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10 Commits

Author SHA1 Message Date
MrZ_26
f0a118e714 Alpha V0.7.19 2020-02-04 19:34:43 +08:00
MrZ_26
3019f83999 Alpha V0.7.18 2020-02-04 19:34:16 +08:00
MrZ_26
438046f77f Alpha V0.7.17 2020-02-04 19:34:07 +08:00
MrZ_26
830f0ffbed Alpha V0.7.16 2020-02-04 19:33:52 +08:00
MrZ_26
849e5b586e Alpha V0.7.15 2020-02-04 19:33:41 +08:00
MrZ_26
f82e979f9c Alpha V0.7.14 2020-02-04 19:33:20 +08:00
MrZ_26
c9a3e3ce1b Alpha V0.7.13+ 2020-02-04 19:33:03 +08:00
MrZ_26
72dcb84662 Alpha V0.7.12 2020-02-04 19:32:38 +08:00
MrZ_26
4af2126254 Alpha V0.7.11 2020-02-04 19:32:26 +08:00
MrZ_26
42d7b1be94 Alpha V0.7.10 2020-02-04 19:32:10 +08:00
95 changed files with 4192 additions and 3000 deletions

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33
ai.lua
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@@ -51,7 +51,7 @@ 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 end if y>#f then return end
for i=1,#bk do for j=1,#bk[1]do for i=1,#bk do for j=1,#bk[1]do
if f[y+i-1]and bk[i][j]>0 and f[y+i-1][x+j-1]>0 then return true end if f[y+i-1]and bk[i][j]and f[y+i-1][x+j-1]>0 then return true end
end end end end
end end
function resetField(f0,f,start) function resetField(f0,f,start)
@@ -60,7 +60,7 @@ function resetField(f0,f,start)
goto L goto L
end end
for i=start,#f0 do for i=start,#f0 do
f[i]=getNewRow() f[i]=getNewRow(0)
for j=1,10 do for j=1,10 do
f[i][j]=f0[i][j] f[i][j]=f0[i][j]
end end
@@ -69,19 +69,17 @@ end
function getScore(field,bn,cb,cx,cy) function getScore(field,bn,cb,cx,cy)
local score=0 local score=0
local highest=0 local highest=0
local height=getNewRow() local height=getNewRow(0)
local clear=0 local clear=0
local hole=0 local hole=0
for i=cy+#cb-1,cy,-1 do for i=cy+#cb-1,cy,-1 do
local f=true
for j=1,10 do for j=1,10 do
if field[i][j]==0 then f=false;break end if field[i][j]==0 then goto L end
end
if f then
removeRow(field,i)
clear=clear+1
end end
removeRow(field,i)
clear=clear+1
::L::
end end
if #field==0 then return 9e99 end--PC best if #field==0 then return 9e99 end--PC best
for x=1,10 do for x=1,10 do
@@ -119,21 +117,21 @@ function getScore(field,bn,cb,cx,cy)
+clearScore[clear]*(8+#field) +clearScore[clear]*(8+#field)
-hole*50 -hole*50
if #field>6 then score=score-highest*5 end if #field>6 then score=score-highest*5 end
if mh1>3 then score=score-50-mh1*40 end if mh1>3 then score=score-40-mh1*30 end
return score return score
end end
function AI_getControls(ctrl) function AI_getControls(ctrl)
local Tfield={}--test field local Tfield={}--test field
local field_org=P.field local field_org=P.field
for i=1,#field_org do for i=1,#field_org do
Tfield[i]=getNewRow() Tfield[i]=getNewRow(0)
for j=1,10 do for j=1,10 do
Tfield[i][j]=field_org[i][j] Tfield[i][j]=field_org[i][j]
end end
end end
local best={x=1,dir=0,hold=false,score=-9e99} local best={x=1,dir=0,hold=false,score=-9e99}
for ifhold=0,P.gameEnv.hold and 1 or 0 do for ifhold=0,P.gameEnv.hold and 1 or 0 do
local bn=ifhold==0 and P.bid or P.hid>0 and P.hid or P.nxt[1] local bn=ifhold==0 and P.cur.id or P.hold.id>0 and P.hold.id or P.next[1].id
for dir=0,dirCount[bn] do--each dir for dir=0,dirCount[bn] do--each dir
local cb=blocks[bn][dir] local cb=blocks[bn][dir]
for cx=1,11-#cb[1]do--each pos for cx=1,11-#cb[1]do--each pos
@@ -144,9 +142,9 @@ function AI_getControls(ctrl)
end--move to bottom end--move to bottom
for i=1,#cb do for i=1,#cb do
local y=cy+i-1 local y=cy+i-1
if not Tfield[y]then Tfield[y]=getNewRow()end if not Tfield[y]then Tfield[y]=getNewRow(0)end
for j=1,#cb[1]do for j=1,#cb[1]do
if cb[i][j]~=0 then if cb[i][j]then
Tfield[y][cx+j-1]=1 Tfield[y][cx+j-1]=1
end end
end end
@@ -173,11 +171,4 @@ function AI_getControls(ctrl)
ins(ctrl,l[i]) ins(ctrl,l[i])
end end
ins(ctrl,6) ins(ctrl,6)
if rnd()<.1 then
if P.atkMode~=4 and P==mostDangerous then
ins(P.ai.controls,9)
--Smarter AI???
end
end
end end

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@@ -1,5 +1,97 @@
local gc,tm=love.graphics,love.timer
local ms,kb,tc=love.mouse,love.keyboard,love.touch
local wd=love.window
local setFont=setFont
local Timer=tm.getTime
local scr=scr
local xOy=love.math.newTransform()
local focus=true
local mx,my,mouseShow=-20,-20,false
local touching=nil--1st touching ID
local sceneInit={
load=function()
loading=1--Loading mode
loadnum=1--Loading counter
loadprogress=0--Loading bar(0~1)
loadTip=text.tips[rnd(#text.tips)]
end,
intro=function()
count=0
BGM("blank")
end,
main=function()
collectgarbage()
end,
mode=function()
curBG="none"
saveData()
modeSel=modeSel or 1
levelSel=levelSel or 3
BGM("blank")
end,
custom=function()
optSel=optSel or 1
curBG="matrix"
BGM("blank")
end,
draw=function()
curBG="none"
kb.setKeyRepeat(true)
clearSureTime=0
pen,sx,sy=1,1,1
end,
play=function()
restartCount=0
if needResetGameData then
resetGameData()
needResetGameData=nil
end
end,
pause=function()
end,
setting=function()
curBG="none"
end,
setting2=function()
curBoard=1
keyboardSet=1
joystickSet=1
keyboardSetting=false
joystickSetting=false
end,--Control settings
setting3=function()
curBG="game1"
defaultSel=1
sel=nil
snapLevel=1
end,--Touch setting
help=function()
end,
stat=function()
end,
quit=function()
love.event.quit()
end,
}
BGblockList={}for i=1,16 do BGblockList[i]={v=0}end
local BGblock={tm=150,next=7,ct=0}
local function getNewBlock()
BGblock.ct=BGblock.ct+1
if BGblock.ct==17 then BGblock.ct=1 end
local t=BGblockList[BGblock.ct]
t.bn,t.size=BGblock.next,2+3*rnd()
t.b=blocks[t.bn][rnd(0,3)]
t.x=rnd(-#t.b[1]*t.size*30+100,1180)
t.y=-#t.b*30*t.size
t.v=t.size*(1+rnd())
BGblock.next=BGblock.next%7+1
return t
end
function onVirtualkey(x,y) function onVirtualkey(x,y)
local x,y=xOy:inverseTransformPoint(x,y)
local d2,nearest,distance local d2,nearest,distance
for K=1,#virtualkey do for K=1,#virtualkey do
local b=virtualkey[K] local b=virtualkey[K]
@@ -14,41 +106,35 @@ function onVirtualkey(x,y)
end end
function buttonControl_key(i) function buttonControl_key(i)
if i=="up"or i=="down"or i=="left"or i=="right"then if i=="up"or i=="down"or i=="left"or i=="right"then
if not Buttons.sel then if Buttons.sel then
if Buttons[scene][1]then Buttons.sel=Buttons[scene][Buttons.sel[i]]or Buttons.sel
Buttons.sel=1
end
else else
Buttons.sel=Buttons[scene][Buttons.sel][i]or Buttons.sel Buttons.sel=select(2,next(Buttons[scene]))
end end
elseif i=="space"or i=="return"then elseif i=="space"or i=="return"then
if not sceneSwaping and Buttons.sel then if not sceneSwaping and Buttons.sel then
local B=Buttons[scene][Buttons.sel] Buttons.sel.alpha=1
B.code() Buttons.sel.code()
B.alpha=1 SFX("button")
sysSFX("button") VOICE("nya")
end end
end end
end end
function buttonControl_gamepad(i) function buttonControl_gamepad(i)
if i=="dpup"or i=="dpdown"or i=="dpleft"or i=="dpright"then if i=="dpup"or i=="dpdown"or i=="dpleft"or i=="dpright"then
if not Buttons.sel then if Buttons.sel then
if Buttons[scene][1]then Buttons.sel=Buttons[scene][Buttons.sel[i=="dpup"and"up"or i=="dpdown"and"down"or i=="dpleft"and"left"or"right"]]or Buttons.sel
Buttons.sel=1
end
mouseShow=false
else else
Buttons.sel=Buttons[scene][Buttons.sel][i=="dpup"and"up"or i=="dpdown"and"down"or i=="dpleft"and"left"or"right"]or Buttons.sel Buttons.sel=select(2,next(Buttons[scene]))
end end
elseif i=="start"then elseif i=="start"then
if not sceneSwaping and Buttons.sel then if not sceneSwaping and Buttons.sel then
local B=Buttons[scene][Buttons.sel] Buttons.sel.alpha=1
B.code() Buttons.sel.code()
B.alpha=1 SFX("button")
sysSFX("button") VOICE("nya")
end end
end end
mouseShow=false
end end
mouseDown={} mouseDown={}
@@ -59,6 +145,125 @@ function mouseDown.intro(x,y,k)
gotoScene("main") gotoScene("main")
end end
end end
function mouseDown.draw(x,y,k)
mouseMove.draw(x,y)
end
function mouseDown.setting3(x,y,k)
if k==2 then back()end
for K=1,#virtualkey do
local b=virtualkey[K]
if (x-b[1])^2+(y-b[2])^2<b[3]then
sel=K
end
end
end
mouseMove={}
function mouseMove.draw(x,y,dx,dy)
sx,sy=int((x-200)/30)+1,20-int((y-60)/30)
if sx<1 or sx>10 then sx=nil end
if sy<1 or sy>20 then sy=nil end
if sx and sy and ms.isDown(1,2,3)then
preField[sy][sx]=ms.isDown(1)and pen or ms.isDown(2)and 0 or -1
end
end
function mouseMove.setting3(x,y,dx,dy)
if sel and ms.isDown(1)then
local b=virtualkey[sel]
b[1],b[2]=b[1]+dx,b[2]+dy
end
end
mouseUp={}
function mouseUp.setting3(x,y,k)
if sel then
local b=virtualkey[sel]
local k=snapLevelValue[snapLevel]
b[1],b[2]=int(b[1]/k+.5)*k,int(b[2]/k+.5)*k
end
end
wheelmoved={}
function wheelmoved.draw(x,y)
if y<0 then
pen=pen+1
if pen==8 then pen=9 elseif pen==14 then pen=0 end
else
pen=pen-1
if pen==8 then pen=7 elseif pen==-1 then pen=13 end
end
end
function wheelmoved.mode(x,y)
modeSel=min(max(modeSel+(y>0 and -1 or 1),1),#modeID)
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
end
touchDown={}
function touchDown.intro(id,x,y)
gotoScene("main")
end
function touchDown.draw(id,x,y)
end
function touchDown.setting3(id,x,y)
for K=1,#virtualkey do
local b=virtualkey[K]
if (x-b[1])^2+(y-b[2])^2<b[3]then
sel=K
end
end
end
function touchDown.play(id,x,y)
if setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
pressKey(t,players[1])
end
end
end
touchUp={}
function touchUp.setting3(id,x,y)
if sel then
x,y=xOy:inverseTransformPoint(x,y)
if sel then
local b=virtualkey[sel]
local k=snapLevelValue[snapLevel]
b[1],b[2]=int(b[1]/k+.5)*k,int(b[2]/k+.5)*k
end
end
end
function touchUp.play(id,x,y)
if setting.virtualkeySwitch then
local t=onVirtualkey(x,y)
if t then
releaseKey(t,players[1])
end
end
end
touchMove={}
function touchMove.setting3(id,x,y,dx,dy)
if sel then
local b=virtualkey[sel]
b[1],b[2]=b[1]+dx,b[2]+dy
end
end
function touchMove.draw(id,x,y,dx,dy)
sx,sy=int((x-200)/30)+1,20-int((y-60)/30)
if sx<1 or sx>10 then sx=nil end
if sy<1 or sy>20 then sy=nil end
if sx and sy then
preField[sy][sx]=pen
end
end
function touchMove.play(id,x,y,dx,dy)
if setting.virtualkeySwitch then
local l=tc.getTouches()
for n=1,#virtualkey do
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 goto L end
end
releaseKey(n,players[1])
::L::
end
end
end
keyDown={} keyDown={}
function keyDown.intro(key) function keyDown.intro(key)
if key=="escape"then if key=="escape"then
@@ -105,12 +310,44 @@ function keyDown.custom(key)
optSel=optSel%#customID+1 optSel=optSel%#customID+1
elseif key=="up"then elseif key=="up"then
optSel=(optSel-2)%#customID+1 optSel=(optSel-2)%#customID+1
elseif key=="d"then
gotoScene("draw")
elseif key=="return"then elseif key=="return"then
loadGame(0,1) loadGame(0,1)
elseif key=="space"then
loadGame(0,2)
elseif key=="escape"then elseif key=="escape"then
back() back()
end end
end end
function keyDown.draw(key)
if key=="delete"then
Buttons.draw.clear.code()
elseif key=="up"or key=="down"or key=="left"or key=="right"then
if not sx then sx=1 end
if not sy then sy=1 end
if key=="up"and sy<20 then sy=sy+1
elseif key=="down"and sy>1 then sy=sy-1
elseif key=="left"and sx>1 then sx=sx-1
elseif key=="right"and sx<10 then sx=sx+1
end
if kb.isDown("space")then
preField[sy][sx]=pen
end
elseif key=="space"then
if sx and sy then
preField[sy][sx]=pen
end
elseif key=="tab"then
pen=-1
elseif key=="backspace"then
pen=0
elseif key=="escape"then
back()
else
pen=find("123qwea#sdzxc",key)or pen
end
end
function keyDown.setting2(key) function keyDown.setting2(key)
if key=="escape"then if key=="escape"then
if keyboardSetting then if keyboardSetting then
@@ -141,31 +378,34 @@ function keyDown.setting2(key)
end end
end end
function keyDown.play(key) function keyDown.play(key)
if key=="escape"then back()return end if key=="escape"and not sceneSwaping then
return(frame<180 and back or pauseGame)()
end
local m=setting.keyMap local m=setting.keyMap
for p=1,4 do for p=1,human do
local lib=setting.keyLib[p] for k=1,12 do
for s=1,#lib do if key==m[2*p-1][k]or key==m[2*p][k]then
for k=1,12 do pressKey(k,players[p])
if key==m[lib[s]][k]then return
pressKey(k,players[p])
return
end
end end
end end
end end
end end
function keyDown.pause(key)
if key=="escape"then
back()
elseif key=="return"or key=="space"then
resumeGame()
end
end
keyUp={} keyUp={}
function keyUp.play(key) function keyUp.play(key)
local m=setting.keyMap local m=setting.keyMap
for p=1,4 do for p=1,human do
local lib=setting.keyLib[p] for k=1,12 do
for s=1,#lib do if key==m[2*p-1][k]or key==m[2*p][k]then
for k=1,12 do releaseKey(k,players[p])
if key==m[lib[s]][k]then return
releaseKey(k,players[p])
return
end
end end
end end
end end
@@ -221,14 +461,11 @@ end
function gamepadDown.play(key) function gamepadDown.play(key)
if key=="back"then back()return end if key=="back"then back()return end
local m=setting.keyMap local m=setting.keyMap
for p=1,4 do for p=1,human do
local lib=setting.keyLib[p] for k=1,12 do
for s=1,#lib do if key==m[2*p+7][k]or key==m[2*p+8][k]then
for k=1,12 do pressKey(k,players[p])
if key==m[8+lib[s]][k]then return
pressKey(k,players[p])
return
end
end end
end end
end end
@@ -236,161 +473,126 @@ end
gamepadUp={} gamepadUp={}
function gamepadUp.play(key) function gamepadUp.play(key)
local m=setting.keyMap local m=setting.keyMap
for p=1,4 do for p=1,human do
local lib=setting.keyLib[p] for k=1,12 do
for s=1,#lib do if key==m[2*p+7][k]or key==m[2*p+8][k]then
for k=1,12 do releaseKey(k,players[p])
if key==m[8+lib[s]][k]then return
releaseKey(k,players[p])
return
end
end end
end end
end end
end end
wheelmoved={}
function wheelmoved.mode(x,y)
modeSel=min(max(modeSel-sgn(y),1),#modeID)
levelSel=ceil(#modeLevel[modeID[modeSel]]*.5)
end
function love.mousemoved(x,y,dx,dy,t)
if not t then
mouseShow=true
mx,my=xOy:inverseTransformPoint(x,y)
Buttons.sel=nil
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
if not(B.hide and B.hide())then
if abs(mx-B.x)<B.w*.5 and abs(my-B.y)<B.h*.5 then
Buttons.sel=i
return
end
end
end
end
end
function love.mousepressed(x,y,k,t,num) function love.mousepressed(x,y,k,t,num)
if not t then if t then return end
mouseShow=true mouseShow=true
mx,my=xOy:inverseTransformPoint(x,y) mx,my=xOy:inverseTransformPoint(x,y)
if mouseDown[scene]then if mouseDown[scene]then
mouseDown[scene](mx,my,k) mouseDown[scene](mx,my,k)
else elseif k==2 then
if k==1 then back()
if not sceneSwaping and Buttons.sel then end
local B=Buttons[scene][Buttons.sel] if k==1 then
B.code() if not sceneSwaping and Buttons.sel then
B.alpha=1 local B=Buttons.sel
Buttons.sel=nil B.code()
love.mousemoved(x,y) B.alpha=1
sysSFX("button") Buttons.sel=nil
end love.mousemoved(x,y,0,0)
elseif k==2 then SFX("button")
back() VOICE("nya")
VIB(1)
end
end
end
function love.mousemoved(x,y,dx,dy,t)
if t then return end
mouseShow=true
mx,my=xOy:inverseTransformPoint(x,y)
Buttons.sel=nil
if mouseMove[scene]then
mouseMove[scene](mx,my,dx/scr.k,dy/scr.k)
end
for _,B in next,Buttons[scene]do
if not(B.hide and B.hide())then
if abs(mx-B.x)<B.w*.5 and abs(my-B.y)<B.h*.5 then
Buttons.sel=B
return
end end
end end
end end
end end
function love.mousereleased(x,y,k,t,num) function love.mousereleased(x,y,k,t,num)
if t then return end
mx,my=xOy:inverseTransformPoint(x,y)
if mouseUp[scene]then
mouseUp[scene](mx,my,k)
end
end end
function love.wheelmoved(x,y) function love.wheelmoved(x,y)
if wheelmoved[scene]then wheelmoved[scene](x,y)end if wheelmoved[scene]then wheelmoved[scene](x,y)end
end end
function love.touchpressed(id,x,y) function love.touchpressed(id,x,y)
mouseShow=false
if not touching then if not touching then
touching=id touching=id
love.mousemoved(x,y) love.touchmoved(id,x,y,0,0)
mouseShow=false
end end
if scene=="play"then if touchDown[scene]then
if setting.virtualkeySwitch then touchDown[scene](id,xOy:inverseTransformPoint(x,y))
local t=onVirtualkey(x,y)
if t then
pressKey(t,players[1])
end
end
elseif scene=="setting3"then
x,y=xOy:inverseTransformPoint(x,y)
for K=1,#virtualkey do
local b=virtualkey[K]
if (x-b[1])^2+(y-b[2])^2<b[3]then
sel=K
end
end
elseif scene=="intro"then
gotoScene("main")
end end
end end
function love.touchreleased(id,x,y) function love.touchreleased(id,x,y)
if id==touching then if id==touching then
touching=nil touching=nil
if Buttons.sel then if Buttons.sel then
local B=Buttons[scene][Buttons.sel] local B=Buttons.sel
B.code() B.code()
B.alpha=1 B.alpha=1
Buttons.sel=nil Buttons.sel=nil
SFX("button")
VOICE("nya")
VIB(1)
end end
Buttons.sel=nil Buttons.sel=nil
mouseShow=false
end end
if scene=="play"and setting.virtualkeySwitch then if touchUp[scene]then
local t=onVirtualkey(x,y) touchUp[scene](id,xOy:inverseTransformPoint(x,y))
if t then
releaseKey(t,players[1])
end
elseif scene=="setting3"and sel then
x,y=xOy:inverseTransformPoint(x,y)
if sel then
local b=virtualkey[sel]
local k=snapLevelValue[snapLevel]
b[1],b[2]=int(b[1]/k+.5)*k,int(b[2]/k+.5)*k
end
end end
end end
function love.touchmoved(id,x,y,dx,dy) function love.touchmoved(id,x,y,dx,dy)
love.mousemoved(x,y) x,y=xOy:inverseTransformPoint(x,y)
mouseShow=false if touchMove[scene]then
touchMove[scene](id,x,y,dx/scr.k,dy/scr.k)
end
Buttons.sel=nil
for _,B in next,Buttons[scene]do
if not(B.hide and B.hide())then
if abs(x-B.x)<B.w*.5 and abs(y-B.y)<B.h*.5 then
Buttons.sel=B
return
end
end
end
if not Buttons.sel then if not Buttons.sel then
touching=nil touching=nil
end end
if scene=="play"and setting.virtualkeySwitch then
local l=tc.getTouches()
for n=1,#virtualkey do
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 P.keyPressing[n]then
releaseKey(n,players[1])
end
end
elseif scene=="setting3"then
x,y=xOy:inverseTransformPoint(x,y)
dx,dy=dx*screenK,dy*screenK
if sel then
local b=virtualkey[sel]
b[1],b[2]=b[1]+dx,b[2]+dy
end
end
end end
function love.keypressed(i) function love.keypressed(i)
if i=="f12"then devMode=not devMode end mouseShow=false
if i=="f8"then devMode=not devMode end
if devMode then if devMode then
if i=="k"then if i=="k"then
P=players.alive[rnd(#players.alive)] P=players.alive[rnd(#players.alive)]
Event.gameover.lose() P.lastRecv=players[1]
Event.lose()
--Test code here
elseif i=="q"then elseif i=="q"then
for i=1,#Buttons[scene]do local B=Buttons.sel if B then print(format("x=%d,y=%d,w=%d,h=%d",B.x,B.y,B.w,B.h))end
local B=Buttons[scene][i]
print(format("x=%d,y=%d,w=%d,h=%d",B.x,B.y,B.w,B.h))
end
elseif Buttons.sel then elseif Buttons.sel then
local B=Buttons[scene][Buttons.sel] local B=Buttons.sel
if i=="left"then B.x=B.x-10 if i=="left"then B.x=B.x-10
elseif i=="right"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=="up"then B.y=B.y-10
@@ -407,7 +609,6 @@ function love.keypressed(i)
else buttonControl_key(i) else buttonControl_key(i)
end end
end end
mouseShow=false
end end
function love.keyreleased(i) function love.keyreleased(i)
if keyUp[scene]then keyUp[scene](i) if keyUp[scene]then keyUp[scene](i)
@@ -415,168 +616,179 @@ function love.keyreleased(i)
end end
function love.gamepadpressed(joystick,i) function love.gamepadpressed(joystick,i)
mouseShow=false
if gamepadDown[scene]then return gamepadDown[scene](i) if gamepadDown[scene]then return gamepadDown[scene](i)
elseif i=="back"then back() elseif i=="back"then back()
else buttonControl_gamepad(i) else buttonControl_gamepad(i)
end end
mouseShow=false
end end
function love.gamepadreleased(joystick,i) function love.gamepadreleased(joystick,i)
if gamepadUp[scene]then gamepadUp[scene](i) if gamepadUp[scene]then gamepadUp[scene](i)
end end
end end
--[[ --[[
function love.joystickpressed(js,k) function love.joystickpressed(js,k)end
function love.joystickaxis(js,axis,valend
end function love.joystickhat(js,hat,dirend
function love.joystickaxis(js,axis,val) function love.sendData(data)end
function love.receiveData(id,data)end
end
function love.joystickhat(js,hat,dir)
end
]] ]]
function love.lowmemory()
collectgarbage()
end
function love.resize(w,h)
scr.w,scr.h,scr.r=w,h,h/w
if scr.r>=.5625 then
scr.k=w/1280
scr.x,scr.y=0,(h-w*9/16)*.5
else
scr.k=h/720
scr.x,scr.y=(w-h*16/9)*.5,0
end
gc.origin()
xOy=xOy:setTransformation(w*.5,h*.5,nil,scr.k,nil,640,360)
gc.replaceTransform(xOy)
collectgarbage()
end
function love.focus(f)
if not f and wd.isMinimized()and scene=="play"then pauseGame()end
end
function love.update(dt) function love.update(dt)
--[[ -- if players then for k,v in pairs(players[1])do
if players then -- if rawget(_G,k)and k~="next"and k~="hold"and k~="stat"then print(k,_G[v])end
for k,v in pairs(players[1])do -- end end--check player data flew(debugging)
if rawget(_G,k)then print(k)end
end
end--check player data flew(debugging)
]]
for i=#BGblock,1,-1 do for i=#BGblock,1,-1 do
BGblock[i].y=BGblock[i].y+BGblock[i].v BGblock[i].y=BGblock[i].y+BGblock[i].v
if BGblock[i].y>720 then rem(BGblock,i)end if BGblock[i].y>720 then rem(BGblock,i)end
end end
if setting.bgblock then if setting.bgblock then
BGblock.ct=BGblock.ct-1 BGblock.tm=BGblock.tm-1
if BGblock.ct==0 then if BGblock.tm==0 then
ins(BGblock,getNewBlock()) ins(BGblock,getNewBlock())
BGblock.ct=rnd(20,30) BGblock.tm=rnd(20,30)
end end
end end
if sceneSwaping then if sceneSwaping then
sceneSwaping.time=sceneSwaping.time-1 sceneSwaping.time=sceneSwaping.time-1
if sceneSwaping.time==sceneSwaping.mid then if sceneSwaping.time==sceneSwaping.mid then
for i=1,#Buttons[scene]do for k,B in next,Buttons[scene]do
Buttons[scene][i].alpha=0 B.alpha=0
end--Reset buttons' state end--Reset buttons' alpha
scene=sceneSwaping.tar
BGM("blank")
sceneInit[scene]()
Buttons.sel=nil Buttons.sel=nil
scene=sceneSwaping.tar
sceneInit[scene]()
elseif sceneSwaping.time==0 then elseif sceneSwaping.time==0 then
sceneSwaping=nil sceneSwaping=nil
end end
elseif Tmr[scene]then end
if Tmr[scene]then
Tmr[scene](dt) Tmr[scene](dt)
end end
updateButton() for i=#Task,1,-1 do
end Task[i]:update()
function love.sendData(data) end
return if voicePlaying[1]then
end if not voicePlaying[1]:isPlaying()then
function love.receiveData(id,data) rem(voicePlaying,1)
return end
if voicePlaying[1] and not voicePlaying[1]:isPlaying()then voicePlaying[1]:play()end
end
for k,B in next,Buttons[scene]do
local t=B==Buttons.sel and .4 or 0
B.alpha=abs(B.alpha-t)>.02 and(B.alpha+(B.alpha<t and .02 or -.02))or t
if B.alpha>t then B.alpha=B.alpha-.02 elseif B.alpha<t then B.alpha=B.alpha+.02 end
end--update Buttons
end end
local scs={1,2,1,2,1,2,1,2,1,2,1.5,1.5,.5,2.5}
function love.draw() function love.draw()
gc.clear() gc.discard()--SPEED UPUPUP!
Pnt.BG[curBG]() Pnt.BG[setting.bg and curBG or"grey"]()
gc.setColor(1,1,1,.3) gc.setColor(1,1,1,.2)
for n=1,#BGblock do for n=1,#BGblock do
local b,img=BGblock[n].b,blockSkin[BGblock[n].bn] local b,img=BGblock[n].b,blockSkin[BGblock[n].bn]
local size=BGblock[n].size local size=BGblock[n].size
for i=1,#b do for j=1,#b[1]do for i=1,#b do for j=1,#b[1]do
if b[i][j]>0 then if b[i][j]then
gc.draw(img,BGblock[n].x+(j-1)*30*size,BGblock[n].y+(i-1)*30*size,nil,size) gc.draw(img,BGblock[n].x+(j-1)*30*size,BGblock[n].y+(i-1)*30*size,nil,size)
end end
end end end end
end end
if Pnt[scene]then Pnt[scene]()end if Pnt[scene]then Pnt[scene]()end
drawButton() for k,B in next,Buttons[scene]do
if not(B.hide and B.hide())then
local C=B.rgb or color.white
gc.setColor(C[1],C[2],C[3],B.alpha)
gc.rectangle("fill",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
gc.setColor(C)
gc.setLineWidth(3)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h,4)
gc.setColor(C[1],C[2],C[3],.3)
gc.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
if type(t)=="function"then t=t()end
setFont(B.f or 40)
y0=B.y-currentFont*.64
gc.printf(t,B.x-201,y0+2,400,"center")
gc.printf(t,B.x-199,y0+2,400,"center")
gc.printf(t,B.x-201,y0,400,"center")
gc.printf(t,B.x-199,y0,400,"center")
gc.setColor(C)
mStr(t,B.x,y0+1)
end
end
end--Draw buttons
if mouseShow and not touching then if mouseShow and not touching then
local r=Timer()*.5 local r=Timer()*.5
gc.setColor(1,1,1,min(1-abs(1-r%1*2),.3)) gc.setColor(1,1,1,min(1-abs(1-r%1*2),.3))
r=int(r)%7+1 r=int(r)%7+1
gc.draw(mouseBlock[r],mx,my,Timer()%pi*4,20,20,scs[r][0][2]-.5,#blocks[r][0]-scs[r][0][1]+.5) gc.draw(mouseBlock[r],mx,my,Timer()%pi*4,20,20,scs[2*r]-.5,#blocks[r][0]-scs[2*r-1]+.5)
gc.setColor(1,1,1,.5) gc.setColor(1,1,1,.5)gc.circle("fill",mx,my,5)
gc.circle("fill",mx,my,5) gc.setColor(1,1,1)gc.circle("fill",mx,my,3)
gc.setColor(1,1,1) end--Awesome mouse!
gc.circle("fill",mx,my,3) if sceneSwaping then sceneSwaping.draw()end--Swaping animation
end if scr.r~=.5625 then
if sceneSwaping then sceneSwaping.draw()end
if wh/ww>.5625 then
gc.setColor(0,0,0) gc.setColor(0,0,0)
gc.rectangle("fill",0,0,1280,ww*9/16-wh) if scr.r>.5625 then
gc.rectangle("fill",0,720,1280,wh-ww*9/16) local d=(scr.h-scr.w*9/16)*.5/scr.k
elseif wh/ww<.5625 then gc.rectangle("fill",0,0,1280,-d)
gc.setColor(0,0,0) gc.rectangle("fill",0,720,1280,d)
gc.rectangle("fill",0,0,wh*16/9-ww,720) else--high
gc.rectangle("fill",1280,0,ww-wh*16/9,720) local d=(scr.w-scr.h*16/9)*.5/scr.k
end gc.rectangle("fill",0,0,-d,720)
gc.rectangle("fill",1280,0,d,720)
end--wide
end--Black side
setFont(20)gc.setColor(1,1,1) setFont(20)gc.setColor(1,1,1)
gc.print(tm.getFPS(),5,700) gc.print(tm.getFPS(),5,700)
if devMode then if devMode then
gc.print(mx.." "..my,5,640)
gc.print(#freeRow or 0,5,660)
gc.print(gcinfo(),5,680) gc.print(gcinfo(),5,680)
gc.print(freeRow and #freeRow or 0,5,660)
end end
end end
function love.resize(w,h)
ww,wh=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)
end
function love.run() function love.run()
local frameT=Timer() local frameT=Timer()
local readyDrawFrame=0 local readyDrawFrame=0
local PUMP,POLL=love.event.pump,love.event.poll
love.resize(gc.getWidth(),gc.getHeight()) love.resize(gc.getWidth(),gc.getHeight())
scene="load"sceneInit.load()--System Launch scene="load"sceneInit.load()--System Launch
math.randomseed(os.time()*626)
return function() return function()
love.event.pump() PUMP()
for name,a,b,c,d,e,f in love.event.poll()do for N,a,b,c,d,e in POLL()do
if name=="quit"then return 0 end if N=="quit"then return 0
love.handlers[name](a,b,c,d,e,f) elseif love[N]then love[N](a,b,c,d,e)end
end end
if focus then tm.step()
tm.step() love.update(tm.getDelta())
-- love.receiveData(id,data) readyDrawFrame=readyDrawFrame+setting.frameMul
love.update(tm.getDelta()) if readyDrawFrame>=100 then
readyDrawFrame=readyDrawFrame+setting.frameMul readyDrawFrame=readyDrawFrame-100
if readyDrawFrame>=100 then love.draw()
readyDrawFrame=readyDrawFrame-100 gc.present()
gc.clear()
love.draw()
gc.present()
end
if not(wd.hasFocus()or keeprun)then
focus=false
ms.setVisible(true)
if bgmPlaying then bgm[bgmPlaying]:pause()end
if scene=="play"then
for i=1,#players.alive do
local l=players.alive[i].keyPressing
for j=1,#l do
if l[j]then
releaseKey(j,players.alive[i])
end
end
end
end
end
else
tm.sleep(.5)
if wd.hasFocus()then
tm.step()
focus=true
ms.setVisible(false)
if bgmPlaying then bgm[bgmPlaying]:play()end
end
end end
::L::if Timer()-frameT<1/60 then goto L end ::L::if Timer()-frameT<1/60 then goto L end
frameT=Timer() frameT=Timer()
tm.sleep(.001)
end end
end end

37
class.lua Normal file
View File

@@ -0,0 +1,37 @@
Task={}
metatable_task={__index=Task}
function newTask(code,P,data)
local obj={
code=code,
P=P,
data=data,
}
setmetatable(obj,metatable_task)
ins(Task,obj)
end
function clearTask(opt)
if opt=="all"then
while Task[1]do
rem(Task,i)
end
elseif opt=="play"then
for i=#Task,1,-1 do
if Task[i].P then
rem(Task,i)
end
end
else--Player table
for i=#Task,1,-1 do
if Task[i].P==P then
rem(Task,i)
end
end
end
end
function Task:update()
if(not self.P or self.P and scene=="play")and self:code(self.P,self.data)then
for i=#Task,1,-1 do
if Task[i]==self then rem(Task,i)return end
end--Destroy
end
end

View File

@@ -9,7 +9,7 @@ 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 V0.7.9" W.title="Techmino V0.7.19"
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.minwidth,W.minheight=640,360
@@ -17,7 +17,7 @@ function love.conf(t)
W.resizable=true W.resizable=true
W.fullscreentype="desktop"--Choose between "desktop" fullscreen or "exclusive" fullscreen mode (string) W.fullscreentype="desktop"--Choose between "desktop" fullscreen or "exclusive" fullscreen mode (string)
W.fullscreen=X W.fullscreen=X
W.vsync=X--0 to set ∞fps W.vsync=0--0∞fps
W.msaa=X--The number of samples to use with multi-sampled antialiasing (number) W.msaa=X--The number of samples to use with multi-sampled antialiasing (number)
W.depth=X--Bits per sample in the depth buffer W.depth=X--Bits per sample in the depth buffer
W.stencil=1--The number of bits per sample in the stencil buffer W.stencil=1--The number of bits per sample in the stencil buffer

1163
dataList.lua Normal file

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@@ -1,18 +1,17 @@
return{ return{
royale_remain=function(n) atkModeName={"随机","徽章","击杀","反击"},
return "剩余 "..n.." 名玩家" royale_remain=function(n)return"剩余 "..n.." 名玩家"end,
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"},
cmb={nil,nil,"3连击","4连击","5连击","6连击","7连击","8连击","9连击","10连击!","11连击!","12连击!","13连击!","14连击!","15连击!","16连击!","17连击!","18连击!","19连击!","巨型连击"}, techrash="Techrash",
techrash="四清", techrashB2B="B2B Techrash",
techrashB2B="四清 B2B", techrashB3B="B2B2B Techrash",
techrashB3B="四清 B2B2B",
block={"Z","S","L","J","T","O","I"}, block={"Z","S","L","J","T","O","I"},
spin={"Z旋","S旋","L旋","J旋","T旋","O旋","I旋"}, clear={" single"," double"," triple"},
clear={"单消","双消","三清"}, spin={"Z-spin","S-spin","L-spin","J-spin","T-spin","O-spin","I-spin"},
b2b="B2B", b2b="B2B ",b3b="B2B2B ",
b3b="B2B2B", mini="Mini",
mini="次级", PC="Perfect Clear",
PC="场地全清", hold="暂存",next="下一个",
stage={"关卡 1","关卡 2","关卡 3","关卡 4","关卡 5",}, stage={"关卡 1","关卡 2","关卡 3","关卡 4","关卡 5",},
maxspeed="最高速度", maxspeed="最高速度",
@@ -20,142 +19,227 @@ return{
win="胜利", win="胜利",
lose="失败", lose="失败",
pause="暂停",
finish="结束",
pauseTime="暂停时间",
custom="自定义游戏", 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={"","","无限"},
sequence={"bag7","his4","随机"},
visible={"可见","半隐","全隐","瞬隐"},
target={10,20,40,100,200,500,1000,""},
freshLimit={0,8,15,""},
opponent={"无电脑",1,2,3,4,5,6,7,8,9,10,11},
},
softdropdas="软降DAS:", softdropdas="软降DAS:",
softdroparr="软降ARR:", softdroparr="软降ARR:",
keyboard="键盘", snapLevelName={"任意摆放","10px吸附","20px吸附","40px吸附","60px吸附","80px吸附"},
joystick="手柄", keyboard="键盘",joystick="手柄",
space="空格",enter="回车",
setting2Help="方向键选择/翻页,回车修改,esc返回", 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:","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:"}, actName={"左移:","右移:","顺时针旋转:","时针旋转:","180°旋转","硬降:","软降:","暂存:","功能键:","重新开始:","左瞬移:","右瞬移:","软降到底:"},
modeName={ modeName={
[0]="自定义", [0]="自定义",
"竞速","马拉松","","无尽","单挑","仅TSD","隐形","挖掘","生存","科研", "竞速","马拉松","大师","经典","","无尽","单挑","仅TSD","隐形","挖掘","生存","科研",
"全清训练","全清挑战","41人混战","99人混战","干旱","多人", "C4W练习","全清训练","全清挑战","49人混战","99人混战","干旱","多人",
}, },
modeInfo={ modeInfo={
sprint="挑战世界纪录", sprint="挑战世界纪录",
marathon="尝试坚持到最后", marathon="尝试坚持到最后",
master="成为方块大师",
classic="高速经典",
zen="无重力消除200行", zen="无重力消除200行",
infinite="科研沙盒", infinite="科研沙盒",
solo="打败AI", solo="打败AI",
tsd="尽可能做T旋消2", tsd="尽可能做TSD",
blind="最强大脑", blind="最强大脑",
dig="核能挖掘机", dig="核能挖掘机",
survivor="防守练习", survivor="防守练习",
tech="ALLSPIN练习", tech="尽可能不要普通消除",
c4wtrain="无 限 连 击",
pctrain="熟悉全清定式的组合", pctrain="熟悉全清定式的组合",
pcchallenge="100行内尽可能多全清", pcchallenge="100行内尽可能多PC",
techmino41="41人混战", techmino49="49人混战",
techmino99="99人混战", techmino99="99人混战",
drought="异常序列", drought="异常序列",
hotseat="友尽模式", hotseat="友尽模式",
}, },
loadTip="真在加载,不只是动画!", load={"加载语音ing","加载音乐ing","加载音效ing","加载完成",},
load={"加载材质ing","加载音乐ing","加载音效ing","加载完成",},
tips={ tips={
"The whole game is made by MrZ!", "不是动画,真的在加载!",
"Back to Back 10 combo Techrash PC!", "整个游戏都是MrZ完成的!",
"Techmino has a Nspire-CX edition!", "大满贯10连击消四全清!",
"Is B2B2B2B possible?", "<方块研究所>有一个Nspire-CX版本!",
"MrZ spin Penta!", "B2B2B2B存在吗?",
"MEGACMB!", "MEGACMB!",
"ALLSPIN!", "ALLSPIN!",
"O spin Techrash?" "O型回旋三清?",
"只用一个输入设备就可以游玩了",
"Miya:喵!",
"225238922,哔哩哔哩 干杯~",
"适度游戏益脑,沉迷游戏伤身,合理安排时间,享受健康生活",
"合群了就会消失,但是消失不代表没有意义",
"学会使用两个旋转键,三个更好",
"更小的DAS和ARR拥有更高的操作上限",
"注意到\"旋转\"到底对方块做了些什么吗?",
"20G是一套全新的游戏规则",
"不要在上课时玩游戏!",
"本游戏难度上限很高,做好心理准备",
"方块可以不是个休闲游戏",
"调到特殊的日期也不会发生什么的",
"[随机文本]",
}, },
stat={ stat={
"游戏运行次数:", "游戏运行次数:",
"游戏局数:", "游戏局数:",
"游戏时间:", "游戏时间:",
"总方块使用:", "按键数:",
"总消行数:", "旋转数:",
"总攻击行数:", "Hold次数:",
"总按键数:", "方块使用数:",
"总旋转数:", "消行数:",
"暂存次数:", "攻击数:",
"总旋转消行数:", "发送数:",
"接收数:",
"上涨数:",
"消除数:",
"Spin数:",
"B2B数:",
"PC数:",
"效率:",
}, },
help={ help={
"好像也没啥好帮助的吧?就当是关于了", "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", "这只是一个方块游戏,请勿过度解读和随意联想",
"不过就当成TOP/C2/KOS/TGM3玩好了", "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", "游戏还在测试阶段,请 勿 外 传",
"", "",
"使用LOVE2D引擎", "使用LOVE2D引擎",
"作者:MrZ 邮箱:1046101471@qq.com", "作者:MrZ 邮箱:1046101471@qq.com",
"程序:MrZ 美术:MrZ 音乐:MrZ 音效:MrZ", "程序:MrZ 美术:MrZ 音乐:MrZ 音效:MrZ 语音:Miya",
"使用工具:VScode,GFIE,Beepbox,Goldwave", "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!", "特别感谢:Farter,196,Teatube,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~", "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={ ButtonText={
main={ main={
"开始", play="开始",
"设置", setting="设置",
"帮助", stat="统计信息",
"统计信息", help="帮助",
"退出", quit="退出",
}, },
mode={ mode={
"Λ", up="Λ",
"v", down="v",
"<", left="<",
">", right=">",
"开始", start="开始",
"自定义(C)", custom="自定义(C)",
"返回", back="返回",
}, },
custom={ custom={
"Λ", up="Λ",
"v", down="v",
"<", left="<",
">", right=">",
"开始", start1="消除开始",
"返回", start2="拼图开始",
draw="画图(D)",
back="返回",
},
draw={
free="不定",
block1="",
block2="",
block3="",
block4="",
block5="",
block6="",
block7="",
gb1="",
gb2="",
gb3="",
gb4="",
gb5="",
erase="×",
clear="清空",
back="返回",
},
play={
pause="暂停",
},
pause={
resume="继续",
quit="退出",
}, },
setting={ setting={
function()return setting.ghost and"阴影 "or"阴影 "end, ghost=function()return setting.ghost and"阴影:"or"阴影:"end,
function()return setting.center and"旋转中心 "or"旋转中心 "end, center=function()return setting.center and"旋转中心:"or"旋转中心:"end,
"-", grid=function()return setting.grid and"网格:开"or"网格:关"end,
"+", swap=function()return setting.swap and"目标选择:组合键"or"目标选择:循环"end,
"-", fxs=function()return setting.fxs and"特效:开"or"特效:关"end,
"+", bg=function()return setting.bg and"背景:开"or"背景:关"end,
"-", dasD="-",dasU="+",
"+", arrD="-",arrU="+",
"-", sddasD="-",sddasU="+",
"+", sdarrD="-",sdarrU="+",
function()return setting.sfx and"音效 开"or"音效 关"end, ctrl="控制设置",
function()return setting.bgm and"音乐 开"or"音乐 关"end, touch="触摸设置",
function()return "震动强度:"..setting.vib end, lang=function()return langName[setting.lang]end,
function()return setting.fullscreen and"全屏 "or"全屏 "end, sfx=function()return setting.sfx and"音效:"or"音效:"end,
function()return setting.bgblock and"背景动画 "or"背景动画 "end, bgm=function()return setting.bgm and"音乐:"or"音乐:"end,
function()return"绘制帧:"..setting.frameMul.."%"end, vib=function()return "震动:"..setting.vib end,
"控制设置", voc=function()return setting.voc and"语音:开"or"语音:关"end,
"触摸设置", fullscreen=function()return setting.fullscreen and"全屏:开"or"全屏:关"end,
function()return langName[setting.lang]end, bgblock=function()return setting.bgblock and"背景动画:开"or"背景动画:关"end,
"保存&返回", frame=function()return"绘制帧:"..setting.frameMul.."%"end,
skin="切换方块皮肤",
back="保存&返回",
}, },
setting2={ setting2={
"返回", back="返回",
}, },
setting3={ setting3={
"返回", back="返回",
function()return setting.virtualkeySwitch and"隐藏虚拟按键"or"显示虚拟按键"end, hide=function()return setting.virtualkeySwitch and"隐藏虚拟按键"or"显示虚拟按键"end,
"默认组合", default="默认组合",
function()return snapLevelName[snapLevel]end, snap=function()return text.snapLevelName[snapLevel]end,
function()return percent0to5[setting.virtualkeyAlpha]end, alpha=function()return percent0to5[setting.virtualkeyAlpha]end,
"图标", icon="图标",
"大小", size="大小",
}, },
help={ help={
"返回", back="返回",
"作者QQ", qq="作者QQ",
}, },
stat={ stat={
"返回", back="返回",
path="打开存储目录",
}, },
}, },
}--中文→ }

245
language/chi_full.lua Normal file
View File

@@ -0,0 +1,245 @@
return{
atkModeName={"随机","徽章","击杀","反击"},
royale_remain=function(n)return"剩余 "..n.." 名玩家"end,
cmb={nil,nil,"3 Combo","4 Combo","5 Combo","6 Combo","7 Combo","8 Combo","9 Combo","10 Combo!","11 Combo!","12 Combo!","13 Combo!","14 Combo!","15 Combo!","16 Combo!","17 Combo!","18 Combo!","19 Combo!","MEGACMB"},
techrash="四清",
techrashB2B="满贯 四清",
techrashB3B="大满贯 四清",
block={"Z","S","L","J","T","O","I"},
clear={"单清","双清","三清"},
spin={"Z型回旋","S型回旋","L型回旋","J型回旋","T型回旋","O型回旋","I型回旋"},
b2b="满贯",b3b="大满贯",
mini="迷你",
PC="场地全清",
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",
pause="暂停",
finish="结束",
pauseTime="暂停时间",
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={"","","无限"},
sequence={"bag7","his4","随机"},
visible={"可见","半隐","全隐","瞬隐"},
target={10,20,40,100,200,500,1000,""},
freshLimit={0,8,15,""},
opponent={"无电脑",1,2,3,4,5,6,7,8,9,10,11},
},
softdropdas="软降DAS:",
softdroparr="软降ARR:",
snapLevelName={"任意摆放","10px吸附","20px吸附","40px吸附","60px吸附","80px吸附"},
keyboard="键盘",joystick="手柄",
space="空格",enter="回车",
setting2Help="方向键选择/翻页,回车修改,esc返回",
actName={"左移:","右移:","顺时针旋转:","逆时针旋转:","180°旋转","硬降:","软降:","暂存:","功能键:","重新开始:","左瞬移:","右瞬移:","软降到底:"},
modeName={
[0]="自定义",
"竞速","马拉松","大师","经典","","无尽","单挑","仅TSD","隐形","挖掘","生存","科研",
"C4W练习","全清训练","全清挑战","49人混战","99人混战","干旱","多人",
},
modeInfo={
sprint="挑战世界纪录",
marathon="尝试坚持到最后",
master="成为方块大师",
classic="高速经典",
zen="无重力消除200行",
infinite="科研沙盒",
solo="打败AI",
tsd="尽可能做T旋双清",
blind="最强大脑",
dig="核能挖掘机",
survivor="防守练习",
tech="尽可能不要普通消除!",
c4wtrain="无 限 连 击",
pctrain="熟悉全清定式的组合",
pcchallenge="100行内尽可能多全清",
techmino49="49人混战",
techmino99="99人混战",
drought="异常序列",
hotseat="友尽模式",
},
load={"加载语音ing","加载音乐ing","加载音效ing","加载完成",},
tips={
"不是动画,真的在加载!",
"整个游戏都是MrZ完成的!",
"大满贯10连击消四全清!",
"<方块研究所>有一个Nspire-CX版本!",
"B2B2B2B存在吗?",
"MEGACMB!",
"ALLSPIN!",
"O型回旋三清?",
"只用一个输入设备就可以游玩了",
"Miya:喵!",
"225238922,哔哩哔哩 干杯~",
"适度游戏益脑,沉迷游戏伤身,合理安排时间,享受健康生活",
"合群了就会消失,但是消失不代表没有意义",
"学会使用两个旋转键,三个更好",
"更小的DAS和ARR拥有更高的操作上限",
"注意到\"旋转\"到底对方块做了些什么吗?",
"20G是一套全新的游戏规则",
"不要在上课时玩游戏!",
"本游戏难度上限很高,做好心理准备",
"方块可以不是个休闲游戏",
"调到特殊的日期也不会发生什么的",
"[随机文本]",
},
stat={
"游戏运行次数:",
"游戏局数:",
"游戏时间:",
"按键数:",
"旋转数:",
"暂存次数:",
"方块使用:",
"消行数:",
"攻击行数:",
"发送数:",
"接收数:",
"上涨数:",
"消除数:",
"旋转消行数:",
"满贯数:",
"全清数:",
"效率:",
},
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 语音:Miya",
"使用工具:VScode,GFIE,Beepbox,Goldwave",
"特别感谢:Farter,Teatube,196,Flyz,T830,[所有测试人员]和 你!",
"错误或者建议请附带相关信息发送到作者邮箱~",
},
support="支持作者",
group="官方QQ群",
ButtonText={
main={
play="开始",
setting="设置",
stat="统计信息",
help="帮助",
quit="退出",
},
mode={
up="Λ",
down="v",
left="<",
right=">",
start="开始",
custom="自定义(C)",
back="返回",
},
custom={
up="Λ",
down="v",
left="<",
right=">",
start1="消除开始",
start2="拼图开始",
draw="画图(D)",
back="返回",
},
draw={
free="不定",
block1="",
block2="",
block3="",
block4="",
block5="",
block6="",
block7="",
gb1="",
gb2="",
gb3="",
gb4="",
gb5="",
erase="×",
clear="清空",
back="返回",
},
play={
pause="暂停",
},
pause={
resume="继续",
quit="退出",
},
setting={
ghost=function()return setting.ghost and"阴影:开"or"阴影:关"end,
center=function()return setting.center and"旋转中心:开"or"旋转中心:关"end,
grid=function()return setting.grid and"网格:开"or"网格:关"end,
swap=function()return setting.swap and"目标选择:组合键"or"目标选择:循环"end,
fxs=function()return setting.fxs and"特效:开"or"特效:关"end,
bg=function()return setting.bg and"背景:开"or"背景:关"end,
dasD="-",dasU="+",
arrD="-",arrU="+",
sddasD="-",sddasU="+",
sdarrD="-",sdarrU="+",
ctrl="控制设置",
touch="触摸设置",
lang=function()return langName[setting.lang]end,
sfx=function()return setting.sfx and"音效:开"or"音效:关"end,
bgm=function()return setting.bgm and"音乐:开"or"音乐:关"end,
vib=function()return "震动:"..setting.vib end,
voc=function()return setting.voc and"语音:开"or"语音:关"end,
fullscreen=function()return setting.fullscreen and"全屏:开"or"全屏:关"end,
bgblock=function()return setting.bgblock and"背景动画:开"or"背景动画:关"end,
frame=function()return"绘制帧:"..setting.frameMul.."%"end,
skin="切换方块皮肤",
back="保存&返回",
},
setting2={
back="返回",
},
setting3={
back="返回",
hide=function()return setting.virtualkeySwitch and"隐藏虚拟按键"or"显示虚拟按键"end,
default="默认组合",
snap=function()return text.snapLevelName[snapLevel]end,
alpha=function()return percent0to5[setting.virtualkeyAlpha]end,
icon="图标",
size="大小",
},
help={
back="返回",
qq="作者QQ",
},
stat={
back="返回",
path="打开存储目录",
},
},
}

View File

@@ -1,18 +1,17 @@
return{ return{
royale_remain=function(n) atkModeName={"Random","Badges","K.O.s","Counters"},
return n.." Players Remain" royale_remain=function(n)return n.." Players Remain"end,
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"}, 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", techrash="Techrash",
techrashB2B="Techrash B2B", techrashB2B="B2B Techrash",
techrashB3B="Techrash B2B2B", techrashB3B="B2B2B Techrash",
block={"Z","S","L","J","T","O","I"}, 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"}, clear={" single"," double"," triple"},
b2b=" B2B", spin={"Z-spin","S-spin","L-spin","J-spin","T-spin","O-spin","I-spin"},
b3b=" B2B2B", b2b="B2B ",b3b="B2B2B ",
mini="Mini", mini="Mini",
PC="Perfect Clear", PC="Perfect Clear",
hold="Hold",next="Next",
stage={"STAGE 1","STAGE 2","STAGE 3","STAGE 4","STAGE 5",}, stage={"STAGE 1","STAGE 2","STAGE 3","STAGE 4","STAGE 5",},
maxspeed="Max speed", maxspeed="Max speed",
@@ -20,24 +19,56 @@ return{
win="WIN", win="WIN",
lose="LOSE", lose="LOSE",
pause="PAUSE",
finish="FINISH",
pauseTime="Pause time",
custom="Custom Game", 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","FREE"},
sequence={"bag7","his4","random"},
visible={"normal","time","invisible","sudden"},
target={10,20,40,100,200,500,1000,""},
freshLimit={0,8,15,""},
opponent={"No CPU",1,2,3,4,5,6,7,8,9,10,11},
},
softdropdas="softdropDAS:", softdropdas="softdropDAS:",
softdroparr="softdropARR:", softdroparr="softdropARR:",
keyboard="Keyboard", snapLevelName={"Free pos","Snap-10","Snap-20","Snap-40","Snap-60","Snap-80"},
joystick="Joystick", keyboard="Keyboard",joystick="Joystick",
space="Space",enter="Enter",
setting2Help="Arrowkey to select/change slot,Enter to change,Esc back", 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:"}, actName={"Move Left:","Move Right:","Rotate Right:","Rotate Left:","Rotate Flip:","Hard Drop:","Soft Drop:","Hold:","Function:","Restart:","Instant Left:","Instant Right:","Ins Down:"},
modeName={ modeName={
[0]="Custom", [0]="Custom",
"Sprint","Marathon","Zen","Infinite","1v1","TSD-only","Blind","Dig","Survivor","Tech", "Sprint","Marathon","Master","Classic","Zen","Infinite","1v1","TSD-only","Blind","Dig","Survivor","Tech",
"PC Train","PC Challenge","Techmino41","Techmino99","Drought","Hotseat", "C4W Train","PC Train","PC Challenge","Techmino49","Techmino99","Drought","Hotseat",
}, },
modeInfo={ modeInfo={
sprint="Speed run", sprint="Speed run",
marathon="Survive and reach target", marathon="Survive and reach target",
master="To be Grand Master",
classic="Vintage car drag racing",
zen="Clear 200 Lines without gravity", zen="Clear 200 Lines without gravity",
infinite="Infinite game,infinite happiness", infinite="Infinite game,infinite happiness",
solo="Beat AI", solo="Beat AI",
@@ -45,117 +76,170 @@ return{
blind="Invisible board", blind="Invisible board",
dig="Downstack!", dig="Downstack!",
survivor="Hand them!", survivor="Hand them!",
tech="Techniques practice", tech="Don't do normal clear",
c4wtrain="Infinite combo",
pctrain="Let's learn some PCs", pctrain="Let's learn some PCs",
pcchallenge="Make PCs in 100 Lines", pcchallenge="Make PCs in 100 Lines",
techmino41="Melee fight with 40 AIs", techmino49="Melee fight with 48 AIs",
techmino99="Melee fight with 98 AIs", techmino99="Melee fight with 98 AIs",
drought="ERRSEQ flood attack", drought="ERRSEQ flood attack",
hotseat="", hotseat="",
}, },
loadTip="not animation,real loading!", load={"Loading VOICE","Loading BGM","Loading SFX","Finished",},
load={"Loading textures","Loading BGM","Loading SFX","Finished",},
tips={ tips={
"The whole game is made by MrZ!", "Not animation,real loading!",
"The WHOLE game is made by MrZ!",
"Back to Back 10 combo Techrash PC!", "Back to Back 10 combo Techrash PC!",
"Techmino has a Nspire-CX edition!", "Techmino has a Nspire-CX edition!",
"Is B2B2B2B possible?", "Is B2B2B2B possible?",
"MrZ spin Penta!",
"MEGACMB!", "MEGACMB!",
"ALLSPIN!", "ALLSPIN!",
"O spin Techrash?" "O spin triple?",
"You can play with any input device!",
"Miya:Nya!",
"225238922,Bilibili cheers!",
"Playing too much = taking drugs",
"Disappearing doesn't mean useless",
"Try to use two rotate button,three better",
"Small DAS&ARR can make you faster,if you can adapt to it",
"Have you noticed what does \"rotating\" do to block?",
"20G is a brand new game rule",
"Do not play game in class!",
"This game can be very hard,be mentally perpared",
"This in not a casual game",
"Nothing will happen when some special day come",
"[random text]",
}, },
stat={ stat={
"Games run:", "Games run:",
"Games played:", "Games played:",
"Game time:", "Game time:",
"Total block used:", "Key pressed:",
"Total rows cleared:", "Rotate:",
"Total lines sent:", "Hold:",
"Total key pressed:", "Block used:",
"Total rotate:", "Rows cleared:",
"Total hold:", "Attack:",
"Total spin:", "Sent:",
"Receive:",
"Pend:",
"Clear:",
"Spin:",
"B2B:",
"PC:",
"Efficiency:",
}, },
help={ help={
"I think you don't need \"help\".", "I don't think you need \"help\".",
"THIS IS ONLY A SMALL BLOCK GAME", "THIS IS ONLY A BLOCK GAME",
"But just play like playing TOP/C2/KOS/TGM3", "But just play like playing TOP/C2/KOS/TGM3",
"Game is not public now,so DO NOT DISTIRBUTE", "Game is not public now,so DO NOT DISTIRBUTE",
"", "",
"Powered by LOVE2D", "Powered by LOVE2D",
"Author:MrZ E-mail:1046101471@qq.com", "Author:MrZ E-mail:1046101471@qq.com",
"Programe:MrZ Art:MrZ Music:MrZ SFX:MrZ", "Programe:MrZ Art:MrZ Music:MrZ SFX:MrZ VOICE:Miya",
"Tool used:VScode,GFIE,Beepbox,Goldwave", "Tool used:VScode,GFIE,Beepbox,Goldwave",
"Special thanks:Farter,Teatube,196,Flyz,T830,[all test staff] and YOU!", "Special thanks:Farter,Teatube,196,Flyz,T830,[all test staff] and YOU!",
"Any bugs/suggestions to my E-mail.", "Any bugs/suggestions to my E-mail.",
}, },
support="Support Author",
group="Official QQ Group",
ButtonText={ ButtonText={
main={ main={
"Play", play="Play",
"Settings", setting="Settings",
"Help", stat="Statistics",
"Statistics", help="Help",
"Quit", quit="Quit",
}, },
mode={ mode={
"Λ", up="Λ",
"v", down="v",
"<", left="<",
">", right=">",
"Start", start="Start",
"Custom(C)", custom="Custom(C)",
"Back", back="Back",
}, },
custom={ custom={
"Λ", up="Λ",
"v", down="v",
"<", left="<",
">", right=">",
"Start", start1="Clear Start",
"Back", start2="Puzzle Start",
draw="Draw(D)",
back="Back",
},
draw={
free="FREE",
block1="",
block2="",
block3="",
block4="",
block5="",
block6="",
block7="",
gb1="",
gb2="",
gb3="",
gb4="",
gb5="",
erase="×",
clear="CLEAR",
back="Back",
},
play={
pause="Pause",
},
pause={
resume="Resume",
quit="Quit",
}, },
setting={ setting={
function()return setting.ghost and"Ghost:ON"or"Ghost:OFF"end, ghost=function()return setting.ghost and"Ghost:ON"or"Ghost:OFF"end,
function()return setting.center and"Center:ON"or"Center:OFF"end, center=function()return setting.center and"Center:ON"or"Center:OFF"end,
"-", grid=function()return setting.grid and"Grid:ON"or"Grid:OFF"end,
"+", swap=function()return setting.swap and"Swap:comboKey"or"Swap:loop"end,
"-", fxs=function()return setting.fxs and"FXs:ON"or"FXs:OFF"end,
"+", bg=function()return setting.bg and"BG:ON"or"BG:OFF"end,
"-", dasD="-",dasU="+",
"+", arrD="-",arrU="+",
"-", sddasD="-",sddasU="+",
"+", sdarrD="-",sdarrU="+",
function()return setting.sfx and"SFX:on"or"SFX:off"end, ctrl="Control settings",
function()return setting.bgm and"BGM:on"or"BGM:off"end, touch="Touch settings",
function()return "Vibrate level:"..setting.vib end, lang=function()return langName[setting.lang]end,
function()return setting.fullscreen and"Fullscreen:on"or"Fullscreen:off"end, sfx=function()return setting.sfx and"SFX:ON"or"SFX:OFF"end,
function()return setting.bgblock and"BG animation:on"or"BG animation:off"end, bgm=function()return setting.bgm and"BGM:ON"or"BGM:OFF"end,
function()return"FrameDraw:"..setting.frameMul.."%"end, voc=function()return setting.voc and"VOC:ON"or"VOC:OFF"end,
"Control settings", vib=function()return "VIB:"..setting.vib end,
"Touch settings", fullscreen=function()return setting.fullscreen and"Fullscreen:ON"or"Fullscreen:OFF"end,
function()return langName[setting.lang]end, bgblock=function()return setting.bgblock and"BG animation:ON"or"BG animation:OFF"end,
"Save&Back", frame=function()return"FrameDraw:"..setting.frameMul.."%"end,
skin="Change Block Skin",
back="Save&Back",
}, },
setting2={ setting2={
"Back", back="Back",
}, },
setting3={ setting3={
"Back", back="Back",
function()return setting.virtualkeySwitch and"Hide Virtual Key"or"Show Virtual Key"end, hide=function()return setting.virtualkeySwitch and"Hide Virtual Key"or"Show Virtual Key"end,
"Defaults", default="Defaults",
function()return snapLevelName[snapLevel]end, snap=function()return text.snapLevelName[snapLevel]end,
function()return percent0to5[setting.virtualkeyAlpha]end, alpha=function()return percent0to5[setting.virtualkeyAlpha]end,
"Icon", icon="Icon",
"Size", size="Size",
}, },
help={ help={
"Back", back="Back",
"Author's qq", qq="Author's qq",
}, },
stat={ stat={
"Back", back="Back",
path="Open Data Folder",
}, },
} }
} }

1032
list.lua

File diff suppressed because it is too large Load Diff

732
main.lua
View File

@@ -1,674 +1,88 @@
lib={ local gc,tm=love.graphics,love.timer
gc=love.graphics, local ms,kb=love.mouse,love.keyboard
kb=love.keyboard, local fs,sys=love.filesystem,love.system
ms=love.mouse,
tc=love.touch,
tm=love.timer,
fs=love.filesystem,
wd=love.window,
mt=love.math,
sys=love.system,
}for k,v in pairs(lib)do _G[k]=v end lib=nil
toN,toS=tonumber,tostring
int,ceil,abs,rnd,max,min,sin,cos,atan,pi=math.floor,math.ceil,math.abs,math.random,math.max,math.min,math.sin,math.cos,math.atan,math.pi int,ceil,abs,rnd,max,min,sin,cos,atan,pi=math.floor,math.ceil,math.abs,math.random,math.max,math.min,math.sin,math.cos,math.atan,math.pi
sub,gsub,find,format,byte,char=string.sub,string.gsub,string.find,string.format,string.byte,string.char sub,gsub,find,format,byte,char=string.sub,string.gsub,string.find,string.format,string.byte,string.char
ins,rem,sort=table.insert,table.remove,table.sort ins,rem,concat=table.insert,table.remove,table.concat
-- sort=table.sort
math.randomseed(os.time()*626)
null=function()end null=function()end
ww,wh=gc.getWidth(),gc.getHeight()
Timer=tm.getTime--Easy&Quick to get time!
mx,my,mouseShow=-20,-20,false
xOy=love.math.newTransform()
focus=true
system=sys.getOS() system=sys.getOS()
touching=nil--1st touching ID scr={x=0,y=0,w=gc.getWidth(),h=gc.getHeight(),k=1}
scene="" scene=""
bgmPlaying=nil bgmPlaying=nil
curBG="none" curBG="none"
BGblock={ct=150,next=7} voicePlaying={}
kb.setKeyRepeat(false) local F=false
kb.setTextInput(false) kb.setKeyRepeat(F)
ms.setVisible(false) kb.setTextInput(F)
ms.setVisible(F)
Fonts={} local Fonts={}
function setFont(s) function setFont(s)
if s~=currentFont then if s~=currentFont then
if Fonts[s]then if Fonts[s]then
gc.setFont(Fonts[s]) gc.setFont(Fonts[s])
else else
local t=gc.setNewFont("allph.ttf",s-5) local t=gc.setNewFont("font.ttf",s-5)
Fonts[s]=t Fonts[s]=t
gc.setFont(t) gc.setFont(t)
end end
currentFont=s currentFont=s
end end
return Fonts[s]
end end
gameEnv0={ gameEnv0={
das=10,arr=2, das=10,arr=2,
sddas=0,sdarr=2, sddas=0,sdarr=2,
ghost=true,center=true, ghost=true,center=true,
grid=F,swap=true,
_20G=F,bone=F,
drop=30,lock=45, drop=30,lock=45,
wait=1,fall=1, wait=0,fall=0,
next=6,hold=true,oncehold=true, next=6,hold=true,oncehold=true,
sequence="bag7",visible=1, sequence="bag7",
_20G=false,target=1e99,
freshLimit=15, block=true,
ospin=true, keepVisible=true,visible="show",
reach=null, Fkey=F,puzzle=F,ospin=true,
bg="none", freshLimit=1e99,target=1e99,reach=null,
bgm="race" bg="none",bgm="race"
--not all is actually used,some only provide a key
} }
customSel={ customSel={
drop=20, drop=22,lock=22,
lock=20, wait=1,fall=1,
wait=1, next=7,hold=3,
fall=1,
next=7,
hold=1,
sequence=1, sequence=1,
visible=1, visible=1,
target=4, target=8,
freshLimit=3, freshLimit=4,
opponent=1, opponent=1,
} }
loadmode={ preField={h=20}
sprint=function() for i=1,18 do preField[i]={0,0,0,0,0,0,0,0,0,0}end
createPlayer(1,340,15) for i=19,20 do preField[i]={-1,-1,-1,-1,-1,-1,-1,-1,-1,-1}end
end, freeRow={}
marathon=function() for i=1,40 do
createPlayer(1,340,15) freeRow[i]={0,0,0,0,0,0,0,0,0,0}
end, end
zen=function()
createPlayer(1,340,15)
end,
infinite=function()
createPlayer(1,340,15)
end,
solo=function()
createPlayer(1,200,15)
createPlayer(2,830,220,.7,customRange.opponent[3*curMode.lv])
end,
tsd=function()
createPlayer(1,340,15)
end,
blind=function()
createPlayer(1,340,15)
end,
dig=function()
createPlayer(1,340,15)
local P=players[1]
if curMode.lv==1 then
ins(players[1].task,Event.task.dig_normal)
pushSpeed=1
elseif curMode.lv==2 then
ins(players[1].task,Event.task.dig_lunatic)
pushSpeed=1
end
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
end,
tech=function()
createPlayer(1,340,15)
end,
pctrain=function()
createPlayer(1,340,15)
P=players[1]
Event.newPC()
P.freshNext()
end,
pcchallenge=function()
createPlayer(1,340,15)
end,
techmino41=function()
createPlayer(1,340,15)--Player
if curMode.lv==5 then players[1].gameEnv.drop=15 end
local n,min,max=2
if curMode.lv==1 then min,max=5,30
elseif curMode.lv==2 then min,max=3,25
elseif curMode.lv==3 then min,max=2,20
elseif curMode.lv==4 then min,max=2,10
elseif curMode.lv==5 then min,max=1,6
end
for i=1,4 do for j=1,5 do
createPlayer(n,77*i-55,140*j-125,.2,rnd(min,max))
n=n+1
end end
for i=9,12 do for j=1,5 do
createPlayer(n,77*i+275,140*j-125,.2,rnd(min,max))
n=n+1
end end
--AIs
end,
techmino99=function()
createPlayer(1,340,15)--Player
if curMode.lv==5 then players[1].gameEnv.drop=15 end
local n,min,max=2
if curMode.lv==1 then min,max=5,32
elseif curMode.lv==2 then min,max=3,25
elseif curMode.lv==3 then min,max=2,18
elseif curMode.lv==4 then min,max=2,12
elseif curMode.lv==5 then min,max=1,12
end
for i=1,7 do for j=1,7 do
createPlayer(n,46*i-36,97*j-72,.135,rnd(min,max))
n=n+1
end end
for i=15,21 do for j=1,7 do
createPlayer(n,46*i+264,97*j-72,.135,rnd(min,max))
n=n+1
end end
--AIs
end,
drought=function()
createPlayer(1,340,15)
end,
hotseat=function()
if curMode.lv==1 then
createPlayer(1,20,15)
createPlayer(2,650,15)
elseif curMode.lv==2 then
createPlayer(1,20,100,.65)
createPlayer(2,435,100,.65)
createPlayer(3,850,100,.65)
elseif curMode.lv==3 then
createPlayer(1,25,160,.5)
createPlayer(2,335,160,.5)
createPlayer(3,645,160,.5)
createPlayer(4,955,160,.5)
end
end,
custom=function()
for i=1,#customID do
local k=customID[i]
modeEnv[k]=customRange[k][customSel[k]]
end
modeEnv._20G=modeEnv.drop==-1
if modeEnv.opponent==0 then
createPlayer(1,340,15)
else
modeEnv.target=nil
createPlayer(1,20,15)
createPlayer(2,660,85,.9,modeEnv.opponent)
end
end,
}
mesDisp={
--Default:font=35,white
sprint=function()
setFont(70)
mStr(max(P.gameEnv.target-P.cstat.row,0),-75,260)
end,
zen=function()
setFont(75)
mStr(max(200-P.cstat.row,0),-75,280)
end,
infinite=function()
setFont(50)
mStr(P.cstat.atk,-75,310)
mStr(format("%.2f",2.5*P.cstat.atk/P.cstat.piece),-75,420)
setFont(20)
mStr("Attack",-75,363)
mStr("Efficiency",-75,475)
end,
marathon=function()
setFont(50)
mStr(P.cstat.row,-75,320)
mStr(P.gameEnv.target,-75,370)
gc.rectangle("fill",-120,376,90,4)
end,
tsd=function()
setFont(35)
mStr("TSD",-75,405)
setFont(80)
mStr(P.cstat.event,-75,330)
end,
blind=function()
setFont(25)
mStr("Rows",-75,300)
mStr("Techrash",-75,420)
setFont(80)
mStr(P.cstat.row,-75,220)
mStr(P.cstat.techrash,-75,340)
end,
dig=function()
setFont(70)
mStr(P.cstat.event,-75,310)
setFont(30)
mStr("Wave",-75,375)
end,
survivor=function()
setFont(70)
mStr(P.cstat.event,-75,310)
setFont(30)
mStr("Wave",-75,375)
end,
pctrain=function()
setFont(25)
mStr("Perfect Clear",-75,410)
setFont(80)
mStr(P.cstat.pc,-75,330)
end,
pcchallenge=function()
setFont(25)
mStr("Perfect Clear",-75,430)
setFont(80)
mStr(P.cstat.pc,-75,350)
setFont(50)
mStr(max(100-P.cstat.row,0),-75,250)
end,
techmino41=function()
setFont(40)
mStr(#players.alive.."/41",-75,175)
mStr(P.ko,-60,215)
setFont(25)
gc.print("KO",-115,225)
gc.setColor(1,.5,0,.6)
gc.print(P.badge,-35,227)
gc.setColor(1,1,1)
setFont(30)
gc.print(up0to4[P.strength],-125,290)
for i=1,P.strength do
gc.draw(badgeIcon,16*i-130,260)
end
end,
techmino99=function()
setFont(40)
mStr(#players.alive.."/99",-75,175)
mStr(P.ko,-60,215)
setFont(25)
gc.print("KO",-115,225)
gc.setColor(1,.5,0,.6)
gc.print(P.badge,-35,227)
gc.setColor(1,1,1)
setFont(30)
gc.print(up0to4[P.strength],-125,290)
for i=1,P.strength do
gc.draw(badgeIcon,16*i-130,260)
end
end,
drought=function()
setFont(75)
mStr(max(100-P.cstat.row,0),-75,280)
end,
custom=function()
if P.gameEnv.target<1e4 then
setFont(75)
mStr(max(P.gameEnv.target-P.cstat.row,0),-75,280)
end
end
}
Event={
gameover={
win=function()
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
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
if P==mostBadge then
mostBadge,secBadge=secBadge
elseif P==secBadge then
secBadge=nil
end
if mostBadge then
if A.badge>mostBadge.badge then
if A~=mostBadge then
mostBadge,secBadge=A,mostBadge
end
elseif secBadge then
if A.badge>secBadge.badge then
secBadge=A
end
else
secBadge=A
end
else
mostBadge=A
end
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]
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]
showText(P,text.stage[t],"fly",80,-120)
SFX("reach")
end
end,
tsd_reach=function()
if P.lastClear~=52 then
Event.gameover.lose()
else
P.gameEnv.target=P.gameEnv.target+2
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==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
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.cy=P.cy+4
P.y_img=P.y_img+4
freshgho()
return true
end
end,
},
}
--Game system Data --Game system Data
setting={ setting={
lang=1, ghost=true,center=true,
sfx=true,bgm=true,vib=3, grid=F,swap=true,
fullscreen=false, fxs=true,bg=true,
bgblock=true,
das=10,arr=2, das=10,arr=2,
sddas=0,sdarr=2, sddas=0,sdarr=2,
ghost=true,center=true, lang=1,
sfx=true,bgm=true,
vib=3,voc=false,
fullscreen=F,
bgblock=true,
skin=1,
keyMap={ keyMap={
{"left","right","x","z","c","up","down","space","tab","r","","",""}, {"left","right","x","z","c","up","down","space","tab","r","","",""},
{"","","","","","","","","","","","",""}, {"","","","","","","","","","","","",""},
@@ -687,12 +101,6 @@ setting={
{"","","","","","","","","","","","",""}, {"","","","","","","","","","","","",""},
{"","","","","","","","","","","","",""}, {"","","","","","","","","","","","",""},
},--keyboard & joystick },--keyboard & joystick
keyLib={
{1},
{2},
{3},
{4},
},--Players' key setting(s)
virtualkey={ virtualkey={
{80,720-80,6400,80},--moveLeft {80,720-80,6400,80},--moveLeft
{240,720-80,6400,80},--moveRight {240,720-80,6400,80},--moveRight
@@ -706,20 +114,16 @@ setting={
}, },
virtualkeyAlpha=3, virtualkeyAlpha=3,
virtualkeyIcon=true, virtualkeyIcon=true,
virtualkeySwitch=false, virtualkeySwitch=F,
frameMul=100, frameMul=100,
} }
stat={ stat={
run=0, run=0,game=0,time=0,
game=0, key=0,rotate=0,hold=0,piece=0,row=0,
gametime=0, atk=0,send=0,recv=0,pend=0,
piece=0, clear_1=0,clear_2=0,clear_3=0,clear_4=0,
row=0, spin_0=0,spin_1=0,spin_2=0,spin_3=0,
atk=0, b2b=0,b3b=0,pc=0,
key=0,
hold=0,
rotate=0,
spin=0,
} }
virtualkey={ virtualkey={
{80,720-80,6400,80},--moveLeft {80,720-80,6400,80},--moveLeft
@@ -730,7 +134,7 @@ virtualkey={
{1280-80,720-80,6400,80},--hardDrop {1280-80,720-80,6400,80},--hardDrop
{1280-80,720-240,6400,80},--softDrop {1280-80,720-240,6400,80},--softDrop
{1280-80,720-400,6400,80},--hold {1280-80,720-400,6400,80},--hold
{80,360,6400,80},--swap {80,360,6400,80},--func
{80,80,6400,80},--restart {80,80,6400,80},--restart
--[[ --[[
{x=0,y=0,r=0},--toLeft {x=0,y=0,r=0},--toLeft
@@ -739,12 +143,21 @@ virtualkey={
]] ]]
} }
virtualkeyDown={false,false,false,false,false,false,false,false,false,false,false,false,false} virtualkeyDown={F,F,F,F,F,F,F,F,F,F,F,F,F}
virtualkeyPressTime={0,0,0,0,0,0,0,0,0,0,0,0,0} virtualkeyPressTime={0,0,0,0,0,0,0,0,0,0,0,0,0}
--User Data&User Setting --User Data&User Setting
require("toolfunc") require"toolfunc"
userData=fs.newFile("userdata") require"list"
userSetting=fs.newFile("usersetting") require"class"
require"gamefunc"
require"ai"
require"timer"
require"paint"
require"call&sys"
require"dataList"
require"texture"
userData,userSetting=fs.newFile("userdata"),fs.newFile("usersetting")
if fs.getInfo("userdata")then if fs.getInfo("userdata")then
loadData() loadData()
end end
@@ -752,13 +165,8 @@ if fs.getInfo("usersetting")then
loadSetting() loadSetting()
elseif system=="Android" or system=="iOS"then elseif system=="Android" or system=="iOS"then
setting.virtualkeySwitch=true setting.virtualkeySwitch=true
setting.swap=F
end end
require("gamefunc")
require("ai")
require("timer")
require("paint")
require("call&sys")
require("list")
swapLanguage(setting.lang) swapLanguage(setting.lang)
require("texture") changeBlockSkin(setting.skin)

752
paint.lua
View File

@@ -1,40 +1,103 @@
swapDeck_data={ local gc=love.graphics
{4,0,1,1},{6,0,15,1},{5,0,9,1},{6,0,6,1}, local mt=love.math
{1,0,3,1},{3,0,12,1},{1,1,8,1},{2,1,4,2}, local setFont=setFont
{3,2,13,2},{4,1,12,2},{5,2,1,2},{7,1,11,2}, local Timer=love.timer.getTime
{2,1,9,3},{3,0,6,3},{4,2,14,3},{1,0,4,4},
{7,1,1,4},{6,0,2,4},{5,2,6,4},{6,0,14,5}, local attackColor={
{3,3,15,5},{4,0,7,6},{7,1,10,5},{5,0,2,6}, {color.darkGrey,color.white},
{2,1,1,7},{1,0,4,6},{4,1,13,5},{1,1,6,7}, {color.grey,color.white},
{5,3,11,5},{3,2,11,7},{6,0,8,7},{4,2,12,8}, {color.lightPurple,color.white},
{7,0,8,9},{1,0,2,8},{5,2,4,8},{6,0,15,8}, {color.lightRed,color.white},
}--Block id [ZSLJTOI] ,dir,x,y {color.darkGreen,color.cyan},
swap={ }
none={2,1,d=function()end}, local frameColor={
flash={8,1,d=function()gc.clear(1,1,1)end}, [0]=color.white,
deck={50,8,d=function() color.lightGreen,
local t=sceneSwaping.time color.lightBlue,
gc.setColor(1,1,1) color.lightPurple,
if t>8 then color.lightOrange,
local t=max(t,15) }
for i=1,51-t do local modeLevelColor={
local bn=swapDeck_data[i][1] EASY=color.cyan,
local b=blocks[bn][swapDeck_data[i][2]] NORMAL=color.green,
local cx,cy=swapDeck_data[i][3],swapDeck_data[i][4] HARD=color.magenta,
for y=1,#b do for x=1,#b[1]do ["HARD+"]=color.darkMagenta,
if b[y][x]>0 then LUNATIC=color.red,
gc.draw(blockSkin[bn],80*(cx+x-2),80*(10-cy-y),nil,8/3) EXTRA=color.lightMagenta,
end ULTIMATE=color.lightYellow,
end end
end MESS=color.lightGrey,
end GM=color.blue,
if t<17 then DEATH=color.lightRed,
gc.setColor(1,1,1,(8-abs(t-8))*.125) CTWC=color.lightBlue,
gc.rectangle("fill",0,0,1280,720) ["10L"]=color.cyan,
end ["20L"]=color.lightBlue,
["40L"]=color.green,
["100L"]=color.orange,
["400L"]=color.red,
["1000L"]=color.darkRed,
}
local dataOptL={"key","rotate","hold",nil,nil,nil,"send","recv","pend"}
local function dataOpt(i)
local stat=players[1].stat
if i==4 then
return stat.piece.." "..(int(stat.piece/stat.time*100)*.01).."PPS"
elseif i==5 then
return stat.row.." "..(int(stat.row/stat.time*600)*.1).."LPM"
elseif i==6 then
return stat.atk.." "..(int(stat.atk/stat.time*600)*.1).."APM"
elseif i<10 then
return stat[dataOptL[i]]
elseif i==10 then
return stat.clear_1.."/"..stat.clear_2.."/"..stat.clear_3.."/"..stat.clear_4
elseif i==11 then
return "["..stat.spin_0.."]/"..stat.spin_1.."/"..stat.spin_2.."/"..stat.spin_3
elseif i==12 then
return stat.b2b.."[+"..stat.b3b.."]"
elseif i==13 then
return stat.pc
elseif i==14 then
return format("%0.2f",stat.atk/stat.row)
end end
}, end
}--Scene swapping animations local statOptL={
"run","game",nil,
"key","rotate","hold","piece","row",
"atk","send","recv","pend",
}
local function statOpt(i)
if i<13 and i~=3 then
return stat[statOptL[i]]
elseif i==3 then
return format("%0.1fHr",stat.time*2.78e-4)
elseif i==13 then
return stat.clear_1.."/"..stat.clear_2.."/"..stat.clear_3.."/"..stat.clear_4
elseif i==14 then
return "["..stat.spin_0.."]/"..stat.spin_1.."/"..stat.spin_2.."/"..stat.spin_3
elseif i==15 then
return stat.b2b.."[+"..stat.b3b.."]"
elseif i==16 then
return stat.pc
elseif i==17 then
return format("%0.2f",stat.atk/stat.row)
end
end
local miniTitle_rect={
{2,0,5,1},{4,1,1,6},
{9,0,4,1},{9,3,4,1},{9,6,4,1},{8,0,1,7},
{15,0,3,1},{15,6,3,1},{14,0,1,7},
{19,0,1,7},{23,0,1,7},{20,3,3,1},
{0,8,1,6},{6,8,1,6},{1,9,1,1},{2,10,1,1},{3,11,1,1},{4,10,1,1},{5,9,1,1},
{8,8,5,1},{8,13,5,1},{10,9,1,4},
{14,8,1,6},{19,8,1,6},{15,9,1,1},{16,10,1,1},{17,11,1,1},{18,12,1,1},
{21,8,5,1},{21,13,5,1},{21,9,1,4},{25,9,1,4},
}
local function stencil_miniTitle()
for i=1,#miniTitle_rect do
gc.rectangle("fill",unpack(miniTitle_rect[i]))
end
end
FX={ FX={
flash=0,--Black screen(frame) flash=0,--Black screen(frame)
shake=0,--Screen shake(frame) shake=0,--Screen shake(frame)
@@ -87,7 +150,7 @@ FX={
zoomout=function(t,a) zoomout=function(t,a)
gc.push("transform") gc.push("transform")
setFont(t.font) setFont(t.font)
local k=t.t^.5*.2+1 local k=t.t^.5*.1+1
gc.translate(150,290+t.dy) gc.translate(150,290+t.dy)
gc.scale(k,k) gc.scale(k,k)
gc.setColor(1,1,1,a) gc.setColor(1,1,1,a)
@@ -108,42 +171,6 @@ FX={
end, end,
} }
function updateButton()
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
local t=i==Buttons.sel and .4 or 0
B.alpha=abs(B.alpha-t)>.02 and(B.alpha+(B.alpha<t and .02 or -.02))or t
if B.alpha>t then B.alpha=B.alpha-.02 elseif B.alpha<t then B.alpha=B.alpha+.02 end
end
end
function drawButton()
for i=1,#Buttons[scene]do
local B=Buttons[scene][i]
if not(B.hide and B.hide())then
local C=B.rgb or color.white
gc.setColor(C[1],C[2],C[3],B.alpha)
gc.rectangle("fill",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
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)
local t=B.t
local y0
if t then
if type(t)=="function"then t=t()end
setFont(B.f or 40)
y0=B.y-7-currentFont*.5
mStr(t,B.x-1,y0)
mStr(t,B.x+1,y0)
mStr(t,B.x-1,y0+2)
mStr(t,B.x+1,y0+2)
end
gc.setColor(C)
if t then
mStr(t,B.x,y0+1)
end
gc.setLineWidth(3)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h,4)
end
end
end
function drawDial(x,y,speed) function drawDial(x,y,speed)
gc.setColor(1,1,1) gc.setColor(1,1,1)
mStr(int(speed),x,y-18) mStr(int(speed),x,y-18)
@@ -151,21 +178,22 @@ function drawDial(x,y,speed)
gc.setColor(1,1,1,.6) gc.setColor(1,1,1,.6)
gc.draw(dialNeedle,x,y,2.094+(speed<=175 and .02094*speed or 4.712-52.36/(speed-125)),nil,nil,5,4) gc.draw(dialNeedle,x,y,2.094+(speed<=175 and .02094*speed or 4.712-52.36/(speed-125)),nil,nil,5,4)
end end
function drawPixel(y,x,id,alpha) function drawPixel(y,x,id)
gc.setColor(1,1,1,alpha)
gc.draw(blockSkin[id],30*x-30,600-30*y) gc.draw(blockSkin[id],30*x-30,600-30*y)
end end
function drawAtkPointer(x,y) function drawAtkPointer(x,y)
gc.setColor(0,.6,1,.35+sin(Timer()*20)*.2) local t=sin(Timer()*20)
gc.setColor(.2,.7+t*.2,1,.6+t*.4)
gc.circle("fill",x,y,25,6) gc.circle("fill",x,y,25,6)
local a=Timer()*3%1*.8 local a=Timer()*3%1*.8
gc.setColor(0,.6,1,.8-a) gc.setColor(0,.6,1,.8-a)
gc.circle("line",x,y,25*(1+a),6) gc.circle("line",x,y,30*(1+a),6)
end end
function VirtualkeyPreview() function VirtualkeyPreview()
for i=1,#virtualkey do for i=1,#virtualkey do
gc.setColor(1,sel==i and .5 or 1,sel==i and .5 or 1,setting.virtualkeyAlpha*.2) local c=sel==i and .8 or 1
gc.setColor(c,c,c,setting.virtualkeyAlpha*.2)
local b=virtualkey[i] local b=virtualkey[i]
gc.setLineWidth(b[4]*.07) 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)
@@ -176,76 +204,102 @@ 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,b=virtualkeyDown[i],virtualkey[i] if i~=9 or modeEnv.Fkey then
if p then gc.setColor(.75,.75,.75,a) local p,b=virtualkeyDown[i],virtualkey[i]
else gc.setColor(1,1,1,a) if p then gc.setColor(.7,.7,.7,a)
end else gc.setColor(1,1,1,a)
gc.setLineWidth(b[4]*.07) end
gc.circle("line",b[1],b[2]+virtualkeyPressTime[i],b[4]-5) gc.setLineWidth(b[4]*.07)
if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],b[2]+virtualkeyPressTime[i],nil,b[4]*.025,nil,18,18)end gc.circle("line",b[1],b[2]+virtualkeyPressTime[i],b[4]-5)
if virtualkeyPressTime[i]>0 then if setting.virtualkeyIcon then gc.draw(virtualkeyIcon[i],b[1],b[2]+virtualkeyPressTime[i],nil,b[4]*.025,nil,18,18)end
gc.setColor(1,1,1,a*virtualkeyPressTime[i]*.1) if virtualkeyPressTime[i]>0 then
gc.circle("line",b[1],b[2],b[4]*(1.4-virtualkeyPressTime[i]*.04)) gc.setColor(1,1,1,a*virtualkeyPressTime[i]*.1)
gc.circle("line",b[1],b[2],b[4]*(1.4-virtualkeyPressTime[i]*.04))
end
end end
end end
end end
Pnt={} Pnt={BG={}}
Pnt.BG={ function Pnt.BG.none()
none=function() gc.clear(.15,.15,.15)
gc.clear(.2,.2,.2) end
end, function Pnt.BG.grey()
glow=function() gc.clear(.3,.3,.3)
local t=((sin(Timer()*.5)+sin(Timer()*.7)+sin(Timer()*.9+1)+sin(Timer()*1.5)+sin(Timer()*2+3))+5)*.05 end
gc.clear(t,t,t) function Pnt.BG.glow()
end, local t=((sin(Timer()*.5)+sin(Timer()*.7)+sin(Timer()*.9+1)+sin(Timer()*1.5)+sin(Timer()*2+3))+5)*.05
game1=function() gc.clear(t,t,t)
gc.setColor(1,1,1) end
gc.draw(background1,640,360,Timer()*.15,12,nil,64,64) function Pnt.BG.game1()
end, gc.setColor(1,1,1)
game2=function() gc.draw(background1,640,360,Timer()*.15,12,nil,64,64)
gc.setColor(1,.5,.5) end
gc.draw(background1,640,360,Timer()*.2,12,nil,64,64) function Pnt.BG.game2()
end, gc.setColor(1,.5,.5)
game3=function() gc.draw(background1,640,360,Timer()*.2,12,nil,64,64)
gc.setColor(.6,.6,1) end
gc.draw(background1,640,360,Timer()*.25,12,nil,64,64) function Pnt.BG.game3()
end, gc.setColor(.6,.6,1)
rgb=function() gc.draw(background1,640,360,Timer()*.25,12,nil,64,64)
gc.clear( end
sin(Timer()*1.2)*.15+.5, function Pnt.BG.game4()
sin(Timer()*1.5)*.15+.5, gc.setColor(.1,.5,.5)
sin(Timer()*1.9)*.15+.5 local x=Timer()%4*320
) gc.draw(background2,x,0,nil,10)
end, gc.draw(background2,x-1280,0,nil,10)
strap=function() end
gc.setColor(1,1,1) function Pnt.BG.game5()
local x=Timer()%32*40 local t=2.5-Timer()%20%6%2.5
gc.draw(background2,x,0,nil,10) if t<.5 then gc.clear(t,t,t)
gc.draw(background2,x-1280,0,nil,10) else gc.clear(0,0,0)
end, end
matrix=function() end
for i=0,15 do local scs={{1,2},nil,nil,nil,nil,{1.5,1.5},{0.5,2.5}}for i=2,5 do scs[i]=scs[1]end
for j=0,8 do function Pnt.BG.game6()
-- local t=sin(Timer()*((2.468*i-1.357*j)%3))*.3 local t=1.2-Timer()%10%3%1.2
local t=(sin((mt.noise(i,j)+2)*Timer())+1)*.2 if t<.5 then gc.clear(t,t,t)
gc.setColor(t,t,t) else gc.clear(0,0,0)
gc.rectangle("fill",80*i,80*j,80,80) end
end gc.setColor(.3,.3,.3)
local r=7-int(Timer()*.5)%7
gc.draw(mouseBlock[r],640,360,Timer()%pi*6,400,400,scs[r][2]-.5,#blocks[r][0]-scs[r][1]+.5)
end
function Pnt.BG.rgb()
gc.clear(
sin(Timer()*1.2)*.15+.5,
sin(Timer()*1.5)*.15+.5,
sin(Timer()*1.9)*.15+.5
)
end
function Pnt.BG.strap()
gc.setColor(1,1,1)
local x=Timer()%32*40
gc.draw(background2,x,0,nil,10)
gc.draw(background2,x-1280,0,nil,10)
end
local matrixT={}for i=0,15 do matrixT[i]={}for j=0,8 do matrixT[i][j]=mt.noise(i,j)+2 end end
function Pnt.BG.matrix()
gc.clear(.15,.15,.15)
for i=0,15 do
for j=0,8 do
local t=sin(matrixT[i][j]*Timer())*.2+.2
gc.setColor(1,1,1,t)
gc.rectangle("fill",80*i,80*j,80,80)
end end
end, end
} end
function Pnt.load() function Pnt.load()
gc.setLineWidth(4) gc.setLineWidth(4)
gc.setColor(1,1,1,.5) gc.setColor(1,1,1,.5)
gc.rectangle("fill",300,330,loadprogress*680,60) gc.rectangle("fill",300,330,loadprogress*680,60,5)
gc.setColor(1,1,1) gc.setColor(1,1,1)
gc.rectangle("line",300,330,680,60) gc.rectangle("line",300,330,680,60,5)
setFont(40) setFont(40)
mStr(text.load[loading],640,335) mStr(text.load[loading],640,335)
setFont(25) setFont(30)
mStr(text.loadTip,640,400) mStr(loadTip,640,400)
end end
function Pnt.intro() function Pnt.intro()
gc.push() gc.push()
@@ -256,20 +310,19 @@ function Pnt.intro()
gc.setColor(1,1,1,min(count,80)*.005) gc.setColor(1,1,1,min(count,80)*.005)
gc.rectangle("fill",0,0,26,14) gc.rectangle("fill",0,0,26,14)
gc.pop() gc.pop()
gc.setColor(1,1,1) gc.setColor(1,1,1,.06)
gc.setColor(1,1,1,.125) for i=41,5,-2 do
for i=19,5,-2 do
gc.setLineWidth(i) gc.setLineWidth(i)
gc.line(250+(count-80)*25,150,(count-80)*25-150,570) gc.line(200+(count-80)*25,130,(count-80)*25,590)
end end
gc.setStencilTest() gc.setStencilTest()
end end
function Pnt.main() function Pnt.main()
gc.setColor(1,1,1) gc.setColor(1,1,1)
gc.draw(titleImage,300,30)
setFont(30) setFont(30)
gc.print("Alpha V0.7.9",370,140) gc.print("Alpha V0.7.19",290,140)
gc.print(system,530,110) gc.print(system,800,110)
gc.draw(titleImage,30,30)
end end
function Pnt.mode() function Pnt.mode()
setFont(40) setFont(40)
@@ -291,119 +344,193 @@ function Pnt.mode()
end end
end end
function Pnt.custom() function Pnt.custom()
setFont(80) gc.setColor(1,1,1,.3+sin(Timer()*8)*.2)
gc.setColor(color.lightGrey) gc.rectangle("fill",25,95+40*optSel,465,40)
gc.print(text.custom,20,20) gc.setColor(.8,.8,.8)gc.draw(drawableText.custom,20,20)
gc.setColor(color.white) gc.setColor(1,1,1)gc.draw(drawableText.custom,22,23)
gc.print(text.custom,22,23)
setFont(40) setFont(40)
for i=1,#customID do for i=1,#customID do
local k=customID[i] local k=customID[i]
local y=90+40*i local y=90+40*i
gc.print(customOption[k],50,y) gc.printf(text.customOption[k],30,y,320,"right")
if customVal[k]then if text.customVal[k]then
gc.print(customVal[k][customSel[k]],350,y) gc.print(text.customVal[k][customSel[k]],350,y)
else else
gc.print(customRange[k][customSel[k]],350,y) gc.print(customRange[k][customSel[k]],350,y)
end end
end end
gc.print("",10,90+40*optSel) end
function Pnt.draw()
gc.translate(200,60)
gc.setColor(1,1,1,.2)
gc.setLineWidth(1)
for x=1,9 do gc.line(30*x,0,30*x,600)end
for y=0,19 do gc.line(0,30*y,300,30*y)end
gc.setColor(1,1,1)
gc.setLineWidth(3)
gc.rectangle("line",-2,-2,304,604)
gc.setLineWidth(2)
for y=1,20 do for x=1,10 do
local B=preField[y][x]
if B>0 then
drawPixel(y,x,B)
elseif B==-1 then
gc.line(30*x-25,605-30*y,30*x-5,625-30*y)
gc.line(30*x-25,625-30*y,30*x-5,605-30*y)
end
end end
if sx and sy then
gc.setLineWidth(2)
gc.rectangle("line",30*sx-30,600-30*sy,30,30)
end
gc.translate(-200,-60)
if clearSureTime>0 then
gc.setColor(1,1,1,clearSureTime*.02)
gc.draw(drawableText.question,1100,570)
end
if pen>0 then
gc.setLineWidth(13)
gc.setColor(blockColor[pen])
gc.rectangle("line",945,605,70,70)
elseif pen==0 then
gc.setColor(.8,.8,.8)
gc.draw(drawableText.x,950,560)
else
gc.setLineWidth(5)
gc.setColor(.9,.9,.9)
gc.line(960,620,1000,660)
gc.line(960,660,1000,620)
end
end end
function Pnt.play() function Pnt.play()
for p=1,#players do for p=1,#players do
P=players[p] P=players[p]
if P.small then if P.small then
gc.push("transform") P.frameWait=P.frameWait-1
gc.translate(P.x,P.y)gc.scale(P.size)--Scale if P.frameWait==0 then
gc.setColor(0,0,0,.4)gc.rectangle("fill",0,0,60,120)--Black Background P.frameWait=8
gc.stencil(stencil_field_small,"replace",1) gc.setCanvas(P.canvas)
gc.translate(0,P.fieldBeneath*.2) gc.clear(0,0,0,.4)
gc.setStencilTest("equal",1) gc.push("transform")
gc.setColor(1,1,1,P.result and max(20-P.endCounter,0)*.05 or 1) gc.origin()
for j=int(P.fieldBeneath/30+1),#P.field do gc.setColor(1,1,1,P.result and max(20-P.endCounter,0)*.05 or 1)
if P.falling<=0 or without(P.clearing,j)then local h=#P.clearing
for i=1,10 do for j=1,#P.field do
if P.field[j][i]>0 then if j==P.clearing[h]and P.falling>-1 then
gc.draw(blockSkinmini[P.field[j][i]],6*i-6,120-6*j) h=h-1
end else
end
end
end
gc.setStencilTest()--In-playField mask
gc.translate(0,-P.fieldBeneath*.2)
gc.setLineWidth(2)
gc.setColor(frameColor[P.strength])gc.rectangle("line",-1,-1,62,122)--Draw boarder
if modeEnv.royaleMode then
gc.setColor(1,1,1)
for i=1,P.strength do
gc.draw(badgeIcon,12*i-7,4,nil,.5)
end
end
if P.result then
gc.setColor(1,1,1,min(P.endCounter,60)*.01)
setFont(22)mStr(P.result,32,47)
setFont(20)mStr(P.rank,30,82)
if P.killMark then
gc.setLineWidth(4)
gc.setColor(1,0,0,min(P.endCounter,25)*.04)
gc.circle("line",31,60,84-2*min(P.endCounter,30))
end
end
gc.pop()
else
gc.push("transform")
gc.translate(P.x,P.y)gc.scale(P.size)
gc.setColor(0,0,0,.6)gc.rectangle("fill",0,0,600,690)--Black Background
gc.setLineWidth(7)
gc.setColor(frameColor[P.strength])gc.rectangle("line",0,0,600,690)--Big frame
gc.stencil(stencil_field,"replace", 1)
gc.translate(150,70+P.fieldBeneath)
gc.setStencilTest("equal",1)
for j=int(P.fieldBeneath/30+1),#P.field do
if P.falling<=0 or without(P.clearing,j)then
for i=1,10 do for i=1,10 do
if P.field[j][i]>0 then if P.field[j][i]>0 then
drawPixel(j,i,P.field[j][i],min(P.visTime[j][i],20)*.05) gc.draw(blockSkinmini[P.field[j][i]],6*i-6,120-6*j)
end end
end end
else
gc.setColor(1,1,1,P.falling/P.gameEnv.fall)
gc.rectangle("fill",0,600-30*j,320,30)
end end
end--Field end--Field
if P.waiting<=0 then if P.alive then
gc.setLineWidth(2)
gc.setColor(frameColor[P.strength])gc.rectangle("line",1,1,58,118)
end--Draw boarder
if modeEnv.royaleMode then
gc.setColor(1,1,1)
for i=1,P.strength do
gc.draw(badgeIcon,12*i-7,4,nil,.5)
end
end
if P.result then
gc.setColor(1,1,1,min(P.endCounter,60)*.01)
setFont(22)mStr(P.result,32,47)
setFont(20)mStr(P.rank,30,82)
end
gc.pop()
gc.setCanvas()
end
gc.setColor(1,1,1)
gc.draw(P.canvas,P.x,P.y,nil,P.size*10)
if P.killMark then
gc.setLineWidth(3)
gc.setColor(1,0,0,min(P.endCounter,25)*.04)
gc.circle("line",P.centerX,P.centerY,(840-20*min(P.endCounter,30))*P.size)
end
else
gc.push("transform")
gc.translate(P.x,P.y)gc.scale(P.size)--Position
gc.setColor(0,0,0,.6)gc.rectangle("fill",0,0,600,690)--Background
gc.setLineWidth(7)
gc.setColor(frameColor[P.strength])gc.rectangle("line",0,0,600,690,3)--Big frame
gc.translate(150,70)
if P.gameEnv.grid then
gc.setLineWidth(1)
gc.setColor(1,1,1,.2)
for x=1,9 do gc.line(30*x,-10,30*x,600)end
for y=0,19 do gc.line(0,30*y,300,30*y)end
end--Grid lines
gc.translate(0,P.fieldBeneath)
gc.setScissor(scr.x+P.absFieldX*scr.k,scr.y+P.absFieldY*scr.k,300*P.size*scr.k,610*P.size*scr.k)
local h=#P.clearing
for j=int(P.fieldBeneath/30+1),#P.field do
if j==P.clearing[h]and P.falling>-1 then
h=h-1
gc.setColor(1,1,1,P.falling/P.gameEnv.fall)
gc.rectangle("fill",0,600-30*j,320,30)
else
for i=1,10 do
if P.field[j][i]>0 then
gc.setColor(1,1,1,min(P.visTime[j][i]*.05,1))
drawPixel(j,i,P.field[j][i])
end
end
end
end--Field
for i=1,#P.shade do
local S=P.shade[i]
gc.setColor(1,1,1,S[1]*.12)
for x=S[3],S[5]do
for y=S[6],S[4]do
drawPixel(y,x,S[2])
end
end
end--shade FX
if P.waiting==-1 then
if P.gameEnv.ghost then if P.gameEnv.ghost then
gc.setColor(1,1,1,.3)
for i=1,P.r do for j=1,P.c do for i=1,P.r do for j=1,P.c do
if P.cb[i][j]>0 then if P.cur.bk[i][j]then
drawPixel(i+P.y_img-1,j+P.cx-1,P.bc,.3) drawPixel(i+P.y_img-1,j+P.curX-1,P.cur.color)
end end
end end end end
end--Ghost end--Ghost
gc.setColor(1,1,1,P.lockDelay/P.gameEnv.lock) if P.gameEnv.block then
for i=1,P.r do for j=1,P.c do gc.setColor(1,1,1,P.lockDelay/P.gameEnv.lock)
if P.cb[i][j]>0 then for i=1,P.r do for j=1,P.c do
gc.rectangle("fill",30*(j+P.cx-1)-34,596-30*(i+P.cy-1),38,38) if P.cur.bk[i][j]then
end gc.rectangle("fill",30*(j+P.curX-1)-33,597-30*(i+P.curY-1),36,36)
end end--BlockShade(lockdelay indicator) end
for i=1,P.r do for j=1,P.c do end end--BlockShade(lockdelay indicator)
if P.cb[i][j]>0 then gc.setColor(1,1,1)
drawPixel(i+P.cy-1,j+P.cx-1,P.bc,1) for i=1,P.r do for j=1,P.c do
end if P.cur.bk[i][j]then
end end--Block drawPixel(i+P.curY-1,j+P.curX-1,P.cur.color)
end
end end--Block
end
if P.gameEnv.center then if P.gameEnv.center then
local x=30*(P.cx+P.sc[2]-1)-30+15 gc.setColor(1,1,1)
gc.draw(spinCenter,x,600-30*(P.cy+P.sc[1]-1)+15,nil,nil,nil,4,4) local x=30*(P.curX+P.sc[2]-1)-30+15
gc.draw(spinCenter,x,600-30*(P.curY+P.sc[1]-1)+15,nil,nil,nil,4,4)
gc.setColor(1,1,1,.5) gc.setColor(1,1,1,.5)
gc.draw(spinCenter,x,600-30*(P.y_img+P.sc[1]-1)+15,nil,nil,nil,4,4) gc.draw(spinCenter,x,600-30*(P.y_img+P.sc[1]-1)+15,nil,nil,nil,4,4)
end--Rotate center end--Rotate center
end end
gc.setColor(1,1,1) --Draw game field
gc.draw(PTC.dust[p])--Draw game field gc.setScissor()--In-playField mask
gc.setStencilTest()--In-playField mask
gc.translate(0,-P.fieldBeneath) gc.translate(0,-P.fieldBeneath)
gc.setColor(1,1,1)
gc.draw(PTC.dust[p])
gc.setLineWidth(3) gc.setLineWidth(3)
gc.setColor(1,1,1)gc.rectangle("line",-1,-11,302,612)--Draw boarder gc.rectangle("line",-1,-11,302,612)--Draw boarder
gc.setLineWidth(2)
gc.rectangle("line",301,0,16,601.5)--Draw atkBuffer boarder
local h=0 local h=0
for i=1,#P.atkBuffer do for i=1,#P.atkBuffer do
local a=P.atkBuffer[i] local a=P.atkBuffer[i]
@@ -416,59 +543,63 @@ function Pnt.play()
end end
if a.countdown>0 then if a.countdown>0 then
gc.setColor(attackColor[a.lv][1]) gc.setColor(attackColor[a.lv][1])
gc.rectangle("fill",304,600-h,12,-bar+3) gc.rectangle("fill",304,599-h,11,-bar+3)
gc.setColor(attackColor[a.lv][2]) gc.setColor(attackColor[a.lv][2])
gc.rectangle("fill",304,600-h+(-bar+3),12,-(-bar+3)*(1-a.countdown/a.cd0)) gc.rectangle("fill",304,599-h+(-bar+3),11,-(-bar+3)*(1-a.countdown/a.cd0))
--Timing --Timing
else else
attackColor.animate[a.lv]((sin((Timer()-i)*20)+1)*.5) local t=sin((Timer()-i)*30)*.5+.5
gc.rectangle("fill",304,600-h,12,-bar+3) local c1,c2=attackColor[a.lv][1],attackColor[a.lv][2]
gc.setColor(c1[1]*t+c2[1]*(1-t),c1[2]*t+c2[2]*(1-t),c1[3]*t+c2[3]*(1-t))
gc.rectangle("fill",304,599-h,11,-bar+3)
--Warning --Warning
end end
else else
gc.setColor(attackColor[a.lv][1]) gc.setColor(attackColor[a.lv][1])
bar=bar*(20-a.time)*.05 bar=bar*(20-a.time)*.05
gc.rectangle("fill",304,600-h,12,-bar+2) gc.rectangle("fill",304,599-h,11,-bar+2)
--Disappear --Disappear
end end
h=h+bar h=h+bar
end--Buffer line end--Buffer line
local a,b=P.b2b,P.b2b1 if a>b then a,b=b,a end
gc.setColor(P.b2b<40 and color.white or P.b2b<=480 and color.lightRed or color.lightBlue) gc.setColor(.8,1,.2)
gc.rectangle("fill",-13,600,10,-P.b2b1) gc.rectangle("fill",-15,599.5,11,-b*.5)
gc.setColor(color.red) gc.setColor(P.b2b<40 and color.white or P.b2b<=1e3 and color.lightRed or color.lightBlue)
gc.rectangle("fill",-19,600-40,16,5) gc.rectangle("fill",-15,599.5,11,-a*.5)
gc.setColor(color.blue) gc.setColor(1,1,1,.5+sin(Timer()*30)*.5)
gc.rectangle("fill",-19,600-480,16,5) gc.rectangle("fill",-16,b<40 and 578.5 or 98.5,13,3)
--B2B bar
setFont(40)
gc.setColor(1,1,1) gc.setColor(1,1,1)
gc.rectangle("line",-17,-3,16,604.5)--Draw b2b bar boarder
--B2B indictator
if P.gameEnv.hold then if P.gameEnv.hold then
gc.print("Hold",-115,-10) gc.setColor(1,1,1)
for i=1,#P.hb do mDraw(drawableText.hold,-82,-10)
for j=1,#P.hb[1] do for i=1,#P.hold.bk do
if P.hb[i][j]>0 then for j=1,#P.hold.bk[1] do
drawPixel(i+17.5-#P.hb*.5,j-2.5-#P.hb[1]*.5,P.holded and 13 or P.hid,1) if P.hold.bk[i][j]then
drawPixel(i+17.5-#P.hold.bk*.5,j-2.7-#P.hold.bk[1]*.5,P.holded and 9 or P.hold.color)
end end
end end
end end
end--Hold end--Hold
gc.print("Next",336,-10) mDraw(drawableText.next,381,-10)
for N=1,P.gameEnv.next do local N=1
local b=P.nb[N] ::L::
for i=1,#b do local b,c=P.next[N].bk,P.next[N].color
for j=1,#b[1] do gc.setColor(1,1,1)
if b[i][j]>0 then for i=1,#b do for j=1,#b[1] do
drawPixel(i+20-2.4*N-#b*.5,j+12.5-#b[1]*.5,P.nxt[N],1) if b[i][j]then
end drawPixel(i+20-2.4*N-#b*.5,j+12.7-#b[1]*.5,c)
end end
end end end
end--Next N=N+1
setFont(30) if N<=P.gameEnv.next and P.next[N]then goto L end
--Next
gc.setColor(.8,.8,.8) gc.setColor(.8,.8,.8)
gc.print(curMode.modeName,-135,-65) gc.draw(drawableText.modeName,-135,-65)
gc.printf(curMode.levelName,240,-65,200,"right") gc.draw(drawableText.levelName,437-drawableText.levelName:getWidth(),-65)
if frame<180 then if frame<180 then
local count=179-frame local count=179-frame
gc.push("transform") gc.push("transform")
@@ -485,13 +616,12 @@ function Pnt.play()
gc.setColor(1,1,1) gc.setColor(1,1,1)
setFont(35) setFont(35)
mStr(format("%.2f",P.time),-75,520)--Draw time mStr(format("%.2f",P.stat.time),-82,520)--Draw time
if mesDisp[curMode.id]then mesDisp[curMode.id]()end--Draw other message if mesDisp[curMode.id]then mesDisp[curMode.id]()end--Draw other message
gc.setColor(1,1,1) gc.setColor(1,1,1)
setFont(15) gc.draw(drawableText.bpm,390,490)
gc.print("BPM",390,490) gc.draw(drawableText.kpm,350,583)
gc.print("KPM",350,583)
setFont(30) setFont(30)
drawDial(360,520,P.dropSpeed) drawDial(360,520,P.dropSpeed)
drawDial(405,575,P.keySpeed) drawDial(405,575,P.keySpeed)
@@ -508,18 +638,16 @@ function Pnt.play()
end end
end--Draw players end--Draw players
gc.setColor(1,1,1) gc.setColor(1,1,1)
for i=1,3 do gc.draw(PTC.attack[1])
gc.draw(PTC.attack[i]) gc.draw(PTC.attack[2])
end gc.draw(PTC.attack[3])
if setting.virtualkeySwitch then if setting.virtualkeySwitch then drawVirtualkey()end
drawVirtualkey()
end
if modeEnv.royaleMode then if modeEnv.royaleMode then
for i=1,#FX.badge do for i=1,#FX.badge do
local b=FX.badge[i] local b=FX.badge[i]
local t=b.t<10 and 0 or b.t<50 and(sin(1.5*(b.t/20-1.5))+1)*.5 or 1 local t=b.t<10 and 0 or b.t<50 and .5+sin(1.5*(b.t/20-1.5))*.5 or 1
gc.setColor(1,1,1,b.t<10 and b.t*.1 or b.t<50 and 1 or(60-b.t)*.1) gc.setColor(1,1,1,b.t<10 and b.t*.1 or b.t<50 and 1 or(60-b.t)*.1)
gc.draw(badgeIcon,b[1]+(b[3]-b[1])*t,b[2]+(b[4]-b[2])*t,nil,b.size,nil,14,14) gc.draw(badgeIcon,b[1]+(b[3]-b[1])*t,b[2]+(b[4]-b[2])*t,nil,nil,nil,14,14)
end end
P=players[1] P=players[1]
gc.setLineWidth(5) gc.setLineWidth(5)
@@ -537,34 +665,64 @@ function Pnt.play()
end end
end end
end end
if restartCount>0 then
gc.setColor(0,0,0,restartCount/17)
gc.rectangle("fill",0,0,1280,720)
end
end
function Pnt.pause()
Pnt.play()
gc.setColor(0,0,0,pauseTimer*.015)
gc.rectangle("fill",0,0,1280,720)
gc.setColor(1,1,1,pauseTimer*.02)
setFont(30)
if pauseCount>0 then
gc.print(text.pauseTime..":["..pauseCount.."] "..format("%0.2f",pauseTime).."s",110,150)
end
for i=1,7 do
gc.print(text.stat[i+3],110,30*i+270)
gc.print(dataOpt(i),305,30*i+270)
end
for i=8,14 do
gc.print(text.stat[i+3],860,30*i+60)
gc.print(dataOpt(i),1000,30*i+60)
end
setFont(40)
if system~="Android"then
mStr(text.space.."/"..text.enter,640,300)
gc.print("ESC",610,598)
end
mDraw(gamefinished and drawableText.finish or drawableText.pause,640,140-12*(5-pauseTimer*.1)^2)
end end
function Pnt.setting() function Pnt.setting()
gc.setColor(1,1,1) gc.setColor(1,1,1)
setFont(35) setFont(35)
mStr("DAS:"..setting.das,288,158) mStr("DAS:"..setting.das,290,278)
mStr("ARR:"..setting.arr,503,158) mStr("ARR:"..setting.arr,506,278)
setFont(18) setFont(18)
mStr(text.softdropdas..setting.sddas,288,249) mStr(text.softdropdas..setting.sddas,290,361)
mStr(text.softdroparr..setting.sdarr,503,249) mStr(text.softdroparr..setting.sdarr,506,361)
gc.draw(blockSkin[7-int(Timer()*2)%7],820,480,nil,2)
end end
function Pnt.setting2() function Pnt.setting2()
local a=.3+sin(Timer()*15)*.1
if keyboardSetting then if keyboardSetting then
gc.setColor(1,.5,.5,.2+(sin(Timer()*15)+1)*.1) gc.setColor(1,.5,.5,a)
else else
gc.setColor(.9,.9,.9,.2+(sin(Timer()*15)+1)*.1) gc.setColor(.9,.9,.9,a)
end end
gc.rectangle("fill",240,40*keyboardSet-10,200,40) gc.rectangle("fill",240,40*keyboardSet-10,200,40)
if joystickSetting then if joystickSetting then
gc.setColor(1,.5,.5,.2+(sin(Timer()*15)+1)*.1) gc.setColor(1,.5,.5,a)
else else
gc.setColor(.9,.9,.9,.2+(sin(Timer()*15)+1)*.1) gc.setColor(.9,.9,.9,a)
end end
gc.rectangle("fill",440,40*joystickSet-10,200,40) gc.rectangle("fill",440,40*joystickSet-10,200,40)
gc.setColor(1,1,1) gc.setColor(1,1,1)
setFont(25) setFont(25)
for y=1,13 do for y=1,13 do
mStr(text.actName[y],150,40*y) mStr(text.actName[y],150,40*y-5)
for x=1,2 do for x=1,2 do
mStr(setting.keyMap[curBoard+x*8-8][y],200*x+140,40*y-3) mStr(setting.keyMap[curBoard+x*8-8][y],200*x+140,40*y-3)
end end
@@ -574,11 +732,12 @@ function Pnt.setting2()
gc.line(200*x-160,30,200*x-160,550) gc.line(200*x-160,30,200*x-160,550)
end end
gc.line(40,550,640,550) gc.line(40,550,640,550)
gc.print(text.keyboard,335,1) mDraw(drawableText.keyboard,340,0)
gc.print(text.joystick,420,1) mDraw(drawableText.joystick,540,0)
gc.print(text.setting2Help,50,620) gc.draw(drawableText.setting2Help,50,620)
setFont(40) setFont(40)
gc.print("< P"..curBoard.."/P8 >",430,570) gc.print("P"..int(curBoard*.5+.5).."/P4",420,560)
gc.print(curBoard.."/8",580,560)
end end
function Pnt.setting3() function Pnt.setting3()
VirtualkeyPreview() VirtualkeyPreview()
@@ -601,24 +760,23 @@ function Pnt.help()
gc.printf(text.help[i],140,15+43*i,1000,"center") gc.printf(text.help[i],140,15+43*i,1000,"center")
end end
gc.draw(titleImage,180,600,.2,.7+.05*sin(Timer()*2),nil,140,100) gc.draw(titleImage,180,600,.2,.7+.05*sin(Timer()*2),nil,140,100)
gc.setLineWidth(5)
gc.rectangle("line",17,17,260,260)
gc.rectangle("line",1077,17,186,186)
gc.draw(payCode,20,20)
gc.draw(groupCode,1080,20)
gc.setColor(1,1,1,sin(Timer()*10)*.5+.5)
setFont(35)
mStr(text.support,150,283)
setFont(25)
mStr(text.group,1170,210)
end end
function Pnt.stat() function Pnt.stat()
setFont(35) setFont(28)
gc.setColor(1,1,1) gc.setColor(1,1,1)
for i=1,10 do for i=1,17 do
gc.print(text.stat[i],350,20+40*i) gc.print(text.stat[i],400,30*i-5)
gc.print(statOpt(i),720,30*i-5)
end end
gc.print(stat.run,650,60)
gc.print(stat.game,650,100)
gc.print(format("%0.2f",stat.gametime).."s",650,140)
gc.print(stat.piece,650,180)
gc.print(stat.row,650,220)
gc.print(stat.atk,650,260)
gc.print(stat.key,650,300)
gc.print(stat.rotate,650,340)
gc.print(stat.hold,650,380)
gc.print(stat.spin,650,420)
gc.draw(titleImage,260,570,.2+.07*sin(Timer()*3),.8,nil,250,60) gc.draw(titleImage,260,570,.2+.07*sin(Timer()*3),.8,nil,250,60)
end end

View File

@@ -1,35 +1,18 @@
local N=gc.newImage local gc=love.graphics
function C(x,y) local N,c=gc.newImage
local function T(s,t)return gc.newText(setFont(s),t)end
local function C(x,y)
c=gc.newCanvas(x,y) c=gc.newCanvas(x,y)
gc.setCanvas(c) gc.setCanvas(c)
return c return c
end end
gc.setDefaultFilter("nearest","nearest") gc.setDefaultFilter("nearest","nearest")
blockImg=N("/image/block.png")
local blockImg=N("/image/block/1.png")
blockSkin,blockSkinmini={},{} blockSkin,blockSkinmini={},{}
for i=1,13 do for i=1,13 do
C(30,30) blockSkin[i]=C(30,30)
gc.draw(blockImg,30-30*i,0) blockSkinmini[i]=C(6,6)
blockSkin[i]=c
C(6,6)
gc.draw(blockImg,6-6*i,0,nil,.2)
blockSkinmini[i]=c
end
for i=1,13 do
end
blockImg:release()
RCPB={10,33,200,33,105,5,105,60}
do royaleCtrlPad=C(300,100)
gc.setColor(1,1,1)
setFont(25)
gc.setLineWidth(2)
for i=1,4 do
gc.rectangle("line",RCPB[2*i-1],RCPB[2*i],90,35,8,4)
mStr(atkModeName[i],RCPB[2*i-1]+45,RCPB[2*i]+3)
end
end end
virtualkeyIcon={} virtualkeyIcon={}
@@ -43,8 +26,8 @@ for i=1,7 do
local b=blocks[i][0] local b=blocks[i][0]
mouseBlock[i]=C(#b[1],#b) mouseBlock[i]=C(#b[1],#b)
gc.setColor(blockColor[i]) gc.setColor(blockColor[i])
for x=1,#b[1]do for y=1,#b do for y=1,#b do for x=1,#b[1]do
if b[y][x]==1 then if b[y][x]then
gc.rectangle("fill",x-1,#b-y,1,1) gc.rectangle("fill",x-1,#b-y,1,1)
end end
end end end end
@@ -87,77 +70,25 @@ dialCircle=N("/image/mess/dialCircle.png")
dialNeedle=N("/image/mess/dialNeedle.png") dialNeedle=N("/image/mess/dialNeedle.png")
badgeIcon=N("/image/mess/badge.png") badgeIcon=N("/image/mess/badge.png")
spinCenter=N("/image/mess/spinCenter.png") spinCenter=N("/image/mess/spinCenter.png")
lightBulb=N("/image/mess/lightBulb.png")
light=N("/image/mess/light.png")
background1=N("/image/BG/bg1.jpg") background1=N("/image/BG/bg1.jpg")
background2=N("/image/BG/bg2.png") background2=N("/image/BG/bg2.png")
groupCode=N("/image/mess/groupcode.png")
payCode=N("/image/mess/paycode.png")
drawableText={
question=T(100,"?"),
x=T(110,"×"),
bpm=T(15,"BPM"),
kpm=T(15,"KPM"),
c=nil modeName=T(30),levelName=T(30),
gc.setCanvas() next=T(40),hold=T(40),
pause=T(120),
sceneInit={ finish=T(120),
load=function() custom=T(80),
curBG="none" keyboard=T(25),joystick=T(25),
keeprun=true setting2Help=T(25),
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,
} }
c=gc.setCanvas()

223
timer.lua
View File

@@ -1,18 +1,26 @@
local wd=love.window
local Timer=love.timer.getTime
Tmr={} Tmr={}
function Tmr.load() function Tmr.load()
if loading==1 then if loading==1 then
loadnum=loadnum+1 if loadnum<=#voiceList then
loadprogress=loadnum/10 local N=voiceList[loadnum]
if loadnum==5 then for i=1,#voice[N]do
--require("load_texture") voice[N][i]=love.audio.newSource("VOICE/"..voice[N][i]..".ogg","static")
elseif loadnum==10 then end
loadnum=1 loadprogress=loadnum/#voiceList
loadnum=loadnum+1
else
loading=2 loading=2
loadnum=1
end end
elseif loading==2 then elseif loading==2 then
if loadnum<=#bgm then if loadnum<=#bgm then
bgm[bgm[loadnum]]=love.audio.newSource("/BGM/"..bgm[loadnum]..".ogg","stream") local N=bgm[loadnum]
bgm[bgm[loadnum]]:setLooping(true) bgm[N]=love.audio.newSource("/BGM/"..N..".ogg","stream")
bgm[N]:setLooping(true)
bgm[N]:setVolume(0)
loadprogress=loadnum/#bgm loadprogress=loadnum/#bgm
loadnum=loadnum+1 loadnum=loadnum+1
else else
@@ -28,7 +36,7 @@ function Tmr.load()
else else
for i=1,#sfx do sfx[i]=nil end for i=1,#sfx do sfx[i]=nil end
loading=4 loading=4
loadnum=0 loadnum=1
end end
elseif loading==4 then elseif loading==4 then
loadnum=loadnum+1 loadnum=loadnum+1
@@ -42,10 +50,12 @@ function Tmr.intro()
count=count+1 count=count+1
if count==200 then count=80 end if count==200 then count=80 end
end end
function Tmr.draw()
if clearSureTime>0 then clearSureTime=clearSureTime-1 end
end
function Tmr.play(dt) function Tmr.play(dt)
frame=frame+1 frame=frame+1
stat.gametime=stat.gametime+dt stat.time=stat.time+dt
for i=#FX.beam,1,-1 do for i=#FX.beam,1,-1 do
local b=FX.beam[i] local b=FX.beam[i]
b.t=b.t+1 b.t=b.t+1
@@ -69,37 +79,55 @@ function Tmr.play(dt)
virtualkeyPressTime[i]=virtualkeyPressTime[i]-1 virtualkeyPressTime[i]=virtualkeyPressTime[i]-1
end end
end end
for i=1,3 do PTC.attack[1]:update(dt)
PTC.attack[i]:update(dt) PTC.attack[2]:update(dt)
end PTC.attack[3]:update(dt)
if frame<180 then if frame<180 then
if frame==179 then if frame==179 then
gameStart() gameStart()
elseif frame%60==0 then elseif frame%60==0 then
sysSFX("ready") SFX("ready")
end end
for p=1,#players do for p=1,#players do
P=players[p] P=players[p]
if P.keyPressing[1]or P.keyPressing[2]then if P.keyPressing[1]or P.keyPressing[2]then
P.moving=P.moving+sgn(P.moving) P.moving=P.moving+(P.moving>0 and 1 or -1)
else else
P.moving=0 P.moving=0
end end
end end
if restartCount>0 then restartCount=restartCount-1 end
return return
end--Counting,include pre-das elseif players[1].keyPressing[10]then
restartCount=restartCount+1
if restartCount>17 then
clearTask("play")
updateStat()
resetGameData()
end
elseif restartCount>0 then
restartCount=max(restartCount-2,0)
end--Counting,include pre-das,directy RETURN,or restart counting
for p=1,#players do for p=1,#players do
P=players[p] P=players[p]
if P.timing then P.time=P.time+dt end if P.timing then P.stat.time=P.stat.time+dt end
if P.alive then if P.alive then
local v=0 if not P.small then
for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.keyTime[i])end P.keySpeed=P.keySpeed*.99+v*.1 local v=0
v=0 for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.keyTime[i])end P.keySpeed=P.keySpeed*.99+v*.1
for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.dropTime[i])end P.dropSpeed=P.dropSpeed*.99+v*.1 v=0
--Update speeds for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.dropTime[i])end P.dropSpeed=P.dropSpeed*.99+v*.1
--Update speeds
if modeEnv.royaleMode then
if P.keyPressing[9]then
P.swappingAtkMode=min(P.swappingAtkMode+2,30)
else
P.swappingAtkMode=P.swappingAtkMode+((#P.field>15 and P.swappingAtkMode>4 or P.swappingAtkMode>8)and -1 or 1)
end
end
end
if P.ai and P.waiting<=0 then if P.ai and P.waiting==-1 then
P.ai.controlDelay=P.ai.controlDelay-1 P.ai.controlDelay=P.ai.controlDelay-1
if P.ai.controlDelay==0 then if P.ai.controlDelay==0 then
if #P.ai.controls>0 then if #P.ai.controls>0 then
@@ -110,16 +138,22 @@ function Tmr.play(dt)
else else
AI_getControls(P.ai.controls) AI_getControls(P.ai.controls)
P.ai.controlDelay=P.ai.controlDelay0+2 P.ai.controlDelay=P.ai.controlDelay0+2
if Timer()-P.modeData.point>P.modeData.event then
P.modeData.point=Timer()
P.modeData.event=P.ai.controlDelay0+rnd(2,10)
changeAtkMode(rnd()<.85 and 1 or #P.atker>3 and 4 or rnd()<.35 and 2 or 3)
end
end end
end end
end end
if not P.keepVisible then
for j=1,#P.field do for i=1,10 do
if P.visTime[j][i]>0 then P.visTime[j][i]=P.visTime[j][i]-1 end
end end
end--Fresh visible time
for j=1,#P.field do for i=1,10 do
if P.visTime[j][i]>0 then P.visTime[j][i]=P.visTime[j][i]-1 end
end end
--Fresh visible time
if P.keyPressing[1]or P.keyPressing[2]then if P.keyPressing[1]or P.keyPressing[2]then
P.moving=P.moving+sgn(P.moving) P.moving=P.moving+(P.moving>0 and 1 or -1)
local d=abs(P.moving)-P.gameEnv.das local d=abs(P.moving)-P.gameEnv.das
if d>1 then if d>1 then
if P.gameEnv.arr>0 then if P.gameEnv.arr>0 then
@@ -134,8 +168,8 @@ function Tmr.play(dt)
P.moving=0 P.moving=0
end end
if P.keyPressing[7]and not P.keyPressing[9]then if P.keyPressing[7]and not P.keyPressing[9]then
P.downing=P.downing+1
local d=abs(P.downing)-P.gameEnv.sddas local d=abs(P.downing)-P.gameEnv.sddas
P.downing=P.downing+1
if d>1 then if d>1 then
if P.gameEnv.sdarr>0 then if P.gameEnv.sdarr>0 then
if d%P.gameEnv.sdarr==0 then if d%P.gameEnv.sdarr==0 then
@@ -148,76 +182,82 @@ function Tmr.play(dt)
else else
P.downing=0 P.downing=0
end end
if modeEnv.royaleMode then if P.falling>=0 then
if P.keyPressing[9]then
P.swappingAtkMode=min(P.swappingAtkMode+2,30)
else
P.swappingAtkMode=P.swappingAtkMode+((#P.field>15 and P.swappingAtkMode>4 or P.swappingAtkMode>8)and -1 or 1)
end
end
if P.falling>0 then
P.falling=P.falling-1 P.falling=P.falling-1
if P.falling<=0 then if P.falling>=0 then goto stop end
if #P.field>P.clearing[1]then SFX("fall")end if P.human and P.gameEnv.fall>0 and #P.field>P.clearing[1]then SFX("fall")end
for i=1,#P.clearing do for i=1,#P.clearing do
removeRow(P.field,P.clearing[i]) removeRow(P.field,P.clearing[i])
removeRow(P.visTime,P.clearing[i]) removeRow(P.visTime,P.clearing[i])
end
::L::if P.clearing[1]then
rem(P.clearing)
goto L
end
end end
elseif P.waiting>0 then ::L::
rem(P.clearing)
if P.clearing[1]then goto L end
end
if P.waiting>=0 then
P.waiting=P.waiting-1 P.waiting=P.waiting-1
if P.waiting<=0 then if P.waiting==-1 then resetblock()end
resetblock() goto stop
end
if P.curY~=P.y_img then
if P.dropDelay>=0 then
P.dropDelay=P.dropDelay-1
if P.dropDelay>=0 then goto stop end
end
drop()
P.dropDelay=P.gameEnv.drop
if P.freshTime<=P.gameEnv.freshLimit then
P.lockDelay=P.gameEnv.lock
end end
else else
if P.cy~=P.y_img then P.lockDelay=P.lockDelay-1
if P.dropDelay>0 then if P.lockDelay>=0 then goto stop end
P.dropDelay=P.dropDelay-1 drop()
else end
drop() ::stop::
P.dropDelay=P.gameEnv.drop if P.b2b1==P.b2b then
if P.freshTime<=P.gameEnv.freshLimit then elseif P.b2b1<P.b2b then
P.lockDelay=P.gameEnv.lock P.b2b1=min(P.b2b1*.98+P.b2b*.02+.4,P.b2b)
end else
end P.b2b1=max(P.b2b1*.95+P.b2b*.05-.6,P.b2b)
else
if P.lockDelay>0 then P.lockDelay=P.lockDelay-1
else drop()
end
end
end end
P.b2b1=P.b2b1*.92+P.b2b*.08
--Alive --Alive
else else
P.keySpeed=P.keySpeed*.96+P.cstat.key/P.time*60*.04 if not P.small then
P.dropSpeed=P.dropSpeed*.96+P.cstat.piece/P.time*60*.04 P.keySpeed=P.keySpeed*.96+P.stat.key/P.stat.time*60*.04
--Final average speeds P.dropSpeed=P.dropSpeed*.96+P.stat.piece/P.stat.time*60*.04
if P.falling>0 then --Final average speeds
P.falling=P.falling-1 if modeEnv.royaleMode then
if P.falling<=0 then P.swappingAtkMode=min(P.swappingAtkMode+2,30)
if #P.field>P.clearing[1]then
SFX("fall")
if P.id==1 then VIB(1)end
end
for i=1,#P.clearing do
removeRow(P.field,P.clearing[i])
removeRow(P.visTime,P.clearing[i])
end
P.clearing={}
end end
end--Rows cleared drop end
if P.falling>=0 then
P.falling=P.falling-1
if P.falling>=0 then goto stop end
if P.human and P.gameEnv.fall>0 and #P.field>P.clearing[1]then SFX("fall")end
for i=1,#P.clearing do
removeRow(P.field,P.clearing[i])
removeRow(P.visTime,P.clearing[i])
end
::L::
rem(P.clearing)
if P.clearing[1]then goto L end
end::stop::
if P.endCounter<40 then if P.endCounter<40 then
for j=1,#P.field do for i=1,10 do for j=1,#P.field do for i=1,10 do
if P.visTime[j][i]<20 then P.visTime[j][i]=P.visTime[j][i]+.5 end if P.visTime[j][i]<20 then P.visTime[j][i]=P.visTime[j][i]+.5 end
end end--Make field visible end end--Make field visible
end end
if P.b2b1>0 then P.b2b1=max(P.b2b1-3,0)end if P.b2b1>0 then P.b2b1=max(0,P.b2b1*.92-1)end
--Dead --Dead
end end
for i=#P.shade,1,-1 do
local S=P.shade[i]
S[1]=S[1]-1
if S[1]==0 then
rem(P.shade,i)
end
end
for i=#P.bonus,1,-1 do for i=#P.bonus,1,-1 do
local b=P.bonus[i] local b=P.bonus[i]
if b.inf then if b.inf then
@@ -229,9 +269,6 @@ function Tmr.play(dt)
if b.t>=60 then rem(P.bonus,i)end if b.t>=60 then rem(P.bonus,i)end
end end
end end
for i=#P.task,1,-1 do
if P.task[i]()then rem(P.task,i)end
end
for i=#P.atkBuffer,1,-1 do for i=#P.atkBuffer,1,-1 do
local atk=P.atkBuffer[i] local atk=P.atkBuffer[i]
atk.time=atk.time+1 atk.time=atk.time+1
@@ -250,5 +287,13 @@ 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 freshMostDangerous()end if modeEnv.royaleMode and frame%120==0 then freshMostDangerous()end
end
function Tmr.pause(dt)
if not gamefinished then
pauseTime=pauseTime+dt
end
if pauseTimer<50 and not wd.isMinimized()then
pauseTimer=pauseTimer+1
end
end end

View File

@@ -1,4 +1,10 @@
function string.splitS(s,sep) local tm=love.timer
local gc=love.graphics
local kb=love.keyboard
local setFont=setFont
local toN,toS=tonumber,tostring
local function splitS(s,sep)
local t={} local t={}
::L:: ::L::
local i=find(s,sep)or #s+1 local i=find(s,sep)or #s+1
@@ -7,27 +13,21 @@ function string.splitS(s,sep)
if #s~=0 then goto L end if #s~=0 then goto L end
return t return t
end end
function sgn(i)return i>0 and 1 or i<0 and -1 or 0 end--Row numbe is A-uth-or's id!
function stringPack(s,v)return s..toS(v)end
function without(t,v)
for i=1,#t do
if t[i]==v then return end
end
return true
end
function mStr(s,x,y) function mStr(s,x,y)
gc.printf(s,x-300,y,600,"center") gc.printf(s,x-320,y,640,"center")
end
function mDraw(s,x,y)
gc.draw(s,x-s:getWidth()*.5,y)
end end
function getNewRow(val) function getNewRow(val)
if not val then val=0 end
local t=rem(freeRow) local t=rem(freeRow)
for i=1,10 do for i=1,10 do
t[i]=val or 0 t[i]=val
end end
--clear a row and move to active list --clear a row and move to active list
if #freeRow==0 then if #freeRow==0 then
for i=1,20 do for i=1,10 do
ins(freeRow,{0,0,0,0,0,0,0,0,0,0}) ins(freeRow,{0,0,0,0,0,0,0,0,0,0})
end end
end end
@@ -38,53 +38,67 @@ function removeRow(t,k)
ins(freeRow,rem(t,k)) ins(freeRow,rem(t,k))
end end
local count=0
BGblockList={}for i=1,16 do BGblockList[i]={v=0}end
function getNewBlock()
count=count+1
if count==17 then count=1 end
local t=BGblockList[count]
t.bn,t.size=BGblock.next,2+3*rnd()
t.b=blocks[t.bn][rnd(0,3)]
t.x=rnd(-#t.b[1]*t.size*30+100,1180)
t.y=-#t.b*30*t.size
t.v=t.size*(1+rnd())
BGblock.next=BGblock.next%7+1
return t
end
--Background animation
function timeSort(a,b)
return a.time>b.time
end
function stencil_miniTitle()
for i=1,#miniTitle_rect do
gc.rectangle("fill",unpack(miniTitle_rect[i]))
end
end
function stencil_field()
gc.rectangle("fill",150,60,300,610)
end
function stencil_field_small()
gc.rectangle("fill",0,0,60,120)
end
--Single-usage funcs --Single-usage funcs
langName={"中文","全中文","English"}
local langID={"chi","chi_full","eng"}
local drawableTextLoad={
"next",
"hold",
"pause",
"finish",
"custom",
"keyboard",
"joystick",
"setting2Help",
}
function swapLanguage(l) function swapLanguage(l)
text=require("language/"..langID[l]) text=require("language/"..langID[l])
Buttons.sel=nil Buttons.sel=nil
for scene,list in pairs(Buttons)do for S,L in next,Buttons do
for num=1,#list do for N,B in next,L do
list[num].alpha=0 B.alpha=0
list[num].t=text.ButtonText[scene][num] B.t=text.ButtonText[S][N]
end end
end end
gc.push("transform")
gc.origin()
royaleCtrlPad=gc.newCanvas(300,100)
gc.setCanvas(royaleCtrlPad)
gc.setColor(1,1,1)
setFont(25)
gc.setLineWidth(2)
for i=1,4 do
gc.rectangle("line",RCPB[2*i-1],RCPB[2*i],90,35,8,4)
mStr(text.atkModeName[i],RCPB[2*i-1]+45,RCPB[2*i]+3)
end
gc.pop()
gc.setCanvas()
for _,s in next,drawableTextLoad do
drawableText[s]:set(text[s])
end
collectgarbage()
end end
function changeBlockSkin(n)
n=n-1
gc.push("transform")
gc.origin()
for i=1,13 do
gc.setCanvas(blockSkin[i])
gc.draw(blockImg,30-30*i,-30*n)
gc.setCanvas(blockSkinmini[i])
gc.draw(blockImg,6-6*i,-6*n,nil,.2)
end
gc.pop()
gc.setCanvas()
end
local vibrateLevel={0,.02,.03,.04,.05,.06,.07,.08}
function VIB(t) function VIB(t)
if setting.vib>0 then if setting.vib>0 then
love.system.vibrate(vibrateLevel[setting.vib+t]) love.system.vibrate(vibrateLevel[setting.vib+t])
end end
end end
function sysSFX(s,v) function SFX(s,v)
if setting.sfx then if setting.sfx then
local n=1 local n=1
::L::if sfx[s][n]:isPlaying()then ::L::if sfx[s][n]:isPlaying()then
@@ -100,40 +114,116 @@ function sysSFX(s,v)
sfx[s][n]:play() sfx[s][n]:play()
end end
end end
function SFX(s,v) function VOICE(s,n)
if setting.sfx and not P.ai then if setting.voc then
local n=1 ins(voicePlaying,voice[s][n or rnd(#voice[s])])
::L::if sfx[s][n]:isPlaying()then if #voicePlaying==1 then
n=n+1 voicePlaying[1]:play()
if not sfx[s][n]then end
sfx[s][n]=sfx[s][n-1]:clone()
sfx[s][n]:seek(0)
goto quit
end
goto L
end::quit::
sfx[s][n]:setVolume(v or 1)
sfx[s][n]:play()
end end
end end
function BGM(s) function BGM(s)
if setting.bgm and bgmPlaying~=s then if setting.bgm and bgmPlaying~=s then
for k,v in pairs(bgm)do v:stop()end if bgmPlaying then newTask(Event_task.bgmFadeOut,nil,bgmPlaying)end
if s then bgm[s]:play()end for i=1,#Task do
if Task[i].code==Event_task.bgmFadeIn then
Task[i].code=Event_task.bgmFadeOut
end
end
if s then
newTask(Event_task.bgmFadeIn,nil,s)
bgm[s]:play()
end
bgmPlaying=s bgmPlaying=s
end end
end end
local swapDeck_data={
{4,0,1,1},{6,0,15,1},{5,0,9,1},{6,0,6,1},
{1,0,3,1},{3,0,12,1},{1,1,8,1},{2,1,4,2},
{3,2,13,2},{4,1,12,2},{5,2,1,2},{7,1,11,2},
{2,1,9,3},{3,0,6,3},{4,2,14,3},{1,0,4,4},
{7,1,1,4},{6,0,2,4},{5,2,6,4},{6,0,14,5},
{3,3,15,5},{4,0,7,6},{7,1,10,5},{5,0,2,6},
{2,1,1,7},{1,0,4,6},{4,1,13,5},{1,1,6,7},
{5,3,11,5},{3,2,11,7},{6,0,8,7},{4,2,12,8},
{7,0,8,9},{1,0,2,8},{5,2,4,8},{6,0,15,8},
}--Block id [ZSLJTOI] ,dir,x,y
local swap={
none={2,1,d=function()end},
flash={8,1,d=function()gc.clear(1,1,1)end},
fade={30,15,d=function()
local t=1-abs(sceneSwaping.time*.06667-1)
gc.setColor(0,0,0,t)
gc.rectangle("fill",0,0,1280,720)
end},
deck={50,8,d=function()
local t=sceneSwaping.time
gc.setColor(1,1,1)
if t>8 then
local t=max(t,15)
for i=1,51-t do
local bn=swapDeck_data[i][1]
local b=blocks[bn][swapDeck_data[i][2]]
local cx,cy=swapDeck_data[i][3],swapDeck_data[i][4]
for y=1,#b do for x=1,#b[1]do
if b[y][x]then
gc.draw(blockSkin[bn],80*(cx+x-2),80*(10-cy-y),nil,8/3)
end
end end
end
end
if t<17 then
gc.setColor(1,1,1,(8-abs(t-8))*.125)
gc.rectangle("fill",0,0,1280,720)
end
end},
}--Scene swapping animations
function gotoScene(s,style) function gotoScene(s,style)
if not sceneSwaping and s~=scene then if not sceneSwaping and s~=scene then
style=style or"deck" style=style or"fade"
sceneSwaping={ sceneSwaping={
tar=s,style=style, tar=s,style=style,
time=swap[style][1],mid=swap[style][2], time=swap[style][1],mid=swap[style][2],
draw=swap[style].d draw=swap[style].d
} }
Buttons.sel=nil Buttons.sel=nil
if style~="none"then
SFX("swipe")
end
end end
end end
function updateStat()
for k,v in next,players[1].stat do
stat[k]=stat[k]+v
end
end
local prevMenu={
load=love.event.quit,
intro="quit",
main="intro",
mode="main",
custom="mode",
draw=function()
kb.setKeyRepeat(false)
gotoScene("custom")
end,
ready="mode",
play=function()
updateStat()
clearTask("play")
gotoScene(curMode.id~="custom"and"mode"or"custom","deck")
end,
pause=null,
help="main",
stat="main",
setting=function()
saveSetting()
gotoScene("main")
end,
setting2="setting",
setting3="setting",
}prevMenu.pause=prevMenu.play
function back() function back()
local t=prevMenu[scene] local t=prevMenu[scene]
if type(t)=="string"then if type(t)=="string"then
@@ -142,36 +232,62 @@ function back()
t() t()
end end
end end
function pauseGame()
pauseTimer=0--Pause timer for animation
if not gamefinished then
pauseCount=pauseCount+1
if bgmPlaying then bgm[bgmPlaying]:pause()end
end
for i=1,#players.alive do
local l=players.alive[i].keyPressing
for j=1,#l do
if l[j]then
releaseKey(j,players.alive[i])
end
end
end
gotoScene("pause","none")
end
function resumeGame()
if bgmPlaying then bgm[bgmPlaying]:play()end
gotoScene("play","fade")
end
local dataOpt={
"run","game","time",
"key","rotate","hold","piece","row",
"atk","send","recv","pend",
"clear_1","clear_2","clear_3","clear_4",
"spin_0","spin_1","spin_2","spin_3",
"b2b","b3b","pc",
}
function loadData() function loadData()
userData:open("r") userData:open("r")
--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n") --local t=splitS(love.math.decompress(userdata,"zlib"),"\r\n")
local t=string.splitS(userData:read(),"\r\n") local t=splitS(userData:read(),"\r\n")
userData:close() userData:close()
for i=1,#t do for i=1,#t do
local i=t[i] local i=t[i]
if find(i,"=")then if find(i,"=")then
local t=sub(i,1,find(i,"=")-1) local t=sub(i,1,find(i,"=")-1)
local v=sub(i,find(i,"=")+1) local v=sub(i,find(i,"=")+1)
if t=="run"or t=="game"or t=="gametime"or t=="piece"or t=="row"or t=="atk"or t=="key"or t=="rotate"or t=="hold"or t=="spin"then if t=="gametime"then t="time"end
for i=1,#dataOpt do
if t==dataOpt[i]then goto L end
end
goto E
::L::
v=toN(v)if not v or v<0 then v=0 end v=toN(v)if not v or v<0 then v=0 end
stat[t]=v stat[t]=v
end ::E::
end end
end end
end end
function saveData() function saveData()
local t=table.concat({ local t={}
stringPack("run=",stat.run), for i=1,#dataOpt do
stringPack("game=",stat.game), ins(t,dataOpt[i].."="..toS(stat[dataOpt[i]]))
stringPack("gametime=",stat.gametime), end
stringPack("piece=",stat.piece), t=concat(t,"\r\n")
stringPack("row=",stat.row),
stringPack("atk=",stat.atk),
stringPack("key=",stat.key),
stringPack("rotate=",stat.rotate),
stringPack("hold=",stat.hold),
stringPack("spin=",stat.spin),
},"\r\n")
--t=love.math.compress(t,"zlib"):getString() --t=love.math.compress(t,"zlib"):getString()
userData:open("w") userData:open("w")
userData:write(t) userData:write(t)
@@ -179,49 +295,34 @@ function saveData()
end end
function loadSetting() function loadSetting()
userSetting:open("r") userSetting:open("r")
--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n") --local t=splitS(love.math.decompress(userdata,"zlib"),"\r\n")
local t=string.splitS(userSetting:read(),"\r\n") local t=splitS(userSetting:read(),"\r\n")
userSetting:close() userSetting:close()
for i=1,#t do for i=1,#t do
local i=t[i] local i=t[i]
if find(i,"=")then if find(i,"=")then
local t=sub(i,1,find(i,"=")-1) local t=sub(i,1,find(i,"=")-1)
local v=sub(i,find(i,"=")+1) local v=sub(i,find(i,"=")+1)
if t=="sfx"or t=="bgm"or t=="bgblock"then if t=="sfx"or t=="bgm"or t=="bgblock"or t=="voc"then
setting[t]=v=="true" setting[t]=v=="true"
elseif t=="vib"then elseif t=="vib"then
setting.vib=toN(v:match("[01234]"))or 0 setting.vib=toN(v:match("[012345]"))or 0
elseif t=="fullscreen"then elseif t=="fullscreen"then
setting.fullscreen=v=="true" setting.fullscreen=v=="true"
love.window.setFullscreen(setting.fullscreen) love.window.setFullscreen(setting.fullscreen)
elseif t=="keymap"then elseif t=="keymap"then
v=string.splitS(v,"/") v=splitS(v,"/")
for i=1,16 do for i=1,16 do
local v1=string.splitS(v[i],",") local v1=splitS(v[i],",")
for j=1,#v1 do for j=1,#v1 do
setting.keyMap[i][j]=v1[j] setting.keyMap[i][j]=v1[j]
end end
end end
elseif t=="keylib"then
v=string.splitS(v,"/")
for i=1,4 do
local v1=string.splitS(v[i],",")
for j=1,#v1 do
setting.keyLib[i][j]=toN(v1[j])
end
for j=1,#setting.keyLib[i]do
local v=setting.keyLib[i][j]
if int(v)~=v or v>=9 or v<=0 then
setting.keyLib[i]={i}
break
end
end
end
elseif t=="virtualkey"then elseif t=="virtualkey"then
v=string.splitS(v,"/") v=splitS(v,"/")
for i=1,10 do for i=1,10 do
if not v[i]then goto c end if not v[i]then goto c end
virtualkey[i]=string.splitS(v[i],",") virtualkey[i]=splitS(v[i],",")
for j=1,4 do for j=1,4 do
virtualkey[i][j]=toN(virtualkey[i][j]) virtualkey[i][j]=toN(virtualkey[i][j])
end end
@@ -236,49 +337,54 @@ function loadSetting()
elseif t=="das"or t=="arr"or t=="sddas"or t=="sdarr"then elseif t=="das"or t=="arr"or t=="sddas"or t=="sdarr"then
v=toN(v)if not v or v<0 then v=0 end v=toN(v)if not v or v<0 then v=0 end
setting[t]=int(v) setting[t]=int(v)
elseif t=="ghost"or t=="center"then elseif t=="ghost"or t=="center"or t=="grid"or t=="swap"or t=="fxs"or t=="bg"then
setting[t]=v=="true" setting[t]=v=="true"
elseif t=="lang"then elseif t=="lang"then
setting[t]=toN(v:match("[12]"))or 1 setting[t]=toN(v:match("[123]"))or 1
elseif t=="skin"then
setting[t]=toN(v:match("[123456]"))or 1
end end
end end
end end
end end
local saveOpt={
"ghost","center",
"grid","swap",
"fxs","bg",
"das","arr",
"sddas","sdarr",
"lang",
"sfx","bgm",
"vib","voc",
"fullscreen",
"bgblock",
"skin",
"virtualkeyAlpha",
"virtualkeyIcon",
"virtualkeySwitch",
"frameMul",
}
function saveSetting() function saveSetting()
local vk={} local vk={}
for i=1,10 do for i=1,10 do
for j=1,4 do for j=1,4 do
virtualkey[i][j]=int(virtualkey[i][j]+.5) virtualkey[i][j]=int(virtualkey[i][j]+.5)
end--Saving a integer is better? end--Saving a integer is better?
vk[i]=table.concat(virtualkey[i],",") vk[i]=concat(virtualkey[i],",")
end--pre-pack virtualkey setting end--pre-pack virtualkey setting
local map={} local map={}
for i=1,16 do for i=1,16 do
map[i]=table.concat(setting.keyMap[i],",") map[i]=concat(setting.keyMap[i],",")
end end
local lib={} local t={
for i=1,4 do "keymap="..toS(concat(map,"/")),
lib[i]=table.concat(setting.keyLib[i],",") "virtualkey="..toS(concat(vk,"/")),
}
for i=1,#saveOpt do
ins(t,saveOpt[i].."="..toS(setting[saveOpt[i]]))
end end
local t=table.concat({ t=concat(t,"\r\n")
stringPack("lang=",setting.lang),
stringPack("sfx=",setting.sfx),
stringPack("bgm=",setting.bgm),
stringPack("vib=",setting.vib),
stringPack("fullscreen=",setting.fullscreen),
stringPack("bgblock=",setting.bgblock),
stringPack("das=",setting.das),
stringPack("arr=",setting.arr),
stringPack("sddas=",setting.sddas),
stringPack("sdarr=",setting.sdarr),
stringPack("keymap=",table.concat(map,"/")),
stringPack("keylib=",table.concat(lib,"/")),
stringPack("virtualkey=",table.concat(vk,"/")),
stringPack("virtualkeyAlpha=",setting.virtualkeyAlpha),
stringPack("virtualkeyIcon=",setting.virtualkeyIcon),
stringPack("virtualkeySwitch=",setting.virtualkeySwitch),
stringPack("frameMul=",setting.frameMul),
},"\r\n")
--t=love.math.compress(t,"zlib"):getString() --t=love.math.compress(t,"zlib"):getString()
userSetting:open("w") userSetting:open("w")
userSetting:write(t) userSetting:write(t)