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6 Commits

Author SHA1 Message Date
MrZ_26
c9a3e3ce1b Alpha V0.7.13+ 2020-02-04 19:33:03 +08:00
MrZ_26
72dcb84662 Alpha V0.7.12 2020-02-04 19:32:38 +08:00
MrZ_26
4af2126254 Alpha V0.7.11 2020-02-04 19:32:26 +08:00
MrZ_26
42d7b1be94 Alpha V0.7.10 2020-02-04 19:32:10 +08:00
MrZ_26
a31474c43a Alpha V0.7.9 2020-02-04 19:31:45 +08:00
MrZ_26
75c7955bb5 Alpha V0.7.8 2020-02-04 19:31:31 +08:00
40 changed files with 3395 additions and 2610 deletions

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43
ai.lua
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@@ -49,14 +49,15 @@ FCL[5]=FCL[3]
clearScore={[0]=0,0,2,4,12} clearScore={[0]=0,0,2,4,12}
function ifoverlapAI(f,bk,x,y) function ifoverlapAI(f,bk,x,y)
if y<1 then return true end 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 for i=1,#bk do for j=1,#bk[1]do
if f[y+i-1]and bk[i][j]>0 and f[y+i-1][x+j-1]>0 then return true end if f[y+i-1]and bk[i][j]and f[y+i-1][x+j-1]>0 then return true end
end end end end
end end
function resetField(f0,f,start) function resetField(f0,f,start)
while f[start]do ::L::if f[start]then
removeRow(f,start) removeRow(f,start)
goto L
end end
for i=start,#f0 do for i=start,#f0 do
f[i]=getNewRow() f[i]=getNewRow()
@@ -73,20 +74,19 @@ function getScore(field,bn,cb,cx,cy)
local hole=0 local hole=0
for i=cy+#cb-1,cy,-1 do for i=cy+#cb-1,cy,-1 do
local f=true
for j=1,10 do for j=1,10 do
if field[i][j]==0 then f=false;break end if field[i][j]==0 then goto L end
end
if f then
removeRow(field,i)
clear=clear+1
end end
removeRow(field,i)
clear=clear+1
::L::
end end
if #field==0 then return 9e99 end--PC best if #field==0 then return 9e99 end--PC best
for x=1,10 do for x=1,10 do
local h=#field 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 h=h-1
goto L
end end
height[x]=h height[x]=h
if x>3 and x<8 and h>highest then highest=h end if x>3 and x<8 and h>highest then highest=h end
@@ -117,13 +117,13 @@ function getScore(field,bn,cb,cx,cy)
+clearScore[clear]*(8+#field) +clearScore[clear]*(8+#field)
-hole*50 -hole*50
if #field>6 then score=score-highest*5 end if #field>6 then score=score-highest*5 end
if mh1>3 then score=score-50-mh1*40 end if mh1>3 then score=score-40-mh1*30 end
return score return score
end end
function AI_getControls(ctrl) function AI_getControls(ctrl)
local Tfield={}--test field local Tfield={}--test field
local field_org=P.field local field_org=P.field
for i=1,#field_org do for i=1,#field_org do
Tfield[i]=getNewRow() Tfield[i]=getNewRow()
for j=1,10 do for j=1,10 do
Tfield[i][j]=field_org[i][j] Tfield[i][j]=field_org[i][j]
@@ -131,19 +131,20 @@ function AI_getControls(ctrl)
end end
local best={x=1,dir=0,hold=false,score=-9e99} local best={x=1,dir=0,hold=false,score=-9e99}
for ifhold=0,P.gameEnv.hold and 1 or 0 do for ifhold=0,P.gameEnv.hold and 1 or 0 do
local bn=ifhold==0 and P.bn or P.hn>0 and P.hn or P.nxt[1] local bn=ifhold==0 and P.cur.id or P.hold.id>0 and P.hold.id or P.next[1].id
for dir=0,dirCount[bn] do--each dir for dir=0,dirCount[bn] do--each dir
local cb=blocks[bn][dir] local cb=blocks[bn][dir]
for cx=1,11-#cb[1]do--each pos for cx=1,11-#cb[1]do--each pos
local cy=#Tfield+1 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 cy=cy-1
goto L
end--move to bottom end--move to bottom
for i=1,#cb do for i=1,#cb do
local y=cy+i-1 local y=cy+i-1
if not Tfield[y]then Tfield[y]=getNewRow()end if not Tfield[y]then Tfield[y]=getNewRow()end
for j=1,#cb[1]do for j=1,#cb[1]do
if cb[i][j]~=0 then if cb[i][j]then
Tfield[y][cx+j-1]=1 Tfield[y][cx+j-1]=1
end end
end end
@@ -156,8 +157,11 @@ function AI_getControls(ctrl)
end end
end end
end end
while #Tfield>0 do
::L::
if #Tfield>0 then
removeRow(Tfield,1) removeRow(Tfield,1)
goto L
end--Release cache end--Release cache
if best.hold then if best.hold then
ins(ctrl,8) ins(ctrl,8)
@@ -167,11 +171,4 @@ function AI_getControls(ctrl)
ins(ctrl,l[i]) ins(ctrl,l[i])
end end
ins(ctrl,6) 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 end

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@@ -1,3 +1,99 @@
local gc=love.graphics
local tm=love.timer
local ms=love.mouse
local tc=love.touch
local wd=love.window
local setFont=setFont
local Timer=tm.getTime
local ww,wh=gc.getWidth(),gc.getHeight()
local xOy=love.math.newTransform()
local focus=true
local mx,my,mouseShow=-20,-20,false
local touching=nil--1st touching ID
local sceneInit={
load=function()
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")
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,
}
BGblockList={}for i=1,16 do BGblockList[i]={v=0}end
local BGblock={tm=150,next=7,ct=0}
local function getNewBlock()
BGblock.ct=BGblock.ct+1
if BGblock.ct==17 then BGblock.ct=1 end
local t=BGblockList[BGblock.ct]
t.bn,t.size=BGblock.next,2+3*rnd()
t.b=blocks[t.bn][rnd(0,3)]
t.x=rnd(-#t.b[1]*t.size*30+100,1180)
t.y=-#t.b*30*t.size
t.v=t.size*(1+rnd())
BGblock.next=BGblock.next%7+1
return t
end
local scs={{1,2},{1,2},{1,2},{1,2},{1,2},{1.5,1.5},{0.5,2.5}}
function onVirtualkey(x,y) function onVirtualkey(x,y)
local x,y=xOy:inverseTransformPoint(x,y) local x,y=xOy:inverseTransformPoint(x,y)
local d2,nearest,distance local d2,nearest,distance
@@ -12,40 +108,34 @@ function onVirtualkey(x,y)
end end
return nearest return nearest
end end
function buttonControl_key(i) function buttonControl_key(i)
if i=="up"or i=="down"or i=="left"or i=="right"then if i=="up"or i=="down"or i=="left"or i=="right"then
if not Buttons.sel then if Buttons.sel then
if Buttons[scene][1]then Buttons.sel=Buttons[scene][Buttons.sel[i]]or Buttons.sel
Buttons.sel=1
end
else else
Buttons.sel=Buttons[scene][Buttons.sel][i]or Buttons.sel Buttons.sel=select(2,next(Buttons[scene]))
mouseShow=false
end end
elseif i=="space"or i=="return"then elseif i=="space"or i=="return"then
if not sceneSwaping and Buttons.sel then if not sceneSwaping and Buttons.sel then
local B=Buttons[scene][Buttons.sel] Buttons.sel.alpha=1
B.code() Buttons.sel.code()
B.alpha=1
sysSFX("button") sysSFX("button")
end end
end end
end end
function buttonControl_gamepad(i) function buttonControl_gamepad(i)
if i=="dpup"or i=="dpdown"or i=="dpleft"or i=="dpright"then if i=="dpup"or i=="dpdown"or i=="dpleft"or i=="dpright"then
if not Buttons.sel then if Buttons.sel then
if Buttons[scene][1]then Buttons.sel=Buttons[scene][Buttons.sel[i=="dpup"and"up"or i=="dpdown"and"down"or i=="dpleft"and"left"or"right"]]or Buttons.sel
Buttons.sel=1
end
mouseShow=false
else else
Buttons.sel=Buttons[scene][Buttons.sel][i=="dpup"and"up"or i=="dpdown"and"down"or i=="dpleft"and"left"or"right"]or Buttons.sel Buttons.sel=select(2,next(Buttons[scene]))
mouseShow=false
end end
elseif i=="start"then elseif i=="start"then
if not sceneSwaping and Buttons.sel then if not sceneSwaping and Buttons.sel then
local B=Buttons[scene][Buttons.sel] Buttons.sel.alpha=1
B.code() Buttons.sel.code()
B.alpha=1
sysSFX("button") sysSFX("button")
end end
end end
@@ -60,6 +150,11 @@ function mouseDown.intro(x,y,k)
gotoScene("main") gotoScene("main")
end end
end end
wheelmoved={}
function wheelmoved.mode(x,y)
modeSel=min(max(modeSel+(y>0 and -1 or 1),1),#modeID)
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
end
keyDown={} keyDown={}
function keyDown.intro(key) function keyDown.intro(key)
if key=="escape"then if key=="escape"then
@@ -142,15 +237,15 @@ function keyDown.setting2(key)
end end
end end
function keyDown.play(key) function keyDown.play(key)
if key=="escape"then back()return nil end if key=="escape"then back()return end
local m=setting.keyMap local m=setting.keyMap
for p=1,4 do for p=1,human do
local lib=setting.keyLib[p] local lib=setting.keyLib[p]
for s=1,#lib do for s=1,#lib do
for k=1,12 do for k=1,12 do
if key==m[lib[s]][k]then if key==m[lib[s]][k]then
pressKey(k,players[p]) pressKey(k,players[p])
return nil return
end end
end end
end end
@@ -159,13 +254,13 @@ end
keyUp={} keyUp={}
function keyUp.play(key) function keyUp.play(key)
local m=setting.keyMap local m=setting.keyMap
for p=1,4 do for p=1,human do
local lib=setting.keyLib[p] local lib=setting.keyLib[p]
for s=1,#lib do for s=1,#lib do
for k=1,12 do for k=1,12 do
if key==m[lib[s]][k]then if key==m[lib[s]][k]then
releaseKey(k,players[p]) releaseKey(k,players[p])
return nil return
end end
end end
end end
@@ -220,7 +315,7 @@ function gamepadDown.setting2(key)
end end
end end
function gamepadDown.play(key) function gamepadDown.play(key)
if key=="back"then back()return nil end if key=="back"then back()return end
local m=setting.keyMap local m=setting.keyMap
for p=1,4 do for p=1,4 do
local lib=setting.keyLib[p] local lib=setting.keyLib[p]
@@ -228,7 +323,7 @@ function gamepadDown.play(key)
for k=1,12 do for k=1,12 do
if key==m[8+lib[s]][k]then if key==m[8+lib[s]][k]then
pressKey(k,players[p]) pressKey(k,players[p])
return nil return
end end
end end
end end
@@ -243,60 +338,56 @@ function gamepadUp.play(key)
for k=1,12 do for k=1,12 do
if key==m[8+lib[s]][k]then if key==m[8+lib[s]][k]then
releaseKey(k,players[p]) releaseKey(k,players[p])
return nil return
end end
end end
end end
end end
end 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) function love.mousemoved(x,y,dx,dy,t)
if not t then if t then return end
mouseShow=true mouseShow=true
mx,my=xOy:inverseTransformPoint(x,y) mx,my=xOy:inverseTransformPoint(x,y)
Buttons.sel=nil Buttons.sel=nil
for i=1,#Buttons[scene]do for N,B in next,Buttons[scene]do
local B=Buttons[scene][i] if not(B.hide and B.hide())then
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
if abs(mx-B.x)<B.w*.5 and abs(my-B.y)<B.h*.5 then Buttons.sel=B
Buttons.sel=i return
return nil
end
end end
end end
end end
end end
function love.mousepressed(x,y,k,t,num) function love.mousepressed(x,y,k,t,num)
if not t then if t then return end
mouseShow=true mouseShow=true
mx,my=xOy:inverseTransformPoint(x,y) mx,my=xOy:inverseTransformPoint(x,y)
if mouseDown[scene]then if mouseDown[scene]then
mouseDown[scene](mx,my,k) mouseDown[scene](mx,my,k)
else else
if k==1 then if k==1 then
if not sceneSwaping and Buttons.sel then if not sceneSwaping and Buttons.sel then
local B=Buttons[scene][Buttons.sel] local B=Buttons.sel
B.code() B.code()
B.alpha=1 B.alpha=1
Buttons.sel=nil Buttons.sel=nil
love.mousemoved(x,y) love.mousemoved(x,y)
sysSFX("button") sysSFX("button")
end
elseif k==2 then
back()
end end
elseif k==2 then
back()
end end
end end
end end
function love.mousereleased(x,y,k,t,num) function love.mousereleased(x,y,k,t,num)
end end
function love.wheelmoved(x,y)
if wheelmoved[scene]then wheelmoved[scene](x,y)end
end
function love.touchpressed(id,x,y) function love.touchpressed(id,x,y)
if not touching then if not touching then
touching=id touching=id
@@ -326,10 +417,11 @@ function love.touchreleased(id,x,y)
if id==touching then if id==touching then
touching=nil touching=nil
if Buttons.sel then if Buttons.sel then
local B=Buttons[scene][Buttons.sel] local B=Buttons.sel
B.code() B.code()
B.alpha=1 B.alpha=1
Buttons.sel=nil Buttons.sel=nil
sysSFX("button")
end end
Buttons.sel=nil Buttons.sel=nil
mouseShow=false mouseShow=false
@@ -358,17 +450,12 @@ function love.touchmoved(id,x,y,dx,dy)
local l=tc.getTouches() local l=tc.getTouches()
for n=1,#virtualkey do for n=1,#virtualkey do
local b=virtualkey[n] local b=virtualkey[n]
local p=false
for i=1,#l do for i=1,#l do
local x,y=xOy:inverseTransformPoint(tc.getPosition(l[i])) local x,y=xOy:inverseTransformPoint(tc.getPosition(l[i]))
if(x-b[1])^2+(y-b[2])^2<=b[3]then if(x-b[1])^2+(y-b[2])^2<=b[3]then goto L end
p=true
break
end
end
if not p and players[1].isKeyDown then
releaseKey(n,players[1])
end end
releaseKey(n,players[1])
::L::
end end
elseif scene=="setting3"then elseif scene=="setting3"then
x,y=xOy:inverseTransformPoint(x,y) x,y=xOy:inverseTransformPoint(x,y)
@@ -381,33 +468,27 @@ function love.touchmoved(id,x,y,dx,dy)
end end
function love.keypressed(i) function love.keypressed(i)
if i=="f12"then devMode=not devMode end if i=="f8"then devMode=not devMode end
if devMode then if devMode then
if Buttons.sel then if i=="k"then
local B=Buttons[scene][Buttons.sel] P=players.alive[rnd(#players.alive)]
if i=="left"then Event_gameover.lose()
B.x=B.x-10 --Test code here
elseif i=="right"then elseif i=="q"then
B.x=B.x+10 for k,B in next,Buttons[scene]do
elseif i=="up"then
B.y=B.y-10
elseif i=="down"then
B.y=B.y+10
elseif i==","then
B.w=B.w-10
elseif i=="."then
B.w=B.w+10
elseif i=="/"then
B.h=B.h-10
elseif i=="'"then
B.h=B.h+10
end
end
if i=="q"then
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
print(format("x=%d,y=%d,w=%d,h=%d",B.x,B.y,B.w,B.h)) print(format("x=%d,y=%d,w=%d,h=%d",B.x,B.y,B.w,B.h))
end end
elseif Buttons.sel then
local B=Buttons.sel
if i=="left"then B.x=B.x-10
elseif i=="right"then B.x=B.x+10
elseif i=="up"then B.y=B.y-10
elseif i=="down"then B.y=B.y+10
elseif i==","then B.w=B.w-10
elseif i=="."then B.w=B.w+10
elseif i=="/"then B.h=B.h-10
elseif i=="'"then B.h=B.h+10
end
end end
else else
if keyDown[scene]then keyDown[scene](i) if keyDown[scene]then keyDown[scene](i)
@@ -443,10 +524,14 @@ end
function love.joystickhat(js,hat,dir) function love.joystickhat(js,hat,dir)
end end
]]
function love.wheelmoved(x,y) function love.sendData(data)
if wheelmoved[scene]then wheelmoved[scene](x,y)end return
end end
function love.receiveData(id,data)
return
end
]]
function love.update(dt) function love.update(dt)
--[[ --[[
@@ -461,43 +546,42 @@ function love.update(dt)
if BGblock[i].y>720 then rem(BGblock,i)end if BGblock[i].y>720 then rem(BGblock,i)end
end end
if setting.bgblock then if setting.bgblock then
BGblock.ct=BGblock.ct-1 BGblock.tm=BGblock.tm-1
if BGblock.ct==0 then if BGblock.tm==0 then
ins(BGblock,getNewBlock()) ins(BGblock,getNewBlock())
BGblock.ct=rnd(20,30) BGblock.tm=rnd(20,30)
end end
end end
if sceneSwaping then if sceneSwaping then
sceneSwaping.time=sceneSwaping.time-1 sceneSwaping.time=sceneSwaping.time-1
if sceneSwaping.time==sceneSwaping.mid then if sceneSwaping.time==sceneSwaping.mid then
for i=1,#Buttons[scene]do for k,B in next,Buttons[scene]do
Buttons[scene][i].alpha=0 B.alpha=0
end--Reset buttons' state end--Reset buttons' alpha
game[sceneSwaping.tar]() scene=sceneSwaping.tar
BGM("blank")
sceneInit[scene]()
Buttons.sel=nil Buttons.sel=nil
elseif sceneSwaping.time==0 then elseif sceneSwaping.time==0 then
sceneSwaping=nil sceneSwaping=nil
end end
elseif Tmr[scene]then end
if Tmr[scene]then
Tmr[scene](dt) Tmr[scene](dt)
end end
for i=#Task,1,-1 do
Task[i]:update()
end
updateButton() updateButton()
end end
function love.sendData(data)
return nil
end
function love.receiveData(id,data)
return nil
end
function love.draw() function love.draw()
gc.clear()
Pnt.BG[curBG]() Pnt.BG[curBG]()
gc.setColor(1,1,1,.3) gc.setColor(1,1,1,.22)
for n=1,#BGblock do for n=1,#BGblock do
local b,img=BGblock[n].b,blockSkin[BGblock[n].bn] local b,img=BGblock[n].b,blockSkin[BGblock[n].bn]
local size=BGblock[n].size local size=BGblock[n].size
for i=1,#b do for j=1,#b[1]do for i=1,#b do for j=1,#b[1]do
if b[i][j]>0 then if b[i][j]then
gc.draw(img,BGblock[n].x+(j-1)*30*size,BGblock[n].y+(i-1)*30*size,nil,size) gc.draw(img,BGblock[n].x+(j-1)*30*size,BGblock[n].y+(i-1)*30*size,nil,size)
end end
end end end end
@@ -508,7 +592,7 @@ function love.draw()
local r=Timer()*.5 local r=Timer()*.5
gc.setColor(1,1,1,min(1-abs(1-r%1*2),.3)) gc.setColor(1,1,1,min(1-abs(1-r%1*2),.3))
r=int(r)%7+1 r=int(r)%7+1
gc.draw(mouseBlock[r],mx,my,Timer()%pi*4,20,20,scs[r][0][2]-.5,#blocks[r][0]-scs[r][0][1]+.5) gc.draw(mouseBlock[r],mx,my,Timer()%pi*4,20,20,scs[r][2]-.5,#blocks[r][0]-scs[r][1]+.5)
gc.setColor(1,1,1,.5) gc.setColor(1,1,1,.5)
gc.circle("fill",mx,my,5) gc.circle("fill",mx,my,5)
gc.setColor(1,1,1) gc.setColor(1,1,1)
@@ -533,16 +617,19 @@ function love.draw()
end end
end end
function love.resize(w,h) function love.resize(w,h)
ww,wh=w,h if w>=h then ww,wh=w,h
else ww,wh=h,w
end
screenK=h/w>=.5625 and w/1280 or h/720 screenK=h/w>=.5625 and w/1280 or h/720
xOy=xOy:setTransformation(w*.5,h*.5,nil,screenK,nil,640,360) xOy=xOy:setTransformation(w*.5,h*.5,nil,screenK,nil,640,360)
gc.replaceTransform(xOy) gc.replaceTransform(xOy)
collectgarbage()
end end
function love.run() function love.run()
local frameT=Timer() local frameT=Timer()
local readyDrawFrame=0 local readyDrawFrame=0
love.resize(gc.getWidth(),gc.getHeight()) love.resize(gc.getWidth(),gc.getHeight())
game.load()--System scene Launch scene="load"sceneInit.load()--System Launch
math.randomseed(os.time()*626) math.randomseed(os.time()*626)
return function() return function()
love.event.pump() love.event.pump()
@@ -567,7 +654,7 @@ function love.run()
if bgmPlaying then bgm[bgmPlaying]:pause()end if bgmPlaying then bgm[bgmPlaying]:pause()end
if scene=="play"then if scene=="play"then
for i=1,#players.alive do for i=1,#players.alive do
local l=players.alive[i].isKeyDown local l=players.alive[i].keyPressing
for j=1,#l do for j=1,#l do
if l[j]then if l[j]then
releaseKey(j,players.alive[i]) releaseKey(j,players.alive[i])
@@ -585,7 +672,7 @@ function love.run()
if bgmPlaying then bgm[bgmPlaying]:play()end if bgmPlaying then bgm[bgmPlaying]:play()end
end end
end end
while Timer()-frameT<1/60 do end ::L::if Timer()-frameT<1/60 then goto L end
frameT=Timer() frameT=Timer()
end end
end end

44
class.lua Normal file
View File

@@ -0,0 +1,44 @@
Task={}
metatable_task={__index=Task}
function newTask(code,P,data)
local obj={
code=code,
P=P,
data=data,
}
setmetatable(obj,metatable_task)
ins(Task,obj)
end
function clearTask(opt)
if opt=="all"then
while Task[1]do
rem(Task,i)
end
elseif opt=="play"then
for i=#Task,1,-1 do
if Task[i].P then
rem(Task,i)
end
end
else--Player table
for i=#Task,1,-1 do
if Task[i].P==P then
rem(Task,i)
end
end
end
end
function Task:update()
if self.code(self.P,self.data)then
self:destroy()
return nil
end
end
function Task:destroy()
for i=#Task,1,-1 do
if Task[i]==self then
rem(Task,i)
return nil
end
end
end

View File

@@ -9,15 +9,15 @@ function love.conf(t)
t.audio.mixwithsystem=true--Switch on to keep sysBGM t.audio.mixwithsystem=true--Switch on to keep sysBGM
local W=t.window local W=t.window
W.title="Techmino V0.7.7" W.title="Techmino V0.7.13+"
W.icon="/image/icon.png" W.icon="/image/icon.png"
W.width,W.height=1280,720 W.width,W.height=1280,720
W.minwidth,W.minheight=640,360
W.borderless=X W.borderless=X
W.resizable=true W.resizable=true
W.minwidth,W.minheight=640,360
W.fullscreentype="desktop"--Choose between "desktop" fullscreen or "exclusive" fullscreen mode (string) W.fullscreentype="desktop"--Choose between "desktop" fullscreen or "exclusive" fullscreen mode (string)
W.fullscreen=X W.fullscreen=X
W.vsync=X--0 to set ∞fps W.vsync=0--0∞fps
W.msaa=X--The number of samples to use with multi-sampled antialiasing (number) W.msaa=X--The number of samples to use with multi-sampled antialiasing (number)
W.depth=X--Bits per sample in the depth buffer W.depth=X--Bits per sample in the depth buffer
W.stencil=1--The number of bits per sample in the stencil buffer W.stencil=1--The number of bits per sample in the stencil buffer

1153
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196
language/chi.lua Normal file
View File

@@ -0,0 +1,196 @@
return{
atkModeName={"随机","徽章","击杀","反击"},
royale_remain=function(n)return"剩余 "..n.." 名玩家"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",
hold="暂存",
next="下一个",
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",
customOption={
drop="下落延迟:",
lock="锁定延迟:",
wait="放块延迟:",
fall="消行延迟:",
next="序列数量:",
hold="暂存:",
sequence="序列:",
visible="可见性:",
target="目标行数:",
freshLimit="锁延刷新次数:",
opponent="对手速度等级:",
},
customVal={
drop={0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,25,30,40,60,180,"","[20G]"},
lock={0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,25,30,40,60,180,""},
wait=nil,
fall=nil,
next=nil,
hold={"",""},
sequence={"bag7","his4","随机"},
visible={"可见","半隐","全隐","瞬隐"},
target={10,20,40,100,200,500,1000,""},
freshLimit={0,8,15,""},
opponent={"无电脑",1,2,3,4,5,6,7,8,9,10,11},
},
softdropdas="软降DAS:",
softdroparr="软降ARR:",
snapLevelName={"任意摆放","10px吸附","20px吸附","40px吸附","60px吸附","80px吸附"},
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:","逆时针旋转:","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","大师","经典","","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",
master="成为方块大师",
classic="高速经典",
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/JS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~",
},
support="支持作者",
group="官方QQ群",
ButtonText={
main={
play="开始",
setting="设置",
stat="统计信息",
help="帮助",
quit="退出",
},
mode={
up="Λ",
down="v",
left="<",
right=">",
start="开始",
custom="自定义(C)",
back="返回",
},
custom={
up="Λ",
down="v",
left="<",
right=">",
start="开始",
back="返回",
},
play={
back="返回",
},
setting={
ghost=function()return setting.ghost and"阴影:开"or"阴影:关"end,
center=function()return setting.center and"旋转中心:开"or"旋转中心:关"end,
grid=function()return setting.grid and"网格:开"or"网格:关"end,
swap=function()return setting.swap and"目标选择:组合键"or"目标选择:循环"end,
fxs=function()return setting.fxs and"特效:开"or"特效:关"end,
dasD="-",dasU="+",
arrD="-",arrU="+",
sddasD="-",sddasU="+",
sdarrD="-",sdarrU="+",
sfx=function()return setting.sfx and"音效:开"or"音效:关"end,
bgm=function()return setting.bgm and"音乐:开"or"音乐:关"end,
vib=function()return "震动强度:"..setting.vib end,
fullscreen=function()return setting.fullscreen and"全屏:开"or"全屏:关"end,
bgblock=function()return setting.bgblock and"背景动画:开"or"背景动画:关"end,
frame=function()return"绘制帧:"..setting.frameMul.."%"end,
control="控制设置",
touch="触摸设置",
lang=function()return langName[setting.lang]end,
back="保存&返回",
},
setting2={
back="返回",
},
setting3={
back="返回",
hide=function()return setting.virtualkeySwitch and"隐藏虚拟按键"or"显示虚拟按键"end,
default="默认组合",
snap=function()return text.snapLevelName[snapLevel]end,
alpha=function()return percent0to5[setting.virtualkeyAlpha]end,
icon="图标",
size="大小",
},
help={
back="返回",
qq="作者QQ",
},
stat={
back="返回",
path="打开存储目录",
},
},
}--中文

200
language/eng.lua Normal file
View File

@@ -0,0 +1,200 @@
return{
atkModeName={"Random","Badges","K.O.s","Counters"},
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",
hold="Hold",
next="Next",
stage={"STAGE 1","STAGE 2","STAGE 3","STAGE 4","STAGE 5",},
maxspeed="Max speed",
speedup="Speed up",
win="WIN",
lose="LOSE",
custom="Custom Game",
customOption={
drop="Drop delay:",
lock="Lock delay:",
wait="Next piece delay:",
fall="Clear row delay:",
next="Next count:",
hold="Hold:",
sequence="Sequence:",
visible="Visible:",
target="Line limit:",
freshLimit="Lock fresh limit:",
opponent="Opponent speed:",
},
customVal={
drop={0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,25,30,40,60,180,"","[20G]"},
lock={0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,25,30,40,60,180,""},
wait=nil,
fall=nil,
next=nil,
hold={"ON","OFF"},
sequence={"bag7","his4","random"},
visible={"normal","time","invisible","sudden"},
target={10,20,40,100,200,500,1000,""},
freshLimit={0,8,15,""},
opponent={"No CPU",1,2,3,4,5,6,7,8,9,10,11},
},
softdropdas="softdropDAS:",
softdroparr="softdropARR:",
snapLevelName={"Free pos","Snap-10","Snap-20","Snap-40","Snap-60","Snap-80"},
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","Master","Classic","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",
master="To be Grand Master",
classic="Vintage car drag racing",
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.",
},
support="Support Author",
group="Official QQ Group",
ButtonText={
main={
play="Play",
setting="Settings",
stat="Statistics",
help="Help",
quit="Quit",
},
mode={
up="Λ",
down="v",
left="<",
right=">",
start="Start",
custom="Custom(C)",
back="Back",
},
custom={
up="Λ",
down="v",
left="<",
right=">",
start="Start",
back="Back",
},
play={
back="Back",
},
setting={
ghost=function()return setting.ghost and"Ghost:ON"or"Ghost:OFF"end,
center=function()return setting.center and"Center:ON"or"Center:OFF"end,
grid=function()return setting.grid and"Grid:ON"or"Grid:OFF"end,
swap=function()return setting.swap and"Swap:comboKey"or"Swap:loop"end,
fxs=function()return setting.fxs and"FXs:ON"or"FXs:OFF"end,
dasD="-",
dasU="+",
arrD="-",
arrU="+",
sddasD="-",
sddasU="+",
sdarrD="-",
sdarrU="+",
sfx=function()return setting.sfx and"SFX:ON"or"SFX:OFF"end,
bgm=function()return setting.bgm and"BGM:ON"or"BGM:OFF"end,
vib=function()return "Vibrate level:"..setting.vib end,
fullscreen=function()return setting.fullscreen and"Fullscreen:ON"or"Fullscreen:OFF"end,
bgblock=function()return setting.bgblock and"BG animation:ON"or"BG animation:OFF"end,
frame=function()return"FrameDraw:"..setting.frameMul.."%"end,
control="Control settings",
touch="Touch settings",
lang=function()return langName[setting.lang]end,
back="Save&Back",
},
setting2={
back="Back",
},
setting3={
back="Back",
hide=function()return setting.virtualkeySwitch and"Hide Virtual Key"or"Show Virtual Key"end,
default="Defaults",
snap=function()return text.snapLevelName[snapLevel]end,
alpha=function()return percent0to5[setting.virtualkeyAlpha]end,
icon="Icon",
size="Size",
},
help={
back="Back",
qq="Author's qq",
},
stat={
back="Back",
path="Open Data Folder",
},
}
}

991
list.lua

File diff suppressed because it is too large Load Diff

735
main.lua
View File

@@ -1,65 +1,55 @@
lib={ local gc=love.graphics
gc=love.graphics, local tm=love.timer
kb=love.keyboard, local ms,kb=love.mouse,love.keyboard
ms=love.mouse, local fs,sys=love.filesystem,love.system
tc=love.touch,
tm=love.timer,
fs=love.filesystem,
wd=love.window,
mt=love.math,
sys=love.system,
}for k,v in pairs(lib)do _G[k]=v end lib=nil
toN,toS=tonumber,tostring
int,ceil,abs,rnd,max,min,sin,cos,atan,pi=math.floor,math.ceil,math.abs,math.random,math.max,math.min,math.sin,math.cos,math.atan,math.pi int,ceil,abs,rnd,max,min,sin,cos,atan,pi=math.floor,math.ceil,math.abs,math.random,math.max,math.min,math.sin,math.cos,math.atan,math.pi
sub,gsub,find,format,byte,char=string.sub,string.gsub,string.find,string.format,string.byte,string.char sub,gsub,find,format,byte,char=string.sub,string.gsub,string.find,string.format,string.byte,string.char
ins,rem,sort=table.insert,table.remove,table.sort ins,rem,sort=table.insert,table.remove,table.sort
null=function()end null=function()end
ww,wh=gc.getWidth(),gc.getHeight()
Timer=tm.getTime--Easy&Quick to get time!
mx,my,mouseShow=-20,-20,false
xOy=love.math.newTransform()
focus=true
system=sys.getOS() system=sys.getOS()
touching=nil--1st touching ID
scene="" scene=""
bgmPlaying=nil bgmPlaying=nil
curBG="none" curBG="none"
BGblock={ct=150,next=7}
kb.setKeyRepeat(false) kb.setKeyRepeat(false)
kb.setTextInput(false) kb.setTextInput(false)
ms.setVisible(false) ms.setVisible(false)
Fonts={} local Fonts={}
function setFont(s) function setFont(s)
if s~=currentFont then if s~=currentFont then
if Fonts[s]then if Fonts[s]then
gc.setFont(Fonts[s]) gc.setFont(Fonts[s])
else else
local t=gc.setNewFont("albbph.ttf",s-5) local t=gc.setNewFont("font.ttf",s-5)
Fonts[s]=t Fonts[s]=t
gc.setFont(t) gc.setFont(t)
end end
currentFont=s currentFont=s
end end
return Fonts[s]
end end
gameEnv0={ gameEnv0={
das=10,arr=2, das=10,arr=2,
sddas=0,sdarr=2, sddas=0,sdarr=2,
ghost=true,center=true, ghost=true,center=true,
grid=false,swap=true,
_20G=false,bone=false,
drop=30,lock=45, drop=30,lock=45,
wait=1,fall=1, wait=0,fall=0,
next=6,hold=true,oncehold=true, next=6,hold=true,oncehold=true,
sequence=1,visible=1,
_20G=false,target=1e99, keepVisible=true,visible="show",
freshLimit=15, sequence="bag7",
virtualkey={}, block=true,
ospin=true,
freshLimit=1e99,
target=1e99,
reach=null, reach=null,
--not all is actually used,some only provide a key bg="none",
bgm="race"
} }
customSel={ customSel={
drop=20, drop=20,
@@ -74,642 +64,19 @@ customSel={
freshLimit=3, freshLimit=3,
opponent=1, opponent=1,
} }
loadmode={
sprint=function()
createPlayer(1,340,15)
curBG="game1"
BGM("race")
end,
marathon=function()
createPlayer(1,340,15)
curBG="strap"
BGM("way")
end,
zen=function()
createPlayer(1,340,15)
curBG="strap"
BGM("infinite")
end,
infinite=function()
createPlayer(1,340,15)
curBG="glow"
BGM("infinite")
end,
solo=function()
createPlayer(1,20,15)--Player
createPlayer(2,660,85,.9,customRange.opponent[3*curMode.lv])--AI
curBG="game2"
BGM("race")
end,
death=function()
createPlayer(1,340,15)
curBG="game2"
BGM("push")
end,
tsd=function()
createPlayer(1,340,15)
curBG="matrix"
BGM("reason")
end,
blind=function()
createPlayer(1,340,15)
curBG="glow"
BGM("push")
end,
dig=function()
createPlayer(1,340,15)
local P=players[1]
if curMode.lv==1 then
ins(players[1].task,Event.task.dig_normal)
pushSpeed=1
elseif curMode.lv==2 then
ins(players[1].task,Event.task.dig_lunatic)
pushSpeed=1
end
curBG="game2"
BGM("push")
end,
survivor=function()
createPlayer(1,340,15)
local P=players[1]
if curMode.lv==1 then
ins(players[1].task,Event.task.survivor_easy)
pushSpeed=1
elseif curMode.lv==2 then
ins(players[1].task,Event.task.survivor_normal)
pushSpeed=1
elseif curMode.lv==3 then
ins(players[1].task,Event.task.survivor_hard)
pushSpeed=2
elseif curMode.lv==4 then
ins(players[1].task,Event.task.survivor_lunatic)
pushSpeed=2
end
curBG="game2"
BGM("push")
end,
sudden=function()
createPlayer(1,340,15)
curBG="matrix"
BGM("way")
end,
pctrain=function()
createPlayer(1,340,15)
local r=rnd(#PClist)
local P=players[1]
for i=1,4 do
local b=PClist[r][i]
ins(P.nxt,b)
ins(P.nb,blocks[b][0])
end
Event.newPC()
curBG="matrix"
BGM("infinite")
end,
pcchallenge=function()
createPlayer(1,340,15)
curBG="matrix"
BGM("infinite")
end,
techmino41=function()
createPlayer(1,340,15)--Player
if curMode.lv==5 then players[1].gameEnv.drop=15 end
local n,min,max=2
if curMode.lv==1 then
min,max=5,30
elseif curMode.lv==2 then
min,max=3,25
elseif curMode.lv==3 then
min,max=2,20
elseif curMode.lv==4 then
min,max=2,10
elseif curMode.lv==5 then
min,max=1,6
end
for i=1,4 do
for j=1,5 do
createPlayer(n,77*i-55,140*j-125,.2,rnd(min,max))
n=n+1
end
end
for i=9,12 do
for j=1,5 do
createPlayer(n,77*i+275,140*j-125,.2,rnd(min,max))
n=n+1
end
end--AIs
curBG="game3"
BGM("race")
end,
techmino99=function()
createPlayer(1,340,15)--Player
if curMode.lv==5 then players[1].gameEnv.drop=15 end
local n,min,max=2
if curMode.lv==1 then
min,max=5,32
elseif curMode.lv==2 then
min,max=3,25
elseif curMode.lv==3 then
min,max=2,18
elseif curMode.lv==4 then
min,max=2,12
elseif curMode.lv==5 then
min,max=1,12
end
for i=1,7 do
for j=1,7 do
createPlayer(n,46*i-36,97*j-72,.135,rnd(min,max))
n=n+1
end
end
for i=15,21 do
for j=1,7 do
createPlayer(n,46*i+264,97*j-72,.135,rnd(min,max))
n=n+1
end
end--AIs
curBG="game3"
BGM("race")
end,
drought=function()
createPlayer(1,340,15)
curBG="strap"
BGM("reason")
end,
gmroll=function()
createPlayer(1,340,15)
curBG="glow"
BGM("push")
end,
hotseat=function()
if curMode.lv==1 then
createPlayer(1,20,15)
createPlayer(2,650,15)
elseif curMode.lv==2 then
createPlayer(1,20,100,.65)
createPlayer(2,435,100,.65)
createPlayer(3,850,100,.65)
elseif curMode.lv==3 then
createPlayer(1,25,160,.5)
createPlayer(2,335,160,.5)
createPlayer(3,645,160,.5)
createPlayer(4,955,160,.5)
end
curBG="game2"
BGM("way")
end,
custom=function()
modeEnv={}
for i=1,#customID do
local k=customID[i]
modeEnv[k]=customRange[k][customSel[k]]
end
modeEnv._20G=modeEnv.drop==-1
if modeEnv.opponent==0 then
createPlayer(1,340,15)
else
modeEnv.target=nil
createPlayer(1,20,15)
createPlayer(2,660,85,.9,modeEnv.opponent)
end
curBG="matrix"
BGM("reason")
end,
}
mesDisp={
--Default:font=35,white
sprint=function()
setFont(70)
mStr(max(P.gameEnv.target-P.cstat.row,0),-75,260)
end,
zen=function()
setFont(75)
mStr(max(200-P.cstat.row,0),-75,280)
end,
infinite=function()
setFont(50)
mStr(P.cstat.atk,-75,310)
mStr(format("%.2f",2.5*P.cstat.atk/P.cstat.piece),-75,420)
setFont(20)
gc.print("Attack",-98,363)
gc.print("Efficiency",-110,475)
end,
marathon=function()
setFont(50)
mStr(P.cstat.row,-75,320)
mStr(P.gameEnv.target,-75,370)
gc.rectangle("fill",-120,376,90,4)
end,
tsd=function()
setFont(35)
gc.print("TSD",-102,405)
setFont(80)
mStr((P.gameEnv.target-1)*.5,-75,330)
end,
blind=function()
setFont(25)
gc.print("Rows",-102,300)
gc.print("Techrash",-123,420)
setFont(80)
mStr(P.cstat.row,-75,220)
mStr(P.cstat.techrash,-75,340)
end,
dig=function()
setFont(70)
mStr(P.cstat.event,-75,310)
setFont(30)
gc.print("Wave",-112,375)
end,
survivor=function()
setFont(70)
mStr(P.cstat.event,-75,310)
setFont(30)
gc.print("Wave",-112,375)
end,
pctrain=function()
setFont(25)
gc.print("Perfect Clear",-140,410)
setFont(80)
mStr(P.cstat.pc,-75,330)
end,
pcchallenge=function()
setFont(25)
gc.print("Perfect Clear",-140,430)
setFont(80)
mStr(P.cstat.pc,-75,350)
setFont(50)
mStr(max(100-P.cstat.row,0),-75,250)
end,
techmino41=function()
setFont(40)
mStr(#players.alive.."/41",-75,175)
mStr(P.ko,-60,215)
setFont(25)
gc.print("KO",-115,225)
gc.setColor(1,.5,0,.6)
gc.print(P.badge,-35,227)
gc.setColor(1,1,1)
setFont(30)
gc.print(up0to4[P.strength],-125,290)
for i=1,P.strength do
gc.draw(badgeIcon,16*i-130,260)
end
end,
techmino99=function()
setFont(40)
mStr(#players.alive.."/99",-75,175)
mStr(P.ko,-60,215)
setFont(25)
gc.print("KO",-115,225)
gc.setColor(1,.5,0,.6)
gc.print(P.badge,-35,227)
gc.setColor(1,1,1)
setFont(30)
gc.print(up0to4[P.strength],-125,290)
for i=1,P.strength do
gc.draw(badgeIcon,16*i-130,260)
end
end,
drought=function()
setFont(75)
mStr(max(100-P.cstat.row,0),-75,280)
end,
custom=function()
if P.gameEnv.target<1e4 then
setFont(75)
mStr(max(P.gameEnv.target-P.cstat.row,0),-75,280)
end
end
}
Event={
gameover={
win=function()
P.alive=false
P.control=false
P.timing=false
P.waiting=1e99
P.b2b=0
if modeEnv.royaleMode then
P.rank=#players.alive
P.result="WIN"
changeAtk(P)
end
while P.task[1]do
rem(P.task)
end
for i=1,#P.atkBuffer do
P.atkBuffer[i].sent=true
P.atkBuffer[i].time=0
end
for i=1,#P.field do
for j=1,10 do
P.visTime[i][j]=min(P.visTime[i][j],20)
end
end
showText(P,"WIN","appear",90,nil,nil,true)
if P.id==1 and players[2]and players[2].ai then SFX("win")end
ins(P.task,Event.task.win)
end,
lose=function()
P.alive=false
P.control=false
P.timing=false
P.waiting=1e99
P.b2b=0
while P.task[1]do
rem(P.task)
end
for i=1,#players.alive do
if players.alive[i]==P then
rem(players.alive,i)
break
end
end
if modeEnv.royaleMode then
changeAtk(P)
P.result="K.O."
P.rank=#players.alive
P.strength=0
if P.lastRecv and P.lastRecv.alive then
local A=P.lastRecv
if P.id==1 or A.id==1 then
throwBadge(P,A,P.badge)
P.killMark=A.id==1
end
A.ko,A.badge=A.ko+1,A.badge+P.badge+1
for i=A.strength+1,4 do
if A.badge>=modeEnv.royalePowerup[i]then
A.strength=i
end
end
end
freshMostBadge()
for i=1,#players.alive do
if players.alive[i].atking==P then
freshTarget(players.alive[i])
end
end
if #players.alive==modeEnv.royaleRemain[gameStage]then
royaleLevelup()
end
end
for i=1,#P.atkBuffer do
P.atkBuffer[i].sent=true
P.atkBuffer[i].time=0
end
for i=1,#P.field do
for j=1,10 do
P.visTime[i][j]=min(P.visTime[i][j],20)
end
end
showText(P,"LOSE","appear",90,nil,nil,true)
if P.id==1 and players[2]and players[2].ai then SFX("fail")end
ins(P.task,Event.task.lose)
if #players.alive==1 then
ins(players.alive[1].task,Event.task.winTrigger)
end
end,
},
marathon_reach=function()
local s=int(P.cstat.row*.1)
if s>=20 then
Event.gameover.win()
else
P.gameEnv.drop=marathon_drop[s]
if s==18 then P.gameEnv._20G=true end
P.gameEnv.target=s*10+10
SFX("reach")
end
end,
marathon_reach_lunatic=function()
if P.gameEnv.target==250 then
Event.gameover.win()
else
P.gameEnv.target=P.gameEnv.target+50
local t=P.gameEnv.target/50
P.gameEnv.lock=death_lock[t]
P.gameEnv.wait=death_wait[t]
P.gameEnv.fall=death_fall[t]
showText(P,"STAGE "..t,"fly",80,-120)
SFX("reach")
end
end,
tsd_reach=function()
if P.lastClear~=52 then
Event.gameover.lose()
else
P.gameEnv.target=P.gameEnv.target+2
if P.cstat.row%10~=0 then
ins(P.clearing,1)
end
end
end,
sudden_reach=function()
if #P.clearing>0 and P.lastClear<10 then
Event.gameover.lose()
end
end,
sudden_reach_hard=function()
if #P.clearing>0 and P.lastClear<10 and P.lastClear~=74 then
Event.gameover.lose()
end
end,
newPC=function()
local P=players[1]
if P.cstat.piece%4==0 then
if #P.field==#P.clearing then
P.counter=P.cstat.piece==0 and 19 or 0
ins(P.task,Event.task.PC)
if curMode.lv==2 then
local s=P.cstat.pc*.5
if int(s)==s and s>0 then
P.gameEnv.drop=pc_drop[s]or 10
P.gameEnv.lock=pc_lock[s]or 20
P.gameEnv.fall=pc_fall[s]or 5
if s==10 then
showText(P,"Max speed","appear",80,-120)
else
showText(P,"Speed up","appear",30,-130)
end
end
end
local r=rnd(#PClist)
local f=P.cstat.pc%2==0
for i=1,4 do
local b=PClist[r][i]
if f then
if b<3 then b=3-b
elseif b<5 then b=7-b
end
end
ins(P.nxt,b)
ins(P.nb,blocks[b][0])
end
else
Event.gameover.lose()
end
end
end,
task={
winTrigger=function()
Event.gameover.win()
return true
end,
win=function()
P.endCounter=P.endCounter+1
if P.endCounter>80 then
if P.gameEnv.visible==1 then
for i=1,#P.field do
for j=1,10 do
if P.visTime[i][j]>0 then
P.visTime[i][j]=P.visTime[i][j]-1
end
end
end
if P.endCounter==100 then
for i=1,#P.field do
removeRow(P.field)
removeRow(P.visTime)
end
return true
end
elseif P.endCounter==100 then
return true
end
end
end,
lose=function()
P.endCounter=P.endCounter+1
if P.endCounter>80 then
if P.gameEnv.visible==1 then
for i=1,#P.field do
for j=1,10 do
if P.visTime[i][j]>0 then
P.visTime[i][j]=P.visTime[i][j]-1
end
end
end
if P.endCounter==100 then
for i=1,#P.field do
removeRow(P.field)
removeRow(P.visTime)
end
return true
end
elseif P.endCounter==100 then
return true
end
end
end,
dig_normal=function()
local P=players[1]
P.counter=P.counter+1
if #P.clearing==0 and P.counter>=max(90,180-2*P.cstat.event)then
ins(P.field,1,getNewRow(13))
ins(P.visTime,1,getNewRow(1e99))
P.field[1][rnd(10)]=0
P.fieldBeneath=P.fieldBeneath+30
P.cy,P.y_img=P.cy+1,P.y_img+1
P.counter=0
P.cstat.event=P.cstat.event+1
end
end,
dig_lunatic=function()
local P=players[1]
P.counter=P.counter+1
if #P.clearing==0 and P.counter>=max(40,60-.5*P.cstat.event)then
ins(P.field,1,getNewRow(13))
ins(P.visTime,1,getNewRow(1e99))
P.field[1][rnd(10)]=0
P.fieldBeneath=P.fieldBeneath+30
P.cy,P.y_img=P.cy+1,P.y_img+1
P.counter=0
P.cstat.event=P.cstat.event+1
end
end,
survivor_easy=function()
local P=players[1]
P.counter=P.counter+1
if P.counter==max(60,180-2*P.cstat.event)then
ins(P.atkBuffer,{rnd(10),amount=1,countdown=0,cd0=0,time=0,sent=false,lv=1})
P.counter=0
P.cstat.event=P.cstat.event+1
end
end,
survivor_normal=function()
local P=players[1]
P.counter=P.counter+1
if P.counter==max(60,180-2*P.cstat.event)then
local d=P.cstat.event
if rnd()<.33 then
ins(P.atkBuffer,{rnd(10),amount=1,countdown=20,cd0=20,time=0,sent=false,lv=1})
elseif rnd()<.33 then
ins(P.atkBuffer,{rnd(10),amount=2,countdown=40,cd0=40,time=0,sent=false,lv=1})
elseif rnd()<.5 then
ins(P.atkBuffer,{rnd(10),amount=3,countdown=60,cd0=60,time=0,sent=false,lv=2})
else
ins(P.atkBuffer,{rnd(10),amount=4,countdown=90,cd0=90,time=0,sent=false,lv=3})
end
P.counter=0
P.cstat.event=P.cstat.event+1
end
end,
survivor_hard=function()
local P=players[1]
P.counter=P.counter+1
if P.counter==max(80,150-2*P.cstat.event)then
if rnd()<.33 then
ins(P.atkBuffer,{rnd(10),amount=1,countdown=0,cd0=0,time=0,sent=false,lv=1})
else
ins(P.atkBuffer,{rnd(10),amount=3,countdown=0,cd0=0,time=0,sent=false,lv=1})
end
P.counter=0
P.cstat.event=P.cstat.event+1
end
end,
survivor_lunatic=function()
local P=players[1]
P.counter=P.counter+1
if P.counter==max(90,150-P.cstat.event)then
local t=max(30,90-2*P.cstat.event)
ins(P.atkBuffer,{rnd(10),amount=4,countdown=t,cd0=t,time=0,sent=false,lv=3})
P.counter=0
P.cstat.event=P.cstat.event+1
end
end,
PC=function()
local P=players[1]
P.counter=P.counter+1
if P.counter==21 then
local t=P.cstat.pc%2
for i=1,4 do
local r=getNewRow()
for j=1,10 do
r[j]=PCbase[4*t+i][j]
end
ins(P.field,1,r)
ins(P.visTime,1,getNewRow(P.showTime))
end
P.fieldBeneath=P.fieldBeneath+120
-- P.cy=P.cy+4
P.y_img=P.y_img+4
freshgho()
return true
end
end,
},
}
--Game system Data --Game system Data
setting={ setting={
ghost=true,center=true,
grid=false,swap=true,
fxs=true,
das=10,arr=2,
sddas=0,sdarr=2,
sfx=true,bgm=true,vib=3, sfx=true,bgm=true,vib=3,
fullscreen=false, fullscreen=false,
bgblock=true, bgblock=true,
lang="eng", lang=1,
das=10,arr=2,
sddas=0,sdarr=2,
ghost=true,center=true,
keyMap={ keyMap={
{"left","right","x","z","c","up","down","space","tab","r","","",""}, {"left","right","x","z","c","up","down","space","tab","r","","",""},
{"","","","","","","","","","","","",""}, {"","","","","","","","","","","","",""},
@@ -762,19 +129,39 @@ stat={
rotate=0, rotate=0,
spin=0, spin=0,
} }
--User Data&User Setting virtualkey={
require("toolfunc") {80,720-80,6400,80},--moveLeft
require("gamefunc") {240,720-80,6400,80},--moveRight
require("list") {1280-240,720-80,6400,80},--rotRight
require("texture") {1280-400,720-80,6400,80},--rotLeft
require("ai") {1280-240,720-240,6400,80},--rotFlip
require("timer") {1280-80,720-80,6400,80},--hardDrop
require("paint") {1280-80,720-240,6400,80},--softDrop
require("scene") {1280-80,720-400,6400,80},--hold
require("call&sys") {80,360,6400,80},--swap
{80,80,6400,80},--restart
--[[
{x=0,y=0,r=0},--toLeft
{x=0,y=0,r=0},--toRight
{x=0,y=0,r=0},--toDown
]]
userData=fs.newFile("userdata") }
userSetting=fs.newFile("usersetting") 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}
--User Data&User Setting
require"toolfunc"
require"list"
require"class"
require"gamefunc"
require"ai"
require"timer"
require"paint"
require"call&sys"
require"dataList"
require"texture"
userData,userSetting=fs.newFile("userdata"),fs.newFile("usersetting")
if fs.getInfo("userdata")then if fs.getInfo("userdata")then
loadData() loadData()
end end
@@ -782,4 +169,6 @@ if fs.getInfo("usersetting")then
loadSetting() loadSetting()
elseif system=="Android" or system=="iOS"then elseif system=="Android" or system=="iOS"then
setting.virtualkeySwitch=true setting.virtualkeySwitch=true
end setting.swap=false
end
swapLanguage(setting.lang)

545
paint.lua
View File

@@ -1,40 +1,65 @@
swapDeck_data={ local gc=love.graphics
{4,0,1,1},{6,0,15,1},{5,0,9,1},{6,0,6,1}, local mt=love.math
{1,0,3,1},{3,0,12,1},{1,1,8,1},{2,1,4,2}, local setFont=setFont
{3,2,13,2},{4,1,12,2},{5,2,1,2},{7,1,11,2}, local Timer=love.timer.getTime
{2,1,9,3},{3,0,6,3},{4,2,14,3},{1,0,4,4},
{7,1,1,4},{6,0,2,4},{5,2,6,4},{6,0,14,5}, local attackColor={
{3,3,15,5},{4,0,7,6},{7,1,10,5},{5,0,2,6}, {color.darkGrey,color.white},
{2,1,1,7},{1,0,4,6},{4,1,13,5},{1,1,6,7}, {color.grey,color.white},
{5,3,11,5},{3,2,11,7},{6,0,8,7},{4,2,12,8}, {color.lightPurple,color.white},
{7,0,8,9},{1,0,2,8},{5,2,4,8},{6,0,15,8}, {color.lightRed,color.white},
}--Block id [ZSLJTOI] ,dir,x,y {color.darkGreen,color.cyan},
swap={ }
none={2,1,d=function()end}, local frameColor={
flash={8,1,d=function()gc.clear(1,1,1)end}, [0]=color.white,
deck={50,8,d=function() color.lightGreen,
local t=sceneSwaping.time color.lightBlue,
gc.setColor(1,1,1) color.lightPurple,
if t>8 then color.lightOrange,
local t=max(t,15) }
for i=1,51-t do local modeLevelColor={
local bn=swapDeck_data[i][1] EASY=color.cyan,
local b=blocks[bn][swapDeck_data[i][2]] NORMAL=color.green,
local cx,cy=swapDeck_data[i][3],swapDeck_data[i][4] HARD=color.magenta,
for y=1,#b do for x=1,#b[1]do ["HARD+"]=color.darkMagenta,
if b[y][x]>0 then LUNATIC=color.red,
gc.draw(blockSkin[bn],80*(cx+x-2),80*(10-cy-y),nil,8/3) EXTRA=color.lightMagenta,
end ULTIMATE=color.lightYellow,
end end
end MESS=color.lightGrey,
end GM=color.blue,
if t<17 then DEATH=color.lightRed,
gc.setColor(1,1,1,(8-abs(t-8))*.125) CTWC=color.lightBlue,
gc.rectangle("fill",0,0,1280,720) ["10L"]=color.cyan,
end ["20L"]=color.lightBlue,
["40L"]=color.green,
["100L"]=color.orange,
["400L"]=color.red,
["1000L"]=color.darkRed,
}
local 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},
{19,0,1,7},{23,0,1,7},{20,3,3,1},
{0,8,1,6},{6,8,1,6},{1,9,1,1},{2,10,1,1},{3,11,1,1},{4,10,1,1},{5,9,1,1},
{8,8,5,1},{8,13,5,1},{10,9,1,4},
{14,8,1,6},{19,8,1,6},{15,9,1,1},{16,10,1,1},{17,11,1,1},{18,12,1,1},
{21,8,5,1},{21,13,5,1},{21,9,1,4},{25,9,1,4},
}
local function stencil_miniTitle()
for i=1,#miniTitle_rect do
gc.rectangle("fill",unpack(miniTitle_rect[i]))
end end
}, end
}--Scene swapping animations local function stencil_field()
gc.rectangle("fill",0,-10,300,610)
end
local function stencil_field_small()
gc.rectangle("fill",0,0,60,120)
end
FX={ FX={
flash=0,--Black screen(frame) flash=0,--Black screen(frame)
shake=0,--Screen shake(frame) shake=0,--Screen shake(frame)
@@ -87,7 +112,7 @@ FX={
zoomout=function(t,a) zoomout=function(t,a)
gc.push("transform") gc.push("transform")
setFont(t.font) setFont(t.font)
local k=t.t^.5*.2+1 local k=t.t^.5*.1+1
gc.translate(150,290+t.dy) gc.translate(150,290+t.dy)
gc.scale(k,k) gc.scale(k,k)
gc.setColor(1,1,1,a) gc.setColor(1,1,1,a)
@@ -99,7 +124,7 @@ FX={
setFont(t.font) setFont(t.font)
gc.translate(150,290+t.dy) gc.translate(150,290+t.dy)
if t.t<20 then if t.t<20 then
local k=.2*(5+(25-t.t)^.5)-.5 local k=.2*(5+(25-t.t)^.5)-.45
gc.scale(k,k) gc.scale(k,k)
end end
gc.setColor(1,1,1,a) gc.setColor(1,1,1,a)
@@ -109,38 +134,35 @@ FX={
} }
function updateButton() function updateButton()
for i=1,#Buttons[scene]do for k,B in next,Buttons[scene]do
local B=Buttons[scene][i] local t=B==Buttons.sel and .4 or 0
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 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 if B.alpha>t then B.alpha=B.alpha-.02 elseif B.alpha<t then B.alpha=B.alpha+.02 end
end end
end end
function drawButton() function drawButton()
for i=1,#Buttons[scene]do for k,B in next,Buttons[scene]do
local B=Buttons[scene][i]
if not(B.hide and B.hide())then if not(B.hide and B.hide())then
local C=B.rgb or color.white local C=B.rgb or color.white
gc.setColor(C[1],C[2],C[3],B.alpha) gc.setColor(C[1],C[2],C[3],B.alpha)
gc.rectangle("fill",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h) gc.rectangle("fill",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
gc.setColor(C)
gc.setLineWidth(3)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h,4)
gc.setColor(C[1],C[2],C[3],.3) gc.setColor(C[1],C[2],C[3],.3)
gc.setLineWidth(5)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h) gc.setLineWidth(5)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h,4)
local t=B.t local t=B.t
local y0 local y0
if t then if t then
if type(t)=="function"then t=t()end if type(t)=="function"then t=t()end
setFont(B.f or 40) setFont(B.f or 40)
y0=B.y-7-currentFont*.5 y0=B.y-currentFont*.64
mStr(t,B.x-1,y0) gc.printf(t,B.x-201,y0+2,400,"center")
mStr(t,B.x+1,y0) gc.printf(t,B.x-199,y0+2,400,"center")
mStr(t,B.x-1,y0+2) gc.printf(t,B.x-201,y0,400,"center")
mStr(t,B.x+1,y0+2) gc.printf(t,B.x-199,y0,400,"center")
end gc.setColor(C)
gc.setColor(C)
if t then
mStr(t,B.x,y0+1) mStr(t,B.x,y0+1)
end end
gc.setLineWidth(3)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h,4)
end end
end end
end end
@@ -151,95 +173,99 @@ function drawDial(x,y,speed)
gc.setColor(1,1,1,.6) 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) gc.draw(dialNeedle,x,y,2.094+(speed<=175 and .02094*speed or 4.712-52.36/(speed-125)),nil,nil,5,4)
end end
function drawPixel(y,x,id,alpha) function drawPixel(y,x,id)
gc.setColor(1,1,1,alpha)
gc.draw(blockSkin[id],30*x-30,600-30*y) gc.draw(blockSkin[id],30*x-30,600-30*y)
end end
function drawPixelmini(y,x,id) function drawAtkPointer(x,y)
gc.draw(blockSkinmini[id],30*x-30,600-30*y,nil,5) local t=sin(Timer()*20)
gc.setColor(.2,.7+t*.2,1,.6+t*.4)
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,30*(1+a),6)
end end
function VirtualkeyPreview() function VirtualkeyPreview()
for i=1,#virtualkey do for i=1,#virtualkey do
gc.setColor(1,sel==i and .5 or 1,sel==i and .5 or 1,setting.virtualkeyAlpha*.2) gc.setColor(1,sel==i and .5 or 1,sel==i and .5 or 1,setting.virtualkeyAlpha*.2)
local b=virtualkey[i] local b=virtualkey[i]
gc.setLineWidth(b[4]*.08) gc.setLineWidth(b[4]*.07)
gc.circle("line",b[1],b[2],b[4]-5) 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 if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],b[2],nil,b[4]*.025,nil,18,18)end
end end
end end
function drawVirtualkey() function drawVirtualkey()
local a=setting.virtualkeyAlpha*.2 local a=setting.virtualkeyAlpha*.2
local P=players[1] local P=players[1]
for i=1,#virtualkey do for i=1,#virtualkey do
local p=P.isKeyDown[i] local p,b=virtualkeyDown[i],virtualkey[i]
local b=virtualkey[i] if p then gc.setColor(.7,.7,.7,a)
if p then else gc.setColor(1,1,1,a)
gc.setColor(.75,.75,1,a) end
else gc.setLineWidth(b[4]*.07)
gc.setColor(1,1,1,a) 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
gc.setLineWidth(b[4]*.08)
gc.circle("line",b[1],p and b[2]+15 or b[2],b[4]-5)
if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],p and b[2]+15 or b[2],nil,b[4]*.025,nil,18,18)end
end end
end end
Pnt={} Pnt={BG={}}
Pnt.BG={ function Pnt.BG.none()
none=function() gc.clear(.15,.15,.15)
gc.clear(.2,.2,.2) end
end, function Pnt.BG.glow()
glow=function() local t=((sin(Timer()*.5)+sin(Timer()*.7)+sin(Timer()*.9+1)+sin(Timer()*1.5)+sin(Timer()*2+3))+5)*.05
local t=((sin(Timer()*.5)+sin(Timer()*.7)+sin(Timer()*.9+1)+sin(Timer()*1.5)+sin(Timer()*2+3))+5)*.05 gc.clear(t,t,t)
gc.clear(t,t,t) end
end, function Pnt.BG.game1()
game1=function() gc.setColor(1,1,1)
gc.setColor(1,1,1) gc.draw(background1,640,360,Timer()*.15,12,nil,64,64)
gc.draw(background[1],640,360,Timer()*.15,12,nil,64,64) end
end, function Pnt.BG.game2()
game2=function() gc.setColor(1,.5,.5)
gc.setColor(1,.5,.5) gc.draw(background1,640,360,Timer()*.2,12,nil,64,64)
gc.draw(background[1],640,360,Timer()*.2,12,nil,64,64) end
end, function Pnt.BG.game3()
game3=function() gc.setColor(.6,.6,1)
gc.setColor(.6,.6,1) gc.draw(background1,640,360,Timer()*.25,12,nil,64,64)
gc.draw(background[1],640,360,Timer()*.25,12,nil,64,64) end
end, function Pnt.BG.rgb()
rgb=function() gc.clear(
gc.clear( sin(Timer()*1.2)*.15+.5,
sin(Timer()*1.2)*.15+.5, sin(Timer()*1.5)*.15+.5,
sin(Timer()*1.5)*.15+.5, sin(Timer()*1.9)*.15+.5
sin(Timer()*1.9)*.15+.5 )
) end
end, function Pnt.BG.strap()
strap=function() gc.setColor(1,1,1)
gc.setColor(1,1,1) local x=Timer()%32*40
local x=Timer()%32*40 gc.draw(background2,x,0,nil,10)
gc.draw(background[2],x,0,nil,10) gc.draw(background2,x-1280,0,nil,10)
gc.draw(background[2],x-1280,0,nil,10) end
end, local matrixT={}for i=0,15 do matrixT[i]={}for j=0,8 do matrixT[i][j]=mt.noise(i,j)+2 end end
matrix=function() function Pnt.BG.matrix()
for i=0,15 do for i=0,15 do
for j=0,8 do for j=0,8 do
-- local t=sin(Timer()*((2.468*i-1.357*j)%3))*.3 local t=sin(matrixT[i][j]*Timer())*.2+.2
local t=(sin((mt.noise(i,j)+2)*Timer())+1)*.2 gc.setColor(1,1,1,t)
gc.setColor(t,t,t) gc.rectangle("fill",80*i,80*j,80,80)
gc.rectangle("fill",80*i,80*j,80,80)
end
end end
end, end
} end
function Pnt.load() function Pnt.load()
gc.setLineWidth(4) gc.setLineWidth(4)
gc.setColor(1,1,1,.5) gc.setColor(1,1,1,.5)
gc.rectangle("fill",300,330,loadprogress*680,60) gc.rectangle("fill",300,330,loadprogress*680,60,5)
gc.setColor(1,1,1) gc.setColor(1,1,1)
gc.rectangle("line",300,330,680,60) gc.rectangle("line",300,330,680,60,5)
setFont(40) setFont(40)
mStr(Text.load[loading],640,335) mStr(text.load[loading],640,335)
setFont(25) setFont(25)
mStr("not animation,real loading!",640,400) mStr(text.loadTip,640,400)
end end
function Pnt.intro() function Pnt.intro()
gc.push() gc.push()
@@ -250,20 +276,19 @@ function Pnt.intro()
gc.setColor(1,1,1,min(count,80)*.005) gc.setColor(1,1,1,min(count,80)*.005)
gc.rectangle("fill",0,0,26,14) gc.rectangle("fill",0,0,26,14)
gc.pop() gc.pop()
gc.setColor(1,1,1) gc.setColor(1,1,1,.06)
gc.setColor(1,1,1,.125) for i=41,5,-2 do
for i=19,5,-2 do
gc.setLineWidth(i) gc.setLineWidth(i)
gc.line(250+(count-80)*25,150,(count-80)*25-150,570) gc.line(200+(count-80)*25,130,(count-80)*25,590)
end end
gc.setStencilTest() gc.setStencilTest()
end end
function Pnt.main() function Pnt.main()
gc.setColor(1,1,1) gc.setColor(1,1,1)
gc.draw(titleImage,300,30)
setFont(30) setFont(30)
gc.print("Alpha V0.7.7",370,140) gc.print("Alpha V0.7.13+",290,140)
gc.print(system,530,110) gc.print(system,800,110)
gc.draw(titleImage,30,30)
end end
function Pnt.mode() function Pnt.mode()
setFont(40) setFont(40)
@@ -271,37 +296,36 @@ function Pnt.mode()
mStr(modeLevel[modeID[modeSel]][levelSel],270,215) mStr(modeLevel[modeID[modeSel]][levelSel],270,215)
setFont(30) setFont(30)
gc.setColor(color.white) gc.setColor(color.white)
mStr(modeInfo[modeID[modeSel]],270,255) mStr(text.modeInfo[modeID[modeSel]],270,255)
setFont(80) setFont(80)
gc.setColor(color.grey) gc.setColor(color.grey)
mStr(modeName[modeSel],643,273) mStr(text.modeName[modeSel],643,273)
for i=modeSel-2,modeSel+2 do for i=modeSel-2,modeSel+2 do
if i>=1 and i<=#modeID then if i>=1 and i<=#modeID then
local f=80-abs(i-modeSel)*20 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) gc.setColor(i==modeSel and color.white or abs(i-modeSel)==1 and color.grey or color.darkGrey)
setFont(f) setFont(f)
mStr(modeName[i],640,310+70*(i-modeSel)-f*.5) mStr(text.modeName[i],640,310+70*(i-modeSel)-f*.5)
end end
end end
end end
function Pnt.custom() function Pnt.custom()
gc.setColor(1,1,1,.3+sin(Timer()*8)*.2)
gc.rectangle("fill",25,95+40*optSel,465,40)
setFont(80) setFont(80)
gc.setColor(color.lightGrey) gc.setColor(.8,.8,.8)gc.print(text.custom,20,20)
gc.print("Custom Game",20,20) gc.setColor(1,1,1)gc.print(text.custom,22,23)
gc.setColor(color.white)
gc.print("Custom Game",22,23)
setFont(40) setFont(40)
for i=1,#customID do for i=1,#customID do
local k=customID[i] local k=customID[i]
local y=90+40*i local y=90+40*i
gc.print(customOption[k],50,y) gc.printf(text.customOption[k],30,y,320,"right")
if customVal[k]then if text.customVal[k]then
gc.print(customVal[k][customSel[k]],350,y) gc.print(text.customVal[k][customSel[k]],350,y)
else else
gc.print(customRange[k][customSel[k]],350,y) gc.print(customRange[k][customSel[k]],350,y)
end end
end end
gc.print("",10,90+40*optSel)
end end
function Pnt.play() function Pnt.play()
for p=1,#players do for p=1,#players do
@@ -309,95 +333,123 @@ function Pnt.play()
if P.small then if P.small then
gc.push("transform") gc.push("transform")
gc.translate(P.x,P.y)gc.scale(P.size)--Scale gc.translate(P.x,P.y)gc.scale(P.size)--Scale
gc.setColor(0,0,0,.4)gc.rectangle("fill",0,0,300,600)--Black Background gc.setColor(0,0,0,.4)gc.rectangle("fill",0,0,60,120)--Black Background
gc.setLineWidth(13)
gc.stencil(stencil_field_small,"replace",1) gc.stencil(stencil_field_small,"replace",1)
gc.translate(0,P.fieldBeneath) gc.translate(0,P.fieldBeneath*.2)
gc.setStencilTest("equal",1) gc.setStencilTest("equal",1)
gc.setColor(1,1,1,P.result and max(20-P.endCounter,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 for j=int(P.fieldBeneath/30+1),#P.field do
if P.falling<=0 or without(P.clearing,j)then if P.falling<=0 or without(P.clearing,j)then
for i=1,10 do for i=1,10 do
if P.field[j][i]>0 then 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
end end
end end
gc.setStencilTest()--In-playField mask gc.setStencilTest()--In-playField mask
gc.translate(0,-P.fieldBeneath) gc.translate(0,-P.fieldBeneath*.2)
gc.setColor(frameColor[P.strength])gc.rectangle("line",-7,-7,314,614)--Draw boarder gc.setLineWidth(2)
gc.setColor(frameColor[P.strength])gc.rectangle("line",-1,-1,62,122)--Draw boarder
if modeEnv.royaleMode then if modeEnv.royaleMode then
gc.setColor(1,1,1) gc.setColor(1,1,1)
for i=1,P.strength do for i=1,P.strength do
gc.draw(badgeIcon,61*i-47,15,nil,3) gc.draw(badgeIcon,12*i-7,4,nil,.5)
end end
end end
if P.result then if P.result then
gc.setColor(1,1,1,min(P.endCounter,60)*.01) gc.setColor(1,1,1,min(P.endCounter,60)*.01)
setFont(100) setFont(22)mStr(P.result,32,47)
mStr(P.result,150,235) setFont(20)mStr(P.rank,30,82)
if P.killMark then if P.killMark then
gc.setLineWidth(20) gc.setLineWidth(4)
gc.setColor(1,0,0,min(P.endCounter,25)*.04) gc.setColor(1,0,0,min(P.endCounter,25)*.04)
gc.circle("line",150,300,420-10*min(P.endCounter,30)) gc.circle("line",31,60,84-2*min(P.endCounter,30))
end end
end end
gc.pop() gc.pop()
else else
gc.push("transform") gc.push("transform")
gc.translate(P.x,P.y)gc.scale(P.size)--Scale 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.setColor(0,0,0,.6)gc.rectangle("fill",0,0,600,690)--Black Background
gc.setLineWidth(7) gc.setLineWidth(7)
gc.setColor(frameColor[P.strength])gc.rectangle("line",0,0,600,690)--Big frame gc.setColor(frameColor[P.strength])gc.rectangle("line",0,0,600,690)--Big frame
gc.translate(150,70)
if P.gameEnv.grid then
gc.setLineWidth(1)
gc.setColor(1,1,1,.2)
for x=1,9 do gc.line(30*x,-10,30*x,600)end
for y=0,19 do gc.line(0,30*y,300,30*y)end
end
gc.stencil(stencil_field,"replace", 1) gc.stencil(stencil_field,"replace", 1)
gc.translate(150,70+P.fieldBeneath) gc.translate(0,P.fieldBeneath)
gc.setStencilTest("equal",1) gc.setStencilTest("equal",1)
local h=#P.clearing
for j=int(P.fieldBeneath/30+1),#P.field do for j=int(P.fieldBeneath/30+1),#P.field do
if P.falling<=0 or without(P.clearing,j)then if j==P.clearing[h]and P.falling>-1 then
for i=1,10 do h=h-1
if P.field[j][i]>0 then
drawPixel(j,i,P.field[j][i],min(P.visTime[j][i],20)*.05)
end
end
else
gc.setColor(1,1,1,P.falling/P.gameEnv.fall) gc.setColor(1,1,1,P.falling/P.gameEnv.fall)
gc.rectangle("fill",0,600-30*j,320,30) gc.rectangle("fill",0,600-30*j,320,30)
else
for i=1,10 do
if P.field[j][i]>0 then
gc.setColor(1,1,1,min(P.visTime[j][i],20)*.05)
drawPixel(j,i,P.field[j][i])
end
end
end end
end--Field end--Field
if P.waiting<=0 then for i=1,#P.shade do
local S=P.shade[i]
gc.setColor(1,1,1,.15+S[1]*.08)
for x=S[3],S[5]do
for y=S[6],S[4]do
drawPixel(y,x,S[2])
end
end
end
if P.waiting==-1 then
if P.gameEnv.ghost then if P.gameEnv.ghost then
gc.setColor(1,1,1,.3)
for i=1,P.r do for j=1,P.c do for i=1,P.r do for j=1,P.c do
if P.cb[i][j]>0 then if P.cur.bk[i][j]then
drawPixel(i+P.y_img-1,j+P.cx-1,P.bn,.3) drawPixel(i+P.y_img-1,j+P.curX-1,P.cur.color)
end end
end end end end
end--Ghost end--Ghost
gc.setColor(1,1,1,P.lockDelay/P.gameEnv.lock) if P.gameEnv.block then
for i=1,P.r do for j=1,P.c do gc.setColor(1,1,1,P.lockDelay/P.gameEnv.lock)
if P.cb[i][j]>0 then for i=1,P.r do for j=1,P.c do
gc.rectangle("fill",30*(j+P.cx-1)-34,596-30*(i+P.cy-1),38,38) if P.cur.bk[i][j]then
end gc.rectangle("fill",30*(j+P.curX-1)-33,597-30*(i+P.curY-1),36,36)
end end--BlockShade(lockdelay indicator) end
for i=1,P.r do for j=1,P.c do end end--BlockShade(lockdelay indicator)
if P.cb[i][j]>0 then gc.setColor(1,1,1)
drawPixel(i+P.cy-1,j+P.cx-1,P.bn,1) for i=1,P.r do for j=1,P.c do
end if P.cur.bk[i][j]then
end end--Block drawPixel(i+P.curY-1,j+P.curX-1,P.cur.color)
end
end end--Block
end
if P.gameEnv.center then if P.gameEnv.center then
local x=30*(P.cx+P.sc[2]-1)-30+15 gc.setColor(1,1,1)
gc.draw(spinCenter,x,600-30*(P.cy+P.sc[1]-1)+15,nil,nil,nil,4,4) local x=30*(P.curX+P.sc[2]-1)-30+15
gc.draw(spinCenter,x,600-30*(P.curY+P.sc[1]-1)+15,nil,nil,nil,4,4)
gc.setColor(1,1,1,.5) gc.setColor(1,1,1,.5)
gc.draw(spinCenter,x,600-30*(P.y_img+P.sc[1]-1)+15,nil,nil,nil,4,4) gc.draw(spinCenter,x,600-30*(P.y_img+P.sc[1]-1)+15,nil,nil,nil,4,4)
end--Rotate center end--Rotate center
end end
gc.setColor(1,1,1) gc.setColor(1,1,1)
gc.draw(PTC.dust[p])--Draw game field gc.draw(PTC.dust[p])
--Draw game field
gc.setStencilTest()--In-playField mask gc.setStencilTest()--In-playField mask
gc.translate(0,-P.fieldBeneath) gc.translate(0,-P.fieldBeneath)
gc.setLineWidth(5) gc.setLineWidth(3)
gc.setColor(1,1,1)gc.rectangle("line",-2,-12,304,614)--Draw boarder gc.setColor(1,1,1)
gc.rectangle("line",-1,-11,302,612)--Draw boarder
gc.setLineWidth(2)
gc.rectangle("line",301,0,16,601.5)--Draw atkBuffer boarder
local h=0 local h=0
for i=1,#P.atkBuffer do for i=1,#P.atkBuffer do
local a=P.atkBuffer[i] local a=P.atkBuffer[i]
@@ -410,59 +462,63 @@ function Pnt.play()
end end
if a.countdown>0 then if a.countdown>0 then
gc.setColor(attackColor[a.lv][1]) gc.setColor(attackColor[a.lv][1])
gc.rectangle("fill",307,600-h,12,-bar+5) gc.rectangle("fill",304,599-h,11,-bar+3)
gc.setColor(attackColor[a.lv][2]) gc.setColor(attackColor[a.lv][2])
gc.rectangle("fill",307,600-h+(-bar+5),12,-(-bar+5)*(1-a.countdown/a.cd0)) gc.rectangle("fill",304,599-h+(-bar+3),11,-(-bar+3)*(1-a.countdown/a.cd0))
--Timing --Timing
else else
attackColor.animate[a.lv]((sin((Timer()-i)*20)+1)*.5) local t=sin((Timer()-i)*30)*.5+.5
gc.rectangle("fill",307,600-h,12,-bar+5) local c1,c2=attackColor[a.lv][1],attackColor[a.lv][2]
gc.setColor(c1[1]*t+c2[1]*(1-t),c1[2]*t+c2[2]*(1-t),c1[3]*t+c2[3]*(1-t))
gc.rectangle("fill",304,599-h,11,-bar+3)
--Warning --Warning
end end
else else
gc.setColor(attackColor[a.lv][1]) gc.setColor(attackColor[a.lv][1])
bar=bar*(20-a.time)*.05 bar=bar*(20-a.time)*.05
gc.rectangle("fill",307,600-h,12,-bar+3) gc.rectangle("fill",304,599-h,11,-bar+2)
--Disappear --Disappear
end end
h=h+bar h=h+bar
end--Buffer line end--Buffer line
local a,b=P.b2b,P.b2b1 if a>b then a,b=b,a end
gc.setColor(P.b2b<40 and color.white or P.b2b<=480 and color.lightRed or color.lightBlue) gc.setColor(.8,1,.2)
gc.rectangle("fill",-17,600,10,-P.b2b1) gc.rectangle("fill",-15,599.5,11,-b*.5)
gc.setColor(color.red) gc.setColor(P.b2b<40 and color.white or P.b2b<=1e3 and color.lightRed or color.lightBlue)
gc.rectangle("fill",-23,600-40,16,5) gc.rectangle("fill",-15,599.5,11,-a*.5)
gc.setColor(color.blue) gc.setColor(1,1,1,.5+sin(Timer()*30)*.5)
gc.rectangle("fill",-23,600-480,16,5) gc.rectangle("fill",-16,b<40 and 578.5 or 98.5,13,3)
--B2B bar
setFont(40)
gc.setColor(1,1,1) gc.setColor(1,1,1)
gc.rectangle("line",-17,-3,16,604.5)--Draw b2b bar boarder
--B2B indictator
if P.gameEnv.hold then if P.gameEnv.hold then
gc.print("Hold",-115,-10) gc.draw(drawableText.hold,-75-drawableText.hold:getWidth()*.5,-10)
for i=1,#P.hb do gc.setColor(1,1,1)
for j=1,#P.hb[1] do for i=1,#P.hold.bk do
if P.hb[i][j]>0 then for j=1,#P.hold.bk[1] do
drawPixel(i+17.5-#P.hb*.5,j-2.5-#P.hb[1]*.5,P.holded and 13 or P.hn,1) if P.hold.bk[i][j]then
drawPixel(i+17.5-#P.hold.bk*.5,j-2.5-#P.hold.bk[1]*.5,P.holded and 9 or P.hold.color)
end end
end end
end end
end--Hold end--Hold
gc.print("Next",336,-10) gc.draw(drawableText.next,382-drawableText.next:getWidth()*.5,-10)
for N=1,P.gameEnv.next do local N=1
local b=P.nb[N] ::L::
for i=1,#b do local b,c=P.next[N].bk,P.next[N].color
for j=1,#b[1] do gc.setColor(1,1,1)
if b[i][j]>0 then for i=1,#b do for j=1,#b[1] do
drawPixel(i+20-2.4*N-#b*.5,j+12.5-#b[1]*.5,P.nxt[N],1) if b[i][j]then
end drawPixel(i+20-2.4*N-#b*.5,j+12.7-#b[1]*.5,c)
end end
end end end
end--Next N=N+1
setFont(30) if N<=P.gameEnv.next and P.next[N]then goto L end
--Next
gc.setColor(.8,.8,.8) gc.setColor(.8,.8,.8)
gc.print(curMode.modeName,-135,-65) gc.draw(drawableText.modeName,-135,-65)
gc.printf(curMode.levelName,240,-65,200,"right") gc.draw(drawableText.levelName,437-drawableText.levelName:getWidth(),-65)
if frame<180 then if frame<180 then
local count=179-frame local count=179-frame
gc.push("transform") gc.push("transform")
@@ -483,9 +539,8 @@ function Pnt.play()
if mesDisp[curMode.id]then mesDisp[curMode.id]()end--Draw other message if mesDisp[curMode.id]then mesDisp[curMode.id]()end--Draw other message
gc.setColor(1,1,1) gc.setColor(1,1,1)
setFont(15) gc.draw(drawableText.bpm,390,490)
gc.print("BPM",390,490) gc.draw(drawableText.kpm,350,583)
gc.print("KPM",350,583)
setFont(30) setFont(30)
drawDial(360,520,P.dropSpeed) drawDial(360,520,P.dropSpeed)
drawDial(405,575,P.keySpeed) drawDial(405,575,P.keySpeed)
@@ -502,35 +557,30 @@ function Pnt.play()
end end
end--Draw players end--Draw players
gc.setColor(1,1,1) gc.setColor(1,1,1)
for i=1,3 do gc.draw(PTC.attack[1])
gc.draw(PTC.attack[i]) gc.draw(PTC.attack[2])
end gc.draw(PTC.attack[3])
if setting.virtualkeySwitch then if setting.virtualkeySwitch then drawVirtualkey()end
drawVirtualkey()
end
if modeEnv.royaleMode then if modeEnv.royaleMode then
for i=1,#FX.badge do for i=1,#FX.badge do
local b=FX.badge[i] 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 local t=b.t<10 and 0 or b.t<50 and .5+sin(1.5*(b.t/20-1.5))*.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.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) gc.draw(badgeIcon,b[1]+(b[3]-b[1])*t,b[2]+(b[4]-b[2])*t,nil,nil,nil,14,14)
end end
P=players[1] P=players[1]
if P.atkMode~=4 then gc.setLineWidth(5)
gc.setLineWidth(5) gc.setColor(.8,1,0,.2)
gc.setColor(.8,1,0,.2)
else
gc.setLineWidth(9)
gc.setColor(1,.6,.2,.4)
end
for i=1,#players[1].atker do for i=1,#players[1].atker do
local p=players[1].atker[i] local p=players[1].atker[i]
gc.line(p.centerX,p.centerY,P.centerX,P.centerY) gc.line(p.centerX,p.centerY,P.centerX,P.centerY)
end end
if P.atkMode~=4 then if P.atkMode~=4 then
if P.atking then if P.atking then drawAtkPointer(P.atking.centerX,P.atking.centerY)end
gc.setColor(0,.5,1,.2+(sin(Timer()*10)+1)*.1) else
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 end
end end
@@ -538,30 +588,31 @@ end
function Pnt.setting() function Pnt.setting()
gc.setColor(1,1,1) gc.setColor(1,1,1)
setFont(35) setFont(35)
mStr("DAS:"..setting.das,288,158) mStr("DAS:"..setting.das,290,278)
mStr("ARR:"..setting.arr,503,158) mStr("ARR:"..setting.arr,506,278)
setFont(18) setFont(18)
mStr("softdropDAS:"..setting.sddas,288,249) mStr(text.softdropdas..setting.sddas,290,361)
mStr("softdropARR:"..setting.sdarr,503,249) mStr(text.softdroparr..setting.sdarr,506,361)
end end
function Pnt.setting2() function Pnt.setting2()
local a=.3+sin(Timer()*15)*.1
if keyboardSetting then if keyboardSetting then
gc.setColor(1,.5,.5,.2+(sin(Timer()*15)+1)*.1) gc.setColor(1,.5,.5,a)
else else
gc.setColor(.9,.9,.9,.2+(sin(Timer()*15)+1)*.1) gc.setColor(.9,.9,.9,a)
end end
gc.rectangle("fill",240,40*keyboardSet-10,200,40) gc.rectangle("fill",240,40*keyboardSet-10,200,40)
if joystickSetting then if joystickSetting then
gc.setColor(1,.5,.5,.2+(sin(Timer()*15)+1)*.1) gc.setColor(1,.5,.5,a)
else else
gc.setColor(.9,.9,.9,.2+(sin(Timer()*15)+1)*.1) gc.setColor(.9,.9,.9,a)
end end
gc.rectangle("fill",440,40*joystickSet-10,200,40) gc.rectangle("fill",440,40*joystickSet-10,200,40)
gc.setColor(1,1,1) gc.setColor(1,1,1)
setFont(25) setFont(25)
for y=1,13 do for y=1,13 do
mStr(actName_show[y],150,40*y) mStr(text.actName[y],150,40*y-5)
for x=1,2 do for x=1,2 do
mStr(setting.keyMap[curBoard+x*8-8][y],200*x+140,40*y-3) mStr(setting.keyMap[curBoard+x*8-8][y],200*x+140,40*y-3)
end end
@@ -571,8 +622,9 @@ function Pnt.setting2()
gc.line(200*x-160,30,200*x-160,550) gc.line(200*x-160,30,200*x-160,550)
end end
gc.line(40,550,640,550) gc.line(40,550,640,550)
gc.print("Keyboard | Joystick",335,1) mStr(text.keyboard,340,0)
gc.print("Arrowkey to select/change slot,Enter to change,Esc back",50,620) mStr(text.joystick,540,0)
gc.print(text.setting2Help,50,620)
setFont(40) setFont(40)
gc.print("< P"..curBoard.."/P8 >",430,570) gc.print("< P"..curBoard.."/P8 >",430,570)
end end
@@ -594,20 +646,24 @@ function Pnt.help()
setFont(32) setFont(32)
gc.setColor(1,1,1) gc.setColor(1,1,1)
for i=1,11 do for i=1,11 do
gc.printf(Text.help[i],140,15+43*i,1000,"center") gc.printf(text.help[i],140,15+43*i,1000,"center")
end end
gc.draw(titleImage,180,600,.2,.7+.05*sin(Timer()*2),nil,140,100) gc.draw(titleImage,180,600,.2,.7+.05*sin(Timer()*2),nil,140,100)
gc.draw(payCode,20,20)
gc.draw(groupCode,1080,20)
gc.setColor(1,1,1,sin(Timer()*10)*.5+.5)
setFont(35)
mStr(text.support,150,283)
setFont(25)
mStr(text.group,1170,210)
end end
function Pnt.stat() function Pnt.stat()
setFont(35) setFont(35)
gc.setColor(1,1,1) gc.setColor(1,1,1)
for i=1,10 do for i=1,10 do gc.print(text.stat[i],350,20+40*i)end
gc.print(Text.stat[i],350,20+40*i)
end
gc.print(stat.run,650,60) gc.print(stat.run,650,60)
gc.print(stat.game,650,100) gc.print(stat.game,650,100)
gc.print(format("%0.2f",stat.gametime).."s",650,140) gc.print(format("%0.1fhr",stat.gametime*2.78e-4),650,140)
gc.print(stat.piece,650,180) gc.print(stat.piece,650,180)
gc.print(stat.row,650,220) gc.print(stat.row,650,220)
gc.print(stat.atk,650,260) gc.print(stat.atk,650,260)
@@ -615,6 +671,5 @@ function Pnt.stat()
gc.print(stat.rotate,650,340) gc.print(stat.rotate,650,340)
gc.print(stat.hold,650,380) gc.print(stat.hold,650,380)
gc.print(stat.spin,650,420) gc.print(stat.spin,650,420)
gc.draw(titleImage,260,570,.2+.07*sin(Timer()*3),.8,nil,250,60) gc.draw(titleImage,260,570,.2+.07*sin(Timer()*3),.8,nil,250,60)
end end

View File

@@ -1,87 +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
levelSel=levelSel or 3
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
defaultSel=1
sel=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

View File

@@ -1,5 +1,7 @@
local N=gc.newImage local gc=love.graphics
function C(x,y) local N,c=gc.newImage
local function T(s,t)return gc.newText(setFont(s),t)end
local function C(x,y)
c=gc.newCanvas(x,y) c=gc.newCanvas(x,y)
gc.setCanvas(c) gc.setCanvas(c)
return c return c
@@ -17,34 +19,30 @@ for i=1,13 do
gc.draw(blockImg,6-6*i,0,nil,.2) gc.draw(blockImg,6-6*i,0,nil,.2)
blockSkinmini[i]=c blockSkinmini[i]=c
end end
for i=1,13 do
end
blockImg:release() blockImg:release()
RCPB={10,33,200,33,105,5,105,60}
do royaleCtrlPad=C(300,100)
gc.setColor(1,1,1)
setFont(25)
gc.setLineWidth(2)
for i=1,4 do
gc.rectangle("line",RCPB[2*i-1],RCPB[2*i],90,35,8,4)
mStr(atkModeName[i],RCPB[2*i-1]+45,RCPB[2*i]+3)
end
end
virtualkeyIcon={} virtualkeyIcon={}
for i=1,10 do for i=1,10 do
virtualkeyIcon[i]=N("/image/virtualkey/"..actName[i]..".png") virtualkeyIcon[i]=N("/image/virtualkey/"..actName[i]..".png")
end end
local blockColor={
color.red,
color.green,
color.orange,
color.blue,
color.magenta,
color.yellow,
color.cyan,
}
gc.setColor(1,1,1) gc.setColor(1,1,1)
mouseBlock={} mouseBlock={}
for i=1,7 do for i=1,7 do
local b=blocks[i][0] local b=blocks[i][0]
mouseBlock[i]=C(#b[1],#b) mouseBlock[i]=C(#b[1],#b)
gc.setColor(blockColor[i]) gc.setColor(blockColor[i])
for x=1,#b[1]do for y=1,#b do for y=1,#b do for x=1,#b[1]do
if b[y][x]==1 then if b[y][x]then
gc.rectangle("fill",x-1,#b-y,1,1) gc.rectangle("fill",x-1,#b-y,1,1)
end end
end end end end
@@ -62,19 +60,19 @@ c:release()
--Dust particles --Dust particles
PTC.attack={} 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]:setParticleLifetime(.25)
PTC.attack[1]:setEmissionRate(0) PTC.attack[1]:setEmissionRate(0)
PTC.attack[1]:setSpin(10) PTC.attack[1]:setSpin(10)
PTC.attack[1]:setColors(1,1,1,.7,1,1,1,0) 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]:setParticleLifetime(.3)
PTC.attack[2]:setEmissionRate(0) PTC.attack[2]:setEmissionRate(0)
PTC.attack[2]:setSpin(8) PTC.attack[2]:setSpin(8)
PTC.attack[2]:setColors(1,1,1,.7,1,1,1,0) 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]:setParticleLifetime(.4)
PTC.attack[3]:setEmissionRate(0) PTC.attack[3]:setEmissionRate(0)
PTC.attack[3]:setSpin(6) PTC.attack[3]:setSpin(6)
@@ -83,14 +81,25 @@ PTC.attack[3]:setColors(1,1,1,.7,1,1,1,0)
gc.setDefaultFilter("linear","linear") gc.setDefaultFilter("linear","linear")
titleImage=N("/image/mess/title.png") titleImage=N("/image/mess/title.png")
spinCenter=N("/image/mess/spinCenter.png")
dialCircle=N("/image/mess/dialCircle.png") dialCircle=N("/image/mess/dialCircle.png")
dialNeedle=N("/image/mess/dialNeedle.png") dialNeedle=N("/image/mess/dialNeedle.png")
badgeIcon=N("/image/mess/badge.png") badgeIcon=N("/image/mess/badge.png")
spinCenter=N("/image/mess/spinCenter.png")
lightBulb=N("/image/mess/lightBulb.png")
light=N("/image/mess/light.png")
background={ background1=N("/image/BG/bg1.jpg")
N("/image/BG/bg1.jpg"), background2=N("/image/BG/bg2.png")
N("/image/BG/bg2.png"), groupCode=N("/image/mess/groupcode.png")
payCode=N("/image/mess/paycode.png")
drawableText={
bpm=T(15,"BPM"),
kpm=T(15,"KPM"),
modeName=T(30),
levelName=T(30),
next=T(40),
hold=T(40),
} }
c=nil
gc.setCanvas() c=gc.setCanvas()

183
timer.lua
View File

@@ -1,10 +1,12 @@
local Timer=love.timer.getTime
Tmr={} Tmr={}
function Tmr.load() function Tmr.load()
if loading==1 then if loading==1 then
loadnum=loadnum+1 loadnum=loadnum+1
loadprogress=loadnum/10 loadprogress=loadnum/10
if loadnum==5 then if loadnum==5 then
--require("load_texture") --require("texture")
elseif loadnum==10 then elseif loadnum==10 then
loadnum=1 loadnum=1
loading=2 loading=2
@@ -13,6 +15,7 @@ function Tmr.load()
if loadnum<=#bgm then if loadnum<=#bgm then
bgm[bgm[loadnum]]=love.audio.newSource("/BGM/"..bgm[loadnum]..".ogg","stream") bgm[bgm[loadnum]]=love.audio.newSource("/BGM/"..bgm[loadnum]..".ogg","stream")
bgm[bgm[loadnum]]:setLooping(true) bgm[bgm[loadnum]]:setLooping(true)
bgm[bgm[loadnum]]:setVolume(0)
loadprogress=loadnum/#bgm loadprogress=loadnum/#bgm
loadnum=loadnum+1 loadnum=loadnum+1
else else
@@ -64,11 +67,14 @@ function Tmr.play(dt)
rem(FX.badge,i) rem(FX.badge,i)
end end
end end
for i=1,3 do for i=1,#virtualkey do
PTC.attack[i]:update(dt) if virtualkeyPressTime[i]>0 then
virtualkeyPressTime[i]=virtualkeyPressTime[i]-1
end
end end
-- Update attack beam PTC.attack[1]:update(dt)
PTC.attack[2]:update(dt)
PTC.attack[3]:update(dt)
if frame<180 then if frame<180 then
if frame==179 then if frame==179 then
gameStart() gameStart()
@@ -78,24 +84,33 @@ function Tmr.play(dt)
for p=1,#players do for p=1,#players do
P=players[p] P=players[p]
if P.keyPressing[1]or P.keyPressing[2]then if P.keyPressing[1]or P.keyPressing[2]then
P.moving=P.moving+sgn(P.moving) P.moving=P.moving+(P.moving>0 and 1 or -1)
else else
P.moving=0 P.moving=0
end end
end end
return nil return
end--Counting,include pre-das end--Counting,include pre-das,directy RETURN
for p=1,#players do for p=1,#players do
P=players[p] P=players[p]
if P.timing then P.time=P.time+dt end if P.timing then P.time=P.time+dt end
if P.alive then if P.alive then
local v=0 if not P.small then
for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.keyTime[i])end P.keySpeed=P.keySpeed*.99+v*.1 local v=0
v=0 for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.keyTime[i])end P.keySpeed=P.keySpeed*.99+v*.1
for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.dropTime[i])end P.dropSpeed=P.dropSpeed*.99+v*.1 v=0
--Update speeds for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.dropTime[i])end P.dropSpeed=P.dropSpeed*.99+v*.1
--Update speeds
if modeEnv.royaleMode then
if P.keyPressing[9]then
P.swappingAtkMode=min(P.swappingAtkMode+2,30)
else
P.swappingAtkMode=P.swappingAtkMode+((#P.field>15 and P.swappingAtkMode>4 or P.swappingAtkMode>8)and -1 or 1)
end
end
end
if P.ai and P.waiting<=0 then if P.ai and P.waiting==-1 then
P.ai.controlDelay=P.ai.controlDelay-1 P.ai.controlDelay=P.ai.controlDelay-1
if P.ai.controlDelay==0 then if P.ai.controlDelay==0 then
if #P.ai.controls>0 then if #P.ai.controls>0 then
@@ -105,17 +120,23 @@ function Tmr.play(dt)
P.ai.controlDelay=P.ai.controlDelay0+1 P.ai.controlDelay=P.ai.controlDelay0+1
else else
AI_getControls(P.ai.controls) AI_getControls(P.ai.controls)
P.ai.controlDelay=2*P.ai.controlDelay0 P.ai.controlDelay=P.ai.controlDelay0+2
if Timer()-P.cstat.point>P.cstat.event then
P.cstat.point=Timer()
P.cstat.event=P.ai.controlDelay0+rnd(2,10)
changeAtkMode(rnd()<.85 and 1 or #P.atker>3 and 4 or rnd()<.35 and 2 or 3)
end
end end
end end
end end
if not P.keepVisible then
for j=1,#P.field do for i=1,10 do
if P.visTime[j][i]>0 then P.visTime[j][i]=P.visTime[j][i]-1 end
end end
end--Fresh visible time
for j=1,#P.field do for i=1,10 do
if P.visTime[j][i]>0 then P.visTime[j][i]=P.visTime[j][i]-1 end
end end
--Fresh visible time
if P.keyPressing[1]or P.keyPressing[2]then if P.keyPressing[1]or P.keyPressing[2]then
P.moving=P.moving+sgn(P.moving) P.moving=P.moving+(P.moving>0 and 1 or -1)
local d=abs(P.moving)-P.gameEnv.das local d=abs(P.moving)-P.gameEnv.das
if d>1 then if d>1 then
if P.gameEnv.arr>0 then if P.gameEnv.arr>0 then
@@ -130,8 +151,8 @@ function Tmr.play(dt)
P.moving=0 P.moving=0
end end
if P.keyPressing[7]and not P.keyPressing[9]then if P.keyPressing[7]and not P.keyPressing[9]then
P.downing=P.downing+1
local d=abs(P.downing)-P.gameEnv.sddas local d=abs(P.downing)-P.gameEnv.sddas
P.downing=P.downing+1
if d>1 then if d>1 then
if P.gameEnv.sdarr>0 then if P.gameEnv.sdarr>0 then
if d%P.gameEnv.sdarr==0 then if d%P.gameEnv.sdarr==0 then
@@ -144,75 +165,82 @@ function Tmr.play(dt)
else else
P.downing=0 P.downing=0
end end
if modeEnv.royaleMode then if P.falling>=0 then
if P.keyPressing[9]then
P.swappingAtkMode=min(P.swappingAtkMode+2,30)
else
P.swappingAtkMode=P.swappingAtkMode+((#P.field>15 and P.swappingAtkMode>4 or P.swappingAtkMode>8)and -1 or 1)
end
end
if P.falling>0 then
P.falling=P.falling-1 P.falling=P.falling-1
if P.falling<=0 then if P.falling>=0 then goto stop end
if #P.field>P.clearing[1]then SFX("fall")end if P.gameEnv.fall>0 and #P.field>P.clearing[1]then SFX("fall")end
for i=1,#P.clearing do for i=1,#P.clearing do
removeRow(P.field,P.clearing[i]) removeRow(P.field,P.clearing[i])
removeRow(P.visTime,P.clearing[i]) removeRow(P.visTime,P.clearing[i])
end
while P.clearing[1]do
rem(P.clearing)
end
end end
elseif P.waiting>0 then ::L::
rem(P.clearing)
if P.clearing[1]then goto L end
end
if P.waiting>=0 then
P.waiting=P.waiting-1 P.waiting=P.waiting-1
if P.waiting<=0 then if P.waiting==-1 then resetblock()end
resetblock() goto stop
end
if P.curY~=P.y_img then
if P.dropDelay>=0 then
P.dropDelay=P.dropDelay-1
if P.dropDelay>=0 then goto stop end
end
drop()
P.dropDelay=P.gameEnv.drop
if P.freshTime<=P.gameEnv.freshLimit then
P.lockDelay=P.gameEnv.lock
end end
else else
if P.cy~=P.y_img then P.lockDelay=P.lockDelay-1
if P.dropDelay>0 then if P.lockDelay>=0 then goto stop end
P.dropDelay=P.dropDelay-1 drop()
else end
drop() ::stop::
P.dropDelay=P.gameEnv.drop if P.b2b1==P.b2b then
if P.freshTime<=P.gameEnv.freshLimit then elseif P.b2b1<P.b2b then
P.lockDelay=P.gameEnv.lock P.b2b1=min(P.b2b1*.98+P.b2b*.02+.4,P.b2b)
end else
end P.b2b1=max(P.b2b1*.95+P.b2b*.05-.6,P.b2b)
else
if P.lockDelay>0 then P.lockDelay=P.lockDelay-1
else drop()
end
end
end end
P.b2b1=P.b2b1*.92+P.b2b*.08
--Alive --Alive
else else
P.keySpeed=P.keySpeed*.96+P.cstat.key/P.time*60*.04 if not P.small then
P.dropSpeed=P.dropSpeed*.96+P.cstat.piece/P.time*60*.04 P.keySpeed=P.keySpeed*.96+P.cstat.key/P.time*60*.04
--Final average speeds P.dropSpeed=P.dropSpeed*.96+P.cstat.piece/P.time*60*.04
if P.falling>0 then --Final average speeds
P.falling=P.falling-1 if modeEnv.royaleMode then
if P.falling<=0 then P.swappingAtkMode=min(P.swappingAtkMode+2,30)
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])
end
P.clearing={}
end end
end--Rows cleared drop end
if P.falling>=0 then
P.falling=P.falling-1
if P.falling>=0 then goto stop end
if P.gameEnv.fall>0 and #P.field>P.clearing[1]then SFX("fall")end
for i=1,#P.clearing do
removeRow(P.field,P.clearing[i])
removeRow(P.visTime,P.clearing[i])
end
::L::
rem(P.clearing)
if P.clearing[1]then goto L end
end::stop::
if P.endCounter<40 then if P.endCounter<40 then
for j=1,#P.field do for i=1,10 do 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 if P.visTime[j][i]<20 then P.visTime[j][i]=P.visTime[j][i]+.5 end
end end--Make field visible end end--Make field visible
end end
if P.b2b1>0 then P.b2b1=max(P.b2b1-3,0)end if P.b2b1>0 then P.b2b1=max(0,P.b2b1*.92-1)end
--Dead --Dead
end end
for i=#P.shade,1,-1 do
local S=P.shade[i]
S[1]=S[1]-1
if S[1]==0 then
rem(P.shade,i)
end
end
for i=#P.bonus,1,-1 do for i=#P.bonus,1,-1 do
local b=P.bonus[i] local b=P.bonus[i]
if b.inf then if b.inf then
@@ -224,9 +252,6 @@ function Tmr.play(dt)
if b.t>=60 then rem(P.bonus,i)end if b.t>=60 then rem(P.bonus,i)end
end end
end end
for i=#P.task,1,-1 do
if P.task[i]()then rem(P.task,i)end
end
for i=#P.atkBuffer,1,-1 do for i=#P.atkBuffer,1,-1 do
local atk=P.atkBuffer[i] local atk=P.atkBuffer[i]
atk.time=atk.time+1 atk.time=atk.time+1
@@ -245,7 +270,5 @@ function Tmr.play(dt)
PTC.dust[p]:update(dt) PTC.dust[p]:update(dt)
end end
end end
if modeEnv.royaleMode and frame%60==0 then if modeEnv.royaleMode and frame%120==0 then freshMostDangerous()end
freshMostDangerous()
end
end end

View File

@@ -1,22 +1,24 @@
function string.splitS(s,sep) local gc=love.graphics
local setFont=setFont
local toN,toS=tonumber,tostring
local function splitS(s,sep)
local t={} local t={}
repeat ::L::
local i=find(s,sep)or #s+1 local i=find(s,sep)or #s+1
ins(t,sub(s,1,i-1)) ins(t,sub(s,1,i-1))
s=sub(s,i+#sep) s=sub(s,i+#sep)
until #s==0 if #s~=0 then goto L end
return t return t
end 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) function without(t,v)
for i=1,#t do for i=1,#t do
if t[i]==v then return nil end if t[i]==v then return end
end end
return true return true
end end
function mStr(s,x,y) function mStr(s,x,y)
gc.printf(s,x-250,y,500,"center") gc.printf(s,x-300,y,600,"center")
end end
function getNewRow(val) function getNewRow(val)
@@ -38,38 +40,38 @@ function removeRow(t,k)
ins(freeRow,rem(t,k)) ins(freeRow,rem(t,k))
end end
local count=0
BGblockList={}for i=1,16 do BGblockList[i]={v=0}end
function getNewBlock()
count=count+1
if count==17 then count=1 end
local t=BGblockList[count]
t.bn,t.size=BGblock.next,2+3*rnd()
t.b=blocks[t.bn][rnd(0,3)]
t.x=rnd(-#t.b[1]*t.size*30+100,1180)
t.y=-#t.b*30*t.size
t.v=t.size*(1+rnd())
BGblock.next=BGblock.next%7+1
return t
end
--Background animation
function timeSort(a,b)
return a.time>b.time
end
function stencil_miniTitle()
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)
end
--Single-usage funcs --Single-usage funcs
langName={"中文","English"}
local langID={"chi","eng"}
function swapLanguage(l)
text=require("language/"..langID[l])
Buttons.sel=nil
for S,L in next,Buttons do
for N,B in next,L do
B.alpha=0
B.t=text.ButtonText[S][N]
end
end
drawableText.next:set(text.next)
drawableText.hold:set(text.hold)
if royaleCtrlPad then royaleCtrlPad:release()end
gc.push("transform")
gc.origin()
royaleCtrlPad=gc.newCanvas(300,100)
gc.setCanvas(royaleCtrlPad)
gc.setColor(1,1,1)
setFont(25)
gc.setLineWidth(2)
for i=1,4 do
gc.rectangle("line",RCPB[2*i-1],RCPB[2*i],90,35,8,4)
mStr(text.atkModeName[i],RCPB[2*i-1]+45,RCPB[2*i]+3)
end
gc.setCanvas()
gc.pop()
collectgarbage()
end
local vibrateLevel={0,0,.03,.04,.05,.07,.9}
function VIB(t) function VIB(t)
if setting.vib>0 then if setting.vib>0 then
love.system.vibrate(vibrateLevel[setting.vib+t]) love.system.vibrate(vibrateLevel[setting.vib+t])
@@ -78,14 +80,15 @@ end
function sysSFX(s,v) function sysSFX(s,v)
if setting.sfx then if setting.sfx then
local n=1 local n=1
while sfx[s][n]:isPlaying()do ::L::if sfx[s][n]:isPlaying()then
n=n+1 n=n+1
if not sfx[s][n]then if not sfx[s][n]then
sfx[s][n]=sfx[s][n-1]:clone() sfx[s][n]=sfx[s][n-1]:clone()
sfx[s][n]:seek(0) sfx[s][n]:seek(0)
break goto quit
end end
end goto L
end::quit::
sfx[s][n]:setVolume(v or 1) sfx[s][n]:setVolume(v or 1)
sfx[s][n]:play() sfx[s][n]:play()
end end
@@ -93,28 +96,79 @@ end
function SFX(s,v) function SFX(s,v)
if setting.sfx and not P.ai then if setting.sfx and not P.ai then
local n=1 local n=1
while sfx[s][n]:isPlaying()do ::L::if sfx[s][n]:isPlaying()then
n=n+1 n=n+1
if not sfx[s][n]then if not sfx[s][n]then
sfx[s][n]=sfx[s][n-1]:clone() sfx[s][n]=sfx[s][n-1]:clone()
sfx[s][n]:seek(0) sfx[s][n]:seek(0)
break goto quit
end end
end goto L
end::quit::
sfx[s][n]:setVolume(v or 1) sfx[s][n]:setVolume(v or 1)
sfx[s][n]:play() sfx[s][n]:play()
end end
end end
function BGM(s) function BGM(s)
if setting.bgm and bgmPlaying~=s then if setting.bgm and bgmPlaying~=s then
for k,v in pairs(bgm)do v:stop()end if bgmPlaying then newTask(Event_task.bgmFadeOut,nil,bgmPlaying)end
if s then bgm[s]:play()end for i=1,#Task do
if Task[i].code==Event_task.bgmFadeIn then
Task[i].code=Event_task.bgmFadeOut
end
end
if s then
newTask(Event_task.bgmFadeIn,nil,s)
bgm[s]:play()
end
bgmPlaying=s bgmPlaying=s
end end
end end
local swapDeck_data={
{4,0,1,1},{6,0,15,1},{5,0,9,1},{6,0,6,1},
{1,0,3,1},{3,0,12,1},{1,1,8,1},{2,1,4,2},
{3,2,13,2},{4,1,12,2},{5,2,1,2},{7,1,11,2},
{2,1,9,3},{3,0,6,3},{4,2,14,3},{1,0,4,4},
{7,1,1,4},{6,0,2,4},{5,2,6,4},{6,0,14,5},
{3,3,15,5},{4,0,7,6},{7,1,10,5},{5,0,2,6},
{2,1,1,7},{1,0,4,6},{4,1,13,5},{1,1,6,7},
{5,3,11,5},{3,2,11,7},{6,0,8,7},{4,2,12,8},
{7,0,8,9},{1,0,2,8},{5,2,4,8},{6,0,15,8},
}--Block id [ZSLJTOI] ,dir,x,y
local swap={
none={2,1,d=function()end},
flash={8,1,d=function()gc.clear(1,1,1)end},
fade={30,15,d=function()
local t=1-abs(sceneSwaping.time*.06667-1)
gc.setColor(0,0,0,t)
gc.rectangle("fill",0,0,1280,720)
end},
deck={50,8,d=function()
local t=sceneSwaping.time
gc.setColor(1,1,1)
if t>8 then
local t=max(t,15)
for i=1,51-t do
local bn=swapDeck_data[i][1]
local b=blocks[bn][swapDeck_data[i][2]]
local cx,cy=swapDeck_data[i][3],swapDeck_data[i][4]
for y=1,#b do for x=1,#b[1]do
if b[y][x]then
gc.draw(blockSkin[bn],80*(cx+x-2),80*(10-cy-y),nil,8/3)
end
end end
end
end
if t<17 then
gc.setColor(1,1,1,(8-abs(t-8))*.125)
gc.rectangle("fill",0,0,1280,720)
end
end},
}--Scene swapping animations
function gotoScene(s,style) function gotoScene(s,style)
if not sceneSwaping and s~=scene then if not sceneSwaping and s~=scene then
style=style or"deck" style=style or"fade"
sceneSwaping={ sceneSwaping={
tar=s,style=style, tar=s,style=style,
time=swap[style][1],mid=swap[style][2], time=swap[style][1],mid=swap[style][2],
@@ -123,6 +177,27 @@ function gotoScene(s,style)
Buttons.sel=nil Buttons.sel=nil
end end
end end
local prevMenu={
load=love.event.quit,
intro="quit",
main="intro",
mode="main",
custom="mode",
ready="mode",
play=function()
clearTask("play")
gotoScene(curMode.id~="custom"and"mode"or"custom","deck")
end,
help="main",
stat="main",
setting=function()
saveSetting()
gotoScene("main")
end,
setting2="setting",
setting3="setting",
}
function back() function back()
local t=prevMenu[scene] local t=prevMenu[scene]
if type(t)=="string"then if type(t)=="string"then
@@ -131,10 +206,46 @@ function back()
t() t()
end end
end end
local dataOpt={
"run",
"game",
"gametime",
"piece",
"row",
"atk",
"key",
"rotate",
"hold",
"spin",
}
local saveOpt={
"lang",
"ghost",
"center",
"grid",
"swap",
"sfx",
"bgm",
"vib",
"fxs",
"das",
"arr",
"sddas",
"sdarr",
"fullscreen",
"bgblock",
"virtualkeyAlpha",
"virtualkeyIcon",
"virtualkeySwitch",
"frameMul",
}
function loadData() function loadData()
userData:open("r") userData:open("r")
--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n") --local t=splitS(love.math.decompress(userdata,"zlib"),"\r\n")
local t=string.splitS(userData:read(),"\r\n") local t=splitS(userData:read(),"\r\n")
userData:close() userData:close()
for i=1,#t do for i=1,#t do
local i=t[i] local i=t[i]
@@ -149,18 +260,11 @@ function loadData()
end end
end end
function saveData() function saveData()
local t=table.concat({ local t={}
stringPack("run=",stat.run), for i=1,#dataOpt do
stringPack("game=",stat.game), ins(t,dataOpt[i].."="..toS(stat[dataOpt[i]]))
stringPack("gametime=",stat.gametime), end
stringPack("piece=",stat.piece), t=table.concat(t,"\r\n")
stringPack("row=",stat.row),
stringPack("atk=",stat.atk),
stringPack("key=",stat.key),
stringPack("rotate=",stat.rotate),
stringPack("hold=",stat.hold),
stringPack("spin=",stat.spin),
},"\r\n")
--t=love.math.compress(t,"zlib"):getString() --t=love.math.compress(t,"zlib"):getString()
userData:open("w") userData:open("w")
userData:write(t) userData:write(t)
@@ -168,8 +272,8 @@ function saveData()
end end
function loadSetting() function loadSetting()
userSetting:open("r") userSetting:open("r")
--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n") --local t=splitS(love.math.decompress(userdata,"zlib"),"\r\n")
local t=string.splitS(userSetting:read(),"\r\n") local t=splitS(userSetting:read(),"\r\n")
userSetting:close() userSetting:close()
for i=1,#t do for i=1,#t do
local i=t[i] local i=t[i]
@@ -179,22 +283,22 @@ function loadSetting()
if t=="sfx"or t=="bgm"or t=="bgblock"then if t=="sfx"or t=="bgm"or t=="bgblock"then
setting[t]=v=="true" setting[t]=v=="true"
elseif t=="vib"then elseif t=="vib"then
setting.vib=toN(v:match("[0123]"))or 0 setting.vib=toN(v:match("[01234]"))or 0
elseif t=="fullscreen"then elseif t=="fullscreen"then
setting.fullscreen=v=="true" setting.fullscreen=v=="true"
love.window.setFullscreen(setting.fullscreen) love.window.setFullscreen(setting.fullscreen)
elseif t=="keymap"then elseif t=="keymap"then
v=string.splitS(v,"/") v=splitS(v,"/")
for i=1,16 do for i=1,16 do
local v1=string.splitS(v[i],",") local v1=splitS(v[i],",")
for j=1,#v1 do for j=1,#v1 do
setting.keyMap[i][j]=v1[j] setting.keyMap[i][j]=v1[j]
end end
end end
elseif t=="keylib"then elseif t=="keylib"then
v=string.splitS(v,"/") v=splitS(v,"/")
for i=1,4 do for i=1,4 do
local v1=string.splitS(v[i],",") local v1=splitS(v[i],",")
for j=1,#v1 do for j=1,#v1 do
setting.keyLib[i][j]=toN(v1[j]) setting.keyLib[i][j]=toN(v1[j])
end end
@@ -207,10 +311,10 @@ function loadSetting()
end end
end end
elseif t=="virtualkey"then elseif t=="virtualkey"then
v=string.splitS(v,"/") v=splitS(v,"/")
for i=1,10 do for i=1,10 do
if not v[i]then goto c end if not v[i]then goto c end
virtualkey[i]=string.splitS(v[i],",") virtualkey[i]=splitS(v[i],",")
for j=1,4 do for j=1,4 do
virtualkey[i][j]=toN(virtualkey[i][j]) virtualkey[i][j]=toN(virtualkey[i][j])
end end
@@ -225,8 +329,10 @@ function loadSetting()
elseif t=="das"or t=="arr"or t=="sddas"or t=="sdarr"then 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 v=toN(v)if not v or v<0 then v=0 end
setting[t]=int(v) setting[t]=int(v)
elseif t=="ghost"or t=="center"then elseif t=="ghost"or t=="center"or t=="grid"or t=="swap"or t=="fxs"then
setting[t]=v=="true" setting[t]=v=="true"
elseif t=="lang"then
setting[t]=toN(v:match("[12]"))or 1
end end
end end
end end
@@ -247,24 +353,15 @@ function saveSetting()
for i=1,4 do for i=1,4 do
lib[i]=table.concat(setting.keyLib[i],",") lib[i]=table.concat(setting.keyLib[i],",")
end end
local t=table.concat({ local t={
stringPack("sfx=",setting.sfx), "keymap="..toS(table.concat(map,"/")),
stringPack("bgm=",setting.bgm), "keylib="..toS(table.concat(lib,"/")),
stringPack("vib=",setting.vib), "virtualkey="..toS(table.concat(vk,"/")),
stringPack("fullscreen=",setting.fullscreen), }
stringPack("bgblock=",setting.bgblock), for i=1,#saveOpt do
stringPack("das=",setting.das), ins(t,saveOpt[i].."="..toS(setting[saveOpt[i]]))
stringPack("arr=",setting.arr), end
stringPack("sddas=",setting.sddas), t=table.concat(t,"\r\n")
stringPack("sdarr=",setting.sdarr),
stringPack("keymap=",table.concat(map,"/")),
stringPack("keylib=",table.concat(lib,"/")),
stringPack("virtualkey=",table.concat(vk,"/")),
stringPack("virtualkeyAlpha=",setting.virtualkeyAlpha),
stringPack("virtualkeyIcon=",setting.virtualkeyIcon),
stringPack("virtualkeySwitch=",setting.virtualkeySwitch),
stringPack("frameMul=",setting.frameMul),
},"\r\n")
--t=love.math.compress(t,"zlib"):getString() --t=love.math.compress(t,"zlib"):getString()
userSetting:open("w") userSetting:open("w")
userSetting:write(t) userSetting:write(t)