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3 Commits

Author SHA1 Message Date
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
28 changed files with 1995 additions and 1495 deletions

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14
ai.lua
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@@ -74,14 +74,12 @@ function getScore(field,bn,cb,cx,cy)
local hole=0
for i=cy+#cb-1,cy,-1 do
local f=true
for j=1,10 do
if field[i][j]==0 then f=false;break end
end
if f then
removeRow(field,i)
clear=clear+1
if field[i][j]==0 then goto L end
end
removeRow(field,i)
clear=clear+1
::L::
end
if #field==0 then return 9e99 end--PC best
for x=1,10 do
@@ -125,7 +123,7 @@ end
function AI_getControls(ctrl)
local Tfield={}--test field
local field_org=P.field
for i=1,#field_org do
for i=1,#field_org do
Tfield[i]=getNewRow()
for j=1,10 do
Tfield[i][j]=field_org[i][j]
@@ -133,7 +131,7 @@ function AI_getControls(ctrl)
end
local best={x=1,dir=0,hold=false,score=-9e99}
for ifhold=0,P.gameEnv.hold and 1 or 0 do
local bn=ifhold==0 and P.bn or P.hn>0 and P.hn or P.nxt[1]
local bn=ifhold==0 and P.curID or P.holdID>0 and P.holdID or P.nextID[1]
for dir=0,dirCount[bn] do--each dir
local cb=blocks[bn][dir]
for cx=1,11-#cb[1]do--each pos

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@@ -143,7 +143,7 @@ end
function keyDown.play(key)
if key=="escape"then back()return end
local m=setting.keyMap
for p=1,4 do
for p=1,human do
local lib=setting.keyLib[p]
for s=1,#lib do
for k=1,12 do
@@ -158,7 +158,7 @@ end
keyUp={}
function keyUp.play(key)
local m=setting.keyMap
for p=1,4 do
for p=1,human do
local lib=setting.keyLib[p]
for s=1,#lib do
for k=1,12 do
@@ -299,6 +299,7 @@ end
function love.wheelmoved(x,y)
if wheelmoved[scene]then wheelmoved[scene](x,y)end
end
function love.touchpressed(id,x,y)
if not touching then
touching=id
@@ -362,11 +363,10 @@ function love.touchmoved(id,x,y,dx,dy)
local b=virtualkey[n]
for i=1,#l do
local x,y=xOy:inverseTransformPoint(tc.getPosition(l[i]))
if(x-b[1])^2+(y-b[2])^2<=b[3]then return end
end
if players[1].isKeyDown[n]then
releaseKey(n,players[1])
if(x-b[1])^2+(y-b[2])^2<=b[3]then goto L end
end
releaseKey(n,players[1])
::L::
end
elseif scene=="setting3"then
x,y=xOy:inverseTransformPoint(x,y)
@@ -381,7 +381,9 @@ end
function love.keypressed(i)
if i=="f12"then devMode=not devMode end
if devMode then
if i=="q"then
if i=="k"then
--Test code here
elseif i=="q"then
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
print(format("x=%d,y=%d,w=%d,h=%d",B.x,B.y,B.w,B.h))
@@ -459,7 +461,9 @@ function love.update(dt)
for i=1,#Buttons[scene]do
Buttons[scene][i].alpha=0
end--Reset buttons' state
game[sceneSwaping.tar]()
scene=sceneSwaping.tar
BGM("blank")
sceneInit[scene]()
Buttons.sel=nil
elseif sceneSwaping.time==0 then
sceneSwaping=nil
@@ -523,12 +527,13 @@ function love.resize(w,h)
screenK=h/w>=.5625 and w/1280 or h/720
xOy=xOy:setTransformation(w*.5,h*.5,nil,screenK,nil,640,360)
gc.replaceTransform(xOy)
collectgarbage()
end
function love.run()
local frameT=Timer()
local readyDrawFrame=0
love.resize(gc.getWidth(),gc.getHeight())
game.load()--System scene Launch
scene="load"sceneInit.load()--System Launch
math.randomseed(os.time()*626)
return function()
love.event.pump()

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@@ -9,7 +9,7 @@ function love.conf(t)
t.audio.mixwithsystem=true--Switch on to keep sysBGM
local W=t.window
W.title="Techmino V0.7.8"
W.title="Techmino V0.7.11"
W.icon="/image/icon.png"
W.width,W.height=1280,720
W.minwidth,W.minheight=640,360

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@@ -1,6 +1,6 @@
function loadGame(mode,level)
--rec={}
curMode={id=modeID[mode],lv=level,modeName=modeName[mode],levelName=modeLevel[modeID[mode]][level]}
curMode={id=modeID[mode],lv=level,modeName=text.modeName[mode],levelName=modeLevel[modeID[mode]][level]}
gotoScene("play")
end
function resetGameData()
@@ -8,9 +8,10 @@ function resetGameData()
garbageSpeed=1
pushSpeed=3
players={alive={}}
players={alive={}}human=0
modeEnv=defaultModeEnv[curMode.id][curMode.lv]or defaultModeEnv[curMode.id][1]
loadmode[curMode.id]()
curBG=modeEnv.bg
BGM(modeEnv.bgm)
FX.beam={}
@@ -39,7 +40,7 @@ function resetGameData()
freeRow={}
collectgarbage()
for i=1,40*#players do
for i=1,30*#players do
freeRow[i]={0,0,0,0,0,0,0,0,0,0}
end
end
@@ -56,7 +57,8 @@ function gameStart()
end
function createPlayer(id,x,y,size,AIspeed,data)
players[id]={id=id}
local P=players[id]
P=players[id]
local P=P
ins(players.alive,P)
P.index={__index=P}
P.x,P.y,P.size=x,y,size or 1
@@ -74,6 +76,8 @@ function createPlayer(id,x,y,size,AIspeed,data)
controlDelay=30,
controlDelay0=AIspeed,
}
else
human=human+1
end
P.alive=true
@@ -91,7 +95,7 @@ function createPlayer(id,x,y,size,AIspeed,data)
P.atkMode,P.swappingAtkMode=1,20
P.atker,P.atking,P.lastRecv={}
--Royale-related
P.gameEnv={}--Game setting vars,like dropDelay setting
for k,v in pairs(gameEnv0)do
if data and data[k]~=nil then
@@ -105,46 +109,46 @@ function createPlayer(id,x,y,size,AIspeed,data)
end
end--reset current game settings
P.hn,P.hb,P.holded=0,{{}},false
P.nxt,P.nb={},{}
P.curBlock,P.curID,P.curColor,P.curName={{}},1,0,0
P.sc,P.dir,P.r,P.c={0,0},0,0,0
P.curX,P.curY,P.y_img=0,0,0
P.holdBlock,P.holdID,P.holdColor,P.holdName={{}},0,0,0
P.holded=false
P.nextID,P.nextBlock,P.nextColor,P.nextName={},{},{},{}
P.dropDelay,P.lockDelay=P.gameEnv.drop,P.gameEnv.lock
P.freshTime=0
P.spinLast,P.lastClear=nil
P.spinLast,P.lastClear=false,nil
local s=P.gameEnv.sequence
if s=="bag7"or s=="his4"then
local bag1={1,2,3,4,5,6,7}
for i=1,7 do
P.nxt[i]=rem(bag1,rnd(#bag1))
P.nb[i]=blocks[P.nxt[i]][0]
newNext(rem(bag1,rnd(#bag1)))
end
elseif s=="rnd"then
for i=1,6 do
local r=rnd(7)
P.nxt[i]=r
P.nb[i]=blocks[r][0]
newNext(r)
end
elseif s=="drought1"then
local bag1={1,2,3,4,5,6}
for i=1,6 do
P.nxt[i]=rem(bag1,rnd(#bag1))
P.nb[i]=blocks[P.nxt[i]][0]
newNext(rem(bag1,rnd(#bag1)))
end
elseif s=="drought2"then
local bag1={1,2,3,4,6,7}
for i=1,6 do
P.nxt[i]=rem(bag1,rnd(#bag1))
P.nb[i]=blocks[P.nxt[i]][0]
newNext(rem(bag1,rnd(#bag1)))
end
end
P.freshNext=freshMethod[P.gameEnv.sequence]
if P.gameEnv.sequence==1 then P.bag={}--Bag7
elseif P.gameEnv.sequence==2 then P.his={}for i=1,4 do P.his[i]=P.nxt[i+3]end--History4
elseif P.gameEnv.sequence==2 then P.his={}for i=1,4 do P.his[i]=P.nextID[i+3]end--History4
elseif P.gameEnv.sequence==3 then--Pure random
end
P.showTime=P.gameEnv.visible==1 and 1e99 or P.gameEnv.visible==2 and 300 or 20
P.cb,P.sc,P.bn,P.r,P.c,P.cx,P.cy,P.dir,P.y_img={{}},{0,0},1,0,0,0,0,0,0
P.showTime=visible_opt[P.gameEnv.visible]
P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
P.moving,P.downing=0,0
P.waiting,P.falling=0,0
@@ -153,14 +157,13 @@ function createPlayer(id,x,y,size,AIspeed,data)
P.combo=0
P.b2b=0
P.b2b1=0
P.endCounter=0
P.counter=0
P.result=nil--string,"win"/"lose"
P.task={}
P.bonus={}
end
end
function showText(P,text,type,font,dy,spd,inf)
if not P.small then
ins(P.bonus,{t=0,text=text,draw=FX[type],font=font,dy=dy or 0,speed=spd or 1,inf=inf})
@@ -173,7 +176,7 @@ function garbageSend(S,R,send,time)
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})
ins(R.atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=min(int(send^.69),5)})
if R.id==1 then sysSFX(send<4 and "blip_1"or"blip_2",min(send+1,5)*.1)end
end
end
@@ -183,7 +186,7 @@ function garbageRelease()
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.field,1,getNewRow(8+atk.lv))
ins(P.visTime,1,getNewRow(t))
for k=1,#atk do
P.field[1][atk[k]]=0
@@ -201,7 +204,7 @@ function createBeam(S,R,lv)--Player id
if S.small then
x1,y1=S.centerX,S.centerY
else
x1,y1=S.x+(30*(P.cx+P.sc[2]-1)-30+15+150)*S.size,S.y+(600-30*(P.cy+P.sc[1]-1)+15+70)*S.size
x1,y1=S.x+(30*(P.curX+P.sc[2]-1)-30+15+150)*S.size,S.y+(600-30*(P.curY+P.sc[1]-1)+15+70)*S.size
end
if R.small then
x2,y2=R.x+150*R.size*.2,R.y+300*R.size*.2
@@ -210,7 +213,7 @@ function createBeam(S,R,lv)--Player id
end
ins(FX.beam,{x1,y1,x2,y2,t=0,lv=lv})
end
function throwBadge(S,R,amount)--Player id
function throwBadge(S,R)--Player id
local x1,y1,x2,y2
if S.small then
x1,y1=S.x+30*S.size,S.y+60*S.size
@@ -220,9 +223,9 @@ function throwBadge(S,R,amount)--Player id
if R.small then
x2,y2=R.x+30*R.size,R.y+60*R.size
else
x2,y2=R.x+73*R.size,R.y+360*R.size
x2,y2=R.x+73*R.size,R.y+345*R.size
end
ins(FX.badge,{x1,y1,x2,y2,t=0,size=(9+min(amount,12))*.1})
ins(FX.badge,{x1,y1,x2,y2,t=0})
end
function randomTarget(p)
if #players.alive>1 then
@@ -257,10 +260,11 @@ function changeAtk(P,R)
for i=1,#K do
if K[i]==P then
rem(K,i)
break
goto L
end
end
end
::L::
if R then
P.atking=R
ins(R.atker,P)
@@ -268,23 +272,31 @@ function changeAtk(P,R)
P.atking=nil
end
end
function freshMostBadge()
mostBadge,secBadge=nil
local m=0
function freshMostDangerous()
mostDangerous,secDangerous=nil
local m,m2=0,0
for i=1,#players.alive do
if players.alive[i].badge>=m then
mostBadge,secBadge=players.alive[i],mostBadge
m=players.alive[i].badge
local h=#players.alive[i].field
if h>=m then
mostDangerous,secDangerous=players.alive[i],mostDangerous
m,m2=h,m
elseif h>=m2 then
secDangerous=players.alive[i]
m2=h
end
end
end
function freshMostDangerous()
mostDangerous,secDangerous=nil
local m=0
function freshMostBadge()
mostBadge,secBadge=nil
local m,m2=0,0
for i=1,#players.alive do
if #players.alive[i].field>=m then
mostDangerous,secDangerous=players.alive[i],mostDangerous
m=#players.alive[i].field
local h=players.alive[i].badge
if h>=m then
mostBadge,secBadge=players.alive[i],mostBadge
m,m2=h,m
elseif h>=m2 then
secBadge=players.alive[i]
m2=h
end
end
end
@@ -292,7 +304,7 @@ function royaleLevelup()
gameStage=gameStage+1
local spd
if(gameStage==3 or gameStage>4)and players[1].alive then
showText(players[1],#players.alive.." Players Remain","beat",50,-100,.3)
showText(players[1],text.royale_remain(#players.alive),"beat",50,-100,.3)
end
if gameStage==2 then
spd=30
@@ -324,22 +336,22 @@ function royaleLevelup()
end
function freshgho()
if P.gameEnv._20G or P.keyPressing[7]and P.gameEnv.sdarr==0 then
::L::if not ifoverlap(P.cb,P.cx,P.cy-1)then
P.cy=P.cy-1
::L::if not ifoverlap(P.curBlock,P.curX,P.curY-1)then
P.curY=P.curY-1
P.spinLast=false
goto L
end
P.y_img=P.cy
P.y_img=P.curY
else
P.y_img=P.cy>#P.field+1 and #P.field+1 or P.cy
::L::if not ifoverlap(P.cb,P.cx,P.y_img-1)then
P.y_img=P.curY>#P.field+1 and #P.field+1 or P.curY
::L::if not ifoverlap(P.curBlock,P.curX,P.y_img-1)then
P.y_img=P.y_img-1
goto L
end
end
end
function freshLockDelay()
if P.lockDelay<P.gameEnv.lock then
if P.lockDelay<P.gameEnv.lock or P.curY==P.y_img then
if P.freshTime<=P.gameEnv.freshLimit then
P.lockDelay=P.gameEnv.lock
end
@@ -380,28 +392,31 @@ function solid(x,y)
if y>#P.field then return false end
return P.field[y][x]>0
end
function newNext(n)
ins(P.nextBlock,blocks[n][0])
ins(P.nextID,n)
ins(P.nextColor,P.gameEnv.bone and 8 or n)
ins(P.nextName,n)
end
function resetblock()
P.holded=false
P.spinLast=false
P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
P.curID,P.curBlock,P.curColor,P.curName=rem(P.nextID,1),rem(P.nextBlock,1),rem(P.nextColor,1),rem(P.nextName,1)--id/block/color/name
P.freshNext()
P.sc,P.dir=scs[P.bn][0],0
P.r,P.c=#P.cb,#P.cb[1]
P.cx,P.cy=blockPos[P.bn],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
P.holded=false
P.sc,P.dir=scs[P.curID][0],0--spin center/direction
P.r,P.c=#P.curBlock,#P.curBlock[1]--row/column
P.curX,P.curY=blockPos[P.curID],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,0
if P.keyPressing[8]then hold(true)end
if abs(P.moving)-P.gameEnv.das>1 then
if not ifoverlap(P.cb,P.cx+sgn(P.moving),P.cy)then
P.cx=P.cx+sgn(P.moving)
end
end
if P.keyPressing[3]then spin(1,true)end
if P.keyPressing[4]then spin(-1,true)end
if P.keyPressing[5]then spin(2,true)end
if abs(P.moving)-P.gameEnv.das>1 and not ifoverlap(P.curBlock,P.curX+sgn(P.moving),P.curY)then
P.curX=P.curX+sgn(P.moving)
end
if ifoverlap(P.cb,P.cx,P.cy)then lock()Event.gameover.lose()end
freshgho()
if ifoverlap(P.curBlock,P.curX,P.curY)then lock()Event.gameover.lose()end
freshgho()
if P.keyPressing[6]then act.hardDrop()P.keyPressing[6]=false end
end
function pressKey(i,p)
@@ -414,7 +429,7 @@ function pressKey(i,p)
if i==10 then
act.restart()
elseif P.alive then
if P.control and P.waiting<=0 then
if P.control and P.waiting<=0 then
act[actName[i]]()
if i>2 and i<7 then P.keyPressing[i]=false end
elseif P.keyPressing[9]then
@@ -448,60 +463,101 @@ function releaseKey(i,p)
end
function spin(d,ifpre)
local idir=(P.dir+d)%4
if P.bn==6 then
if P.curID==6 then
freshLockDelay()
SFX(ifpre and"prerotate"or"rotate")
if P.id==1 then
stat.rotate=stat.rotate+1
if P.gameEnv.ospin and P.freshTime>10 then
if d==1 then
if P.curY==P.y_img and solid(P.curX+2,P.curY+1)and solid(P.curX+2,P.curY)and solid(P.curX-1,P.curY+1)and not solid(P.curX-1,P.curY)then
if solid(P.curX-2,P.curY)then
P.curX=P.curX-1
goto T
else
P.curX=P.curX-2
goto I
end
end
elseif d==-1 then
if P.curY==P.y_img and solid(P.curX-1,P.curY+1)and solid(P.curX-1,P.curY)and solid(P.curX+2,P.curY+1)and not solid(P.curX+2,P.curY)then
if solid(P.curX+3,P.curY)then
goto T
else
goto I
end
end
elseif d==2 and P.curY==P.y_img and solid(P.curX-1,P.curY+1)and solid(P.curX+2,P.curY+1)and not solid(P.curX-1,P.curY)and not solid(P.curX+2,P.curY)then
P.curX=P.curX-1
goto I
end
goto E
::T::
P.curID=5
P.curBlock=blocks[5][0]
P.sc=scs[5][0]
P.r,P.c,P.dir=2,3,0
P.spinLast=3
if P.id==1 then stat.rotate=stat.rotate+1 end
goto E
::I::
P.curID=7
P.curBlock=blocks[7][2]
P.sc=scs[7][2]
P.r,P.c,P.dir=1,4,2
P.spinLast=3
if P.id==1 then stat.rotate=stat.rotate+1 end
end
return
end
local icb=blocks[P.bn][idir]
local isc=scs[P.bn][idir]
::E::return
end
local icb=blocks[P.curID][idir]
local isc=scs[P.curID][idir]
local ir,ic=#icb,#icb[1]
local ix,iy=P.cx+P.sc[2]-isc[2],P.cy+P.sc[1]-isc[1]
local t--succssful test
local iki=TRS[P.bn][P.dir*10+idir]
local ix,iy=P.curX+P.sc[2]-isc[2],P.curY+P.sc[1]-isc[1]
local t--succssful test id
local iki=TRS[P.curID][P.dir*10+idir]
for i=1,P.freshTime<=1.2*P.gameEnv.freshLimit and #iki or 1 do
if not ifoverlap(icb,ix+iki[i][1],iy+iki[i][2])then
ix,iy=ix+iki[i][1],iy+iki[i][2]
t=i
break
goto spin
end
end
if t then
P.cx,P.cy,P.dir=ix,iy,idir
P.sc,P.cb=scs[P.bn][idir],icb
P.r,P.c=ir,ic
P.spinLast=testScore[t==2 and -d or d]
freshgho()
freshLockDelay()
SFX(ifpre and"prerotate"or ifoverlap(P.cb,P.cx,P.cy+1)and ifoverlap(P.cb,P.cx-1,P.cy)and ifoverlap(P.cb,P.cx+1,P.cy)and"rotatekick"or"rotate")
if id==1 then
stat.rotate=stat.rotate+1
end
goto fail
::spin::
P.curX,P.curY,P.dir=ix,iy,idir
P.sc,P.curBlock=scs[P.curID][idir],icb
P.r,P.c=ir,ic
P.spinLast=t==2 and testScore[-d]or 2
freshgho()
freshLockDelay()
SFX(ifpre and"prerotate"or ifoverlap(P.curBlock,P.curX,P.curY+1)and ifoverlap(P.curBlock,P.curX-1,P.curY)and ifoverlap(P.curBlock,P.curX+1,P.curY)and"rotatekick"or"rotate")
if id==1 then
stat.rotate=stat.rotate+1
end
::fail::
end
function hold(ifpre)
if not P.holded and P.waiting<=0 and P.gameEnv.hold then
P.hn,P.bn=P.bn,P.hn
P.hb,P.cb=blocks[P.hn][0],P.hb
if P.bn==0 then P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)P.freshNext()end
P.sc,P.dir=scs[P.bn][0],0
P.r,P.c=#P.cb,#P.cb[1]
P.cx,P.cy=blockPos[P.bn],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
if abs(P.moving)-P.gameEnv.das>1 then
if not ifoverlap(P.cb,P.cx+sgn(P.moving),P.cy)then
P.cx=P.cx+sgn(P.moving)
end
P.holded=P.gameEnv.oncehold
P.holdID,P.curID=P.curID,P.holdID
P.holdBlock,P.curBlock=blocks[P.holdID][0],P.holdBlock
P.holdColor,P.curColor=P.curColor,P.holdColor
P.holdName,P.curName=P.curName,P.holdName
if P.curID==0 then
P.curID,P.curBlock,P.curColor,P.curName=rem(P.nextID,1),rem(P.nextBlock,1),rem(P.nextColor,1),rem(P.nextName,1)--id/block/color/name
P.freshNext()
end
P.sc,P.dir=scs[P.curID][0],0
P.r,P.c=#P.curBlock,#P.curBlock[1]
P.curX,P.curY=blockPos[P.curID],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
if abs(P.moving)-P.gameEnv.das>1 and not ifoverlap(P.curBlock,P.curX+sgn(P.moving),P.curY)then
P.curX=P.curX+sgn(P.moving)
end
freshgho()
P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,0
if ifoverlap(P.cb,P.cx,P.cy)then lock()Event.gameover.lose()end
P.holded=P.gameEnv.oncehold
if ifoverlap(P.curBlock,P.curX,P.curY)then lock()Event.gameover.lose()end
SFX(ifpre and"prehold"or"hold")
if P.id==1 then
stat.hold=stat.hold+1
@@ -509,30 +565,30 @@ function hold(ifpre)
end
end
function drop()
if P.cy==P.y_img then
if P.curY==P.y_img then
ins(P.dropTime,1,frame)rem(P.dropTime,11)--update speed dial
P.waiting=P.gameEnv.wait
local dospin=0
if P.spinLast then
if P.bn<6 then
local x,y=P.cx+P.sc[2]-1,P.cy+P.sc[1]-1
if P.curID<6 then
local x,y=P.curX+P.sc[2]-1,P.curY+P.sc[1]-1
local c=0
if solid(x-1,y+1)then c=c+1 end
if solid(x+1,y+1)then c=c+1 end
if c>0 then
if solid(x-1,y-1)then c=c+1 end
if solid(x+1,y-1)then c=c+1 end
if c>2 then
dospin=dospin+1
end
if c==0 then goto NTC end
if solid(x-1,y-1)then c=c+1 end
if solid(x+1,y-1)then c=c+1 end
if c>2 then
dospin=dospin+1
end
end--Three point
if P.bn~=6 and ifoverlap(P.cb,P.cx-1,P.cy)and ifoverlap(P.cb,P.cx+1,P.cy)and ifoverlap(P.cb,P.cx,P.cy+1)then
::NTC::
if P.curID~=6 and ifoverlap(P.curBlock,P.curX-1,P.curY)and ifoverlap(P.curBlock,P.curX+1,P.curY)and ifoverlap(P.curBlock,P.curX,P.curY+1)then
dospin=dospin+2
end--Immobile
end
lock()
local cc,csend,exblock,sendTime=checkrow(P.cy,P.r),0,0,0--Currect clear&send&sendTime
local cc,csend,exblock,sendTime=checkrow(P.curY,P.r),0,0,0--Currect clear&send&sendTime
local mini
if P.spinLast and cc>0 and dospin>0 then
dospin=dospin+P.spinLast
@@ -546,86 +602,85 @@ function drop()
elseif dospin<2 then
dospin=false
elseif dospin==2 then
mini=P.bn<6 and cc<3 and cc<P.r
mini=P.curID<6 and cc<3 and cc<P.r
end
P.combo=P.combo+1--combo=0 is under
if cc==4 then
if P.b2b>480 then
showText(P,"Techrash B2B2B","fly",70)
if P.b2b>1000 then
showText(P,text.techrashB3B,"fly",80,-30)
csend=6
sendTime=100
exblock=exblock+1
elseif P.b2b>=30 then
showText(P,"Techrash B2B","drive",70)
P.b2b=P.b2b-20
elseif P.b2b>=40 then
showText(P,text.techrashB2B,"drive",80,-30)
sendTime=80
csend=5
else
showText(P,"Techrash","stretch",80)
showText(P,text.techrash,"stretch",80,-30)
sendTime=60
csend=4
end
P.b2b=P.b2b+100
P.b2b=P.b2b+120
P.lastClear=74
P.cstat.techrash=P.cstat.techrash+1
elseif cc>0 then
if dospin then
if P.b2b>480 then
showText(P,spinName[cc][P.bn].." B2B2B","spin",40)
if P.b2b>1000 then
showText(P,text.b3b..text.spin[P.curName]..text.clear[cc],"spin",40,-30)
csend=b2bATK[cc]+1
exblock=exblock+1
elseif P.b2b>=30 then
showText(P,spinName[cc][P.bn].." B2B","spin",40)
elseif P.b2b>=40 then
showText(P,text.b2b..text.spin[P.curName]..text.clear[cc],"spin",40,-30)
csend=b2bATK[cc]
else
showText(P,spinName[cc][P.bn],"spin",50)
showText(P,text.spin[P.curName]..text.clear[cc],"spin",50,-30)
csend=2*cc
end
sendTime=20+csend*20
if mini then
showText(P,"Mini","drive",40,10)
showText(P,text.mini,"appear",40,-80)
csend=ceil(csend*.5)
sendTime=sendTime+60
P.b2b=P.b2b+b2bPoint[cc]*.8
else
P.b2b=P.b2b+b2bPoint[cc]
end
P.lastClear=P.bn*10+cc
P.lastClear=P.curID*10+cc
if P.id==1 then
stat.spin=stat.spin+1
end
SFX(spin_n[cc])
elseif #P.clearing<#P.field then
P.b2b=P.b2b-150-cc*50
showText(P,clearName[cc],"appear",50)
P.b2b=max(P.b2b-280-cc*40,0)
showText(P,text.clear[cc],"appear",32+cc*3,-30,(8-cc)*.3)
csend=cc-1
sendTime=20+csend*20
P.lastClear=cc
end
if #P.clearing==#P.field then
showText(P,"Perfect Clear","flicker",70,-80)
csend=csend+min(6+P.cstat.pc,10)
exblock=exblock+2
sendTime=sendTime+30
if P.cstat.row>4 then
P.b2b=600
end
P.cstat.pc=P.cstat.pc+1
P.lastClear=P.bn*10+5
SFX("perfectclear")
end
else
P.combo=0
if dospin then
showText(P,spinName[0][P.bn],"appear",50)
showText(P,text.spin[P.curName],"appear",50,-30)
SFX("spin_0")
P.b2b=P.b2b+15
P.b2b=P.b2b+20
end
end
if #P.clearing==#P.field then
showText(P,text.PC,"flicker",70,-80)
csend=csend+min(6+P.cstat.pc,10)
exblock=exblock+2
sendTime=sendTime+30
if P.cstat.row>4 then P.b2b=1200 end
P.cstat.pc=P.cstat.pc+1
P.lastClear=P.curID*10+5
SFX("perfectclear")
end
csend=csend+(renATK[P.combo]or 4)
if P.combo>2 then
showText(P,renName[min(P.combo,20)],P.combo<10 and"appear"or"flicker",20+P.combo*3,60)
showText(P,text.cmb[min(P.combo,20)],P.combo<10 and"appear"or"flicker",20+P.combo*3,60)
end
sendTime=sendTime+20*P.combo
if cc>0 then
@@ -633,7 +688,7 @@ function drop()
SFX(ren_n[min(P.combo,11)])
if P.id==1 then VIB(cc<3 and 1 or cc-1)end
end
P.b2b=max(min(P.b2b,600),0)
if P.b2b>1200 then P.b2b=1200 end
if cc>0 and modeEnv.royaleMode then
local i=min(#P.atker,9)
@@ -654,12 +709,10 @@ function drop()
if P.id==1 then stat.atk=stat.atk+csend end
--ATK statistics
if csend>0 then
showText(P,csend,"zoomout",25,70)
if exblock>0 then
showText(P,exblock,"zoomout",10,70)
end
end
if csend==0 then goto L end
showText(P,csend,"zoomout",40,70)
if exblock==0 then goto L end
showText(P,exblock,"zoomout",20,115)
::L::
if csend>0 and P.atkBuffer[1]then
if exblock>0 then
@@ -694,8 +747,8 @@ function drop()
if P.id==1 and csend>3 then sysSFX("emit",min(csend,8)*.125)end
end
elseif cc==0 then
if P.b2b>480 then
P.b2b=max(P.b2b-40,480)
if P.b2b>1000 then
P.b2b=max(P.b2b-40,1000)
end
garbageRelease()
end
@@ -708,18 +761,18 @@ function drop()
end
P.spinLast=dospin and cc>0
else
P.cy=P.cy-1
P.curY=P.curY-1
P.spinLast=false
end
end
function lock()
for i=1,P.r do
local y=P.cy+i-1
local y=P.curY+i-1
if not P.field[y]then P.field[y],P.visTime[y]=getNewRow(),getNewRow()end
for j=1,P.c do
if P.cb[i][j]~=0 then
P.field[y][P.cx+j-1]=P.bn
P.visTime[y][P.cx+j-1]=P.showTime
if P.curBlock[i][j]~=0 then
P.field[y][P.curX+j-1]=P.curColor
P.visTime[y][P.curX+j-1]=P.showTime
end
end
end
@@ -735,11 +788,11 @@ act={
if not auto then
P.moving=-1
end
if not ifoverlap(P.cb,P.cx-1,P.cy)then
P.cx=P.cx-1
if not ifoverlap(P.curBlock,P.curX-1,P.curY)then
P.curX=P.curX-1
freshgho()
freshLockDelay()
if P.cy==P.y_img then SFX("move")end
if P.curY==P.y_img then SFX("move")end
P.spinLast=false
end
end
@@ -754,17 +807,17 @@ act={
if not auto then
P.moving=1
end
if not ifoverlap(P.cb,P.cx+1,P.cy)then
P.cx=P.cx+1
if not ifoverlap(P.curBlock,P.curX+1,P.curY)then
P.curX=P.curX+1
freshgho()
freshLockDelay()
if P.cy==P.y_img then SFX("move")end
if P.curY==P.y_img then SFX("move")end
P.spinLast=false
end
end
end,
rotRight=function()spin(1)end,
rotLeft=function()spin(-1)end,
rotLeft=function()spin(3)end,
rotFlip=function()spin(2)end,
hardDrop=function()
if P.keyPressing[9]then
@@ -774,11 +827,11 @@ act={
end
else
if P.waiting<=0 then
if P.cy~=P.y_img then
P.cy=P.y_img
if P.curY~=P.y_img then
P.curY=P.y_img
P.spinLast=false
SFX("drop")
if P.id==1 then VIB(0)end
if P.id==1 then VIB(1)end
end
drop()
end
@@ -791,8 +844,8 @@ act={
changeAtk(P)
end
else
if P.cy~=P.y_img then
P.cy=P.cy-1
if P.curY~=P.y_img then
P.curY=P.curY-1
P.spinLast=false
end
P.downing=1
@@ -816,31 +869,35 @@ act={
resetGameData()
frame=30
end,
insDown=function()if P.cy~=P.y_img then P.cy,P.lockDelay,P.spinLast=P.y_img,P.gameEnv.lock,false end end,
insDown=function()if P.curY~=P.y_img then P.curY,P.lockDelay,P.spinLast=P.y_img,P.gameEnv.lock,false end end,
insLeft=function()
::L::if not ifoverlap(P.cb,P.cx-1,P.cy)then
P.cx,P.lockDelay=P.cx-1,P.gameEnv.lock
local x0=cx
::L::if not ifoverlap(P.curBlock,P.curX-1,P.curY)then
P.curX=P.curX-1
freshgho()
goto L
end
if x0~=cx then freshLockDelay()end
end,
insRight=function()
::L::if not ifoverlap(P.cb,P.cx+1,P.cy)then
P.cx,P.lockDelay=P.cx+1,P.gameEnv.lock
local x0=cx
::L::if not ifoverlap(P.curBlock,P.curX+1,P.curY)then
P.curX=P.curX+1
freshgho()
goto L
end
if x0~=cx then freshLockDelay()end
end,
down1=function()
if P.cy~=P.y_img then
P.cy=P.cy-1
if P.curY~=P.y_img then
P.curY=P.curY-1
P.spinLast=false
end
end,
down4=function()
for i=1,4 do
if P.cy~=P.y_img then
P.cy=P.cy-1
if P.curY~=P.y_img then
P.curY=P.curY-1
P.spinLast=false
else
break

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193
language/chi.lua Normal file
View File

@@ -0,0 +1,193 @@
return{
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","半隐形","全隐形"},
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:","顺时针旋转:","180°旋转","硬降:","软降:","暂存:","切换攻击:","重新开始:","左瞬移:","右瞬移:","软降到底:"},
modeName={
[0]="自定义",
"竞速","马拉松","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",
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={
"开始",
"设置",
"统计信息",
"帮助",
"退出",
},
mode={
"Λ",
"v",
"<",
">",
"开始",
"自定义(C)",
"返回",
},
custom={
"Λ",
"v",
"<",
">",
"开始",
"返回",
},
setting={
function()return setting.ghost and"阴影 开"or"阴影 关"end,
function()return setting.center and"旋转中心 开"or"旋转中心 关"end,
"-",
"+",
"-",
"+",
"-",
"+",
"-",
"+",
function()return setting.sfx and"音效 开"or"音效 关"end,
function()return setting.bgm and"音乐 开"or"音乐 关"end,
function()return "震动强度:"..setting.vib end,
function()return setting.fullscreen and"全屏 开"or"全屏 关"end,
function()return setting.bgblock and"背景动画 开"or"背景动画 关"end,
function()return"绘制帧:"..setting.frameMul.."%"end,
"控制设置",
"触摸设置",
function()return langName[setting.lang]end,
"保存&返回",
},
setting2={
"返回",
},
setting3={
"返回",
function()return setting.virtualkeySwitch and"隐藏虚拟按键"or"显示虚拟按键"end,
"默认组合",
function()return text.snapLevelName[snapLevel]end,
function()return percent0to5[setting.virtualkeyAlpha]end,
"图标",
"大小",
},
help={
"返回",
"作者QQ",
},
stat={
"返回",
},
},
}--中文→

193
language/eng.lua Normal file
View File

@@ -0,0 +1,193 @@
return{
royale_remain=function(n)
return n.." Players Remain"
end,
cmb={nil,nil,"3 Combo","4 Combo","5 Combo","6 Combo","7 Combo","8 Combo","9 Combo","10 Combo!","11 Combo!","12 Combo!","13 Combo!","14 Combo!","15 Combo!","16 Combo!","17 Combo!","18 Combo!","19 Combo!","MEGACMB"},
techrash="Techrash",
techrashB2B="Techrash B2B",
techrashB3B="Techrash B2B2B",
block={"Z","S","L","J","T","O","I"},
spin={"Z-spin","S-spin","L-spin","J-spin","T-spin","O-spin","I-spin"},
clear={" single"," double"," triple"},
b2b="B2B ",
b3b="B2B2B ",
mini="Mini",
PC="Perfect Clear",
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"},
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","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",
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",
"Settings",
"Statistics",
"Help",
"Quit",
},
mode={
"Λ",
"v",
"<",
">",
"Start",
"Custom(C)",
"Back",
},
custom={
"Λ",
"v",
"<",
">",
"Start",
"Back",
},
setting={
function()return setting.ghost and"Ghost:ON"or"Ghost:OFF"end,
function()return setting.center and"Center:ON"or"Center:OFF"end,
"-",
"+",
"-",
"+",
"-",
"+",
"-",
"+",
function()return setting.sfx and"SFX:on"or"SFX:off"end,
function()return setting.bgm and"BGM:on"or"BGM:off"end,
function()return "Vibrate level:"..setting.vib end,
function()return setting.fullscreen and"Fullscreen:on"or"Fullscreen:off"end,
function()return setting.bgblock and"BG animation:on"or"BG animation:off"end,
function()return"FrameDraw:"..setting.frameMul.."%"end,
"Control settings",
"Touch settings",
function()return langName[setting.lang]end,
"Save&Back",
},
setting2={
"Back",
},
setting3={
"Back",
function()return setting.virtualkeySwitch and"Hide Virtual Key"or"Show Virtual Key"end,
"Defaults",
function()return text.snapLevelName[snapLevel]end,
function()return percent0to5[setting.virtualkeyAlpha]end,
"Icon",
"Size",
},
help={
"Back",
"Author's qq",
},
stat={
"Back",
},
}
}

884
largeList.lua Normal file
View File

@@ -0,0 +1,884 @@
local PCbase={
{3,3,3,0,0,0,0,0,2,2},
{3,6,6,0,0,0,0,2,2,5},
{4,6,6,0,0,0,1,1,5,5},
{4,4,4,0,0,0,0,1,1,5},
{1,1,0,0,0,0,0,3,3,3},
{5,1,1,0,0,0,0,6,6,3},
{5,5,2,2,0,0,0,6,6,4},
{5,2,2,0,0,0,0,4,4,4},
}
local PClist={
{7,7,4,5},{7,7,6,4},{7,7,2,4},{7,7,1,3},{7,7,5,6},{7,7,5,2},{7,7,5,4},{7,7,5,3},
{7,4,1,2},{7,3,5,7},{7,5,4,3},{7,5,1,2},{7,1,4,2},{7,4,2,5},{7,6,4,5},{7,5,4,2},
{7,5,6,4},{7,5,3,6},{7,2,5,6},{7,2,6,4},{7,2,1,3},{7,5,2,7},{7,5,7,2},{7,5,2,3},
{7,5,3,2},{7,6,5,4},{7,3,1,5},{7,3,2,5},{7,4,1,5},{7,4,5,2},{7,7,3,6},{7,3,7,6},
{7,3,6,2},{7,3,7,1},{7,6,4,2},{3,2,7,6},{3,2,6,7},{7,7,4,5},{7,5,3,4},{7,3,6,5},
{7,3,2,5},{7,4,6,5},{7,5,2,3},{7,3,5,7},{7,3,2,5},{7,3,5,1},{7,5,2,3},{3,6,2,5},
{3,1,2,5},{3,1,1,5},{3,1,5,2},{3,1,5,1},{3,5,1,2},{4,5,3,2},{4,2,6,5},{6,5,3,2},
{1,4,2,5},{1,5,3,6},{5,2,6,3},{5,2,1,3},{5,2,7,4},{2,4,1,5},{2,4,5,1},{2,1,4,5},
{2,5,4,3},{2,5,6,7},{7,5,4,2},{4,5,3,5},
}
local marathon_drop={[0]=60,48,40,30,24,18,15,12,10,8,7,6,5,4,3,2,1,1,0,0}
local rush_lock={20,18,16,14,12}
local rush_wait={12,10,9,8,7}
local rush_fall={12,11,10,9,8}
local death_lock={12,11,10,9,8}
local death_wait={9,8,7,6,5}
local death_fall={10,9,8,7,6}
local pc_drop={50,45,40,35,30,26,22,18,15,12}
local pc_lock={55,50,45,40,36,32,30}
local pc_fall={18,16,14,12,10,9,8,7,6}
freshMethod={
bag7=function()
if #P.nextID<6 then
local bag={1,2,3,4,5,6,7}
for i=1,7 do
newNext(rem(bag,rnd(#bag)))
end
end
end,
his4=function()
if #P.nextID<6 then
local j,i=0
::L::
i,j=rnd(7),j+1
if(i==P.his[1]or i==P.his[2]or i==P.his[3]or i==P.his[4])then goto L end
newNext(i)
rem(P.his,1)ins(P.his,i)
end
end,
rnd=function()
local i
::L::
i=rnd(7)
if i==P.nextID[5]then goto L end
newNext(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
newNext(b)
end
P.cstat.event=(P.cstat.event+1)%2
end
end,
drought1=function()
if #P.nextID<6 then
local bag={1,2,3,4,5,6}
for i=1,6 do
newNext(rem(bag,rnd(#bag)))
end
end
end,
drought2=function()
if #P.nextID<6 then
local bag={1,1,1,2,2,2,3,3,3,4,4,4,6,6,6,5,7}
::L::
newNext(rem(bag,rnd(#bag)))
if bag[1]then goto L end
end
end,
}
Event={
gameover={
win=function()
local P=players.alive[1]
P.alive=false
P.control=false
P.timing=false
P.waiting=1e99
P.b2b=0
if modeEnv.royaleMode then
P.rank=1
P.result="WIN"
showText(P,1,"appear",60,120,nil,true)
changeAtk(P)
end
::L::if P.task[1]then
rem(P.task)
goto L
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,text.win,"beat",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
::L::if P.task[1]then
rem(P.task)
goto L
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+1
showText(P,P.rank,"appear",60,120,nil,true)
P.strength=0
local A=P
::L::
A=A.lastRecv
if A and not A.alive and A~=P then goto L end
if A and A~=P then
if P.id==1 or A.id==1 then
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
P.lastRecv=A
if P.id==1 or A.id==1 then
ins(P.task,Event.task.throwBadge)
end
freshMostBadge()
end
freshMostDangerous()
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,text.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
local t=P
P=players.alive[1]
Event.gameover.win()
P=t
end
end,
},
marathon_reach=function()
local s=int(P.cstat.row*.1)
if s>=20 then
P.cstat.row=200
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
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]
if t==4 then P.gameEnv.bone=true end
showText(P,text.stage[t],"fly",80,-120)
SFX("reach")
end
end,
marathon_reach_ultimate=function()
if P.cstat.event==5 then
P.cstat.row=250
Event.gameover.win()
else
local t=P.cstat.event+1
if t==1 then t=2 end
P.gameEnv.target=50*t
P.cstat.event=t
P.gameEnv.lock=death_lock[t]
P.gameEnv.wait=death_wait[t]
P.gameEnv.fall=death_fall[t]
if t==4 then P.gameEnv.bone=true end
showText(P,text.stage[t],"fly",80,-120)
SFX("reach")
end
end,
classic_reach=function()
P.gameEnv.target=P.gameEnv.target+10
if P.gameEnv.target==100 then
P.gameEnv.drop,P.gameEnv.lock=0,0
end
SFX("reach")
end,
tsd_reach=function()
if P.lastClear~=52 then
Event.gameover.lose()
elseif #P.clearing>0 then
P.cstat.event=P.cstat.event+1
if #P.field>11 and P.cstat.event%5~=1 then
ins(P.clearing,1)
end
end
end,
tech_reach=function()
if #P.clearing>0 and P.lastClear<10 then
Event.gameover.lose()
end
end,
tech_reach_hard=function()
if #P.clearing>0 and P.lastClear<10 or 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 20 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,text.maxspeed,"appear",80,-140)
else
showText(P,text.speedup,"appear",30,-140)
end
end
end
else
Event.gameover.lose()
end
end
end,
task={
win=function()
P.endCounter=P.endCounter+1
if P.endCounter>80 then
if P.gameEnv.visible=="show"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=="show"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,
throwBadge=function()
if P.badge%2==0 then
throwBadge(P,P.lastRecv)
if P.badge%16==0 then
sysSFX("collect")
end
end
P.badge=P.badge-1
if P.badge<=0 then return true 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(10))
ins(P.visTime,1,getNewRow(1e99))
P.field[1][rnd(10)]=0
P.fieldBeneath=P.fieldBeneath+30
P.curY,P.y_img=P.curY+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(45,80-.4*P.cstat.event)then
ins(P.field,1,getNewRow(11+P.cstat.event%3))
ins(P.visTime,1,getNewRow(1e99))
P.field[1][rnd(10)]=0
P.fieldBeneath=P.fieldBeneath+30
P.curY,P.y_img=P.curY+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=30,cd0=30,time=0,sent=false,lv=1})
P.counter=0
if P.cstat.event==60 then showText(P,text.maxspeed,"appear",80,-140)end
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+1
if d%4==0 then ins (P.atkBuffer,{rnd(10),amount=1,countdown=60,cd0=60,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 d%4==2 then ins(P.atkBuffer,{rnd(10),amount=3,countdown=80,cd0=80,time=0,sent=false,lv=2})
elseif d%4==3 then ins(P.atkBuffer,{rnd(10),amount=4,countdown=90,cd0=90,time=0,sent=false,lv=3})
end
P.counter=0
if P.cstat.event==60 then showText(P,text.maxspeed,"appear",80,-140)end
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(60,180-2*P.cstat.event)then
if P.cstat.event%3<2 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=60,cd0=60,time=0,sent=false,lv=2})
end
P.counter=0
if P.cstat.event==45 then showText(P,text.maxspeed,"appear",80,-140)end
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(60,90-P.cstat.event)
ins(P.atkBuffer,{rnd(10),amount=4,countdown=t,cd0=t,time=0,sent=false,lv=3})
P.counter=0
if P.cstat.event==30 then showText(P,text.maxspeed,"appear",80,-140)end
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.curY=P.curY+4
P.y_img=P.y_img+4
freshgho()
return true
end
end,
},
}
defaultModeEnv={
sprint={
{
drop=60,
target=10,
reach=Event.gameover.win,
bg="strap",
bgm="race",
},
{
drop=60,
target=20,
reach=Event.gameover.win,
bg="strap",
bgm="race",
},
{
drop=60,
target=40,
reach=Event.gameover.win,
bg="strap",
bgm="race",
},
{
drop=60,
target=100,
reach=Event.gameover.win,
bg="strap",
bgm="race",
},
{
drop=60,
target=400,
reach=Event.gameover.win,
bg="strap",
bgm="push",
},
{
drop=60,
target=1000,
reach=Event.gameover.win,
bg="strap",
bgm="push",
},
},
marathon={
{
drop=60,
lock=60,
fall=30,
target=200,
reach=Event.marathon_reach,
bg="strap",
bgm="way",
},
{
drop=60,
fall=20,
target=10,
reach=Event.marathon_reach,
bg="strap",
bgm="way",
},
{
_20G=true,
fall=15,
target=200,
reach=Event.marathon_reach,
bg="strap",
bgm="race",
},
{
_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,
freshLimit=15,
bg="game2",
bgm="secret8th",
},
{
_20G=true,
drop=0,
lock=death_lock[1],
wait=death_wait[1],
fall=death_fall[1],
target=50,
reach=Event.marathon_reach_ultimate,
arr=1,
freshLimit=15,
bg="game2",
bgm="secret7th",
},
},
classic={
{
das=15,arr=3,
sddas=2,sdarr=2,
ghost=false,center=false,
drop=1,lock=1,
wait=10,fall=25,
next=1,hold=false,
sequence="rnd",
freshLimit=0,
target=10,
reach=Event.classic_reach,
bg="rgb",
bgm="rockblock",
},
},
zen={
{
drop=1e99,
lock=1e99,
oncehold=false,
target=200,
reach=Event.gameover.win,
bg="strap",
bgm="infinite",
},
},
infinite={
{
drop=1e99,
lock=1e99,
oncehold=false,
bg="glow",
bgm="infinite",
},
},
solo={
{
freshLimit=15,
bg="game2",
bgm="race",
},
},
tsd={
{
oncehold=false,
drop=1e99,
lock=1e99,
freshLimit=15,
target=1,
reach=Event.tsd_reach,
ospin=false,
bg="matrix",
bgm="reason",
},
{
drop=60,
lock=60,
freshLimit=15,
target=1,
reach=Event.tsd_reach,
ospin=false,
bg="matrix",
bgm="reason",
},
},
blind={
{
drop=30,
lock=60,
freshLimit=15,
ghost=false,
visible="time",
bg="glow",
bgm="newera",
},
{
drop=15,
lock=60,
freshLimit=15,
visible="fast",
freshLimit=10,
bg="glow",
bgm="reason",
},
{
fall=10,
lock=60,
center=false,
ghost=false,
visible="none",
freshLimit=15,
bg="rgb",
bgm="secret7th",
},
{
fall=5,
lock=60,
block=false,
center=false,
ghost=false,
visible="none",
freshLimit=15,
bg="rgb",
bgm="secret7th",
},
{
_20G=true,
drop=0,
lock=15,
wait=10,
fall=15,
visible="fast",
freshLimit=15,
arr=1,
bg="game3",
bgm="secret8th",
},
},
dig={
{
drop=60,
lock=120,
fall=20,
freshLimit=15,
bg="game2",
bgm="push",
},
{
drop=10,
lock=30,
freshLimit=15,
bg="game2",
bgm="secret7th",
},
},
survivor={
{
drop=60,
lock=120,
fall=30,
freshLimit=15,
bg="game2",
bgm="push",
},
{
drop=30,
lock=60,
fall=20,
freshLimit=15,
bg="game2",
bgm="newera",
},
{
drop=10,
lock=60,
fall=15,
freshLimit=15,
bg="game2",
bgm="secret8th",
},
{
drop=5,
lock=60,
fall=10,
freshLimit=15,
bg="game3",
bgm="secret7th",
},
},
tech={
{
oncehold=false,
drop=1e99,
lock=1e99,
target=0,
reach=Event.tech_reach,
bg="matrix",
bgm="way",
},
{
drop=30,
lock=60,
target=0,
reach=Event.tech_reach,
bg="matrix",
bgm="way",
},
{
drop=15,
lock=60,
target=0,
reach=Event.tech_reach_hard,
freshLimit=15,
bg="matrix",
bgm="way",
},
{
drop=5,
lock=40,
target=0,
freshLimit=15,
reach=Event.tech_reach_hard,
bg="matrix",
bgm="way",
},
{
drop=1,
lock=40,
target=0,
freshLimit=15,
reach=Event.tech_reach_hard,
bg="matrix",
bgm="secret7th",
},
},
pctrain={
{
next=4,
hold=false,
drop=120,
lock=120,
fall=20,
sequence="pc",
target=0,
reach=Event.newPC,
ospin=false,
bg="rgb",
bgm="newera",
},
{
next=4,
hold=false,
drop=60,
lock=60,
fall=20,
sequence="pc",
target=0,
freshLimit=15,
reach=Event.newPC,
ospin=false,
bg="rgb",
bgm="newera",
},
},
pcchallenge={
{
oncehold=false,
drop=300,
lock=1e99,
target=100,
reach=Event.gameover.win,
ospin=false,
bg="rgb",
bgm="newera",
},
{
drop=60,
lock=120,
fall=10,
target=100,
reach=Event.gameover.win,
freshLimit=15,
ospin=false,
bg="rgb",
bgm="infinite",
},
{
drop=20,
lock=60,
fall=20,
target=100,
reach=Event.gameover.win,
freshLimit=15,
ospin=false,
bg="rgb",
bgm="infinite",
},
},
techmino41={
{
fall=20,
royaleMode=true,
royalePowerup={2,5,10,20},
royaleRemain={30,20,15,10,5},
pushSpeed=2,
freshLimit=15,
bg="game3",
bgm="race",
},
},
techmino99={
{
fall=20,
royaleMode=true,
royalePowerup={2,6,14,30},
royaleRemain={75,50,35,20,10},
pushSpeed=2,
freshLimit=15,
bg="game3",
bgm="race",
},
},
drought={
{
drop=20,
lock=60,
sequence="drought1",
target=100,
reach=Event.gameover.win,
ospin=false,
freshLimit=15,
bg="glow",
bgm="reason",
},
{
drop=20,
lock=60,
sequence="drought2",
target=100,
reach=Event.gameover.win,
ospin=false,
freshLimit=15,
bg="glow",
bgm="reason",
},
},
hotseat={
{
freshLimit=15,
bg="none",
bgm="way",
},
},
custom={
{
bg="none",
bgm="reason",
reach=Event.gameover.win,
},
},
}

902
list.lua

File diff suppressed because it is too large Load Diff

451
main.lua
View File

@@ -39,7 +39,7 @@ function setFont(s)
if Fonts[s]then
gc.setFont(Fonts[s])
else
local t=gc.setNewFont("albbph.ttf",s-5)
local t=gc.setNewFont("font.ttf",s-5)
Fonts[s]=t
gc.setFont(t)
end
@@ -50,17 +50,18 @@ end
gameEnv0={
das=10,arr=2,
sddas=0,sdarr=2,
ghost=true,center=true,
ghost=true,center=true,bone=false,
drop=30,lock=45,
wait=1,fall=1,
next=6,hold=true,oncehold=true,
sequence="bag7",visible=1,
sequence="bag7",
block=true,visible="show",
_20G=false,target=1e99,
freshLimit=15,
virtualkey={},
freshLimit=1e99,
ospin=true,
reach=null,
bg="none",
bgm="race"
--not all is actually used,some only provide a key
}
customSel={
drop=20,
@@ -78,37 +79,28 @@ customSel={
loadmode={
sprint=function()
createPlayer(1,340,15)
curBG="game1"
end,
marathon=function()
createPlayer(1,340,15)
curBG="strap"
end,
classic=function()
createPlayer(1,340,15)
end,
zen=function()
createPlayer(1,340,15)
curBG="strap"
end,
infinite=function()
createPlayer(1,340,15)
curBG="glow"
end,
solo=function()
createPlayer(1,20,15)--Player
createPlayer(2,660,85,.9,customRange.opponent[3*curMode.lv])--AI
curBG="game2"
end,
death=function()
createPlayer(1,340,15)
curBG="game2"
BGM("push")
createPlayer(2,965,360,.5,customRange.opponent[3*curMode.lv])
end,
tsd=function()
createPlayer(1,340,15)
curBG="matrix"
end,
blind=function()
createPlayer(1,340,15)
curBG="glow"
end,
dig=function()
createPlayer(1,340,15)
@@ -120,29 +112,24 @@ loadmode={
ins(players[1].task,Event.task.dig_lunatic)
pushSpeed=1
end
curBG="game2"
end,
survivor=function()
createPlayer(1,340,15)
local P=players[1]
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"])
pushSpeed=curMode.lv>2 and 2 or 1
curBG="game2"
end,
sudden=function()
tech=function()
createPlayer(1,340,15)
curBG="matrix"
end,
pctrain=function()
createPlayer(1,340,15)
P=players[1]
Event.newPC()
P.freshNext()
curBG="matrix"
end,
pcchallenge=function()
createPlayer(1,340,15)
curBG="matrix"
end,
techmino41=function()
createPlayer(1,340,15)--Player
@@ -164,7 +151,6 @@ loadmode={
end end
--AIs
curBG="game3"
end,
techmino99=function()
createPlayer(1,340,15)--Player
@@ -186,11 +172,9 @@ loadmode={
end end
--AIs
curBG="game3"
end,
drought=function()
createPlayer(1,340,15)
curBG="strap"
end,
hotseat=function()
if curMode.lv==1 then
@@ -206,7 +190,6 @@ loadmode={
createPlayer(3,645,160,.5)
createPlayer(4,955,160,.5)
end
curBG="game2"
end,
custom=function()
for i=1,#customID do
@@ -221,7 +204,6 @@ loadmode={
createPlayer(1,20,15)
createPlayer(2,660,85,.9,modeEnv.opponent)
end
curBG="matrix"
end,
}
mesDisp={
@@ -230,6 +212,23 @@ mesDisp={
setFont(70)
mStr(max(P.gameEnv.target-P.cstat.row,0),-75,260)
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,
classic=function()
setFont(80)
local r=P.gameEnv.target*.1
mStr(r<11 and 19+r or r==11 and"00"or r==12 and"0a"or format("%x",r*10-110),-75,210)
setFont(20)
mStr("speed level",-75,290)
setFont(50)
mStr(P.cstat.row,-75,320)
mStr(P.gameEnv.target,-75,370)
gc.rectangle("fill",-120,376,90,4)
end,
zen=function()
setFont(75)
mStr(max(200-P.cstat.row,0),-75,280)
@@ -239,25 +238,19 @@ mesDisp={
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)
mStr("Attack",-75,363)
mStr("Efficiency",-75,475)
end,
tsd=function()
setFont(35)
gc.print("TSD",-102,405)
mStr("TSD",-75,405)
setFont(80)
mStr((P.gameEnv.target-1)*.5,-75,330)
mStr(P.cstat.event,-75,330)
end,
blind=function()
setFont(25)
gc.print("Rows",-102,300)
gc.print("Techrash",-123,420)
mStr("Rows",-75,300)
mStr("Techrash",-75,420)
setFont(80)
mStr(P.cstat.row,-75,220)
mStr(P.cstat.techrash,-75,340)
@@ -266,23 +259,23 @@ mesDisp={
setFont(70)
mStr(P.cstat.event,-75,310)
setFont(30)
gc.print("Wave",-112,375)
mStr("Wave",-75,375)
end,
survivor=function()
setFont(70)
mStr(P.cstat.event,-75,310)
setFont(30)
gc.print("Wave",-112,375)
mStr("Wave",-75,375)
end,
pctrain=function()
setFont(25)
gc.print("Perfect Clear",-140,410)
mStr("Perfect Clear",-75,410)
setFont(80)
mStr(P.cstat.pc,-75,330)
end,
pcchallenge=function()
setFont(25)
gc.print("Perfect Clear",-140,430)
mStr("Perfect Clear",-75,430)
setFont(80)
mStr(P.cstat.pc,-75,350)
setFont(50)
@@ -329,335 +322,12 @@ mesDisp={
end
end
}
Event={
gameover={
win=function()
local P=players.alive[1]
P.alive=false
P.control=false
P.timing=false
P.waiting=1e99
P.b2b=0
if modeEnv.royaleMode then
P.rank=1
P.result="WIN"
changeAtk(P)
end
::L::if P.task[1]then
rem(P.task)
goto L
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
::L::if P.task[1]then
rem(P.task)
goto L
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+1
P.strength=0
local A=P
::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
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
local t=P
P=players.alive[1]
Event.gameover.win()
P=t
end
end,
},
marathon_reach=function()
local s=int(P.cstat.row*.1)
if s>=20 then
P.cstat.row=200
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
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()
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,"beat",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 20 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
else
Event.gameover.lose()
end
end
end,
task={
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=30,cd0=30,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+1
if d%4==0 then ins (P.atkBuffer,{rnd(10),amount=1,countdown=60,cd0=60,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 d%4==2 then ins(P.atkBuffer,{rnd(10),amount=3,countdown=80,cd0=80,time=0,sent=false,lv=2})
elseif d%4==3 then 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=20,cd0=20,time=0,sent=false,lv=1})
else
ins(P.atkBuffer,{rnd(10),amount=3,countdown=40,cd0=40,time=0,sent=false,lv=2})
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
setting={
lang=1,
sfx=true,bgm=true,vib=3,
fullscreen=false,
bgblock=true,
lang="eng",
das=10,arr=2,
sddas=0,sdarr=2,
ghost=true,center=true,
@@ -713,17 +383,28 @@ stat={
rotate=0,
spin=0,
}
virtualkey={
{80,720-80,6400,80},--moveLeft
{240,720-80,6400,80},--moveRight
{1280-240,720-80,6400,80},--rotRight
{1280-400,720-80,6400,80},--rotLeft
{1280-240,720-240,6400,80},--rotFlip
{1280-80,720-80,6400,80},--hardDrop
{1280-80,720-240,6400,80},--softDrop
{1280-80,720-400,6400,80},--hold
{80,360,6400,80},--swap
{80,80,6400,80},--restart
--[[
{x=0,y=0,r=0},--toLeft
{x=0,y=0,r=0},--toRight
{x=0,y=0,r=0},--toDown
]]
}
virtualkeyDown={false,false,false,false,false,false,false,false,false,false,false,false,false}
virtualkeyPressTime={0,0,0,0,0,0,0,0,0,0,0,0,0}
--User Data&User Setting
require("toolfunc")
require("gamefunc")
require("list")
require("texture")
require("ai")
require("timer")
require("paint")
require("scene")
require("call&sys")
userData=fs.newFile("userdata")
userSetting=fs.newFile("usersetting")
if fs.getInfo("userdata")then
@@ -733,4 +414,14 @@ if fs.getInfo("usersetting")then
loadSetting()
elseif system=="Android" or system=="iOS"then
setting.virtualkeySwitch=true
end
end
require("gamefunc")
require("ai")
require("timer")
require("paint")
require("call&sys")
require("largeList")
require("list")
swapLanguage(setting.lang)
require("texture")

173
paint.lua
View File

@@ -87,7 +87,7 @@ FX={
zoomout=function(t,a)
gc.push("transform")
setFont(t.font)
local k=t.t^.5*.2+1
local k=t.t^.5*.1+1
gc.translate(150,290+t.dy)
gc.scale(k,k)
gc.setColor(1,1,1,a)
@@ -124,7 +124,7 @@ function drawButton()
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.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 y0
if t then
@@ -155,9 +155,15 @@ function drawPixel(y,x,id,alpha)
gc.setColor(1,1,1,alpha)
gc.draw(blockSkin[id],30*x-30,600-30*y)
end
function drawPixelmini(y,x,id)
function drawAtkPointer(x,y)
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
function VirtualkeyPreview()
for i=1,#virtualkey do
gc.setColor(1,sel==i and .5 or 1,sel==i and .5 or 1,setting.virtualkeyAlpha*.2)
@@ -196,15 +202,15 @@ Pnt.BG={
end,
game1=function()
gc.setColor(1,1,1)
gc.draw(background[1],640,360,Timer()*.15,12,nil,64,64)
gc.draw(background1,640,360,Timer()*.15,12,nil,64,64)
end,
game2=function()
gc.setColor(1,.5,.5)
gc.draw(background[1],640,360,Timer()*.2,12,nil,64,64)
gc.draw(background1,640,360,Timer()*.2,12,nil,64,64)
end,
game3=function()
gc.setColor(.6,.6,1)
gc.draw(background[1],640,360,Timer()*.25,12,nil,64,64)
gc.draw(background1,640,360,Timer()*.25,12,nil,64,64)
end,
rgb=function()
gc.clear(
@@ -216,8 +222,8 @@ Pnt.BG={
strap=function()
gc.setColor(1,1,1)
local x=Timer()%32*40
gc.draw(background[2],x,0,nil,10)
gc.draw(background[2],x-1280,0,nil,10)
gc.draw(background2,x,0,nil,10)
gc.draw(background2,x-1280,0,nil,10)
end,
matrix=function()
for i=0,15 do
@@ -234,13 +240,13 @@ Pnt.BG={
function Pnt.load()
gc.setLineWidth(4)
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.rectangle("line",300,330,680,60)
gc.rectangle("line",300,330,680,60,5)
setFont(40)
mStr(Text.load[loading],640,335)
mStr(text.load[loading],640,335)
setFont(25)
mStr("not animation,real loading!",640,400)
mStr(text.loadTip,640,400)
end
function Pnt.intro()
gc.push()
@@ -251,20 +257,19 @@ function Pnt.intro()
gc.setColor(1,1,1,min(count,80)*.005)
gc.rectangle("fill",0,0,26,14)
gc.pop()
gc.setColor(1,1,1)
gc.setColor(1,1,1,.125)
for i=19,5,-2 do
gc.setColor(1,1,1,.06)
for i=41,5,-2 do
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
gc.setStencilTest()
end
function Pnt.main()
gc.setColor(1,1,1)
gc.draw(titleImage,300,30)
setFont(30)
gc.print("Alpha V0.7.8",370,140)
gc.print(system,530,110)
gc.draw(titleImage,30,30)
gc.print("Alpha V0.7.11",290,140)
gc.print(system,800,110)
end
function Pnt.mode()
setFont(40)
@@ -272,32 +277,32 @@ function Pnt.mode()
mStr(modeLevel[modeID[modeSel]][levelSel],270,215)
setFont(30)
gc.setColor(color.white)
mStr(modeInfo[modeID[modeSel]],270,255)
mStr(text.modeInfo[modeID[modeSel]],270,255)
setFont(80)
gc.setColor(color.grey)
mStr(modeName[modeSel],643,273)
mStr(text.modeName[modeSel],643,273)
for i=modeSel-2,modeSel+2 do
if i>=1 and i<=#modeID then
local f=80-abs(i-modeSel)*20
gc.setColor(i==modeSel and color.white or abs(i-modeSel)==1 and color.grey or color.darkGrey)
setFont(f)
mStr(modeName[i],640,310+70*(i-modeSel)-f*.5)
mStr(text.modeName[i],640,310+70*(i-modeSel)-f*.5)
end
end
end
function Pnt.custom()
setFont(80)
gc.setColor(color.lightGrey)
gc.print("Custom Game",20,20)
gc.print(text.custom,20,20)
gc.setColor(color.white)
gc.print("Custom Game",22,23)
gc.print(text.custom,22,23)
setFont(40)
for i=1,#customID do
local k=customID[i]
local y=90+40*i
gc.print(customOption[k],50,y)
if customVal[k]then
gc.print(customVal[k][customSel[k]],350,y)
gc.printf(text.customOption[k],30,y,320,"right")
if text.customVal[k]then
gc.print(text.customVal[k][customSel[k]],350,y)
else
gc.print(customRange[k][customSel[k]],350,y)
end
@@ -347,7 +352,7 @@ function Pnt.play()
gc.pop()
else
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.setLineWidth(7)
gc.setColor(frameColor[P.strength])gc.rectangle("line",0,0,600,690)--Big frame
@@ -369,25 +374,28 @@ function Pnt.play()
if P.waiting<=0 then
if P.gameEnv.ghost then
for i=1,P.r do for j=1,P.c do
if P.cb[i][j]>0 then
drawPixel(i+P.y_img-1,j+P.cx-1,P.bn,.3)
if P.curBlock[i][j]>0 then
drawPixel(i+P.y_img-1,j+P.curX-1,P.curColor,.3)
end
end end
end--Ghost
gc.setColor(1,1,1,P.lockDelay/P.gameEnv.lock)
for i=1,P.r do for j=1,P.c do
if P.cb[i][j]>0 then
gc.rectangle("fill",30*(j+P.cx-1)-34,596-30*(i+P.cy-1),38,38)
end
end end--BlockShade(lockdelay indicator)
for i=1,P.r do for j=1,P.c do
if P.cb[i][j]>0 then
drawPixel(i+P.cy-1,j+P.cx-1,P.bn,1)
end
end end--Block
if P.gameEnv.block then
gc.setColor(1,1,1,P.lockDelay/P.gameEnv.lock)
for i=1,P.r do for j=1,P.c do
if P.curBlock[i][j]>0 then
gc.rectangle("fill",30*(j+P.curX-1)-34,596-30*(i+P.curY-1),38,38)
end
end end--BlockShade(lockdelay indicator)
for i=1,P.r do for j=1,P.c do
if P.curBlock[i][j]>0 then
drawPixel(i+P.curY-1,j+P.curX-1,P.curColor,1)
end
end end--Block
end
if P.gameEnv.center then
local x=30*(P.cx+P.sc[2]-1)-30+15
gc.draw(spinCenter,x,600-30*(P.cy+P.sc[1]-1)+15,nil,nil,nil,4,4)
gc.setColor(1,1,1)
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.draw(spinCenter,x,600-30*(P.y_img+P.sc[1]-1)+15,nil,nil,nil,4,4)
end--Rotate center
@@ -416,7 +424,9 @@ function Pnt.play()
gc.rectangle("fill",304,600-h+(-bar+3),12,-(-bar+3)*(1-a.countdown/a.cd0))
--Timing
else
attackColor.animate[a.lv]((sin((Timer()-i)*20)+1)*.5)
local t=sin((Timer()-i)*20)*.5+.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",304,600-h,12,-bar+3)
--Warning
end
@@ -428,34 +438,32 @@ function Pnt.play()
end
h=h+bar
end--Buffer line
gc.setColor(P.b2b<40 and color.white or P.b2b<=480 and color.lightRed or color.lightBlue)
gc.rectangle("fill",-13,600,10,-P.b2b1)
gc.setColor(color.red)
gc.rectangle("fill",-19,600-40,16,5)
gc.setColor(color.blue)
gc.rectangle("fill",-19,600-480,16,5)
--B2B bar
gc.setColor(1,1,1)
gc.draw(lightBulb,-35,573)
if P.b2b>0 then
gc.setColor(P.b2b<50 and color.white or P.b2b<=1000 and color.lightRed or color.lightBlue)
gc.draw(light,-35,573)
end
--B2B indictator
setFont(40)
gc.setColor(1,1,1)
if P.gameEnv.hold then
gc.print("Hold",-115,-10)
for i=1,#P.hb do
for j=1,#P.hb[1] do
if P.hb[i][j]>0 then
drawPixel(i+17.5-#P.hb*.5,j-2.5-#P.hb[1]*.5,P.holded and 13 or P.hn,1)
mStr(text.hold,-75,-10)
for i=1,#P.holdBlock do
for j=1,#P.holdBlock[1] do
if P.holdBlock[i][j]>0 then
drawPixel(i+17.5-#P.holdBlock*.5,j-2.5-#P.holdBlock[1]*.5,P.holded and 9 or P.holdColor,1)
end
end
end
end--Hold
gc.print("Next",336,-10)
mStr(text.next,375,-10)
for N=1,P.gameEnv.next do
local b=P.nb[N]
local b=P.nextBlock[N]
for i=1,#b do
for j=1,#b[1] do
if b[i][j]>0 then
drawPixel(i+20-2.4*N-#b*.5,j+12.5-#b[1]*.5,P.nxt[N],1)
drawPixel(i+20-2.4*N-#b*.5,j+12.5-#b[1]*.5,P.nextColor[N],1)
end
end
end
@@ -514,24 +522,21 @@ function Pnt.play()
local b=FX.badge[i]
local t=b.t<10 and 0 or b.t<50 and(sin(1.5*(b.t/20-1.5))+1)*.5 or 1
gc.setColor(1,1,1,b.t<10 and b.t*.1 or b.t<50 and 1 or(60-b.t)*.1)
gc.draw(badgeIcon,b[1]+(b[3]-b[1])*t,b[2]+(b[4]-b[2])*t,nil,b.size,nil,14,14)
gc.draw(badgeIcon,b[1]+(b[3]-b[1])*t,b[2]+(b[4]-b[2])*t,nil,nil,nil,14,14)
end
P=players[1]
if P.atkMode~=4 then
gc.setLineWidth(5)
gc.setColor(.8,1,0,.2)
else
gc.setLineWidth(9)
gc.setColor(1,.6,.2,.4)
end
gc.setLineWidth(5)
gc.setColor(.8,1,0,.2)
for i=1,#players[1].atker do
local p=players[1].atker[i]
gc.line(p.centerX,p.centerY,P.centerX,P.centerY)
end
if P.atkMode~=4 then
if P.atking then
gc.setColor(0,.5,1,.2+(sin(Timer()*10)+1)*.1)
gc.line(P.centerX,P.centerY,P.atking.centerX,P.atking.centerY)
if P.atking then drawAtkPointer(P.atking.centerX,P.atking.centerY)end
else
for i=1,#players[1].atker do
local p=players[1].atker[i]
drawAtkPointer(p.centerX,p.centerY)
end
end
end
@@ -542,8 +547,8 @@ function Pnt.setting()
mStr("DAS:"..setting.das,288,158)
mStr("ARR:"..setting.arr,503,158)
setFont(18)
mStr("softdropDAS:"..setting.sddas,288,249)
mStr("softdropARR:"..setting.sdarr,503,249)
mStr(text.softdropdas..setting.sddas,288,249)
mStr(text.softdroparr..setting.sdarr,503,249)
end
function Pnt.setting2()
if keyboardSetting then
@@ -562,7 +567,7 @@ function Pnt.setting2()
gc.setColor(1,1,1)
setFont(25)
for y=1,13 do
mStr(actName_show[y],150,40*y)
mStr(text.actName[y],150,40*y)
for x=1,2 do
mStr(setting.keyMap[curBoard+x*8-8][y],200*x+140,40*y-3)
end
@@ -572,8 +577,9 @@ function Pnt.setting2()
gc.line(200*x-160,30,200*x-160,550)
end
gc.line(40,550,640,550)
gc.print("Keyboard | Joystick",335,1)
gc.print("Arrowkey to select/change slot,Enter to change,Esc back",50,620)
gc.print(text.keyboard,335,1)
gc.print(text.joystick,420,1)
gc.print(text.setting2Help,50,620)
setFont(40)
gc.print("< P"..curBoard.."/P8 >",430,570)
end
@@ -595,15 +601,22 @@ function Pnt.help()
setFont(32)
gc.setColor(1,1,1)
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
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
function Pnt.stat()
setFont(35)
gc.setColor(1,1,1)
for i=1,10 do
gc.print(Text.stat[i],350,20+40*i)
gc.print(text.stat[i],350,20+40*i)
end
gc.print(stat.run,650,60)

View File

@@ -1,87 +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

@@ -43,8 +43,8 @@ for i=1,7 do
local b=blocks[i][0]
mouseBlock[i]=C(#b[1],#b)
gc.setColor(blockColor[i])
for x=1,#b[1]do for y=1,#b do
if b[y][x]==1 then
for y=1,#b do for x=1,#b[1]do
if b[y][x]~=0 then
gc.rectangle("fill",x-1,#b-y,1,1)
end
end end
@@ -62,19 +62,19 @@ c:release()
--Dust particles
PTC.attack={}
PTC.attack[1]=gc.newParticleSystem(gc.newImage("/image/mess/atk1.png"),200)
PTC.attack[1]=gc.newParticleSystem(N("/image/mess/atk1.png"),200)
PTC.attack[1]:setParticleLifetime(.25)
PTC.attack[1]:setEmissionRate(0)
PTC.attack[1]:setSpin(10)
PTC.attack[1]:setColors(1,1,1,.7,1,1,1,0)
PTC.attack[2]=gc.newParticleSystem(gc.newImage("/image/mess/atk2.png"),200)
PTC.attack[2]=gc.newParticleSystem(N("/image/mess/atk2.png"),200)
PTC.attack[2]:setParticleLifetime(.3)
PTC.attack[2]:setEmissionRate(0)
PTC.attack[2]:setSpin(8)
PTC.attack[2]:setColors(1,1,1,.7,1,1,1,0)
PTC.attack[3]=gc.newParticleSystem(gc.newImage("/image/mess/atk3.png"),200)
PTC.attack[3]=gc.newParticleSystem(N("/image/mess/atk3.png"),200)
PTC.attack[3]:setParticleLifetime(.4)
PTC.attack[3]:setEmissionRate(0)
PTC.attack[3]:setSpin(6)
@@ -83,14 +83,86 @@ PTC.attack[3]:setColors(1,1,1,.7,1,1,1,0)
gc.setDefaultFilter("linear","linear")
titleImage=N("/image/mess/title.png")
spinCenter=N("/image/mess/spinCenter.png")
dialCircle=N("/image/mess/dialCircle.png")
dialNeedle=N("/image/mess/dialNeedle.png")
badgeIcon=N("/image/mess/badge.png")
spinCenter=N("/image/mess/spinCenter.png")
lightBulb=N("/image/mess/lightBulb.png")
light=N("/image/mess/light.png")
background1=N("/image/BG/bg1.jpg")
background2=N("/image/BG/bg2.png")
groupCode=N("/image/mess/groupcode.png")
payCode=N("/image/mess/paycode.png")
background={
N("/image/BG/bg1.jpg"),
N("/image/BG/bg2.png"),
}
c=nil
gc.setCanvas()
gc.setCanvas()
sceneInit={
load=function()
curBG="none"
keeprun=true
loading=1--Loading mode
loadnum=1--Loading counter
loadprogress=0--Loading bar(0~1)
end,
intro=function()
curBG="none"
count=0
keeprun=true
end,
main=function()
curBG="none"
keeprun=true
collectgarbage()
end,
mode=function()
saveData()
modeSel=modeSel or 1
levelSel=levelSel or 3
curBG="none"
keeprun=true
end,
custom=function()
optSel=optSel or 1
curBG="matrix"
keeprun=true
end,
play=function()
keeprun=false
resetGameData()
sysSFX("ready")
mouseShow=false
end,
setting=function()
curBG="none"
keeprun=true
end,
setting2=function()
curBG="none"
keeprun=true
curBoard=1
keyboardSet=1
joystickSet=1
keyboardSetting=false
joystickSetting=false
end,--Control settings
setting3=function()
curBG="game1"
keeprun=true
defaultSel=1
sel=nil
snapLevel=1
end,--Touch setting
help=function()
curBG="none"
keeprun=true
end,
stat=function()
curBG="none"
keeprun=true
end,
quit=function()
love.event.quit()
end,
}

View File

@@ -72,7 +72,6 @@ function Tmr.play(dt)
for i=1,3 do
PTC.attack[i]:update(dt)
end
-- Update attack beam
if frame<180 then
if frame==179 then
@@ -94,11 +93,20 @@ function Tmr.play(dt)
P=players[p]
if P.timing then P.time=P.time+dt end
if P.alive then
local 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
v=0
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 not P.small then
local 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
v=0
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
P.ai.controlDelay=P.ai.controlDelay-1
@@ -110,7 +118,7 @@ function Tmr.play(dt)
P.ai.controlDelay=P.ai.controlDelay0+1
else
AI_getControls(P.ai.controls)
P.ai.controlDelay=2*P.ai.controlDelay0
P.ai.controlDelay=P.ai.controlDelay0+2
end
end
end
@@ -149,13 +157,6 @@ function Tmr.play(dt)
else
P.downing=0
end
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
if P.falling>0 then
P.falling=P.falling-1
if P.falling<=0 then
@@ -175,7 +176,7 @@ function Tmr.play(dt)
resetblock()
end
else
if P.cy~=P.y_img then
if P.curY~=P.y_img then
if P.dropDelay>0 then
P.dropDelay=P.dropDelay-1
else
@@ -191,12 +192,16 @@ function Tmr.play(dt)
end
end
end
P.b2b1=P.b2b1*.92+P.b2b*.08
--Alive
else
P.keySpeed=P.keySpeed*.96+P.cstat.key/P.time*60*.04
P.dropSpeed=P.dropSpeed*.96+P.cstat.piece/P.time*60*.04
--Final average speeds
if not P.small then
P.keySpeed=P.keySpeed*.96+P.cstat.key/P.time*60*.04
P.dropSpeed=P.dropSpeed*.96+P.cstat.piece/P.time*60*.04
--Final average speeds
if modeEnv.royaleMode then
P.swappingAtkMode=min(P.swappingAtkMode+2,30)
end
end
if P.falling>0 then
P.falling=P.falling-1
if P.falling<=0 then
@@ -216,7 +221,6 @@ function Tmr.play(dt)
if P.visTime[j][i]<20 then P.visTime[j][i]=P.visTime[j][i]+.5 end
end end--Make field visible
end
if P.b2b1>0 then P.b2b1=max(P.b2b1-3,0)end
--Dead
end
for i=#P.bonus,1,-1 do

View File

@@ -57,6 +57,9 @@ end
function timeSort(a,b)
return a.time>b.time
end
function badgeSort(a,b)
return a.badge>b.badge
end
function stencil_miniTitle()
for i=1,#miniTitle_rect do
gc.rectangle("fill",unpack(miniTitle_rect[i]))
@@ -69,7 +72,16 @@ function stencil_field_small()
gc.rectangle("fill",0,0,60,120)
end
--Single-usage funcs
function swapLanguage(l)
text=require("language/"..langID[l])
Buttons.sel=nil
for scene,list in pairs(Buttons)do
for num=1,#list do
list[num].alpha=0
list[num].t=text.ButtonText[scene][num]
end
end
end
function VIB(t)
if setting.vib>0 then
love.system.vibrate(vibrateLevel[setting.vib+t])
@@ -135,7 +147,7 @@ function back()
end
function loadData()
userData:open("r")
--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n")
--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n")
local t=string.splitS(userData:read(),"\r\n")
userData:close()
for i=1,#t do
@@ -170,7 +182,7 @@ function saveData()
end
function loadSetting()
userSetting:open("r")
--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n")
--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n")
local t=string.splitS(userSetting:read(),"\r\n")
userSetting:close()
for i=1,#t do
@@ -181,7 +193,7 @@ function loadSetting()
if t=="sfx"or t=="bgm"or t=="bgblock"then
setting[t]=v=="true"
elseif t=="vib"then
setting.vib=toN(v:match("[0123]"))or 0
setting.vib=toN(v:match("[01234]"))or 0
elseif t=="fullscreen"then
setting.fullscreen=v=="true"
love.window.setFullscreen(setting.fullscreen)
@@ -229,6 +241,8 @@ function loadSetting()
setting[t]=int(v)
elseif t=="ghost"or t=="center"then
setting[t]=v=="true"
elseif t=="lang"then
setting[t]=toN(v:match("[12]"))or 1
end
end
end
@@ -250,6 +264,7 @@ function saveSetting()
lib[i]=table.concat(setting.keyLib[i],",")
end
local t=table.concat({
stringPack("lang=",setting.lang),
stringPack("sfx=",setting.sfx),
stringPack("bgm=",setting.bgm),
stringPack("vib=",setting.vib),