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Author SHA1 Message Date
MrZ_26
75c7955bb5 Alpha V0.7.8 2020-02-04 19:31:31 +08:00
18 changed files with 395 additions and 360 deletions

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16
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]>0 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()
@@ -85,8 +86,9 @@ function getScore(field,bn,cb,cx,cy)
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
@@ -136,8 +138,9 @@ function AI_getControls(ctrl)
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
@@ -156,8 +159,11 @@ 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)

View File

@@ -12,7 +12,6 @@ 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 not Buttons.sel then
@@ -142,7 +141,7 @@ 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=1,4 do
local lib=setting.keyLib[p] local lib=setting.keyLib[p]
@@ -150,7 +149,7 @@ function keyDown.play(key)
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
@@ -165,7 +164,7 @@ function keyUp.play(key)
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 +219,7 @@ 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 +227,7 @@ 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
@@ -243,7 +242,7 @@ 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
@@ -254,7 +253,7 @@ function wheelmoved.mode(x,y)
modeSel=min(max(modeSel-sgn(y),1),#modeID) modeSel=min(max(modeSel-sgn(y),1),#modeID)
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5) levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
end end
--Warning,these are not system callbacks!
function love.mousemoved(x,y,dx,dy,t) function love.mousemoved(x,y,dx,dy,t)
@@ -267,7 +266,7 @@ function love.mousemoved(x,y,dx,dy,t)
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=i Buttons.sel=i
return nil return
end end
end end
end end
@@ -297,6 +296,9 @@ function love.mousepressed(x,y,k,t,num)
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
@@ -358,15 +360,11 @@ 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 return end
p=true
break
end
end end
if not p and players[1].isKeyDown then if players[1].isKeyDown[n]then
releaseKey(n,players[1]) releaseKey(n,players[1])
end end
end end
@@ -383,31 +381,22 @@ end
function love.keypressed(i) function love.keypressed(i)
if i=="f12"then devMode=not devMode end if i=="f12"then devMode=not devMode end
if devMode then if devMode then
if Buttons.sel then
local B=Buttons[scene][Buttons.sel]
if i=="left"then
B.x=B.x-10
elseif i=="right"then
B.x=B.x+10
elseif i=="up"then
B.y=B.y-10
elseif i=="down"then
B.y=B.y+10
elseif i==","then
B.w=B.w-10
elseif i=="."then
B.w=B.w+10
elseif i=="/"then
B.h=B.h-10
elseif i=="'"then
B.h=B.h+10
end
end
if i=="q"then if i=="q"then
for i=1,#Buttons[scene]do for i=1,#Buttons[scene]do
local B=Buttons[scene][i] 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[scene][Buttons.sel]
if i=="left"then B.x=B.x-10
elseif i=="right"then B.x=B.x+10
elseif i=="up"then B.y=B.y-10
elseif i=="down"then B.y=B.y+10
elseif i==","then B.w=B.w-10
elseif i=="."then B.w=B.w+10
elseif i=="/"then B.h=B.h-10
elseif i=="'"then B.h=B.h+10
end
end end
else else
if keyDown[scene]then keyDown[scene](i) if keyDown[scene]then keyDown[scene](i)
@@ -444,9 +433,6 @@ function love.joystickhat(js,hat,dir)
end end
]] ]]
function love.wheelmoved(x,y)
if wheelmoved[scene]then wheelmoved[scene](x,y)end
end
function love.update(dt) function love.update(dt)
--[[ --[[
@@ -484,10 +470,10 @@ function love.update(dt)
updateButton() updateButton()
end end
function love.sendData(data) function love.sendData(data)
return nil return
end end
function love.receiveData(id,data) function love.receiveData(id,data)
return nil return
end end
function love.draw() function love.draw()
gc.clear() gc.clear()
@@ -567,7 +553,7 @@ 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 +571,7 @@ 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

View File

@@ -9,12 +9,12 @@ 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 V0.7.8"
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=X--0 to set ∞fps

View File

@@ -1,6 +1,5 @@
function loadGame(mode,level) function loadGame(mode,level)
--rec={} --rec={}
print(mode)
curMode={id=modeID[mode],lv=level,modeName=modeName[mode],levelName=modeLevel[modeID[mode]][level]} curMode={id=modeID[mode],lv=level,modeName=modeName[mode],levelName=modeLevel[modeID[mode]][level]}
gotoScene("play") gotoScene("play")
end end
@@ -12,6 +11,7 @@ function resetGameData()
players={alive={}} players={alive={}}
modeEnv=defaultModeEnv[curMode.id][curMode.lv]or defaultModeEnv[curMode.id][1] modeEnv=defaultModeEnv[curMode.id][curMode.lv]or defaultModeEnv[curMode.id][1]
loadmode[curMode.id]() loadmode[curMode.id]()
BGM(modeEnv.bgm)
FX.beam={} FX.beam={}
for k,v in pairs(PTC.dust)do for k,v in pairs(PTC.dust)do
@@ -63,6 +63,7 @@ function createPlayer(id,x,y,size,AIspeed,data)
P.small=P.size<.3 P.small=P.size<.3
if P.small then if P.small then
P.centerX,P.centerY=P.x+150*P.size,P.y+300*P.size P.centerX,P.centerY=P.x+150*P.size,P.y+300*P.size
P.size=P.size*5
else else
P.centerX,P.centerY=P.x+300*P.size,P.y+670*P.size P.centerX,P.centerY=P.x+300*P.size,P.y+670*P.size
end end
@@ -109,30 +110,31 @@ function createPlayer(id,x,y,size,AIspeed,data)
P.dropDelay,P.lockDelay=P.gameEnv.drop,P.gameEnv.lock P.dropDelay,P.lockDelay=P.gameEnv.drop,P.gameEnv.lock
P.freshTime=0 P.freshTime=0
P.spinLast,P.lastClear=nil P.spinLast,P.lastClear=nil
if P.gameEnv.sequence<3 then local s=P.gameEnv.sequence
if s=="bag7"or s=="his4"then
local bag1={1,2,3,4,5,6,7} local bag1={1,2,3,4,5,6,7}
for i=1,7 do for i=1,7 do
P.nxt[i]=rem(bag1,rnd(#bag1)) P.nxt[i]=rem(bag1,rnd(#bag1))
P.nb[i]=blocks[P.nxt[i]][0] P.nb[i]=blocks[P.nxt[i]][0]
end end
elseif P.gameEnv.sequence==3 then elseif s=="rnd"then
for i=1,6 do for i=1,6 do
local r=rnd(7) local r=rnd(7)
P.nxt[i]=r P.nxt[i]=r
P.nb[i]=blocks[r][0] P.nb[i]=blocks[r][0]
end end
elseif P.gameEnv.sequence==5 then elseif s=="drought1"then
local bag1={1,2,3,4,5,6} local bag1={1,2,3,4,5,6}
for i=1,6 do for i=1,6 do
P.nxt[i]=rem(bag1,rnd(#bag1)) P.nxt[i]=rem(bag1,rnd(#bag1))
P.nb[i]=blocks[P.nxt[i]][0] P.nb[i]=blocks[P.nxt[i]][0]
end--First bag end
elseif P.gameEnv.sequence==6 then elseif s=="drought2"then
local bag1={1,2,3,4,6,7} local bag1={1,2,3,4,6,7}
for i=1,6 do for i=1,6 do
P.nxt[i]=rem(bag1,rnd(#bag1)) P.nxt[i]=rem(bag1,rnd(#bag1))
P.nb[i]=blocks[P.nxt[i]][0] P.nb[i]=blocks[P.nxt[i]][0]
end--First bag end
end end
P.freshNext=freshMethod[P.gameEnv.sequence] P.freshNext=freshMethod[P.gameEnv.sequence]
@@ -143,7 +145,7 @@ function createPlayer(id,x,y,size,AIspeed,data)
P.showTime=P.gameEnv.visible==1 and 1e99 or P.gameEnv.visible==2 and 300 or 20 P.showTime=P.gameEnv.visible==1 and 1e99 or P.gameEnv.visible==2 and 300 or 20
P.cb,P.sc,P.bn,P.r,P.c,P.cx,P.cy,P.dir,P.y_img={{}},{0,0},1,0,0,0,0,0,0 P.cb,P.sc,P.bn,P.r,P.c,P.cx,P.cy,P.dir,P.y_img={{}},{0,0},1,0,0,0,0,0,0
P.keyPressing,P.isKeyDown={},{}for i=1,12 do P.keyPressing[i],P.isKeyDown[i]=false,false end P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
P.moving,P.downing=0,0 P.moving,P.downing=0,0
P.waiting,P.falling=0,0 P.waiting,P.falling=0,0
P.clearing={} P.clearing={}
@@ -164,15 +166,45 @@ function showText(P,text,type,font,dy,spd,inf)
ins(P.bonus,{t=0,text=text,draw=FX[type],font=font,dy=dy or 0,speed=spd or 1,inf=inf}) ins(P.bonus,{t=0,text=text,draw=FX[type],font=font,dy=dy or 0,speed=spd or 1,inf=inf})
end end
end end
function garbageSend(S,R,send,time)
local pos=rnd(10)
createBeam(S,R,send<4 and 1 or send<7 and 2 or 3)
R.lastRecv=S
if R.atkBuffer.sum<20 then
send=min(send,20-R.atkBuffer.sum)
R.atkBuffer.sum=R.atkBuffer.sum+send
ins(R.atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=send<4 and 1 or send<7 and 2 or 3})
if R.id==1 then sysSFX(send<4 and "blip_1"or"blip_2",min(send+1,5)*.1)end
end
end
function garbageRelease()
local t=P.showTime*2
for i=1,#P.atkBuffer do
local atk=P.atkBuffer[i]
if not atk.sent and atk.countdown<=0 then
for j=1,atk.amount do
ins(P.field,1,getNewRow(13))
ins(P.visTime,1,getNewRow(t))
for k=1,#atk do
P.field[1][atk[k]]=0
end
end
P.atkBuffer.sum=P.atkBuffer.sum-atk.amount
atk.sent=true
atk.time=0
P.fieldBeneath=P.fieldBeneath+atk.amount*30
end
end
end
function createBeam(S,R,lv)--Player id function createBeam(S,R,lv)--Player id
local x1,y1,x2,y2 local x1,y1,x2,y2
if S.small then if S.small then
x1,y1=S.x+(30*(P.cx+P.sc[2]-1)+15)*S.size,S.y+(600-30*(P.cy+P.sc[1]-1)+15)*S.size x1,y1=S.centerX,S.centerY
else else
x1,y1=S.x+(30*(P.cx+P.sc[2]-1)-30+15+150)*S.size,S.y+(600-30*(P.cy+P.sc[1]-1)+15+70)*S.size x1,y1=S.x+(30*(P.cx+P.sc[2]-1)-30+15+150)*S.size,S.y+(600-30*(P.cy+P.sc[1]-1)+15+70)*S.size
end end
if R.small then if R.small then
x2,y2=R.x+150*R.size,R.y+300*R.size x2,y2=R.x+150*R.size*.2,R.y+300*R.size*.2
else else
x2,y2=R.x+308*R.size,R.y+450*R.size x2,y2=R.x+308*R.size,R.y+450*R.size
end end
@@ -181,12 +213,12 @@ end
function throwBadge(S,R,amount)--Player id function throwBadge(S,R,amount)--Player id
local x1,y1,x2,y2 local x1,y1,x2,y2
if S.small then if S.small then
x1,y1=S.x+150*S.size,S.y+300*S.size x1,y1=S.x+30*S.size,S.y+60*S.size
else else
x1,y1=S.x+308*S.size,S.y+450*S.size x1,y1=S.x+308*S.size,S.y+450*S.size
end end
if R.small then if R.small then
x2,y2=R.x+150*R.size,R.y+300*R.size x2,y2=R.x+30*R.size,R.y+60*R.size
else else
x2,y2=R.x+73*R.size,R.y+360*R.size x2,y2=R.x+73*R.size,R.y+360*R.size
end end
@@ -195,9 +227,9 @@ end
function randomTarget(p) function randomTarget(p)
if #players.alive>1 then if #players.alive>1 then
local r local r
repeat ::L::
r=players.alive[rnd(#players.alive)] r=players.alive[rnd(#players.alive)]
until r~=p if r==p then goto L end
return r return r
end end
end end
@@ -214,7 +246,7 @@ function freshTarget(P)
for i=1,#P.atker do for i=1,#P.atker do
if not P.atker[i].alive then if not P.atker[i].alive then
rem(P.atker,i) rem(P.atker,i)
break return
end end
end end
end end
@@ -292,50 +324,55 @@ function royaleLevelup()
end end
function freshgho() function freshgho()
if P.gameEnv._20G or P.keyPressing[7]and P.gameEnv.sdarr==0 then if P.gameEnv._20G or P.keyPressing[7]and P.gameEnv.sdarr==0 then
while not ifoverlap(P.cb,P.cx,P.cy-1)do ::L::if not ifoverlap(P.cb,P.cx,P.cy-1)then
P.cy=P.cy-1 P.cy=P.cy-1
P.spinLast=false P.spinLast=false
goto L
end end
P.y_img=P.cy P.y_img=P.cy
else else
P.y_img=P.cy>#P.field+1 and #P.field+1 or P.cy P.y_img=P.cy>#P.field+1 and #P.field+1 or P.cy
while not ifoverlap(P.cb,P.cx,P.y_img-1)do ::L::if not ifoverlap(P.cb,P.cx,P.y_img-1)then
P.y_img=P.y_img-1 P.y_img=P.y_img-1
goto L
end end
end end
end end
function freshLockDelay() function freshLockDelay()
if P.lockDelay<P.gameEnv.lock and P.freshTime<=P.gameEnv.freshLimit then if P.lockDelay<P.gameEnv.lock then
P.lockDelay=P.gameEnv.lock if P.freshTime<=P.gameEnv.freshLimit then
P.lockDelay=P.gameEnv.lock
end
P.freshTime=P.freshTime+1 P.freshTime=P.freshTime+1
end end
end end
function ifoverlap(bk,x,y) function ifoverlap(bk,x,y)
if x<1 or x+#bk[1]>11 or y<1 then return true end if x<1 or x+#bk[1]>11 or y<1 then return true end
if y>#P.field then return nil end if y>#P.field then return end
for i=1,#bk do for j=1,#bk[1]do for i=1,#bk do for j=1,#bk[1]do
if P.field[y+i-1]and bk[i][j]>0 and P.field[y+i-1][x+j-1]>0 then return true end if P.field[y+i-1]and bk[i][j]>0 and P.field[y+i-1][x+j-1]>0 then return true end
end end end end
end end
function ckfull(i) function ckfull(i)
for j=1,10 do if P.field[i][j]==0 then return nil end end for j=1,10 do if P.field[i][j]==0 then return end end
return true return true
end end
function checkrow(s,num)--(cy,r) function checkrow(start,height)--(cy,r)
local c=0--rows cleared local c=0
for i=s,s+num-1 do for i=start,start+height-1 do
if ckfull(i)then if ckfull(i)then
ins(P.clearing,1,i) ins(P.clearing,1,i)
P.falling=P.gameEnv.fall c=c+1
c=c+1--row cleared+1
if not P.small then if not P.small then
for k=1,250 do local S=PTC.dust[P.id]
PTC.dust[P.id]:setPosition(rnd(300),600-30*i+rnd(30)) for k=1,100 do
PTC.dust[P.id]:emit(1) S:setPosition(rnd(300),600-30*i+rnd(30))
S:emit(3)
end end
end end
end end
end end
if c>0 then P.falling=P.gameEnv.fall end
return c return c
end end
function solid(x,y) function solid(x,y)
@@ -346,6 +383,7 @@ end
function resetblock() function resetblock()
P.holded=false P.holded=false
P.spinLast=false P.spinLast=false
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
P.freshNext() P.freshNext()
P.sc,P.dir=scs[P.bn][0],0 P.sc,P.dir=scs[P.bn][0],0
P.r,P.c=#P.cb,#P.cb[1] P.r,P.c=#P.cb,#P.cb[1]
@@ -369,7 +407,10 @@ end
function pressKey(i,p) function pressKey(i,p)
P=p P=p
P.keyPressing[i]=true P.keyPressing[i]=true
P.isKeyDown[i]=true if P.id==1 then
virtualkeyDown[i]=true
virtualkeyPressTime[i]=10
end
if i==10 then if i==10 then
act.restart() act.restart()
elseif P.alive then elseif P.alive then
@@ -402,8 +443,8 @@ function pressKey(i,p)
end end
function releaseKey(i,p) function releaseKey(i,p)
p.keyPressing[i]=false p.keyPressing[i]=false
p.isKeyDown[i]=false if p.id==1 then virtualkeyDown[i]=false end
-- if playmode=="recording"then ins(rec,{-i,frame})end -- if recording then ins(rec,{-i,frame})end
end end
function spin(d,ifpre) function spin(d,ifpre)
local idir=(P.dir+d)%4 local idir=(P.dir+d)%4
@@ -413,7 +454,7 @@ function spin(d,ifpre)
if P.id==1 then if P.id==1 then
stat.rotate=stat.rotate+1 stat.rotate=stat.rotate+1
end end
return nil return
end end
local icb=blocks[P.bn][idir] local icb=blocks[P.bn][idir]
local isc=scs[P.bn][idir] local isc=scs[P.bn][idir]
@@ -446,7 +487,7 @@ function hold(ifpre)
P.hn,P.bn=P.bn,P.hn P.hn,P.bn=P.bn,P.hn
P.hb,P.cb=blocks[P.hn][0],P.hb P.hb,P.cb=blocks[P.hn][0],P.hb
if P.bn==0 then P.freshNext()end if P.bn==0 then P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)P.freshNext()end
P.sc,P.dir=scs[P.bn][0],0 P.sc,P.dir=scs[P.bn][0],0
P.r,P.c=#P.cb,#P.cb[1] P.r,P.c=#P.cb,#P.cb[1]
P.cx,P.cy=blockPos[P.bn],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2) P.cx,P.cy=blockPos[P.bn],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
@@ -513,11 +554,11 @@ function drop()
if P.b2b>480 then if P.b2b>480 then
showText(P,"Techrash B2B2B","fly",70) showText(P,"Techrash B2B2B","fly",70)
csend=6 csend=6
sendTime=80 sendTime=100
exblock=exblock+1 exblock=exblock+1
elseif P.b2b>=30 then elseif P.b2b>=30 then
showText(P,"Techrash B2B","drive",70) showText(P,"Techrash B2B","drive",70)
sendTime=70 sendTime=80
csend=5 csend=5
else else
showText(P,"Techrash","stretch",80) showText(P,"Techrash","stretch",80)
@@ -619,7 +660,8 @@ function drop()
showText(P,exblock,"zoomout",10,70) showText(P,exblock,"zoomout",10,70)
end end
end end
while csend>0 and P.atkBuffer[1]do ::L::
if csend>0 and P.atkBuffer[1]then
if exblock>0 then if exblock>0 then
exblock=exblock-1 exblock=exblock-1
else else
@@ -630,6 +672,7 @@ function drop()
if P.atkBuffer[1].amount==0 then if P.atkBuffer[1].amount==0 then
rem(P.atkBuffer,1) rem(P.atkBuffer,1)
end end
goto L
end end
if csend>0 then if csend>0 then
if modeEnv.royaleMode then if modeEnv.royaleMode then
@@ -681,36 +724,6 @@ function lock()
end end
end end
end end
function garbageSend(S,R,send,time)
local pos=rnd(10)
createBeam(S,R,send<4 and 1 or send<7 and 2 or 3)
R.lastRecv=S
if R.atkBuffer.sum<20 then
send=min(send,20-R.atkBuffer.sum)
R.atkBuffer.sum=R.atkBuffer.sum+send
ins(R.atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=send<4 and 1 or send<7 and 2 or 3})
if R.id==1 then sysSFX(send<4 and "blip_1"or"blip_2",min(send+1,5)*.1)end
end
end
function garbageRelease()
local t=P.showTime*2
for i=1,#P.atkBuffer do
local atk=P.atkBuffer[i]
if not atk.sent and atk.countdown<=0 then
for j=1,atk.amount do
ins(P.field,1,getNewRow(13))
ins(P.visTime,1,getNewRow(t))
for k=1,#atk do
P.field[1][atk[k]]=0
end
end
P.atkBuffer.sum=P.atkBuffer.sum-atk.amount
atk.sent=true
atk.time=0
P.fieldBeneath=P.fieldBeneath+atk.amount*30
end
end
end
act={ act={
moveLeft=function(auto) moveLeft=function(auto)
if P.keyPressing[9]then if P.keyPressing[9]then
@@ -735,7 +748,7 @@ act={
if P.keyPressing[9]then if P.keyPressing[9]then
if P.atkMode~=2 then if P.atkMode~=2 then
P.atkMode=2 P.atkMode=2
changeAtk(P,P~=mostBadge and mostBadge or secBadge or randomTarget(P)) freshTarget(P)
end end
else else
if not auto then if not auto then
@@ -757,7 +770,7 @@ act={
if P.keyPressing[9]then if P.keyPressing[9]then
if P.atkMode~=3 then if P.atkMode~=3 then
P.atkMode=3 P.atkMode=3
changeAtk(P,P~=mostDangerous and mostDangerous or secDangerous or randomTarget(P)) freshTarget(P)
end end
else else
if P.waiting<=0 then if P.waiting<=0 then
@@ -805,15 +818,17 @@ act={
end, end,
insDown=function()if P.cy~=P.y_img then P.cy,P.lockDelay,P.spinLast=P.y_img,P.gameEnv.lock,false end end, insDown=function()if P.cy~=P.y_img then P.cy,P.lockDelay,P.spinLast=P.y_img,P.gameEnv.lock,false end end,
insLeft=function() insLeft=function()
while not ifoverlap(P.cb,P.cx-1,P.cy)do ::L::if not ifoverlap(P.cb,P.cx-1,P.cy)then
P.cx,P.lockDelay=P.cx-1,P.gameEnv.lock P.cx,P.lockDelay=P.cx-1,P.gameEnv.lock
freshgho() freshgho()
goto L
end end
end, end,
insRight=function() insRight=function()
while not ifoverlap(P.cb,P.cx+1,P.cy)do ::L::if not ifoverlap(P.cb,P.cx+1,P.cy)then
P.cx,P.lockDelay=P.cx+1,P.gameEnv.lock P.cx,P.lockDelay=P.cx+1,P.gameEnv.lock
freshgho() freshgho()
goto L
end end
end, end,
down1=function() down1=function()

200
list.lua
View File

@@ -29,7 +29,7 @@ PClist={--ZSLJTOI
{7,3,2,5},{7,4,6,5},{7,5,2,3},{7,3,5,7},{7,3,2,5},{7,3,5,1},{7,5,2,3},{3,6,2,5}, {7,3,2,5},{7,4,6,5},{7,5,2,3},{7,3,5,7},{7,3,2,5},{7,3,5,1},{7,5,2,3},{3,6,2,5},
{3,1,2,5},{3,1,1,5},{3,1,5,2},{3,1,5,1},{3,5,1,2},{4,5,3,2},{4,2,6,5},{6,5,3,2}, {3,1,2,5},{3,1,1,5},{3,1,5,2},{3,1,5,1},{3,5,1,2},{4,5,3,2},{4,2,6,5},{6,5,3,2},
{1,4,2,5},{1,5,3,6},{5,2,6,3},{5,2,1,3},{5,2,7,4},{2,4,1,5},{2,4,5,1},{2,1,4,5}, {1,4,2,5},{1,5,3,6},{5,2,6,3},{5,2,1,3},{5,2,7,4},{2,4,1,5},{2,4,5,1},{2,1,4,5},
{2,5,4,3},{2,5,6,7},{7,5,4,2}, {2,5,4,3},{2,5,6,7},{7,5,4,2},{4,5,3,5},
} }
color={ color={
red={1,0,0}, red={1,0,0},
@@ -68,7 +68,7 @@ attackColor={
gc.setColor(1,t,0) gc.setColor(1,t,0)
end, end,
function(t) function(t)
gc.setColor(1,.4,.3+t*.7) gc.setColor(1,.5+t*.5,.5+t*.5)
end, end,
function(t) function(t)
gc.setColor(.2+t*.8,.2+t*.8,1) gc.setColor(.2+t*.8,.2+t*.8,1)
@@ -94,15 +94,15 @@ blockColor={
} }
clearName={"Single","Double","Triple"} clearName={"Single","Double","Triple"}
spinName={[0]={}} spinName={[0]={}}
for j=1,7 do
spinName[0][j]=blockName[j].." spin"
end
for i=1,3 do for i=1,3 do
spinName[i]={} spinName[i]={}
for j=1,7 do for j=1,7 do
spinName[i][j]=blockName[j].." spin "..clearName[i] spinName[i][j]=blockName[j].." spin "..clearName[i]
end end
end end
for j=1,7 do
spinName[0][j]=blockName[j].." spin"
end
miniTitle_rect={ miniTitle_rect={
{2,0,5,1},{4,1,1,6}, {2,0,5,1},{4,1,1,6},
@@ -132,6 +132,7 @@ bgm={
"blank", "blank",
"way", "way",
"race", "race",
"newera",
"push", "push",
"reason", "reason",
"infinite", "infinite",
@@ -205,7 +206,7 @@ customRange={
fall={1,3,5,7,10,15,20,30,60}, fall={1,3,5,7,10,15,20,30,60},
next={0,1,2,3,4,5,6}, next={0,1,2,3,4,5,6},
hold={true,false}, hold={true,false},
sequence={1,2,3}, sequence={"bag7","his4","rnd"},
visible={1,2,3}, visible={1,2,3},
target={10,20,40,100,200,500,1000,1e99}, target={10,20,40,100,200,500,1000,1e99},
freshLimit={0,8,15,1e99}, freshLimit={0,8,15,1e99},
@@ -234,6 +235,9 @@ reAtk={0,0,1,1,1,2,2,3,3}
reDef={0,1,1,2,3,3,4,4,5} reDef={0,1,1,2,3,3,4,4,5}
marathon_drop={[0]=60,48,40,30,24,18,15,12,10,8,7,6,5,4,3,2,1,1,0,0} marathon_drop={[0]=60,48,40,30,24,18,15,12,10,8,7,6,5,4,3,2,1,1,0,0}
rush_lock={20,18,16,14,12}
rush_wait={12,10,9,8,7}
rush_fall={12,11,10,9,8}
death_lock={12,11,10,9,8} death_lock={12,11,10,9,8}
death_wait={9,8,7,6,5} death_wait={9,8,7,6,5}
death_fall={10,9,8,7,6} death_fall={10,9,8,7,6}
@@ -247,31 +251,37 @@ defaultModeEnv={
drop=60, drop=60,
target=10, target=10,
reach=Event.gameover.win, reach=Event.gameover.win,
bgm="race",
}, },
{ {
drop=60, drop=60,
target=20, target=20,
reach=Event.gameover.win, reach=Event.gameover.win,
bgm="race",
}, },
{ {
drop=60, drop=60,
target=40, target=40,
reach=Event.gameover.win, reach=Event.gameover.win,
bgm="race",
}, },
{ {
drop=60, drop=60,
target=100, target=100,
reach=Event.gameover.win, reach=Event.gameover.win,
bgm="race",
}, },
{ {
drop=60, drop=60,
target=400, target=400,
reach=Event.gameover.win, reach=Event.gameover.win,
bgm="push",
}, },
{ {
drop=60, drop=60,
target=1000, target=1000,
reach=Event.gameover.win, reach=Event.gameover.win,
bgm="push",
}, },
}, },
marathon={ marathon={
@@ -280,18 +290,32 @@ defaultModeEnv={
lock=1e99, lock=1e99,
target=200, target=200,
reach=Event.marathon_reach, reach=Event.marathon_reach,
bgm="way",
}, },
{ {
drop=60, drop=60,
fall=20, fall=20,
target=10, target=10,
reach=Event.marathon_reach, reach=Event.marathon_reach,
bgm="way",
}, },
{ {
_20G=true, _20G=true,
fall=20, fall=20,
target=200, target=200,
reach=Event.marathon_reach, reach=Event.marathon_reach,
bgm="newera",
},
{
_20G=true,
drop=0,
lock=rush_lock[1],
wait=rush_wait[1],
fall=rush_fall[1],
target=50,
reach=Event.marathon_reach_lunatic,
arr=2,
bgm="race",
}, },
{ {
_20G=true, _20G=true,
@@ -300,8 +324,9 @@ defaultModeEnv={
wait=death_wait[1], wait=death_wait[1],
fall=death_fall[1], fall=death_fall[1],
target=50, target=50,
reach=Event.marathon_reach_lunatic, reach=Event.marathon_reach_ultimete,
arr=1, arr=1,
bgm="push",
}, },
}, },
zen={ zen={
@@ -310,6 +335,7 @@ defaultModeEnv={
lock=1e99, lock=1e99,
target=200, target=200,
reach=Event.gameover.win, reach=Event.gameover.win,
bgm="infinite",
}, },
}, },
infinite={ infinite={
@@ -317,10 +343,13 @@ defaultModeEnv={
drop=1e99, drop=1e99,
lock=1e99, lock=1e99,
oncehold=false, oncehold=false,
bgm="infinite",
}, },
}, },
solo={ solo={
{}, {
bgm="race",
},
}, },
tsd={ tsd={
{ {
@@ -329,12 +358,14 @@ defaultModeEnv={
lock=1e99, lock=1e99,
target=1, target=1,
reach=Event.tsd_reach, reach=Event.tsd_reach,
bgm="reason",
}, },
{ {
drop=60, drop=60,
lock=60, lock=60,
target=1, target=1,
reach=Event.tsd_reach, reach=Event.tsd_reach,
bgm="reason",
}, },
}, },
blind={ blind={
@@ -342,18 +373,21 @@ defaultModeEnv={
drop=30, drop=30,
lock=60, lock=60,
visible=2, visible=2,
bgm="newera",
}, },
{ {
drop=15, drop=15,
lock=30, lock=60,
visible=0, visible=0,
freshLimit=10, freshLimit=10,
bgm="reason",
}, },
{ {
_20G=true, _20G=true,
lock=60, lock=60,
visible=0, visible=0,
freshLimit=15, freshLimit=15,
bgm="reason",
}, },
{ {
_20G=true, _20G=true,
@@ -363,6 +397,7 @@ defaultModeEnv={
fall=15, fall=15,
visible=0, visible=0,
arr=1, arr=1,
bgm="push",
}, },
}, },
dig={ dig={
@@ -370,10 +405,12 @@ defaultModeEnv={
drop=60, drop=60,
lock=120, lock=120,
fall=20, fall=20,
bgm="push",
}, },
{ {
drop=10, drop=10,
lock=30, lock=30,
bgm="push",
}, },
}, },
survivor={ survivor={
@@ -381,21 +418,25 @@ defaultModeEnv={
drop=60, drop=60,
lock=120, lock=120,
fall=30, fall=30,
bgm="push",
}, },
{ {
drop=30, drop=30,
lock=60, lock=60,
fall=20, fall=20,
bgm="newera",
}, },
{ {
drop=10, drop=10,
lock=20, lock=60,
fall=15, fall=15,
bgm="race",
}, },
{ {
drop=5, drop=5,
lock=15, lock=60,
fall=10, fall=10,
bgm="push",
}, },
}, },
sudden={ sudden={
@@ -405,24 +446,28 @@ defaultModeEnv={
lock=1e99, lock=1e99,
target=0, target=0,
reach=Event.sudden_reach, reach=Event.sudden_reach,
bgm="way",
}, },
{ {
drop=30, drop=30,
lock=60, lock=60,
target=0, target=0,
reach=Event.sudden_reach, reach=Event.sudden_reach,
bgm="way",
}, },
{ {
drop=15, drop=15,
lock=60, lock=60,
target=0, target=0,
reach=Event.sudden_reach_hard, reach=Event.sudden_reach_hard,
bgm="way",
}, },
{ {
drop=5, drop=5,
lock=20, lock=40,
target=0, target=0,
reach=Event.sudden_reach_hard, reach=Event.sudden_reach_hard,
bgm="way",
}, },
}, },
pctrain={ pctrain={
@@ -432,20 +477,22 @@ defaultModeEnv={
drop=120, drop=120,
lock=120, lock=120,
fall=20, fall=20,
sequence=4, sequence="pc",
target=0, target=0,
freshLimit=1e99, freshLimit=1e99,
reach=Event.newPC, reach=Event.newPC,
bgm="newera",
}, },
{ {
next=4, next=4,
hold=false, hold=false,
drop=60, drop=60,
lock=60, lock=60,
fall=15, fall=20,
sequence=4, sequence="pc",
target=0, target=0,
reach=Event.newPC, reach=Event.newPC,
bgm="newera",
}, },
}, },
pcchallenge={ pcchallenge={
@@ -453,26 +500,26 @@ defaultModeEnv={
oncehold=false, oncehold=false,
drop=300, drop=300,
lock=1e99, lock=1e99,
sequence=1,
target=100, target=100,
reach=Event.gameover.win, reach=Event.gameover.win,
freshLimit=1e99, freshLimit=1e99,
bgm="newera",
}, },
{ {
drop=60, drop=60,
lock=120, lock=120,
fall=10, fall=10,
sequence=1,
target=100, target=100,
reach=Event.gameover.win, reach=Event.gameover.win,
bgm="infinite",
}, },
{ {
drop=20, drop=20,
lock=60, lock=60,
fall=20, fall=20,
sequence=1,
target=100, target=100,
reach=Event.gameover.win, reach=Event.gameover.win,
bgm="infinite",
}, },
}, },
techmino41={ techmino41={
@@ -482,6 +529,7 @@ defaultModeEnv={
royalePowerup={2,5,10,20}, royalePowerup={2,5,10,20},
royaleRemain={30,20,15,10,5}, royaleRemain={30,20,15,10,5},
pushSpeed=2, pushSpeed=2,
bgm="race",
}, },
}, },
techmino99={ techmino99={
@@ -491,36 +539,42 @@ defaultModeEnv={
royalePowerup={2,6,14,30}, royalePowerup={2,6,14,30},
royaleRemain={75,50,35,20,10}, royaleRemain={75,50,35,20,10},
pushSpeed=2, pushSpeed=2,
bgm="race",
}, },
}, },
drought={ drought={
{ {
drop=20, drop=20,
lock=30, lock=60,
sequence=5, sequence=drought1,
target=100, target=100,
reach=Event.gameover.win, reach=Event.gameover.win,
bgm="reason",
}, },
{ {
drop=20, drop=20,
lock=30, lock=60,
sequence=6, sequence=drought2,
target=100, target=100,
reach=Event.gameover.win, reach=Event.gameover.win,
bgm="reason",
}, },
}, },
hotseat={ hotseat={
{}, {
bgm="way",
},
}, },
custom={ custom={
{ {
reach=Event.gameover.win bgm="reason",
reach=Event.gameover.win,
}, },
}, },
} }
modeLevel={ modeLevel={
sprint={"10L","20L","40L","100L","400L","1000L"}, sprint={"10L","20L","40L","100L","400L","1000L"},
marathon={"EASY","NORMAL","EXTRA","DEATH"}, marathon={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
zen={"NORMAL"}, zen={"NORMAL"},
infinite={"NORMAL"}, infinite={"NORMAL"},
solo={"EASY","NORMAL","HARD","LUNATIC"}, solo={"EASY","NORMAL","HARD","LUNATIC"},
@@ -529,7 +583,7 @@ modeLevel={
dig={"NORMAL","LUNATIC"}, dig={"NORMAL","LUNATIC"},
survivor={"EASY","NORMAL","HARD","LUNATIC"}, survivor={"EASY","NORMAL","HARD","LUNATIC"},
sudden={"EASY","NORMAL","HARD","LUNATIC"}, sudden={"EASY","NORMAL","HARD","LUNATIC"},
pctrain={"HARD","LUNATIC"}, pctrain={"NORMAL","LUNATIC"},
pcchallenge={"NORMAL","HARD","LUNATIC"}, pcchallenge={"NORMAL","HARD","LUNATIC"},
techmino41={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"}, techmino41={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
techmino99={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"}, techmino99={"EASY","NORMAL","HARD","LUNATIC","ULTIMATE"},
@@ -585,8 +639,7 @@ modeInfo={
} }
freshMethod={ freshMethod={
function() bag7=function()
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
if #P.nxt<6 then if #P.nxt<6 then
local bag={1,2,3,4,5,6,7} local bag={1,2,3,4,5,6,7}
for i=1,7 do for i=1,7 do
@@ -595,26 +648,41 @@ freshMethod={
end end
end end
end, end,
function() his4=function()
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1) if #P.nxt<6 then
local i,j=nil,0 local j,i=0
repeat ::L::
i,j=rnd(7),j+1 i,j=rnd(7),j+1
until not(i==P.his[1]or i==P.his[2]or i==P.his[3]or i==P.his[4]) if(i==P.his[1]or i==P.his[2]or i==P.his[3]or i==P.his[4])then goto L end
P.nxt[6],P.nb[6]=i,blocks[i][0]
rem(P.his,1)ins(P.his,i)
end
end,
rnd=function()
local i
::L::
i=rnd(7)
if i==P.nxt[5]then goto L end
P.nxt[6],P.nb[6]=i,blocks[i][0] P.nxt[6],P.nb[6]=i,blocks[i][0]
rem(P.his,1)ins(P.his,i) end,--random
pc=function()
if P.cstat.piece%4==0 then
local r=rnd(#PClist)
local f=P.cstat.event==1
for i=1,4 do
local b=PClist[r][i]
if f then
if b<3 then b=3-b
elseif b<5 then b=7-b
end
end
ins(P.nxt,b)
ins(P.nb,blocks[b][0])
end
P.cstat.event=(P.cstat.event+1)%2
end
end, end,
function() drought1=function()
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
repeat i=rnd(7)until i~=P.nxt[5]
P.nxt[6],P.nb[6]=i,blocks[i][0]
end,
function()
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
--generate in newPC
end,
function()
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
if #P.nxt<6 then if #P.nxt<6 then
local bag={1,2,3,4,5,6} local bag={1,2,3,4,5,6}
for i=1,6 do for i=1,6 do
@@ -623,14 +691,13 @@ freshMethod={
end end
end end
end, end,
function() drought2=function()
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
if #P.nxt<6 then if #P.nxt<6 then
local bag={1,1,1,2,2,2,3,3,3,4,4,4,6,6,6,5,7} local bag={1,1,1,2,2,2,3,3,3,4,4,4,6,6,6,5,7}
repeat ::L::
ins(P.nxt,rem(bag,rnd(#bag))) ins(P.nxt,rem(bag,rnd(#bag)))
ins(P.nb,blocks[P.nxt[#P.nxt]][0]) ins(P.nb,blocks[P.nxt[#P.nxt]][0])
until not bag[1] if bag[1]then goto L end
end end
end, end,
} }
@@ -697,17 +764,17 @@ TRS={
}, },
[7]={ [7]={
[01]={{0,0},{1,0},{-2,0},{-2,-1},{1,2}}, [01]={{0,0},{1,0},{-2,0},{-2,-1},{1,2}},
[10]={{0,0},{2,0},{-1,0},{2,1},{-1,-2}}, [03]={{0,0},{-1,0},{2,0},{2,-1},{-1,2}},
[10]={{0,0},{2,0},{-1,0},{-1,-2},{2,1},{0,2}},
[30]={{0,0},{-2,0},{1,0},{1,-2},{-2,1},{0,2}},
[12]={{0,0},{-1,0},{2,0},{-1,2},{2,-1}}, [12]={{0,0},{-1,0},{2,0},{-1,2},{2,-1}},
[32]={{0,0},{1,0},{-2,0},{1,-2},{-2,-1}},
[21]={{0,0},{-2,0},{1,0},{1,-2},{-2,1}}, [21]={{0,0},{-2,0},{1,0},{1,-2},{-2,1}},
[23]={{0,0},{2,0},{-1,0},{-1,-2},{2,1}}, [23]={{0,0},{2,0},{-1,0},{-1,-2},{2,1}},
[32]={{0,0},{-2,0},{1,0},{-2,-1},{1,2}},
[30]={{0,0},{1,0},{-2,0},{1,-2},{-2,1}},
[03]={{0,0},{-1,0},{2,0},{2,-1},{-1,2}},
[02]={{0,0},{-1,0},{1,0},{0,-1},{0,1}}, [02]={{0,0},{-1,0},{1,0},{0,-1},{0,1}},
[20]={{0,0},{1,0},{-1,0},{0,1},{0,-1}}, [20]={{0,0},{1,0},{-1,0},{0,1},{0,-1}},
[13]={{0,0},{0,-1},{-1,0},{1,0},{0,1}}, [13]={{0,0},{0,-1},{-1,0},{1,0},{0,1}},
[31]={{0,0},{0,-1},{1,0},{-1,0},{0,1}}, [31]={{0,0},{0,1},{1,0},{-1,0},{0,1}},
} }
}TRS[3],TRS[4]=TRS[2],TRS[1] }TRS[3],TRS[4]=TRS[2],TRS[1]
@@ -861,7 +928,10 @@ virtualkey={
{x=0,y=0,r=0},--toRight {x=0,y=0,r=0},--toRight
{x=0,y=0,r=0},--toDown {x=0,y=0,r=0},--toDown
]] ]]
} }
virtualkeyDown={false,false,false,false,false,false,false,false,false,false,false,false,false}
virtualkeyPressTime={0,0,0,0,0,0,0,0,0,0,0,0,0}
virtualkeySet={ virtualkeySet={
{ {
{80,720-200,6400,80},--moveLeft {80,720-200,6400,80},--moveLeft
@@ -912,16 +982,16 @@ virtualkeySet={
{80,320,6400,80},--restart {80,320,6400,80},--restart
},--Keyboard set },--Keyboard set
{ {
{1280-360,40,1600,40},--moveLeft {1280-360,40,0,40},--moveLeft
{1280-280,40,1600,40},--moveRight {1280-280,40,0,40},--moveRight
{1280-520,40,1600,40},--rotRight {1280-520,40,0,40},--rotRight
{1280-600,40,1600,40},--rotLeft {1280-600,40,0,40},--rotLeft
{1280-440,40,1600,40},--rotFlip {1280-440,40,0,40},--rotFlip
{1280-40,40,1600,40},--hardDrop {1280-40,40,0,40},--hardDrop
{1280-120,40,1600,40},--softDrop {1280-120,40,0,40},--softDrop
{1280-200,40,1600,40},--hold {1280-200,40,0,40},--hold
{1280-680,40,1600,40},--swap {1280-680,40,0,40},--swap
{-10,-10,0,0},--restart {1280-760,40,0,40},--restart
},--PC key feedback },--PC key feedback
} }

201
main.lua
View File

@@ -54,11 +54,12 @@ gameEnv0={
drop=30,lock=45, drop=30,lock=45,
wait=1,fall=1, wait=1,fall=1,
next=6,hold=true,oncehold=true, next=6,hold=true,oncehold=true,
sequence=1,visible=1, sequence="bag7",visible=1,
_20G=false,target=1e99, _20G=false,target=1e99,
freshLimit=15, freshLimit=15,
virtualkey={}, virtualkey={},
reach=null, reach=null,
bgm="race"
--not all is actually used,some only provide a key --not all is actually used,some only provide a key
} }
customSel={ customSel={
@@ -78,28 +79,23 @@ loadmode={
sprint=function() sprint=function()
createPlayer(1,340,15) createPlayer(1,340,15)
curBG="game1" curBG="game1"
BGM("race")
end, end,
marathon=function() marathon=function()
createPlayer(1,340,15) createPlayer(1,340,15)
curBG="strap" curBG="strap"
BGM("way")
end, end,
zen=function() zen=function()
createPlayer(1,340,15) createPlayer(1,340,15)
curBG="strap" curBG="strap"
BGM("infinite")
end, end,
infinite=function() infinite=function()
createPlayer(1,340,15) createPlayer(1,340,15)
curBG="glow" curBG="glow"
BGM("infinite")
end, end,
solo=function() solo=function()
createPlayer(1,20,15)--Player createPlayer(1,20,15)--Player
createPlayer(2,660,85,.9,customRange.opponent[3*curMode.lv])--AI createPlayer(2,660,85,.9,customRange.opponent[3*curMode.lv])--AI
curBG="game2" curBG="game2"
BGM("race")
end, end,
death=function() death=function()
createPlayer(1,340,15) createPlayer(1,340,15)
@@ -109,12 +105,10 @@ loadmode={
tsd=function() tsd=function()
createPlayer(1,340,15) createPlayer(1,340,15)
curBG="matrix" curBG="matrix"
BGM("reason")
end, end,
blind=function() blind=function()
createPlayer(1,340,15) createPlayer(1,340,15)
curBG="glow" curBG="glow"
BGM("push")
end, end,
dig=function() dig=function()
createPlayer(1,340,15) createPlayer(1,340,15)
@@ -127,121 +121,76 @@ loadmode={
pushSpeed=1 pushSpeed=1
end end
curBG="game2" curBG="game2"
BGM("push")
end, end,
survivor=function() survivor=function()
createPlayer(1,340,15) createPlayer(1,340,15)
local P=players[1] local P=players[1]
if curMode.lv==1 then ins(players[1].task,Event.task[curMode.lv==1 and"survivor_easy"or curMode.lv==2 and"survivor_normal"or curMode.lv==3 and"survivor_hard"or curMode.lv==4 and"survivor_lunatic"])
ins(players[1].task,Event.task.survivor_easy) pushSpeed=curMode.lv>2 and 2 or 1
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" curBG="game2"
BGM("push")
end, end,
sudden=function() sudden=function()
createPlayer(1,340,15) createPlayer(1,340,15)
curBG="matrix" curBG="matrix"
BGM("way")
end, end,
pctrain=function() pctrain=function()
createPlayer(1,340,15) createPlayer(1,340,15)
local r=rnd(#PClist) P=players[1]
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() Event.newPC()
P.freshNext()
curBG="matrix" curBG="matrix"
BGM("infinite")
end, end,
pcchallenge=function() pcchallenge=function()
createPlayer(1,340,15) createPlayer(1,340,15)
curBG="matrix" curBG="matrix"
BGM("infinite")
end, end,
techmino41=function() techmino41=function()
createPlayer(1,340,15)--Player createPlayer(1,340,15)--Player
if curMode.lv==5 then players[1].gameEnv.drop=15 end if curMode.lv==5 then players[1].gameEnv.drop=15 end
local n,min,max=2 local n,min,max=2
if curMode.lv==1 then if curMode.lv==1 then min,max=5,30
min,max=5,30 elseif curMode.lv==2 then min,max=3,25
elseif curMode.lv==2 then elseif curMode.lv==3 then min,max=2,20
min,max=3,25 elseif curMode.lv==4 then min,max=2,10
elseif curMode.lv==3 then elseif curMode.lv==5 then min,max=1,6
min,max=2,20
elseif curMode.lv==4 then
min,max=2,10
elseif curMode.lv==5 then
min,max=1,6
end end
for i=1,4 do for i=1,4 do for j=1,5 do
for j=1,5 do createPlayer(n,77*i-55,140*j-125,.2,rnd(min,max))
createPlayer(n,77*i-55,140*j-125,.2,rnd(min,max)) n=n+1
n=n+1 end end
end for i=9,12 do for j=1,5 do
end createPlayer(n,77*i+275,140*j-125,.2,rnd(min,max))
for i=9,12 do n=n+1
for j=1,5 do end end
createPlayer(n,77*i+275,140*j-125,.2,rnd(min,max)) --AIs
n=n+1
end
end--AIs
curBG="game3" curBG="game3"
BGM("race")
end, end,
techmino99=function() techmino99=function()
createPlayer(1,340,15)--Player createPlayer(1,340,15)--Player
if curMode.lv==5 then players[1].gameEnv.drop=15 end if curMode.lv==5 then players[1].gameEnv.drop=15 end
local n,min,max=2 local n,min,max=2
if curMode.lv==1 then if curMode.lv==1 then min,max=5,32
min,max=5,32 elseif curMode.lv==2 then min,max=3,25
elseif curMode.lv==2 then elseif curMode.lv==3 then min,max=2,18
min,max=3,25 elseif curMode.lv==4 then min,max=2,12
elseif curMode.lv==3 then elseif curMode.lv==5 then min,max=1,12
min,max=2,18
elseif curMode.lv==4 then
min,max=2,12
elseif curMode.lv==5 then
min,max=1,12
end end
for i=1,7 do for i=1,7 do for j=1,7 do
for j=1,7 do createPlayer(n,46*i-36,97*j-72,.135,rnd(min,max))
createPlayer(n,46*i-36,97*j-72,.135,rnd(min,max)) n=n+1
n=n+1 end end
end for i=15,21 do for j=1,7 do
end createPlayer(n,46*i+264,97*j-72,.135,rnd(min,max))
for i=15,21 do n=n+1
for j=1,7 do end end
createPlayer(n,46*i+264,97*j-72,.135,rnd(min,max)) --AIs
n=n+1
end
end--AIs
curBG="game3" curBG="game3"
BGM("race")
end, end,
drought=function() drought=function()
createPlayer(1,340,15) createPlayer(1,340,15)
curBG="strap" curBG="strap"
BGM("reason")
end,
gmroll=function()
createPlayer(1,340,15)
curBG="glow"
BGM("push")
end, end,
hotseat=function() hotseat=function()
if curMode.lv==1 then if curMode.lv==1 then
@@ -258,10 +207,8 @@ loadmode={
createPlayer(4,955,160,.5) createPlayer(4,955,160,.5)
end end
curBG="game2" curBG="game2"
BGM("way")
end, end,
custom=function() custom=function()
modeEnv={}
for i=1,#customID do for i=1,#customID do
local k=customID[i] local k=customID[i]
modeEnv[k]=customRange[k][customSel[k]] modeEnv[k]=customRange[k][customSel[k]]
@@ -275,7 +222,6 @@ loadmode={
createPlayer(2,660,85,.9,modeEnv.opponent) createPlayer(2,660,85,.9,modeEnv.opponent)
end end
curBG="matrix" curBG="matrix"
BGM("reason")
end, end,
} }
mesDisp={ mesDisp={
@@ -386,18 +332,20 @@ mesDisp={
Event={ Event={
gameover={ gameover={
win=function() win=function()
local P=players.alive[1]
P.alive=false P.alive=false
P.control=false P.control=false
P.timing=false P.timing=false
P.waiting=1e99 P.waiting=1e99
P.b2b=0 P.b2b=0
if modeEnv.royaleMode then if modeEnv.royaleMode then
P.rank=#players.alive P.rank=1
P.result="WIN" P.result="WIN"
changeAtk(P) changeAtk(P)
end end
while P.task[1]do ::L::if P.task[1]then
rem(P.task) rem(P.task)
goto L
end end
for i=1,#P.atkBuffer do for i=1,#P.atkBuffer do
P.atkBuffer[i].sent=true P.atkBuffer[i].sent=true
@@ -418,8 +366,9 @@ Event={
P.timing=false P.timing=false
P.waiting=1e99 P.waiting=1e99
P.b2b=0 P.b2b=0
while P.task[1]do ::L::if P.task[1]then
rem(P.task) rem(P.task)
goto L
end end
for i=1,#players.alive do for i=1,#players.alive do
if players.alive[i]==P then if players.alive[i]==P then
@@ -430,10 +379,13 @@ Event={
if modeEnv.royaleMode then if modeEnv.royaleMode then
changeAtk(P) changeAtk(P)
P.result="K.O." P.result="K.O."
P.rank=#players.alive P.rank=#players.alive+1
P.strength=0 P.strength=0
if P.lastRecv and P.lastRecv.alive then local A=P
local A=P.lastRecv ::L::
A=A.lastRecv
if A and not A.alive then goto L end
if A and A~=P then
if P.id==1 or A.id==1 then if P.id==1 or A.id==1 then
throwBadge(P,A,P.badge) throwBadge(P,A,P.badge)
P.killMark=A.id==1 P.killMark=A.id==1
@@ -468,13 +420,17 @@ Event={
if P.id==1 and players[2]and players[2].ai then SFX("fail")end if P.id==1 and players[2]and players[2].ai then SFX("fail")end
ins(P.task,Event.task.lose) ins(P.task,Event.task.lose)
if #players.alive==1 then if #players.alive==1 then
ins(players.alive[1].task,Event.task.winTrigger) local t=P
P=players.alive[1]
Event.gameover.win()
P=t
end end
end, end,
}, },
marathon_reach=function() marathon_reach=function()
local s=int(P.cstat.row*.1) local s=int(P.cstat.row*.1)
if s>=20 then if s>=20 then
P.cstat.row=200
Event.gameover.win() Event.gameover.win()
else else
P.gameEnv.drop=marathon_drop[s] P.gameEnv.drop=marathon_drop[s]
@@ -485,6 +441,21 @@ Event={
end, end,
marathon_reach_lunatic=function() marathon_reach_lunatic=function()
if P.gameEnv.target==250 then if P.gameEnv.target==250 then
P.cstat.row=250
Event.gameover.win()
else
P.gameEnv.target=P.gameEnv.target+50
local t=P.gameEnv.target/50
P.gameEnv.lock=rush_lock[t]
P.gameEnv.wait=rush_wait[t]
P.gameEnv.fall=rush_fall[t]
showText(P,"STAGE "..t,"fly",80,-120)
SFX("reach")
end
end,
marathon_reach_ultimate=function()
if P.gameEnv.target==250 then
P.cstat.row=250
Event.gameover.win() Event.gameover.win()
else else
P.gameEnv.target=P.gameEnv.target+50 P.gameEnv.target=P.gameEnv.target+50
@@ -492,7 +463,7 @@ Event={
P.gameEnv.lock=death_lock[t] P.gameEnv.lock=death_lock[t]
P.gameEnv.wait=death_wait[t] P.gameEnv.wait=death_wait[t]
P.gameEnv.fall=death_fall[t] P.gameEnv.fall=death_fall[t]
showText(P,"STAGE "..t,"fly",80,-120) showText(P,"STAGE "..t,"beat",80,-120)
SFX("reach") SFX("reach")
end end
end, end,
@@ -520,7 +491,7 @@ Event={
local P=players[1] local P=players[1]
if P.cstat.piece%4==0 then if P.cstat.piece%4==0 then
if #P.field==#P.clearing then if #P.field==#P.clearing then
P.counter=P.cstat.piece==0 and 19 or 0 P.counter=P.cstat.piece==0 and 20 or 0
ins(P.task,Event.task.PC) ins(P.task,Event.task.PC)
if curMode.lv==2 then if curMode.lv==2 then
local s=P.cstat.pc*.5 local s=P.cstat.pc*.5
@@ -535,28 +506,12 @@ Event={
end end
end 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 else
Event.gameover.lose() Event.gameover.lose()
end end
end end
end, end,
task={ task={
winTrigger=function()
Event.gameover.win()
return true
end,
win=function() win=function()
P.endCounter=P.endCounter+1 P.endCounter=P.endCounter+1
if P.endCounter>80 then if P.endCounter>80 then
@@ -633,7 +588,7 @@ Event={
local P=players[1] local P=players[1]
P.counter=P.counter+1 P.counter=P.counter+1
if P.counter==max(60,180-2*P.cstat.event)then 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}) ins(P.atkBuffer,{rnd(10),amount=1,countdown=30,cd0=30,time=0,sent=false,lv=1})
P.counter=0 P.counter=0
P.cstat.event=P.cstat.event+1 P.cstat.event=P.cstat.event+1
end end
@@ -642,15 +597,11 @@ Event={
local P=players[1] local P=players[1]
P.counter=P.counter+1 P.counter=P.counter+1
if P.counter==max(60,180-2*P.cstat.event)then if P.counter==max(60,180-2*P.cstat.event)then
local d=P.cstat.event local d=P.cstat.event+1
if rnd()<.33 then if d%4==0 then ins (P.atkBuffer,{rnd(10),amount=1,countdown=60,cd0=60,time=0,sent=false,lv=1})
ins(P.atkBuffer,{rnd(10),amount=1,countdown=20,cd0=20,time=0,sent=false,lv=1}) elseif d%4==1 then ins(P.atkBuffer,{rnd(10),amount=2,countdown=70,cd0=70,time=0,sent=false,lv=1})
elseif rnd()<.33 then elseif d%4==2 then ins(P.atkBuffer,{rnd(10),amount=3,countdown=80,cd0=80,time=0,sent=false,lv=2})
ins(P.atkBuffer,{rnd(10),amount=2,countdown=40,cd0=40,time=0,sent=false,lv=1}) elseif d%4==3 then ins(P.atkBuffer,{rnd(10),amount=4,countdown=90,cd0=90,time=0,sent=false,lv=3})
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 end
P.counter=0 P.counter=0
P.cstat.event=P.cstat.event+1 P.cstat.event=P.cstat.event+1
@@ -661,9 +612,9 @@ Event={
P.counter=P.counter+1 P.counter=P.counter+1
if P.counter==max(80,150-2*P.cstat.event)then if P.counter==max(80,150-2*P.cstat.event)then
if rnd()<.33 then if rnd()<.33 then
ins(P.atkBuffer,{rnd(10),amount=1,countdown=0,cd0=0,time=0,sent=false,lv=1}) ins(P.atkBuffer,{rnd(10),amount=1,countdown=20,cd0=20,time=0,sent=false,lv=1})
else else
ins(P.atkBuffer,{rnd(10),amount=3,countdown=0,cd0=0,time=0,sent=false,lv=1}) ins(P.atkBuffer,{rnd(10),amount=3,countdown=40,cd0=40,time=0,sent=false,lv=2})
end end
P.counter=0 P.counter=0
P.cstat.event=P.cstat.event+1 P.cstat.event=P.cstat.event+1

View File

@@ -99,7 +99,7 @@ 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)
@@ -156,31 +156,32 @@ function drawPixel(y,x,id,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 drawPixelmini(y,x,id)
gc.draw(blockSkinmini[id],30*x-30,600-30*y,nil,5)
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(.75,.75,.75,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
@@ -261,7 +262,7 @@ end
function Pnt.main() function Pnt.main()
gc.setColor(1,1,1) gc.setColor(1,1,1)
setFont(30) setFont(30)
gc.print("Alpha V0.7.7",370,140) gc.print("Alpha V0.7.8",370,140)
gc.print(system,530,110) gc.print(system,530,110)
gc.draw(titleImage,30,30) gc.draw(titleImage,30,30)
end end
@@ -309,38 +310,38 @@ 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()
@@ -395,8 +396,8 @@ function Pnt.play()
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
local h=0 local h=0
for i=1,#P.atkBuffer do for i=1,#P.atkBuffer do
@@ -410,30 +411,30 @@ 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",304,600-h,12,-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",304,600-h+(-bar+3),12,-(-bar+3)*(1-a.countdown/a.cd0))
--Timing --Timing
else else
attackColor.animate[a.lv]((sin((Timer()-i)*20)+1)*.5) attackColor.animate[a.lv]((sin((Timer()-i)*20)+1)*.5)
gc.rectangle("fill",307,600-h,12,-bar+5) gc.rectangle("fill",304,600-h,12,-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",304,600-h,12,-bar+2)
--Disappear --Disappear
end end
h=h+bar h=h+bar
end--Buffer line end--Buffer line
gc.setColor(P.b2b<40 and color.white or P.b2b<=480 and color.lightRed or color.lightBlue) gc.setColor(P.b2b<40 and color.white or P.b2b<=480 and color.lightRed or color.lightBlue)
gc.rectangle("fill",-17,600,10,-P.b2b1) gc.rectangle("fill",-13,600,10,-P.b2b1)
gc.setColor(color.red) gc.setColor(color.red)
gc.rectangle("fill",-23,600-40,16,5) gc.rectangle("fill",-19,600-40,16,5)
gc.setColor(color.blue) gc.setColor(color.blue)
gc.rectangle("fill",-23,600-480,16,5) gc.rectangle("fill",-19,600-480,16,5)
--B2B bar --B2B bar
setFont(40) setFont(40)

View File

@@ -64,6 +64,11 @@ function Tmr.play(dt)
rem(FX.badge,i) rem(FX.badge,i)
end end
end end
for i=1,#virtualkey do
if virtualkeyPressTime[i]>0 then
virtualkeyPressTime[i]=virtualkeyPressTime[i]-1
end
end
for i=1,3 do for i=1,3 do
PTC.attack[i]:update(dt) PTC.attack[i]:update(dt)
end end
@@ -83,7 +88,7 @@ function Tmr.play(dt)
P.moving=0 P.moving=0
end end
end end
return nil return
end--Counting,include pre-das end--Counting,include pre-das
for p=1,#players do for p=1,#players do
P=players[p] P=players[p]
@@ -159,8 +164,9 @@ function Tmr.play(dt)
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 end
while P.clearing[1]do ::L::if P.clearing[1]then
rem(P.clearing) rem(P.clearing)
goto L
end end
end end
elseif P.waiting>0 then elseif P.waiting>0 then
@@ -245,7 +251,5 @@ 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%60==0 then freshMostDangerous()end
freshMostDangerous()
end
end end

View File

@@ -1,22 +1,22 @@
function string.splitS(s,sep) function string.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 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 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)
@@ -66,7 +66,7 @@ function stencil_field()
gc.rectangle("fill",150,60,300,610) gc.rectangle("fill",150,60,300,610)
end end
function stencil_field_small() function stencil_field_small()
gc.rectangle("fill",0,0,300,600) gc.rectangle("fill",0,0,60,120)
end end
--Single-usage funcs --Single-usage funcs
@@ -78,14 +78,15 @@ 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
@@ -93,14 +94,15 @@ 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