连击","8连击","9连击","10连击!","11连击!","12连击!","13连击!","14连击!","15连击!","16连击!","17连击!","18连击!","19连击!","巨型连击"},
techrash="四清",
techrashB2B="四清 B2B",
techrashB3B="四清 B2B2B",
block={"Z","S","L","J","T","O","I"},
spin={"Z旋","S旋","L旋","J旋","T旋","O旋","I旋"},
clear={"单消","双消","三清"},
b2b="B2B",
b3b="B2B2B",
mini="次级",
PC="场地全清",
stage={"关卡 1","关卡 2","关卡 3","关卡 4","关卡 5",},
maxspeed="最高速度",
speedup="速度加快",
win="胜利",
lose="失败",
custom="自定义游戏",
softdropdas="软降DAS:",
softdroparr="软降ARR:",
keyboard="键盘",
joystick="手柄",
setting2Help="方向键选择/翻页,回车修改,esc返回",
actName={"左移:","右移:","顺时针旋转:","顺时针旋转:","180°旋转","硬降:","软降:","暂存:","切换攻击:","重新开始:","左瞬移:","右瞬移:","软降到底:"},
modeName={
[0]="自定义",
"竞速","马拉松","","无尽","单挑","仅TSD","隐形","挖掘","生存","科研",
"全清训练","全清挑战","41人混战","99人混战","干旱","多人",
},
modeInfo={
sprint="挑战世界纪录",
marathon="尝试坚持到最后",
zen="无重力消除200行",
infinite="科研沙盒",
solo="打败AI",
tsd="尽可能做T旋消2",
blind="最强大脑",
dig="核能挖掘机",
survivor="防守练习",
tech="ALLSPIN练习",
pctrain="熟悉全清定式的组合",
pcchallenge="100行内尽可能多全清",
techmino41="41人混战",
techmino99="99人混战",
drought="异常序列",
hotseat="友尽模式",
},
loadTip="真在加载,不只是动画!",
load={"加载材质ing","加载音乐ing","加载音效ing","加载完成",},
tips={
"The whole game is made by MrZ!",
"Back to Back 10 combo Techrash PC!",
"Techmino has a Nspire-CX edition!",
"Is B2B2B2B possible?",
"MrZ spin Penta!",
"MEGACMB!",
"ALLSPIN!",
"O spin Techrash?"
},
stat={
"游戏运行次数:",
"游戏局数:",
"游戏时间:",
"总方块使用:",
"总消行数:",
"总攻击行数:",
"总按键数:",
"总旋转数:",
"暂存次数:",
"总旋转消行数:",
},
help={
"好像也没啥好帮助的吧?就当是关于了",
"这只是一个方块游戏,请勿过度解读和随意联想",
"不过就当成TOP/C2/KOS/TGM3玩好了",
"游戏还在测试阶段,请 勿 外 传",
"",
"使用LOVE2D引擎",
"作者:MrZ 邮箱:1046101471@qq.com",
"程序:MrZ 美术:MrZ 音乐:MrZ 音效:MrZ",
"使用工具:VScode,GFIE,Beepbox,Goldwave",
"特别感谢:Farter,Teatube,196,Flyz,T830,[所有测试人员]和 你!",
"错误或者建议请附带相关信息发送到作者邮箱~",
},
ButtonText={
main={
"开始",
"设置",
"帮助",
"统计信息",
"退出",
},
mode={
"Λ",
"v",
"<",
">",
"开始",
"自定义(C)",
"返回",
},
custom={
"Λ",
"v",
"<",
">",
"开始",
"返回",
},
setting={
function()return setting.ghost and"阴影 开"or"阴影 关"end,
function()return setting.center and"旋转中心 开"or"旋转中心 关"end,
"-",
"+",
"-",
"+",
"-",
"+",
"-",
"+",
function()return setting.sfx and"音效 开"or"音效 关"end,
function()return setting.bgm and"音乐 开"or"音乐 关"end,
function()return "震动强度:"..setting.vib end,
function()return setting.fullscreen and"全屏 开"or"全屏 关"end,
function()return setting.bgblock and"背景动画 开"or"背景动画 关"end,
function()return"绘制帧:"..setting.frameMul.."%"end,
"控制设置",
"触摸设置",
function()return langName[setting.lang]end,
"保存&返回",
},
setting2={
"返回",
},
setting3={
"返回",
function()return setting.virtualkeySwitch and"隐藏虚拟按键"or"显示虚拟按键"end,
"默认组合",
function()return snapLevelName[snapLevel]end,
function()return percent0to5[setting.virtualkeyAlpha]end,
"图标",
"大小",
},
help={
"返回",
"作者QQ",
},
stat={
"返回",
},
},
}--中文→

161
language/eng.lua Normal file
View File

@@ -0,0 +1,161 @@
return{
royale_remain=function(n)
return n.." Players Remain"
end,
cmb={nil,nil,"3 Combo","4 Combo","5 Combo","6 Combo","7 Combo","8 Combo","9 Combo","10 Combo!","11 Combo!","12 Combo!","13 Combo!","14 Combo!","15 Combo!","16 Combo!","17 Combo!","18 Combo!","19 Combo!","MEGACMB"},
techrash="Techrash",
techrashB2B="Techrash B2B",
techrashB3B="Techrash B2B2B",
block={"Z","S","L","J","T","O","I"},
spin={"Z spin","S spin","L spin","J spin","T spin","O spin","I spin"},
clear={" single"," double"," triple"},
b2b=" B2B",
b3b=" B2B2B",
mini="Mini",
PC="Perfect Clear",
stage={"STAGE 1","STAGE 2","STAGE 3","STAGE 4","STAGE 5",},
maxspeed="Max speed",
speedup="Speed up",
win="WIN",
lose="LOSE",
custom="Custom Game",
softdropdas="softdropDAS:",
softdroparr="softdropARR:",
keyboard="Keyboard",
joystick="Joystick",
setting2Help="Arrowkey to select/change slot,Enter to change,Esc back",
actName={"Move Left:","Move Right:","Rotate Right:","Rotate Left:","Rotate Flip:","Hard Drop:","Soft Drop:","Hold:","Swap:","Restart:","Instant Left:","Instant Right:","Ins Down:"},
modeName={
[0]="Custom",
"Sprint","Marathon","Zen","Infinite","1v1","TSD-only","Blind","Dig","Survivor","Tech",
"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!",
tech="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="",
},
loadTip="not animation,real loading!",
load={"Loading textures","Loading BGM","Loading SFX","Finished",},
tips={
"The whole game is made by MrZ!",
"Back to Back 10 combo Techrash PC!",
"Techmino has a Nspire-CX edition!",
"Is B2B2B2B possible?",
"MrZ spin Penta!",
"MEGACMB!",
"ALLSPIN!",
"O spin Techrash?"
},
stat={
"Games run:",
"Games played:",
"Game time:",
"Total block used:",
"Total rows cleared:",
"Total lines sent:",
"Total key pressed:",
"Total rotate:",
"Total hold:",
"Total spin:",
},
help={
"I think you don't need \"help\".",
"THIS IS ONLY A SMALL BLOCK GAME",
"But just play like playing TOP/C2/KOS/TGM3",
"Game is not public now,so DO NOT DISTIRBUTE",
"",
"Powered by LOVE2D",
"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,196,Flyz,T830,[all test staff] and YOU!",
"Any bugs/suggestions to my E-mail.",
},
ButtonText={
main={
"Play",
"Settings",
"Help",
"Statistics",
"Quit",
},
mode={
"Λ",
"v",
"<",
">",
"Start",
"Custom(C)",
"Back",
},
custom={
"Λ",
"v",
"<",
">",
"Start",
"Back",
},
setting={
function()return setting.ghost and"Ghost:ON"or"Ghost:OFF"end,
function()return setting.center and"Center:ON"or"Center:OFF"end,
"-",
"+",
"-",
"+",
"-",
"+",
"-",
"+",
function()return setting.sfx and"SFX:on"or"SFX:off"end,
function()return setting.bgm and"BGM:on"or"BGM:off"end,
function()return "Vibrate level:"..setting.vib end,
function()return setting.fullscreen and"Fullscreen:on"or"Fullscreen:off"end,
function()return setting.bgblock and"BG animation:on"or"BG animation:off"end,
function()return"FrameDraw:"..setting.frameMul.."%"end,
"Control settings",
"Touch settings",
function()return langName[setting.lang]end,
"Save&Back",
},
setting2={
"Back",
},
setting3={
"Back",
function()return setting.virtualkeySwitch and"Hide Virtual Key"or"Show Virtual Key"end,
"Defaults",
function()return snapLevelName[snapLevel]end,
function()return percent0to5[setting.virtualkeyAlpha]end,
"Icon",
"Size",
},
help={
"Back",
"Author's qq",
},
stat={
"Back",
},
}
}

845
list.lua

File diff suppressed because it is too large Load Diff

883
main.lua

File diff suppressed because it is too large Load Diff

308
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)
@@ -123,42 +140,52 @@ 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,0,0,2.094+(speed<=175 and .02094*speed or 4.712-52.36/(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)
gc.draw(blockSkinmini[id],30*x-30,600-30*y,nil,5)
function drawAtkPointer(x,y)
gc.setColor(0,.6,1,.35+sin(Timer()*20)*.2)
gc.circle("fill",x,y,25,6)
local a=Timer()*3%1*.8
gc.setColor(0,.6,1,.8-a)
gc.circle("line",x,y,25*(1+a),6)
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
@@ -174,15 +201,15 @@ Pnt.BG={
end,
game1=function()
gc.setColor(1,1,1)
gc.draw(background[1],640,360,Timer()*.15,12,nil,64,64)
gc.draw(background1,640,360,Timer()*.15,12,nil,64,64)
end,
game2=function()
gc.setColor(1,.5,.5)
gc.draw(background[1],640,360,Timer()*.2,12,nil,64,64)
gc.draw(background1,640,360,Timer()*.2,12,nil,64,64)
end,
game3=function()
gc.setColor(.6,.6,1)
gc.draw(background[1],640,360,Timer()*.25,12,nil,64,64)
gc.draw(background1,640,360,Timer()*.25,12,nil,64,64)
end,
rgb=function()
gc.clear(
@@ -194,8 +221,8 @@ Pnt.BG={
strap=function()
gc.setColor(1,1,1)
local x=Timer()%32*40
gc.draw(background[2],x,0,nil,10)
gc.draw(background[2],x-1280,0,nil,10)
gc.draw(background2,x,0,nil,10)
gc.draw(background2,x-1280,0,nil,10)
end,
matrix=function()
for i=0,15 do
@@ -212,13 +239,13 @@ 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(text.loadTip,640,400)
end
function Pnt.intro()
gc.push()
@@ -240,32 +267,35 @@ end
function Pnt.main()
gc.setColor(1,1,1)
setFont(30)
gc.print("Alpha V0.7.5",370,150)
gc.print("Alpha V0.7.9",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(text.modeInfo[modeID[modeSel]],270,255)
setFont(80)
gc.setColor(color.grey)
mStr(modeName[modeSel],643,283)
mStr(text.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(text.modeName[i],640,310+70*(i-modeSel)-f*.5)
end
end
end
function Pnt.custom()
setFont(80)
gc.setColor(color.lightGrey)
gc.print("Custom Game",20,20)
gc.print(text.custom,20,20)
gc.setColor(color.white)
gc.print("Custom Game",22,23)
gc.print(text.custom,22,23)
setFont(40)
for i=1,#customID do
local k=customID[i]
@@ -285,35 +315,45 @@ 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)
gc.setColor(1,1,1,P.result and max(20-P.counter,0)*.05 or 1)
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])
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.translate(P.x,P.y)gc.scale(P.size)
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)
@@ -335,7 +375,7 @@ function Pnt.play()
if P.gameEnv.ghost then
for i=1,P.r do for j=1,P.c do
if P.cb[i][j]>0 then
drawPixel(i+P.y_img-1,j+P.cx-1,P.bn,.3)
drawPixel(i+P.y_img-1,j+P.cx-1,P.bc,.3)
end
end end
end--Ghost
@@ -347,7 +387,7 @@ function Pnt.play()
end end--BlockShade(lockdelay indicator)
for i=1,P.r do for j=1,P.c do
if P.cb[i][j]>0 then
drawPixel(i+P.cy-1,j+P.cx-1,P.bn,1)
drawPixel(i+P.cy-1,j+P.cx-1,P.bc,1)
end
end end--Block
if P.gameEnv.center then
@@ -361,17 +401,8 @@ 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
@@ -385,46 +416,45 @@ 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
drawPixel(i+17.5-#P.hb*.5,j-2.5-#P.hb[1]*.5,P.holded and 13 or P.hn,1)
drawPixel(i+17.5-#P.hb*.5,j-2.5-#P.hb[1]*.5,P.holded and 13 or P.hid,1)
end
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
@@ -435,6 +465,10 @@ 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=179-frame
gc.push("transform")
@@ -446,22 +480,30 @@ 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
@@ -469,34 +511,29 @@ 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
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
P=players[1]
gc.setLineWidth(5)
gc.setColor(.8,1,0,.2)
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
gc.setLineWidth(5)
gc.setColor(.8,1,0,.2)
if P.atking then drawAtkPointer(P.atking.centerX,P.atking.centerY)end
else
gc.setLineWidth(9)
gc.setColor(1,.6,.2,.4)
end
for i=1,#players.alive do
local p=players.alive[i]
if p.atking==players[1]then
gc.line(p.centerX,p.centerY,P.centerX,P.centerY)
end
end
if P.atkMode~=4 then
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)
for i=1,#players[1].atker do
local p=players[1].atker[i]
drawAtkPointer(p.centerX,p.centerY)
end
end
end
@@ -504,11 +541,11 @@ 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(text.softdropdas..setting.sddas,288,249)
mStr(text.softdroparr..setting.sdarr,503,249)
end
function Pnt.setting2()
if keyboardSetting then
@@ -527,9 +564,9 @@ function Pnt.setting2()
gc.setColor(1,1,1)
setFont(25)
for y=1,13 do
mStr(actName_show[y],150,40*y)
mStr(text.actName[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
@@ -537,13 +574,14 @@ 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("Arrowkey to select/change slot,Enter to change,Esc back",50,620)
gc.print(text.keyboard,335,1)
gc.print(text.joystick,420,1)
gc.print(text.setting2Help,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)
@@ -560,15 +598,15 @@ 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)
gc.print(text.stat[i],350,20+40*i)
end
gc.print(stat.run,650,60)

View File

@@ -1,86 +0,0 @@
game={}
function game.load()
scene="load"
curBG="none"
keeprun=true
loading=1--Loading mode
loadnum=1--Loading counter
loadprogress=0--Loading bar
end
function game.intro()
scene="intro"
curBG="none"
count=0
keeprun=true
end
function game.main()
scene="main"
curBG="none"
keeprun=true
BGM("blank")
collectgarbage()
end
function game.mode()
saveData()
modeSel=modeSel or 1
scene="mode"
curBG="none"
keeprun=true
BGM("blank")
end
function game.custom()
optSel=optSel or 1
scene="custom"
curBG="matrix"
keeprun=true
BGM("blank")
end
function game.play()
scene="play"
--curBG="game1"
keeprun=false
resetGameData()
sysSFX("ready")
mouseShow=false
end
function game.setting()
scene="setting"
curBG="none"
keeprun=true
BGM("blank")
end
function game.setting2()
scene="setting2"
curBG="none"
keeprun=true
curBoard=1
keyboardSet=1
joystickSet=1
keyboardSetting=false
joystickSetting=false
BGM("blank")
end--Control settings
function game.setting3()
scene="setting3"
curBG="game1"
keeprun=true
sel=nil
keyssetting=nil
snapLevel=1
BGM("blank")
end--Touch setting
function game.help()
scene="help"
curBG="none"
keeprun=true
BGM("blank")
end
function game.stat()
scene="stat"
curBG="none"
keeprun=true
BGM("blank")
end
function game.quit()
love.event.quit()
end

Binary file not shown.

View File

@@ -28,7 +28,7 @@ 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
@@ -62,19 +62,19 @@ c:release()
--Dust particles
PTC.attack={}
PTC.attack[1]=gc.newParticleSystem(gc.newImage("/image/mess/atk1.png"),200)
PTC.attack[1]=gc.newParticleSystem(N("/image/mess/atk1.png"),200)
PTC.attack[1]:setParticleLifetime(.25)
PTC.attack[1]:setEmissionRate(0)
PTC.attack[1]:setSpin(10)
PTC.attack[1]:setColors(1,1,1,.7,1,1,1,0)
PTC.attack[2]=gc.newParticleSystem(gc.newImage("/image/mess/atk2.png"),200)
PTC.attack[2]=gc.newParticleSystem(N("/image/mess/atk2.png"),200)
PTC.attack[2]:setParticleLifetime(.3)
PTC.attack[2]:setEmissionRate(0)
PTC.attack[2]:setSpin(8)
PTC.attack[2]:setColors(1,1,1,.7,1,1,1,0)
PTC.attack[3]=gc.newParticleSystem(gc.newImage("/image/mess/atk3.png"),200)
PTC.attack[3]=gc.newParticleSystem(N("/image/mess/atk3.png"),200)
PTC.attack[3]:setParticleLifetime(.4)
PTC.attack[3]:setEmissionRate(0)
PTC.attack[3]:setSpin(6)
@@ -83,14 +83,81 @@ PTC.attack[3]:setColors(1,1,1,.7,1,1,1,0)
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")
spinCenter=N("/image/mess/spinCenter.png")
background1=N("/image/BG/bg1.jpg")
background2=N("/image/BG/bg2.png")
background={
N("/image/BG/bg1.jpg"),
N("/image/BG/bg2.png"),
}
c=nil
gc.setCanvas()
gc.setCanvas()
sceneInit={
load=function()
curBG="none"
keeprun=true
loading=1--Loading mode
loadnum=1--Loading counter
loadprogress=0--Loading bar(0~1)
end,
intro=function()
curBG="none"
count=0
keeprun=true
end,
main=function()
curBG="none"
keeprun=true
collectgarbage()
end,
mode=function()
saveData()
modeSel=modeSel or 1
levelSel=levelSel or 3
curBG="none"
keeprun=true
end,
custom=function()
optSel=optSel or 1
curBG="matrix"
keeprun=true
end,
play=function()
keeprun=false
resetGameData()
sysSFX("ready")
mouseShow=false
end,
setting=function()
curBG="none"
keeprun=true
end,
setting2=function()
curBG="none"
keeprun=true
curBoard=1
keyboardSet=1
joystickSet=1
keyboardSetting=false
joystickSetting=false
end,--Control settings
setting3=function()
curBG="game1"
keeprun=true
defaultSel=1
sel=nil
snapLevel=1
end,--Touch setting
help=function()
curBG="none"
keeprun=true
end,
stat=function()
curBG="none"
keeprun=true
end,
quit=function()
love.event.quit()
end,
}

View File

@@ -64,10 +64,14 @@ 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
-- Update attack beam
if frame<180 then
if frame==179 then
@@ -83,7 +87,7 @@ 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]
@@ -102,10 +106,10 @@ 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=rnd(3)*P.ai.controlDelay0
P.ai.controlDelay=P.ai.controlDelay0+2
end
end
end
@@ -159,11 +163,11 @@ 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 +199,10 @@ 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 +210,7 @@ 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 +222,11 @@ 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 +237,7 @@ 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 +245,10 @@ 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%75==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 +58,44 @@ 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 swapLanguage(l)
text=require("language/"..langID[l])
Buttons.sel=nil
for scene,list in pairs(Buttons)do
for num=1,#list do
list[num].alpha=0
list[num].t=text.ButtonText[scene][num]
end
end
end
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 +103,15 @@ 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 +134,6 @@ 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
@@ -132,7 +144,7 @@ function back()
end
function loadData()
userData:open("r")
--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n")
--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n")
local t=string.splitS(userData:read(),"\r\n")
userData:close()
for i=1,#t do
@@ -167,7 +179,7 @@ function saveData()
end
function loadSetting()
userSetting:open("r")
--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n")
--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n")
local t=string.splitS(userSetting:read(),"\r\n")
userSetting:close()
for i=1,#t do
@@ -175,13 +187,13 @@ 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("[01234]"))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
@@ -208,27 +220,26 @@ 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)
elseif t=="ghost"or t=="center"then
setting[t]=v=="true"
elseif t=="lang"then
setting[t]=toN(v:match("[12]"))or 1
end
end
end
@@ -250,8 +261,10 @@ function saveSetting()
lib[i]=table.concat(setting.keyLib[i],",")
end
local t=table.concat({
stringPack("lang=",setting.lang),
stringPack("sfx=",setting.sfx),
stringPack("bgm=",setting.bgm),
stringPack("vib=",setting.vib),
stringPack("fullscreen=",setting.fullscreen),
stringPack("bgblock=",setting.bgblock),
stringPack("das=",setting.das),