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17 Commits

Author SHA1 Message Date
MrZ_26
ee99943ed9 0.9.1:next音效 2020-07-20 00:06:31 +08:00
MrZ_26
60cbc83313 新tips,修复手机旋屏bug,各种调平,统计数据简化 2020-07-19 21:33:03 +08:00
MrZ_26
74bc1a2544 bug修复,水印修改,20G上级调平 2020-07-18 01:05:10 +08:00
MrZ_26
7b35d69be1 允许用键盘编辑序列 2020-07-17 17:37:48 +08:00
MrZ_26
f29fc7081a 0.9.0:自定义序列 2020-07-17 02:08:26 +08:00
MrZ_26
882b841d3f 界面美化/死亡动画/自定义序列编辑器 2020-07-15 23:22:44 +08:00
MrZ_26
3d22f5d8ca 强化水印&系统优化 2020-07-09 19:39:06 +08:00
MrZ_26
a3302ab2bc Zframework finished 2020-07-08 20:26:28 +08:00
MrZ_26
cdd5194108 [change file directory] 2020-07-05 14:56:58 +08:00
MrZ_26
40de030cae [Z-framework stand alone ready] 2020-07-05 14:46:02 +08:00
MrZ_26
e1d92a166b 0.8.24: Bug Fixed 2020-06-14 15:21:20 +08:00
MrZ_26
99b55b72e0 0.8.23: Details Update 2020-06-07 01:06:31 +08:00
MrZ_26
08883b952f 0.8.22:Shader Update 2020-05-28 15:16:38 +08:00
MrZ_26
76fab86692 player generator优化 2020-05-23 00:09:53 +08:00
MrZ_26
725eb4e26f 0.8.22pre1 2020-05-23 00:05:04 +08:00
FinnTenzor
8e5f6f8b7c 在不影响newXXXPlayer逻辑的情况下调整函数体 为RemotePlayer预留位置 2020-05-21 17:09:39 +08:00
Finn
c0149d5830 Merge pull request #1 from MrZ626/master
0.8.19/20: Fantastic Global Update II
2020-05-21 16:32:44 +08:00
144 changed files with 3307 additions and 2632 deletions

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Zframework/bg.lua Normal file
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@@ -0,0 +1,303 @@
local gc=love.graphics
local int,ceil,rnd,abs=math.floor,math.ceil,math.random,math.abs
local max,min,sin,cos=math.max,math.min,math.sin,math.cos
local BG
local scr=scr
local BGvars={_G=_G,SHADER=SHADER}
local back={}
back.none={
draw=function()
gc.clear(.15,.15,.15)
end,
}
back.grey={
draw=function()
gc.clear(.3,.3,.3)
end,
}
back.glow={
init=function()
t=0
end,
update=function(dt)
t=t+dt
end,
draw=function()
local t=(sin(t*.5)+sin(t*.7)+sin(t*.9+1)+sin(t*1.5)+sin(t*2+10))*.08
gc.clear(t,t,t)
end,
}--light-dark
back.rgb={
init=function()
t=0
end,
update=function(dt)
t=t+dt
end,
draw=function()
gc.clear(
sin(t*1.2)*.15+.2,
sin(t*1.5)*.15+.2,
sin(t*1.9)*.15+.2
)
end,
}--Changing pure color
back.strap={
init=function()
t=0
end,
update=function(dt)
t=t+dt
end,
draw=function()
SHADER.strap:send("t",t*.626)
gc.setColor(.4,.626,.626)
gc.setShader(SHADER.strap)
gc.rectangle("fill",0,0,scr.w,scr.h)
gc.setShader()
end,
}--Horizonal ranbow
back.flink={
init=function()
t=0
end,
update=function(dt)
t=t+dt
end,
draw=function()
local t=.13-t%3%1.7
if t<.2 then gc.clear(t,t,t)
else gc.clear(0,0,0)
end
end,
}--flash after random time
back.aura={
init=function()
t=rnd()*3600
BG.resize(scr.w,scr.h)
end,
resize=function(w,h)
SHADER.aura:send("w",w*scr.dpi)
SHADER.aura:send("h",h*scr.dpi)
end,
update=function(dt)
t=t+dt
end,
draw=function()
SHADER.aura:send("t",t)
gc.setShader(SHADER.aura)
gc.rectangle("fill",0,0,scr.w,scr.h)
gc.setShader()
end,
}--cool liquid background
back.game1={
init=function()
t=0
BG.resize(scr.w,scr.h)
end,
resize=function(w,h)
SHADER.rainbow:send("w",w*scr.dpi)
SHADER.rainbow:send("h",h*scr.dpi)
end,
update=function(dt)
t=t+dt
end,
draw=function()
SHADER.rainbow:send("t",t)
gc.setColor(.6,.6,.6)
gc.setShader(SHADER.rainbow)
gc.rectangle("fill",0,0,scr.w,scr.h)
gc.setShader()
end,
}--Rolling rainbow
back.game2={
init=function()
t=0
BG.resize(scr.w,scr.h)
end,
resize=function(w,h)
SHADER.rainbow:send("w",w*scr.dpi)
SHADER.rainbow:send("h",h*scr.dpi)
end,
update=function(dt)
t=t+dt
end,
draw=function()
SHADER.rainbow:send("t",t)
gc.setColor(.7,.4,.4)
gc.setShader(SHADER.rainbow)
gc.rectangle("fill",0,0,scr.w,scr.h)
gc.setShader()
end,
}--Red rolling rainbow
back.game3={
init=function()
t=0
BG.resize(scr.w,scr.h)
end,
resize=function(w,h)
SHADER.rainbow:send("w",w*scr.dpi)
SHADER.rainbow:send("h",h*scr.dpi)
end,
update=function(dt)
t=t+dt
end,
draw=function()
SHADER.rainbow:send("t",t)
gc.setColor(.5,.5,.8)
gc.setShader(SHADER.rainbow)
gc.rectangle("fill",0,0,scr.w,scr.h)
gc.setShader()
end,
}--Blue rolling rainbow
back.game4={
init=function()
t=0
end,
update=function(dt)
t=t+dt
end,
draw=function()
SHADER.strap:send("t",t*1.26)
gc.setColor(.5,.626,.74)
gc.setShader(SHADER.strap)
gc.rectangle("fill",0,0,scr.w,scr.h)
gc.setShader()
end,
}--Blue strap
back.game5={
init=function()
t=0
end,
update=function(dt)
t=t+dt
end,
draw=function()
local t=2.5-t%20%6%2.5
if t<.3 then gc.clear(t,t,t)
else gc.clear(0,0,0)
end
end,
}--Lightning
local blocks=require("parts/mino")
local scs=require("parts/spinCenters")
back.game6={
init=function()
t=0
colorLib=_G.SKIN.libColor
colorSet=_G.setting.skin
miniBlock=_G.miniBlock
end,
update=function(dt)
t=t+dt
end,
draw=function()
local t=1.2-t%10%3%1.2
if t<.3 then gc.clear(t,t,t)
else gc.clear(0,0,0)
end
local R=7-int(t*.5)%7
local _=colorLib[colorSet[R]]
gc.setColor(_[1],_[2],_[3],.1)
gc.draw(miniBlock[R],640,360,t%3.1416*6,400,400,scs[R][0][2]-.5,#blocks[R][0]-scs[R][0][1]+.5)
end,
}--Fast lightning + spining tetromino
local matrixT={}for i=1,50 do matrixT[i]={}for j=1,50 do matrixT[i][j]=love.math.noise(i,j)+2 end end
back.matrix={
init=function()
t=rnd()*3600
end,
update=function(dt)
t=t+dt
end,
draw=function()
gc.scale(scr.k)
gc.clear(.15,.15,.15)
local Y=ceil(scr.h*scr.dpi/80)
for x=1,ceil(scr.w*scr.dpi/80)do
for y=1,Y do
gc.setColor(1,1,1,sin(x+matrixT[x][y]*t)*.1+.1)
gc.rectangle("fill",80*x,80*y,-80,-80)
end
end
gc.scale(1/scr.k)
end,
}
back.space={
init=function()
stars={}
W,H=scr.w+20,scr.h+20
BG.resize(scr.w,scr.h)
end,
resize=function(w,h)
local S=stars
for i=1,1260,5 do
local s=rnd(26,40)*.1
S[i]=s*scr.k --size
S[i+1]=rnd(W)-10 --x
S[i+2]=rnd(H)-10 --y
S[i+3]=(rnd()-.5)*.01*s --vx
S[i+4]=(rnd()-.5)*.01*s --vy
end--800 var
end,
update=function(dt)
local S=stars
for i=1,1260,5 do
S[i+1]=(S[i+1]+S[i+3])%W
S[i+2]=(S[i+2]+S[i+4])%H
end--star moving
end,
draw=function()
gc.clear(.2,.2,.2)
if not stars[1]then return end
gc.translate(-10,-10)
gc.setColor(.8,.8,.8)
for i=1,1260,5 do
local s=stars
local x,y=s[i+1],s[i+2]
s=s[i]
gc.rectangle("fill",x,y,s,s)
end
gc.translate(10,10)
end,
discard=function()
stars={}
end,
}
for _,bg in next,back do
if not bg.init then bg.init= NULL end setfenv(bg.init ,BGvars)
if not bg.resize then bg.resize= NULL end setfenv(bg.resize ,BGvars)
if not bg.update then bg.update= NULL end setfenv(bg.update ,BGvars)
if not bg.discard then bg.discard=NULL end setfenv(bg.discard ,BGvars)
if not bg.draw then bg.draw= NULL end setfenv(bg.draw ,BGvars)
end--make BG vars invisible
BG={
cur="none",
resize=NULL,
update=NULL,
draw=back.none.draw,
}
function BG.set(bg)
if bg==BG.cur or not setting.bg then return end
if BG.discard then
BG.discard()
collectgarbage()
end
BG.cur=bg
bg=back[bg]
BG.init=bg.init or NULL
BG.resize=bg.resize or NULL
BG.update=bg.update or NULL
BG.discard=bg.discard or NULL
BG.draw=bg.draw or NULL
BG.init()
end
return BG

89
Zframework/bgm.lua Normal file
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@@ -0,0 +1,89 @@
local min=math.min
local rem=table.remove
local function fadeOut(id)
local src=BGM.list[id]
local v=src:getVolume()-.025*setting.bgm*.1
src:setVolume(v>0 and v or 0)
if v<=0 then
src:stop()
return true
end
end
local function fadeIn(id)
local src=BGM.list[id]
local v=min(src:getVolume()+.025*setting.bgm*.1,setting.bgm*.1)
src:setVolume(v)
if v>=setting.bgm*.1 then return true end
end
local BGM={
--nowPlay=[str:playing ID]
--suspend=[str:pausing ID]
--playing=[src:playing SRC]
}
BGM.list={
"blank","way","race","newera","push","reason","infinite",
"secret7th","secret8th",
"shining terminal","oxygen","distortion","far",
"rockblock","cruelty","final","8-bit happiness","end",
"how feeling",
}
BGM.len=#BGM.list
function BGM.loadOne(N)
N=BGM.list[N]
local file="/BGM/"..N..".ogg"
if love.filesystem.getInfo(file)then
BGM.list[N]=love.audio.newSource(file,"stream")
BGM.list[N]:setLooping(true)
BGM.list[N]:setVolume(0)
end
end
function BGM.loadAll()
for i=1,#BGM.list do
BGM.loadOne(i)
end
end
function BGM.play(s)
if setting.bgm==0 then
BGM.playing=BGM.list[s]
BGM.suspend,BGM.nowPlay=s
return
elseif not s or not BGM.list[s]then
return
end
if BGM.nowPlay~=s then
if BGM.nowPlay then TASK.new(fadeOut,BGM.nowPlay)end
TASK.changeCode(fadeIn,fadeOut)
TASK.removeTask_data(s)
BGM.nowPlay,BGM.suspend=s
TASK.new(fadeIn,s)
BGM.playing=BGM.list[s]
BGM.playing:play()
end
end
function BGM.freshVolume()
if BGM.playing then
local v=setting.bgm*.1
if v>0 then
BGM.playing:setVolume(v)
if BGM.suspend then
BGM.playing:play()
BGM.nowPlay,BGM.suspend=BGM.suspend
end
else
BGM.playing:setVolume(0)
BGM.playing:pause()
BGM.suspend,BGM.nowPlay=BGM.nowPlay
end
end
end
function BGM.stop()
if BGM.nowPlay then
TASK.new(fadeOut,BGM.nowPlay)
end
TASK.changeCode(fadeIn,fadeOut)
BGM.playing,BGM.nowPlay=nil
end
return BGM

View File

@@ -15,7 +15,7 @@ local function splitS(s,sep)
return t
end
local tabs={
[0]="",
[0]="",
"\t",
"\t\t",
"\t\t\t",
@@ -39,16 +39,21 @@ local function dumpTable(L,t)
else
k="["..k.."]="
end
elseif T=="string"then k=k.."="
elseif T=="string"then
if find(k,"[^0-9a-zA-Z_]")then
k="[\""..k.."\"]="
else
k=k.."="
end
elseif T=="boolean"then k="["..k.."]="
else error("Error key type!")
else assert(false,"Error key type!")
end
T=type(v)
if T=="number"then v=tostring(v)
elseif T=="string"then v="\""..v.."\""
elseif T=="table"then v=dumpTable(v,t+1)
elseif T=="boolean"then v=tostring(v)
else error("Error data type!")
else assert(false,"Error data type!")
end
s=s..tabs[t]..k..v..",\n"
end
@@ -68,7 +73,7 @@ end
local files={
data= fs.newFile("data.dat"),
setting=fs.newFile("setting.dat"),
setting=fs.newFile("settings.dat"),
VK= fs.newFile("virtualkey.dat"),
keyMap= fs.newFile("key.dat"),
unlock= fs.newFile("unlock.dat"),
@@ -136,82 +141,6 @@ function File.loadData()
if s then
setfenv(s,{})
local S=s()
if not S.version or S.version=="Alpha V0.8.15"then
S.clear_S={S.clear_1,S.clear_2,S.clear_3,S.clear_4}
S.clear={{},{},{},{},{},{},{}}
local A,B,C,D=int(S.clear_1/7),int(S.clear_2/7),int(S.clear_3/7),S.clear_4
for i=1,7 do
S.clear[i][1]=A
S.clear[i][2]=B
S.clear[i][3]=C
S.clear[i][4]=0
end
S.clear[7][4]=D
for i=1,S.clear_1%7 do S.clear[i][1]=S.clear[i][1]+1 end
for i=1,S.clear_2%7 do S.clear[i][2]=S.clear[i][2]+1 end
for i=1,S.clear_3%7 do S.clear[i][3]=S.clear[i][3]+1 end
S.clear_B={}
for i=1,7 do
S.clear_B[i]=S.clear[i][1]+S.clear[i][2]+S.clear[i][3]+S.clear[i][4]
end
S.spin_S={S.spin_0,S.spin_1,S.spin_2,S.spin_3}
S.spin={{},{},{},{},{},{},{}}
A,B,C,D=int(S.spin_0/7),int(S.spin_1/7),int(S.spin_2/7),int(S.spin_3/7)
for i=1,7 do
S.spin[i][1]=A
S.spin[i][2]=B
S.spin[i][3]=C
S.spin[i][4]=D
end
for i=1,S.spin_0%7 do S.spin[i][1]=S.spin[i][1]+1 end
for i=1,S.spin_1%7 do S.spin[i][2]=S.spin[i][2]+1 end
for i=1,S.spin_2%7 do S.spin[i][3]=S.spin[i][3]+1 end
for i=1,S.spin_3%7 do S.spin[i][4]=S.spin[i][4]+1 end
S.spin_B={}
for i=1,7 do
S.spin_B[i]=S.spin[i][1]+S.spin[i][2]+S.spin[i][3]+S.spin[i][4]
end
S.hpc=S.c
elseif S.version=="Alpha V0.8.16"then
for i=1,6 do
S.clear[7][4]=S.clear[7][4]+S.clear[i][4]
S.clear[i][4]=0
end
end
if not S.clear_B[8]then
for i=1,7 do
S.clear[i][5]=0
S.spin[i][5]=0
end
for i=8,25 do
S.clear[i]={0,0,0,0,0}
S.spin[i]={0,0,0,0,0}
S.spin_B[i]=0
S.clear_B[i]=0
end
S.spin_S[5]=0
S.clear_S[5]=0
end
if S.version=="Alpha V0.8.16"or S.version=="Alpha V0.8.17"or S.version=="Alpha V0.8.18"then
setting.skin[3],setting.skin[4]=setting.skin[4],setting.skin[3]
end
if S.version=="Alpha V0.8.18"or S.version=="Alpha V0.8.19"then
S.clear[3],S.clear[4]=S.clear[4],S.clear[3]
S.spin[3],S.spin[4]=S.spin[4],S.spin[3]
S.clear_B[3],S.clear_B[4]=S.clear_B[4],S.clear_B[3]
S.spin_B[3],S.spin_B[4]=S.spin_B[4],S.spin_B[3]
end
if #modeRanks==76 then
for i=1,4 do
table.remove(modeRanks)
end
end
if S.version~=gameVersion then
S.version=gameVersion
TEXT.show(text.newVersion,640,200,30,"fly",.3)
end
addToTable(S,stat)
end
end

View File

@@ -17,8 +17,7 @@ local IMG={
miyaF3="miya/f3.png",
miyaF4="miya/f4.png",
gameBG1="BG/bg1.png",
gameBG2="BG/bg2.png",
electric="mess/electric.png",
}
local list={}
local count=0

View File

@@ -1,13 +1,30 @@
require("Zframework/toolfunc")
color= require("Zframework/color")
SHADER= require("Zframework/shader")
VIB= require("Zframework/vib")
SFX= require("Zframework/sfx")
sysFX= require("Zframework/sysFX")
BG= require("Zframework/bg")
BGM= require("Zframework/bgm")
VOC= require("Zframework/voice")
LANG= require("Zframework/languages")
FILE= require("Zframework/file")
TEXT= require("Zframework/text")
TASK= require("Zframework/task")
IMG= require("Zframework/img")
WIDGET= require("Zframework/widget")
Widgets=require("Zframework/widgetList")
LIGHT= require("Zframework/light")
SCN= require("Zframework/scene")
local Tmr=require("Zframework/timer")
local Pnt=require("Zframework/paint")
local ms,kb,tc=love.mouse,love.keyboard,love.touch
local gc,sys=love.graphics,love.system
local Timer=love.timer.getTime
local int,rnd,max,min=math.floor,math.random,math.max,math.min
local abs=math.abs
local rem=table.remove
kb.setKeyRepeat(true)
kb.setTextInput(false)
ms.setVisible(false)
local ins,rem=table.insert,table.remove
local scr=scr
local xOy=love.math.newTransform()
@@ -17,10 +34,6 @@ local touchDist=nil
joysticks={}
local devMode
players={alive={},human=0}
local Tmr=require("timer")
local Pnt=require("paint")
local infoCanvas=gc.newCanvas(108,27)
local function updatePowerInfo()
@@ -115,13 +128,15 @@ local keyDown,keyUp={},{}
local gamepadDown,gamepadUp={},{}
function keyDown.load(k)
if k=="s"then
if k=="a"then
sceneTemp.skip=true
elseif k=="s"then
marking=nil
sceneTemp.skip=true
end
end
function touchDown.load()
if #tc.getTouches()>2 then
function touchDown.load(id,x,y)
if #tc.getTouches()==2 then
sceneTemp.skip=true
end
end
@@ -131,21 +146,18 @@ function mouseDown.intro(x,y,k)
VOC.play("bye")
SCN.back()
else
SCN.push()
SCN.swapTo("main")
SCN.goto("main")
end
end
function touchDown.intro(id,x,y)
SCN.push()
SCN.swapTo("main")
SCN.goto("main")
end
function keyDown.intro(key)
if key=="escape"then
VOC.play("bye")
SCN.back()
else
SCN.push()
SCN.swapTo("main")
SCN.goto("main")
end
end
@@ -153,17 +165,15 @@ local function onMode(x,y)
local cam=mapCam
x=(cam.x1-640+x)/cam.k1
y=(cam.y1-360+y)/cam.k1
local MM,R=modes,modeRanks
for _=1,#MM do
if R[_]then
local M=MM[_]
for name,M in next,Modes do
if modeRanks[name]then
local s=M.size
if M.shape==1 then
if x>M.x-s and x<M.x+s and y>M.y-s and y<M.y+s then return _ end
if x>M.x-s and x<M.x+s and y>M.y-s and y<M.y+s then return name end
elseif M.shape==2 then
if abs(x-M.x)+abs(y-M.y)<s then return _ end
if abs(x-M.x)+abs(y-M.y)<s then return name end
elseif M.shape==3 then
if(x-M.x)^2+(y-M.y)^2<s^2 then return _ end
if(x-M.x)^2+(y-M.y)^2<s^2 then return name end
end
end
end
@@ -193,20 +203,22 @@ end
function mouseClick.mode(x,y,k)
local cam=mapCam
local _=cam.sel
if not cam.sel or x<920 then
local __=onMode(x,y)
if _~=__ then
if __ then
if not _ or x<920 then
local SEL=onMode(x,y)
if _~=SEL then
if SEL then
SFX.play("click")
cam.moving=true
_=modes[__]
_=Modes[SEL]
cam.x=_.x*cam.k+180
cam.y=_.y*cam.k
cam.sel=__
cam.sel=SEL
else
cam.sel=nil
cam.x=cam.x-180
end
elseif _ then
loadGame(_)
end
end
cam.keyCtrl=false
@@ -244,11 +256,9 @@ function keyDown.mode(key)
else
SCN.back()
end
elseif mapCam.sel==71 or mapCam.sel==72 then
if key=="q"then
SCN.push()SCN.swapTo("draw")
elseif key=="e"then
SCN.push()SCN.swapTo("custom")
elseif mapCam.sel=="custom_clear" or mapCam.sel=="custom_puzzle" then
if key=="e"then
SCN.goto("custom")
end
end
end
@@ -304,6 +314,8 @@ function keyDown.custom(key)
elseif sel==13 then
BGM.play(customRange.bgm[customSel[sel]])
end
elseif key=="q"then
SCN.goto("sequence")
elseif #key==1 then
local T=tonumber(key)
if T and T>=1 and T<=5 then
@@ -318,6 +330,54 @@ function keyDown.custom(key)
end
end
local minoKey={
["1"]=1,["2"]=2,["3"]=3,["4"]=4,["5"]=5,["6"]=6,["7"]=7,
z=1,s=2,j=3,l=4,t=5,o=6,i=7,
p=10,q=11,f=12,e=13,u=15,
v=16,w=17,x=18,r=21,y=22,n=23,h=24,
}
local minoKey2={
["1"]=8,["2"]=9,["3"]=19,["4"]=20,["5"]=14,["7"]=25,
z=8,s=9,t=14,j=19,l=20,i=25
}
function keyDown.sequence(key)
local s=sceneTemp
if type(key)=="number"then
local C=s.cur+1
ins(preBag,C,key)
s.cur=C
elseif #key==1 then
local i=(kb.isDown("lctrl","lshift","lalt","rctrl","rshift","ralt")and minoKey2 or minoKey)[key]
if i then
local C=s.cur+1
ins(preBag,C,i)
s.cur=C
end
else
if key=="left"then
if s.cur>0 then s.cur=s.cur-1 end
elseif key=="right"then
if s.cur<#preBag then s.cur=s.cur+1 end
elseif key=="backspace"then
local C=s.cur
if C>0 then
rem(preBag,C)
s.cur=C-1
end
elseif key=="escape"then
SCN.back()
elseif key=="delete"then
if sceneTemp.sure>20 then
preBag={}
sceneTemp.cur=0
sceneTemp.sure=0
else
sceneTemp.sure=50
end
end
end
end
function mouseDown.draw(x,y,k)
mouseMove.draw(x,y)
end
@@ -395,25 +455,13 @@ function keyDown.draw(key)
end
function mouseDown.setting_sound(x,y,k)
if x>780 and x<980 and y>470 and sceneTemp.jump==0 then
sceneTemp.jump=10
local t=Timer()-sceneTemp.last
local s=sceneTemp
if x>780 and x<980 and y>470 and s.jump==0 then
s.jump=10
local t=Timer()-s.last
if t>1 then
VOC.play((t<1.5 or t>15)and"doubt"or rnd()<.8 and"happy"or"egg")
sceneTemp.last=Timer()
if rnd()<.0626 then
for i=1,#modes do
local M=modes[i]
for i=1,#M.unlock do
local m=M.unlock[i]
if not modeRanks[m]then
modeRanks[m]=modes[m].score and 0 or 6
end
end
end
FILE.saveUnlock()
TEXT.show("DEVMODE:UNLOCKALL",640,360,50,"stretch",.6)
end
s.last=Timer()
end
end
end
@@ -532,8 +580,7 @@ function keyDown.pause(key)
elseif key=="escape"then
resumeGame()
elseif key=="s"then
SCN.push()
SCN.swapTo("setting_sound")
SCN.goto("setting_sound")
elseif key=="r"then
TASK.clear("play")
mergeStat(stat,players[1].stat)
@@ -669,6 +716,66 @@ function touchDown.help(id,x,y)
sceneTemp.pw=pw
end
function keyDown.staff(key,RESET)
if key=="escape"then
SCN.back()
elseif key=="\122"then
if RESET or kb.isDown("\109")and kb.isDown("\114")then
sceneTemp.ct=sceneTemp.ct+1
if sceneTemp.ct==5 then
TEXT.show("What are you up to?",640,200,40,"appear",.5)
elseif sceneTemp.ct==10 then
TEXT.show("Stop what you are doing.",640,200,40,"flicker",.5)
elseif sceneTemp.ct==16 then
TEXT.show("RESET ALL DATA?",640,200,40,"appear",.3,.2)
elseif sceneTemp.ct==20 then
TEXT.show("SURE?????",640,200,40,"beat",.3,.2)
elseif sceneTemp.ct==26 then
local L=love.filesystem.getDirectoryItems("")
for i=1,#L do
local s=L[i]
if s:sub(-4)==".dat"then
love.filesystem.remove(s)
end
end
SFX.play("lock")
SFX.play("clear_4")
SFX.play("finesseError_long")
SCN.back()
TEXT.clear()
end
sceneTemp.v=-6.26
marking=nil
SFX.play("reach")
end
end
end
function touchDown.staff(id,x,y)
if #tc.getTouches()==5 then
keyDown.staff('\122',true)
end
end
function keyDown.stat(key)
if key=="u"and kb.isDown("lshift","rshift")then
touchDown.stat()
end
end
function touchDown.stat(id,x,y)
local s=sceneTemp
s.count=s.count+1
if rnd()<.0626 and s.count>26 then
for name,M in next,Modes do
if not modeRanks[name]then
modeRanks[name]=M.score and 0 or 6
end
end
FILE.saveUnlock()
TEXT.show("DEV:\85\78\76\79\67\75\65\76\76",640,360,60,"stretch",.6)
SFX.play("clear_4")
end
end
function wheelMoved.history(x,y)
wheelScroll(y)
end
@@ -800,16 +907,11 @@ function love.keypressed(i)
local W=WIDGET.sel
if W then W:getInfo()end
elseif i=="f3"then
error("Techmino:挂了")
assert(false,"Techmino:挂了")
elseif i=="e"then
for k,v in next,_G do
print(k,v)
end
elseif i=="\122"then
if kb.isDown("\109")and kb.isDown("\114")then
marking=nil
SFX.play("reach")
end
elseif WIDGET.sel then
local W=WIDGET.sel
if i=="left"then W.x=W.x-10
@@ -901,9 +1003,10 @@ function love.lowmemory()
collectgarbage()
end
function love.resize(w,h)
love.timer.sleep(.26)
scr.w,scr.h,scr.r=w,h,h/w
scr.w,scr.h=w,h
scr.r=h/w
scr.rad=(w^2+h^2)^.5
scr.dpi=gc.getDPIScale()
if scr.r>=.5625 then
scr.k=w/1280
scr.x,scr.y=0,(h-w*9/16)*.5
@@ -913,9 +1016,16 @@ function love.resize(w,h)
end
xOy=xOy:setTransformation(w*.5,h*.5,nil,scr.k,nil,640,360)
BG.resize(w,h)
SHADER.warning:send("w",w*scr.dpi)
SHADER.warning:send("h",h*scr.dpi)
end
function love.focus(f)
if SCN.cur=="play"and not f and setting.autoPause then pauseGame()end
if f then
TASK.new(TICK.autoResize,{0})
elseif SCN.cur=="play"and setting.autoPause then
pauseGame()
end
end
local scs={1,2,1,2,1,2,1,2,1,2,1.5,1.5,.5,2.5}
local devColor={
@@ -938,6 +1048,7 @@ function love.run()
SCN.init("load")--Scene Launch
marking=true
return function()
local _
--EVENT
PUMP()
for N,a,b,c,d,e in POLL()do
@@ -948,6 +1059,7 @@ function love.run()
return 1
end
end
--UPDATE
STEP()local dt=GETDelta()
TASK.update()
@@ -955,7 +1067,7 @@ function love.run()
BG.update(dt)
sysFX.update(dt)
TEXT.update()
local _=Tmr[SCN.cur]if _ then _(dt)end--Scene Updater
_=Tmr[SCN.cur]if _ then _(dt)end--Scene Updater
if SCN.swapping then SCN.swapUpdate()end--Scene swapping animation
WIDGET.update()--Widgets animation
@@ -1019,76 +1131,11 @@ function love.run()
if Timer()-lastFrame<.058 then WAIT(.01)end
while Timer()-lastFrame<.0159 do WAIT(.001)end
--FRESH POWER
--FRESH POWERINFO
lastFrame=Timer()
if Timer()-lastFreshPow>3 and setting.powerInfo and SCN.cur~="load"then
updatePowerInfo()
lastFreshPow=Timer()
end
end
end
function love.errorhandler(msg)
local PUMP,POLL=love.event.pump,love.event.poll
love.mouse.setVisible(true)
love.audio.stop()
local err={"Error:"..msg}
local trace=debug.traceback("",2)
local c=2
for l in string.gmatch(trace,"(.-)\n")do
if c>2 then
if not string.find(l,"boot")then
err[c]=string.gsub(l,"^\t*","")
c=c+1
end
else
err[2]="Traceback"
c=3
end
end
print(table.concat(err,"\n"),1,c-2)
gc.reset()
local CAP
local function _(_)CAP=gc.newImage(_)end
gc.captureScreenshot(_)
gc.present()
setting.sfx=setting.voc--only for error "voice" played with voice volume,not saved
if SFX.list.error then SFX.play("error",.8)end
local BGcolor=rnd()>.026 and{.3,.5,.9},{.62,.3,.926}
local needDraw=true
return function()
PUMP()
for E,a,b,c,d,e in POLL()do
if E=="quit"or a=="escape"then
destroyPlayers()
return 1
elseif E=="resize"then
love.resize(a,b)
needDraw=true
elseif E=="focus"then
needDraw=true
end
end
if needDraw then
gc.discard()
gc.clear(BGcolor)
gc.setColor(1,1,1)
gc.push("transform")
gc.replaceTransform(xOy)
gc.draw(CAP,100,365,nil,512/CAP:getWidth(),288/CAP:getHeight())
setFont(120)gc.print(":(",100,40)
setFont(38)gc.printf(text.errorMsg,100,200,1280-100)
setFont(20)
gc.print(system.."-"..gameVersion,100,660)
gc.print("scene:"..SCN.cur,400,660)
gc.printf(err[1],626,360,1260-626)
gc.print("TRACEBACK",626,426)
for i=4,#err-2 do
gc.print(err[i],626,370+20*i)
end
gc.pop()
gc.present()
needDraw=false
end
love.timer.sleep(.2)
end
end

File diff suppressed because it is too large Load Diff

View File

@@ -3,8 +3,8 @@
--https://github.com/mattdesl/lwjgl-basics/wiki/2D-Pixel-Perfect-Shadows
local gc=love.graphics
local C=gc.clear
local shadowMapShader=gc.newShader("shader/shadowMap.cs")--Shader for caculating the 1D shadow map.
local lightRenderShader=gc.newShader("shader/lightRender.cs")--Shader for rendering blurred lights and shadows.
local shadowMapShader=gc.newShader("Zframework/shader/shadowMap.glsl")--Shader for caculating the 1D shadow map.
local lightRenderShader=gc.newShader("Zframework/shader/lightRender.glsl")--Shader for rendering blurred lights and shadows.
local Lights={}--Lightsource objects
local function move(L,x,y)
L.x,L.y=x,y

View File

@@ -54,7 +54,7 @@ local function VirtualkeyPreview()
local c=sceneTemp.sel==i and .6 or 1
gc.setColor(c,1,c,setting.VKAlpha*.1)
gc.setLineWidth(B.r*.07)
gc.circle("line",B.x,B.y,B.r)
gc.circle("line",B.x,B.y,B.r,10)
if setting.VKIcon then gc.draw(VKIcon[i],B.x,B.y,nil,B.r*.025,nil,18,18)end
end
end
@@ -152,61 +152,60 @@ function Pnt.mode()
gc.scale(cam.zoomK)
gc.translate(-cam.x1,-cam.y1)
gc.scale(cam.k1)
local MM=modes
local R=modeRanks
local sel=cam.sel
setFont(30)
for _=1,#MM do
local M=MM[_]
if R[_]then
gc.setLineWidth(8)
gc.setColor(1,1,1,.2)
gc.setLineWidth(8)
gc.setColor(1,1,1,.2)
for name,M in next,Modes do
if R[name]then
for _=1,#M.unlock do
local m=M.unlock[_]
m=MM[m]
local m=Modes[M.unlock[_]]
gc.line(M.x,M.y,m.x,m.y)
end
end
end--lines connecting modes
for name,M in next,Modes do
if R[name]then
local S=M.size
local d=((M.x-(cam.x1+(sel and -180 or 0))/cam.k1)^2+(M.y-cam.y1/cam.k1)^2)^.55
if d<500 then S=S*(1.25-d*0.0005) end
local c=modeRankColor[modeRanks[M.id]]
local c=modeRankColor[R[M.name]]
if c then
gc.setColor(c)
else
c=.5+sin(Timer()*6.26-_)*.2
c=.5+sin(Timer()*6.26)*.2
S=S*(.9+c*.4)
gc.setColor(c,c,c)
end
if M.shape==1 then--Rectangle
gc.rectangle("fill",M.x-S,M.y-S,2*S,2*S)
if sel==_ then
if sel==name then
gc.setColor(1,1,1)
gc.setLineWidth(10)
gc.rectangle("line",M.x-S+5,M.y-S+5,2*S-10,2*S-10)
end
elseif M.shape==2 then--diamond
gc.circle("fill",M.x,M.y,S+5,4)
if sel==_ then
if sel==name then
gc.setColor(1,1,1)
gc.setLineWidth(10)
gc.circle("line",M.x,M.y,S+5,4)
end
elseif M.shape==3 then--Octagon
gc.circle("fill",M.x,M.y,S,8)
if sel==_ then
if sel==name then
gc.setColor(1,1,1)
gc.setLineWidth(10)
gc.circle("line",M.x,M.y,S,8)
end
end
_=drawableText[rankString[modeRanks[M.id]]]
if _ then
local dx,dy=6.26*sin(Timer()*1.26+M.id),12.6*sin(Timer()+M.id)
gc.setColor(0,0,0,.5)
mDraw(_,M.x+dx*1.5,M.y+dy*1.5)
gc.setColor(1,1,1,.8)
mDraw(_,M.x+dx,M.y+dy)
name=drawableText[rankString[R[M.name]]]
if name then
gc.setColor(0,0,0,.26)
mDraw(name,M.x,M.y)
end
--[[
if M.icon then
@@ -226,7 +225,7 @@ function Pnt.mode()
end
gc.pop()
if sel then
local M=MM[sel]
local M=Modes[sel]
local lang=setting.lang
gc.setColor(.7,.7,.7,.5)
gc.rectangle("fill",920,0,360,720)--Info board
@@ -295,21 +294,59 @@ function Pnt.music()
end
function Pnt.custom()
gc.setColor(1,1,1,.3+sin(Timer()*8)*.2)
gc.rectangle("fill",25,95+40*sceneTemp,480,40)
gc.setColor(.7,.7,.7)gc.draw(drawableText.custom,20,20)
gc.setColor(1,1,1)gc.draw(drawableText.custom,22,23)
gc.rectangle("fill",100,115+40*sceneTemp,570,40)
gc.setColor(.7,.7,.7)gc.draw(drawableText.custom,360,20)
gc.setColor(1,1,1)gc.draw(drawableText.custom,362,23)
setFont(35)
for i=1,#customID do
local k=customID[i]
local y=90+40*i
gc.printf(text.customOption[k],15,y,320,"right")
local y=110+40*i
gc.printf(text.customOption[k],100,y,320,"right")
if text.customVal[k]then
gc.print(text.customVal[k][customSel[i]],335,y)
gc.print(text.customVal[k][customSel[i]],440,y)
else
gc.print(customRange[k][customSel[i]],335,y)
gc.print(customRange[k][customSel[i]],440,y)
end
end
end
function Pnt.sequence()
local s=sceneTemp
gc.setColor(.7,.7,.7)gc.draw(drawableText.sequence,120,-15)
gc.setColor(1,1,1)gc.draw(drawableText.sequence,122,-12)
gc.setLineWidth(4)
gc.rectangle("line",100,100,1080,260)
setFont(30)
local bag=preBag
local len=#bag
setFont(40)
gc.print(len,120,300)
local L=miniBlock
local x,y=120,126
local cx,cy=120,126
for i=1,len do
local B=miniBlock[bag[i]]
gc.draw(B,x,y,nil,15,15,0,B:getHeight()*.5)
x=x+B:getWidth()*15+10
if x>1126 then
x,y=120,y+50
end
if i==s.cur then
cx,cy=x,y
end
end
gc.setColor(.5,1,.5,.6+.4*sin(Timer()*6.26))
gc.line(cx-5,cy-20,cx-5,cy+20)
--Confirm reset
if s.sure>0 then
gc.setColor(1,1,1,s.sure*.02)
gc.draw(drawableText.question,1035,570)
end
end
function Pnt.draw()
local sx,sy=sceneTemp.x,sceneTemp.y
gc.translate(200,60)
@@ -335,6 +372,8 @@ function Pnt.draw()
gc.rectangle("line",30*sx-30,600-30*sy,30,30)
end
gc.translate(-200,-60)
--Pen
local pen=sceneTemp.pen
if pen>0 then
gc.setLineWidth(13)
@@ -346,10 +385,14 @@ function Pnt.draw()
gc.line(575,470,625,520)
gc.line(575,520,625,470)
end
--Confirm reset
if sceneTemp.sure>0 then
gc.setColor(1,1,1,sceneTemp.sure*.02)
gc.draw(drawableText.question,1040,430)
end
--Block name
setFont(40)
local _
for i=1,7 do
@@ -359,6 +402,12 @@ function Pnt.draw()
end
end
function Pnt.play()
if marking then
setFont(26)
local t=Timer()
gc.setColor(1,1,1,.2+.1*(sin(3*t)+sin(2.6*t)))
mStr(text.marking,190,60+26*sin(t))
end
for p=1,#players do
players[p]:draw()
end
@@ -416,13 +465,27 @@ function Pnt.play()
end
end
end
--Mode info
gc.setColor(1,1,1,.8)
gc.draw(drawableText.modeName,485,10)
gc.draw(drawableText.levelName,511+drawableText.modeName:getWidth(),10)
--Danger
gc.push("transform")
gc.origin()
if restartCount>0 then
gc.setColor(0,0,0,restartCount*.05)
gc.push("transform")
gc.origin()
gc.rectangle("fill",0,0,scr.w,scr.h)
gc.pop()
gc.rectangle("fill",0,0,scr.w*scr.dpi,scr.h*scr.dpi)
end
if game.warnLVL>0 then
gc.setColor(0,0,0,0)
SHADER.warning:send("level",game.warnLVL)
gc.setShader(SHADER.warning)
gc.rectangle("fill",0,0,scr.w,scr.h)
gc.setShader()
end
gc.pop()
end
local hexList={1,0,.5,1.732*.5,-.5,1.732*.5}for i=1,6 do hexList[i]=hexList[i]*150 end
local textPos={90,131,-90,131,-200,-25,-90,-181,90,-181,200,-25}
@@ -438,7 +501,7 @@ function Pnt.pause()
gc.setColor(.15,.15,.15,_)
gc.push("transform")
gc.origin()
gc.rectangle("fill",0,0,scr.w,scr.h)
gc.rectangle("fill",0,0,scr.w*scr.dpi,scr.h*scr.dpi)
gc.pop()
--Pause Info
@@ -460,7 +523,7 @@ function Pnt.pause()
mText(game.result and drawableText[game.result]or drawableText.pause,640,50-10*(5-sceneTemp.timer*.1)^1.5)
--Infos
if frame>180 then
if game.frame>180 then
_=S.list
setFont(26)
for i=1,10 do
@@ -470,7 +533,7 @@ function Pnt.pause()
end
--Radar Chart
if T>.5 and frame>180 then
if T>.5 and game.frame>180 then
T=T*2-1
gc.setLineWidth(2)
gc.push("transform")
@@ -667,7 +730,7 @@ function Pnt.help()
setFont(20)
gc.setColor(1,1,1)
for i=1,#text.help do
gc.printf(text.help[i],150,30*i-10,1000,"center")
gc.printf(text.help[i],150,35*i+40,1000,"center")
end
setFont(19)
gc.print(text.used,30,330)
@@ -684,6 +747,21 @@ function Pnt.help()
mStr(text.support,150+sin(Timer()*4)*20,283)
mStr(text.support,1138-sin(Timer()*4)*20,270)
end
function Pnt.staff()
local L=text.staff
local t=sceneTemp.time
if t>0 then
setFont(40)
for i=1,#L do
mStr(L[i],640,800+80*i-t*40)
end
mDraw(IMG.coloredTitleImage,640,800-t*40,nil,2)
mDraw(IMG.coloredTitleImage,640,2160-t*40,nil,2)
else
setFont(60)
mStr("Don't tell this to anyone.",640,-100-t*40)
end
end
function Pnt.stat()
local chart=sceneTemp.chart
setFont(24)

358
Zframework/scene.lua Normal file
View File

@@ -0,0 +1,358 @@
local gc=love.graphics
local int,log=math.floor,math.log
local sin,cos=math.sin,math.cos
local max,format=math.max,string.format
local scr=scr
local SCN={
cur="load",--Current scene
swapping=false,--ifSwapping
swap={
tar=nil, --Swapping target
style=nil, --Swapping style
mid=nil, --Loading point
time=nil, --Full swap time
draw=nil, --Swap draw func
},
seq={"quit","slowFade"},--Back sequence
}--scene datas,returned
local sceneInit={}
sceneInit.quit=love.event.quit
function sceneInit.load()
sceneTemp={
phase=1,--Loading stage
cur=1,--Counter
tar=#VOC.name,--Loading bar lenth(current)
tip=require("parts/getTip"),
list={
#VOC.name,
#BGM.list,
#SFX.list,
IMG.getCount(),
#Modes,
1,
},
skip=false,--if skipping
}
end
function sceneInit.intro()
BG.set("space")
sceneTemp=0--animation timer
BGM.play("blank")
end
function sceneInit.main()
BG.set("space")
BGM.play("blank")
destroyPlayers()
modeEnv={}
if not players[1]then
PLY.newDemoPlayer(1,900,35,1.1)
end--create demo player
end
function sceneInit.music()
if BGM.nowPlay then
for i=1,BGM.len do
if BGM.list[i]==BGM.nowPlay then
sceneTemp=i--music select
return
end
end
else
sceneTemp=1
end
end
function sceneInit.mode(org)
BG.set("space")
BGM.play("blank")
destroyPlayers()
local cam=mapCam
cam.zoomK=org=="main"and 5 or 1
if cam.sel then
local M=Modes[cam.sel]
cam.x,cam.y=M.x*cam.k+180,M.y*cam.k
cam.x1,cam.y1=cam.x,cam.y
end
end
function sceneInit.custom()
sceneTemp=1--option select
destroyPlayers()
BG.set(customRange.bg[customSel[12]])
BGM.play(customRange.bgm[customSel[13]])
end
function sceneInit.sequence()
sceneTemp={cur=#preBag,sure=0}
end
function sceneInit.draw()
BG.set("space")
sceneTemp={
sure=0,
pen=1,
x=1,y=1,
demo=false,
}
end
function sceneInit.play()
love.keyboard.setKeyRepeat(false)
restartCount=0
if needResetGameData then
resetGameData()
needResetGameData=nil
end
BG.set(modeEnv.bg)
end
function sceneInit.pause(org)
if
org=="setting_game"or
org=="setting_video"or
org=="setting_sound"
then
TEXT.show(text.needRestart,640,440,50,"fly",.6)
end
local S=players[1].stat
sceneTemp={
timer=org=="play"and 0 or 50,
list={
toTime(S.time),
S.key.."/"..S.rotate.."/"..S.hold,
format("%d %.2fPPS",S.piece,S.piece/S.time),
format("%d(%d) %.2fLPM",S.row,S.dig,S.row/S.time*60),
format("%d(%d)",S.atk,S.digatk),
format("%d(%d-%d)",S.pend,S.recv,S.recv-S.pend),
format("%d/%d/%d/%d",S.clears[1],S.clears[2],S.clears[3],S.clears[4]),
format("(%d)/%d/%d/%d",S.spins[1],S.spins[2],S.spins[3],S.spins[4]),
format("%d(+%d)/%d(%d)",S.b2b,S.b3b,S.pc,S.hpc),
format("%d[%.2f%%]",S.extraPiece,100*max(1-S.extraRate/S.piece,0)),
},
--from right-down, 60 degree each
radar={
(S.off+S.dig)/S.time*60,--DefPM
(S.off)/S.time*60, --OffPM
S.atk/S.time*60, --AtkPM
S.send/S.time*60, --SendPM
S.piece/S.time*24, --LinePM
S.dig/S.time*60, --DigPM
},
val={1/80,1/40,1/60,1/60,1/100,1/40},
timing=org=="play",
}
local _=sceneTemp
local A,B=_.radar,_.val
for i=1,6 do
B[i]=B[i]*A[i]if B[i]>1.26 then B[i]=1.26+(B[i]-1.26)*.26 end
end--normalize vals
for i=1,6 do
A[i]=format("%.2f",A[i])..text.radarData[i]
end
local f=1
for i=1,6 do
if B[i]>.5 then f=2 end
if B[i]>1 then f=3 break end
end
if f==1 then _.color,f={.4,.9,.5},1.25 --Vegetable
elseif f==2 then _.color,f={.4,.7,.9},1 --Normal
elseif f==3 then _.color,f={1,.3,.3},.626 --Diao
end
A={
120*.5*f, 120*3^.5*.5*f,
120*-.5*f, 120*3^.5*.5*f,
120*-1*f, 120*0*f,
120*-.5*f, 120*-3^.5*.5*f,
120*.5*f, 120*-3^.5*.5*f,
120*1*f, 120*0*f,
}
_.scale=f
_.standard=A
for i=6,1,-1 do
B[2*i-1],B[2*i]=B[i]*A[2*i-1],B[i]*A[2*i]
end
_.val=B
end
function sceneInit.setting_game()
BG.set("space")
end
function sceneInit.setting_video()
BG.set("space")
end
function sceneInit.setting_sound()
sceneTemp={last=0,jump=0}--last sound time,animation count(10 to 0)
BG.set("space")
end
function sceneInit.setting_control()
sceneTemp={
das=setting.das,
arr=setting.arr,
pos=0,
dir=1,
wait=30,
}
BG.set("strap")
end
function sceneInit.setting_key()
sceneTemp={
board=1,
kb=1,js=1,
kS=false,jS=false,
}
end
function sceneInit.setting_touch()
BG.set("game2")
sceneTemp={
default=1,
snap=1,
sel=nil,
}
end
function sceneInit.setting_touchSwitch()
BG.set("matrix")
end
function sceneInit.help()
sceneTemp={
pw=0,
}
BG.set("space")
end
function sceneInit.staff()
sceneTemp={
time=0,
v=1,
ct=0,
}
BG.set("space")
end
function sceneInit.stat()
local S=stat
local X1,X2,Y1,Y2={0,0,0,0},{0,0,0,0},{},{}
for i=1,7 do
local S,C=S.spin[i],S.clear[i]
Y1[i]=S[1]+S[2]+S[3]+S[4]
Y2[i]=C[1]+C[2]+C[3]+C[4]
for j=1,4 do
X1[j]=X1[j]+S[j]
X2[j]=X2[j]+C[j]
end
end
sceneTemp={
count=0,
chart={
A1=S.spin,A2=S.clear,
X1=X1,X2=X2,
Y1=Y1,Y2=Y2,
},
item={
S.run,
S.game,
toTime(S.time),
S.key.." "..S.rotate.." "..S.hold,
S.piece.." "..S.row.." "..int(S.atk),
S.recv.." "..S.off.." "..S.pend,
S.dig.." "..int(S.digatk),
format("%.2f %.2f",S.atk/S.row,S.digatk/S.dig),
format("%d/%.3f%%",S.extraPiece,100*max(1-S.extraRate/S.piece,0)),
S.b2b.." "..S.b3b,
S.pc.." "..S.hpc,
},
}
for i=1,11 do
sceneTemp.item[i]=text.stat[i].."\t"..sceneTemp.item[i]
end
end
function sceneInit.history()
BG.set("strap")
sceneTemp={require("parts/updateLog"),1}--scroll pos
end
function sceneInit.quit()
love.timer.sleep(.3)
love.event.quit()
end
local swap={
none={1,0,NULL},
flash={8,1,function()gc.clear(1,1,1)end},
fade={30,15,function(t)
local t=t>15 and 2-t/15 or t/15
gc.setColor(0,0,0,t)
gc.rectangle("fill",0,0,scr.w*scr.dpi,scr.h*scr.dpi)
end},
fade_togame={120,20,function(t)
local t=t>20 and (120-t)/100 or t/20
gc.setColor(0,0,0,t)
gc.rectangle("fill",0,0,scr.w*scr.dpi,scr.h*scr.dpi)
end},
slowFade={180,90,function(t)
local t=t>90 and 2-t/90 or t/90
gc.setColor(0,0,0,t)
gc.rectangle("fill",0,0,scr.w*scr.dpi,scr.h*scr.dpi)
end},
}--Scene swapping animations
local backFunc={
load=love.event.quit,
pause=function()
love.keyboard.setKeyRepeat(true)
mergeStat(stat,players[1].stat)
TASK.clear("play")
end,
setting_game= function()FILE.saveSetting()end,
setting_video= function()FILE.saveSetting()end,
setting_sound= function()FILE.saveSetting()end,
setting_touch= function()FILE.saveVK()end,
setting_key= function()FILE.saveKeyMap()end,
setting_lang= function()FILE.saveSetting()end,
}
function SCN.swapUpdate()
local S=SCN.swap
S.time=S.time-1
if S.time==S.mid then
SCN.init(S.tar,SCN.cur)
SCN.cur=S.tar
WIDGET.set(Widgets[S.tar])
collectgarbage()
--Scene swapped this moment
end
if S.time==0 then
SCN.swapping=false
end
end
function SCN.init(s,org)
if sceneInit[s]then sceneInit[s](org)end
end
function SCN.push(tar,style)
if not SCN.swapping then
local m=#SCN.seq
SCN.seq[m+1]=tar or SCN.cur
SCN.seq[m+2]=style or"fade"
end
end
function SCN.pop()
local _=SCN.seq
_[#_-1]=nil
end
function SCN.swapTo(tar,style)
local S=SCN.swap
if not SCN.swapping and tar~=SCN.cur then
SCN.swapping=true
if not style then style="fade"end
S.tar=tar
S.style=style
local swap=swap[style]
S.time=swap[1]
S.mid=swap[2]
S.draw=swap[3]
end
end
function SCN.goto(tar,style)
SCN.push()SCN.swapTo(tar,style)
end
function SCN.back()
if backFunc[SCN.cur] then backFunc[SCN.cur]()end
--func when scene end
local m=#SCN.seq
if m>0 then
SCN.swapTo(SCN.seq[m-1],SCN.seq[m])
SCN.seq[m],SCN.seq[m-1]=nil
--Poll&Back to preScene
end
end
return SCN

View File

@@ -10,6 +10,7 @@ SFX.list={
"virtualKey",
"button","swipe",
"ready","start","win","fail","collect",
"spawn_1","spawn_2","spawn_3","spawn_4","spawn_5","spawn_6","spawn_7",
"move","rotate","rotatekick","hold",
"prerotate","prehold",
"lock","drop","fall",
@@ -38,6 +39,7 @@ end
function SFX.play(s,v,pos)
if setting.sfx==0 then return end
local S=SFX.list[s]--source list
if not S then return end
local n=1
while S[n]:isPlaying()do
n=n+1

12
Zframework/shader.lua Normal file
View File

@@ -0,0 +1,12 @@
local function N(file)
return love.graphics.newShader("Zframework/shader/"..file..".glsl")
end
return{
-- glow=gc.newShader("Zframework/shader/glow.cs"),
alpha=N("alpha"),
warning=N("warning"),
rainbow=N("rainbow"),
strap=N("strap"),
aura=N("aura"),
}

View File

@@ -0,0 +1,4 @@
extern float a;
vec4 effect(vec4 color,Image text,vec2 pos,vec2 scr_pos){
return vec4(1.,1.,1.,sign(Texel(text,pos).a)*a);
}

View File

@@ -0,0 +1,42 @@
#define PI 3.1415926535897932384626
extern float w,h;
extern float t;
vec4 effect(vec4 color,Image text,vec2 pos,vec2 scr_pos){
float x=scr_pos.x/w;
float y=scr_pos.y/h;
float dx,dy;
vec3 V=vec3(0.);
dx=0.5+cos(t*3.*0.26)*0.4-x;
dy=0.5-sin(t*3.*0.62)*0.4-y;
dx=sqrt(dx*dx+dy*dy);
V.r=V.r+smoothstep(1.26,0.,dx);
dx=(0.5+cos(t*3.*0.32)*0.4)-x;
dy=(0.5-sin(t*3.*0.80)*0.4)-y;
dx=sqrt(dx*dx+dy*dy);
V.g=V.g+smoothstep(1.26,0.,dx);
dx=(0.5-cos(t*3.*0.49)*0.4)-x;
dy=(0.5+sin(t*3.*0.18)*0.4)-y;
dx=sqrt(dx*dx+dy*dy);
V.b=V.b+smoothstep(1.26,0.,dx);
dx=(0.5+cos(t*0.53)*0.4)-x;
dy=(0.5-sin(t*0.46)*0.4)-y;
dx=sqrt(dx*dx+dy*dy);
V.rg+=vec2(smoothstep(0.626,0.,dx));
dx=(0.5+cos(t*0.98)*0.4)-x;
dy=(0.5+sin(t*0.57)*0.4)-y;
dx=sqrt(dx*dx+dy*dy);
V.rb+=vec2(smoothstep(0.626,0.,dx));
dx=(0.5-cos(t*0.86)*0.4)-x;
dy=(0.5-sin(t*0.32)*0.4)-y;
dx=sqrt(dx*dx+dy*dy);
V.gb+=vec2(smoothstep(0.626,0.,dx));
dx=1.626*max(max(V.r,V.g),V.b);
return vec4(V/dx,1.);
}

View File

@@ -0,0 +1,5 @@
extern float X,Y,W,H;
vec4 effect(vec4 C,Image Tx,vec2 pos,vec2 scr_pos){
C[3]=min((scr_pos.x-X)/W*0.3+(scr_pos.y-Y)/H*0.1,0.3)+0.5;
return C;
}

View File

@@ -1,4 +1,4 @@
#define PI 3.14
#define PI 3.14159
extern float xresolution;
//sample from 1D vis-depth map
float samp(vec2 coord,float r,Image u_texture){
@@ -7,22 +7,22 @@ float samp(vec2 coord,float r,Image u_texture){
vec4 effect(vec4 color,Image texture,vec2 texture_coords,vec2 screen_coords){
//cartesian to polar, y of 1D sample is always 0
vec2 norm=texture_coords.st*2.-1.;
float r=length(norm);
vec2 tc=vec2((atan(norm.y,norm.x)+PI)/(2.*PI),0.);
float r=length(norm);
//enlarge blur parameter by distance, light scattering simulation
float blur=(1./xresolution)*smoothstep(.3,1.,r);
float blur=(1./xresolution)*smoothstep(0.3,1.,r);
//Simple Gaussian blur
float sum=//brightness(0~1)
samp(vec2(tc.x-3.*blur,tc.y),r,texture)*.1
+samp(vec2(tc.x-2.*blur,tc.y),r,texture)*.13
+samp(vec2(tc.x-1.*blur,tc.y),r,texture)*.17
samp(vec2(tc.x-3.*blur,tc.y),r,texture)*0.1
+samp(vec2(tc.x-2.*blur,tc.y),r,texture)*0.13
+samp(vec2(tc.x-1.*blur,tc.y),r,texture)*0.17
+samp(tc,r,texture)*.2//The center tex coord,which gives us hard shadows.
+samp(vec2(tc.x+1.*blur,tc.y),r,texture)*.17
+samp(vec2(tc.x+2.*blur,tc.y),r,texture)*.13
+samp(vec2(tc.x+3.*blur,tc.y),r,texture)*.1;
+samp(tc,r,texture)*0.2//The center tex coord,which gives us hard shadows.
+samp(vec2(tc.x+1.*blur,tc.y),r,texture)*0.17
+samp(vec2(tc.x+2.*blur,tc.y),r,texture)*0.13
+samp(vec2(tc.x+3.*blur,tc.y),r,texture)*0.1;
//Multiply the distance to get a soft fading
return vec4(vec3(1.),sum*smoothstep(1.,0.,r));

View File

@@ -0,0 +1,15 @@
#define PI 3.14159265
extern float w,h;
extern float t;
vec4 effect(vec4 color,Image text,vec2 pos,vec2 scr_pos){
float x=scr_pos.x-w/2.;
float y=scr_pos.y-h/2.;
float a=(step(0.,x)*2.-1.)*PI+atan(y,x)+PI*0.5+t*0.626;
return vec4(
color.r*(sin(a+PI*0./3.)*0.3+0.5),
color.g*(sin(a+PI*2./3.)*0.3+0.5),
color.b*(sin(a+PI*4./3.)*0.3+0.5),
1.
);
}

View File

@@ -7,14 +7,14 @@ vec4 effect(vec4 color,Image texture,vec2 texture_coords,vec2 screen_coords){
// y/yresolution=distance to light source(0~1)
vec2 norm=vec2(texture_coords.s,y/yresolution)*2.-1.;
float theta=PI*1.5+norm.x*PI;
float r=(1.+norm.y)*.5;
float r=(1.+norm.y)*0.5;
//sample from solid
if(
Texel(texture,(
vec2(-r*sin(theta),-r*cos(theta))*.5+.5//coord of solid sampling
vec2(-r*sin(theta),-r*cos(theta))*0.5+0.5//coord of solid sampling
))
.a>.1
.a>0.1
)return vec4(vec3(y/yresolution),1.);//collision check, alpha>0.1 means transparent
}
return vec4(1.,1.,1.,1.);//return max distance 1

View File

@@ -0,0 +1,11 @@
#define PI 3.14159265
extern float t;
vec4 effect(vec4 color,Image text,vec2 pos,vec2 scr_pos){
float x=scr_pos.x/262.+t;
return vec4(
color.r*(sin(x+PI*0./3.)*0.3+0.5),
color.g*(sin(x+PI*2./3.)*0.3+0.5),
color.b*(sin(x+PI*4./3.)*0.3+0.5),
1.
);
}

View File

@@ -0,0 +1,8 @@
extern float w,h;
extern float level;
vec4 effect(vec4 color,Image text,vec2 pos,vec2 scr_pos){
float dx=abs(scr_pos.x/w-0.5);
float dy=abs(scr_pos.y/h-0.5);
float a=(max(dx,dy)*2.-.626)*level;
return vec4(1.,0.,0.,a);
}

View File

@@ -1,5 +1,4 @@
local rem=table.remove
local tasks={}
local TASK={}
@@ -9,17 +8,14 @@ end
function TASK.update()
for i=#tasks,1,-1 do
local T=tasks[i]
if T.code(T.P,T.data)then
for i=i,#tasks do
tasks[i]=tasks[i+1]
end
if T.code(T.data)then
rem(tasks,i)
end
end
end
function TASK.new(code,P,data)
function TASK.new(code,data)
tasks[#tasks+1]={
code=code,
P=P,
data=data,
}
end
@@ -51,12 +47,6 @@ function TASK.clear(opt)
tasks[i]=nil
i=i-1
end
elseif opt=="play"then
for i=#tasks,1,-1 do
if tasks[i].P then
rem(tasks,i)
end
end
else--Player table
for i=#tasks,1,-1 do
if tasks[i].P==opt then

View File

@@ -83,7 +83,7 @@ function TEXT.getText(text,x,y,font,style,spd,stop)
font=font or 40,
spd=(spd or 1)/60,
stop=stop,
draw=textFX[style]or error("unavailable type:"..style),
draw=textFX[style]or assert(false,"unavailable type:"..style),
}
end--another version of TEXT()
function TEXT.show(text,x,y,font,style,spd,stop)
@@ -95,7 +95,7 @@ function TEXT.show(text,x,y,font,style,spd,stop)
font=font or 40, --font
spd=(spd or 1)/60, --timing speed(1=last 1 sec)
stop=stop, --stop time(sustained text)
draw=textFX[style]or error("unavailable type:"..style), --draw method
draw=textFX[style]or assert(false,"unavailable type:"..style), --draw method
}
end
function TEXT.update(list)

View File

@@ -1,7 +1,7 @@
local gc=love.graphics
local kb=love.keyboard
local Timer=love.timer.getTime
local int,abs,rnd,max,min,sin=math.floor,math.abs,math.random,math.max,math.min,math.sin
local int,abs,rnd,max,min,sin,ln=math.floor,math.abs,math.random,math.max,math.min,math.sin,math.log
local ins,rem=table.insert,table.remove
local Tmr={}
@@ -18,13 +18,13 @@ function Tmr.load()
elseif S.phase==4 then
IMG.loadOne(S.cur)
elseif S.phase==5 then
local m=modes[S.cur]
modes[S.cur]=require("modes/"..m[1])
local M=modes[S.cur]
M.saveFileName,M.id=m[1],m.id
M.x,M.y,M.size,M.shape=m.x,m.y,m.size,m.shape
M.unlock=m.unlock
M.records=FILE.loadRecord(m[1])or M.score and{}
local m=Modes[S.cur]--mode template
local M=require("modes/"..m.name)--mode file
Modes[m.name],Modes[S.cur]=M
for k,v in next,m do
M[k]=v
end
M.records=FILE.loadRecord(m.name)or M.score and{}
-- M.icon=gc.newImage("image/modeIcon/"..m.icon..".png")
-- M.icon=gc.newImage("image/modeIcon/custom.png")
elseif S.phase==6 then
@@ -68,13 +68,13 @@ local function dumpTable(L)
T=type(k)
if T=="number"then k="["..k.."]="
elseif T=="string"then k=k.."="
else error("Error data type!")
else assert(false,"Error data type!")
end
T=type(v)
if T=="number"then v=tostring(v)
elseif T=="string"then v="\""..v.."\""
elseif T=="table"then v=dumpTable(v)
else error("Error data type!")
else assert(false,"Error data type!")
end
s=s..k..v..",\n"
end
@@ -105,21 +105,19 @@ function Tmr.mode(dt)
cam.keyCtrl=true
end
local x,y=(cam.x1-180)/cam.k1,cam.y1/cam.k1
local MM,R=modes,modeRanks
for _=1,#MM do
if R[_]then
local __
local M=MM[_]
for name,M in next,Modes do
if modeRanks[name]then
local SEL
local s=M.size
if M.shape==1 then
if x>M.x-s and x<M.x+s and y>M.y-s and y<M.y+s then __=_ end
if x>M.x-s and x<M.x+s and y>M.y-s and y<M.y+s then SEL=name end
elseif M.shape==2 then
if abs(x-M.x)+abs(y-M.y)<s then __=_ end
if abs(x-M.x)+abs(y-M.y)<s then SEL=name end
elseif M.shape==3 then
if(x-M.x)^2+(y-M.y)^2<s^2 then __=_ end
if(x-M.x)^2+(y-M.y)^2<s^2 then SEL=name end
end
if __ and cam.sel~=__ then
cam.sel=__
if SEL and cam.sel~=SEL then
cam.sel=SEL
SFX.play("click")
end
end
@@ -142,7 +140,7 @@ function Tmr.mode(dt)
cam.zoomMethod=_=="play"and 1 or _=="mode"and 2
if cam.zoomMethod==1 then
if cam.sel then
local M=modes[cam.sel]
local M=Modes[cam.sel]
cam.x=cam.x*.8+M.x*cam.k*.2
cam.y=cam.y*.8+M.y*cam.k*.2
end
@@ -154,12 +152,16 @@ function Tmr.mode(dt)
cam.zoomK=cam.zoomK^.9
end
end
function Tmr.sequence()
if sceneTemp.sure>0 then sceneTemp.sure=sceneTemp.sure-1 end
end
function Tmr.draw()
if sceneTemp.sure>0 then sceneTemp.sure=sceneTemp.sure-1 end
end
function Tmr.play(dt)
frame=frame+1
game.frame=game.frame+1
stat.time=stat.time+dt
local P1=players[1]
for i=#FX_attack,1,-1 do
local b=FX_attack[i]
b.t=b.t+1
@@ -198,10 +200,10 @@ function Tmr.play(dt)
end
end
if frame<180 then
if frame==179 then
if game.frame<180 then
if game.frame==179 then
gameStart()
elseif frame==60 or frame==120 then
elseif game.frame==60 or game.frame==120 then
SFX.play("ready")
end
for p=1,#players do
@@ -216,11 +218,11 @@ function Tmr.play(dt)
end
if restartCount>0 then restartCount=restartCount-1 end
return
elseif players[1].keyPressing[10]then
elseif P1.keyPressing[10]then
restartCount=restartCount+1
if restartCount>20 then
TASK.clear("play")
mergeStat(stat,players[1].stat)
mergeStat(stat,P1.stat)
resetGameData()
return
end
@@ -231,11 +233,35 @@ function Tmr.play(dt)
local P=players[p]
P:update(dt)
end
if frame%120==0 then
if game.frame%120==0 then
if modeEnv.royaleMode then freshMostDangerous()end
if marking and rnd()<.2 then
TEXT.show(text.marking,rnd(162,scr.w-162),rnd(126,scr.h-200),40,"mark",.626)
end--mark 2s each 10s
end
if P1.alive then
if game.frame%26==0 and setting.warn then
local F=P1.field
local M=#F
local height=0--max height of row 4~7
for x=4,7 do
for y=M,1,-1 do
if F[y][x]>0 then
if y>height then
height=y
end
break
end
end
end
game.warnLVL0=ln(height-15+P1.atkBuffer.sum*.8)
end
local M=game.warnLVL
if M<game.warnLVL0 then
M=M*.95+game.warnLVL0*.05
elseif M>0 then
M=max(M-.026,0)
end
game.warnLVL=M
elseif game.warnLVL>0 then
game.warnLVL=max(game.warnLVL-.026,0)
end
end
function Tmr.pause(dt)
@@ -283,4 +309,18 @@ function Tmr.setting_control()
end
end
end
function Tmr.staff(dt)
local S=sceneTemp
if kb.isDown("space","return")and S.v<6.26 then
S.v=S.v+.26
elseif S.v>1 then
S.v=S.v-.26
end
S.time=S.time+S.v*dt
if S.time>45 then
S.time=45
elseif S.time<-10 then
S.time=-10
end
end
return Tmr

42
Zframework/toolfunc.lua Normal file
View File

@@ -0,0 +1,42 @@
local gc=love.graphics
local int=math.floor
local format=string.format
local fontData=love.filesystem.newFile("font.ttf")
local newFont=gc.setNewFont
local setNewFont=gc.setFont
local fontCache,currentFontSize={}
function setFont(s)
local f=fontCache[s]
if s~=currentFontSize then
if f then
setNewFont(f)
else
f=newFont(fontData,s)
fontCache[s]=f
setNewFont(f)
end
currentFontSize=s
end
return f
end
function toTime(s)
if s<60 then
return format("%.3fs",s)
elseif s<3600 then
return format("%d:%.2f",int(s/60),s%60)
else
local h=int(s/3600)
return format("%d:%d:%.2f",h,int(s/60%60),s%60)
end
end
function mStr(s,x,y)
gc.printf(s,x-400,y,800,"center")
end
function mText(s,x,y)
gc.draw(s,x-s:getWidth()*.5,y)
end
function mDraw(s,x,y,a,k)
gc.draw(s,x,y,a,k,nil,s:getWidth()*.5,s:getHeight()*.5)
end

View File

@@ -1,7 +1,7 @@
local level={0,0,.015,.02,.03,.04,.05,.06,.07,.08}
local _=love.system.vibrate
return function(t)
local L=setting.vib
local L=setting.vib
if L>0 then
_(level[L+t])
end

View File

@@ -1,4 +1,6 @@
mobileHide=(system=="Android"or system=="iOS")and function()return true end
local ins,rem=table.insert,table.remove
local mobileHide=(system=="Android"or system=="iOS")and function()return true end
local function BACK()SCN.back()end
local virtualkeySet={
{
{1, 80, 720-200, 80},--moveLeft
@@ -86,44 +88,81 @@ local function VKAcode(n) return function()VK_org[n].ava=not VK_org[n].ava end e
local function setLang(n) return function()LANG.set(n)setting.lang=n end end
local newButton,newSwitch,newSlider=WIDGET.new.button,WIDGET.new.switch,WIDGET.new.slider
local C=color
local widgetList={
local Widgets={
load={},intro={},quit={},
main={
play= newButton(150,280,200,160,C.lightRed, 55,function()SCN.push()SCN.swapTo("mode")end, nil,"setting"),
setting=newButton(370,280,200,160,C.lightBlue, 45,function()SCN.push()SCN.swapTo("setting_game")end, nil,"music"),
music= newButton(590,280,200,160,C.lightPurple, 32,function()SCN.push()SCN.swapTo("music")end, nil,"help"),
help= newButton(150,460,200,160,C.lightYellow, 50,function()SCN.push()SCN.swapTo("help")end, nil,"stat"),
stat= newButton(370,460,200,160,C.lightCyan, 43,function()SCN.push()SCN.swapTo("stat")end, nil,"qplay"),
play= newButton(150,280,200,160,C.lightRed, 55,function()SCN.goto("mode")end, nil,"setting"),
setting=newButton(370,280,200,160,C.lightBlue, 45,function()SCN.goto("setting_game")end, nil,"music"),
music= newButton(590,280,200,160,C.lightPurple, 32,function()SCN.goto("music")end, nil,"help"),
help= newButton(150,460,200,160,C.lightYellow, 50,function()SCN.goto("help")end, nil,"stat"),
stat= newButton(370,460,200,160,C.lightCyan, 43,function()SCN.goto("stat")end, nil,"qplay"),
qplay= newButton(590,460,200,160,C.lightOrange, 43,function()SCN.push()loadGame(stat.lastPlay)end, nil,"lang"),
lang= newButton(150,610,160,100,C.lightGreen, 45,function()SCN.push()SCN.swapTo("setting_lang")end, nil,"quit"),
lang= newButton(150,610,160,100,C.lightGreen, 45,function()SCN.goto("setting_lang")end, nil,"quit"),
quit= newButton(590,610,160,100,C.lightGrey, 45,function()VOC.play("bye")SCN.swapTo("quit","slowFade")end,nil,"play"),
},
mode={
draw= newButton(1100, 440,240,90,C.lightYellow, 40,function()SCN.push()SCN.swapTo("draw")end,function()return mapCam.sel~=71 and mapCam.sel~=72 end),
custom= newButton(1100, 540,240,90,C.lightGreen, 40,function()SCN.push()SCN.swapTo("custom")end,function()return mapCam.sel~=71 and mapCam.sel~=72 end),
setting=newButton(1100, 540,240,90,C.lightGreen, 40,function()SCN.goto("custom")end,function()return mapCam.sel~="custom_clear" and mapCam.sel~="custom_puzzle" end),
start= newButton(1040, 655,180,80,C.lightGrey, 40,function()if mapCam.sel then SCN.push()loadGame(mapCam.sel)end end,function()return not mapCam.sel end),
back= newButton(1200, 655,120,80,C.white, 40,SCN.back),
--function()SCN.push()SCN.swapTo("custom")end
back= newButton(1200, 655,120,80,C.white, 40,BACK),
},
music={
bgm= newSlider(760, 80,400,10,35,function()BGM.freshVolume()end,SETval("bgm"),SETsto("bgm")),
up= newButton(1100, 200,120,120,C.white,55,pressKey("up")),
play= newButton(1100, 340,120,120,C.white,35,pressKey("space"),function()return setting.bgm==0 end),
down= newButton(1100, 480,120,120,C.white,55,pressKey("down")),
back= newButton(640, 630,230,90, C.white,40,SCN.back),
up= newButton(1100, 200,120,120,C.white, 55,pressKey("up")),
play= newButton(1100, 340,120,120,C.white, 35,pressKey("space"),function()return setting.bgm==0 end),
down= newButton(1100, 480,120,120,C.white, 55,pressKey("down")),
back= newButton(640, 630,230,90, C.white, 40,BACK),
},
custom={
up= newButton(1000, 360,100,100,C.white, 45,function()sceneTemp=(sceneTemp-2)%#customID+1 end),
down= newButton(1000, 600,100,100,C.white, 45,function()sceneTemp=sceneTemp%#customID+1 end),
left= newButton(880, 480,100,100,C.white, 45,pressKey("left")),
right= newButton(1120, 480,100,100,C.white, 45,pressKey("right")),
set1= newButton(640, 160,240,75, C.lightYellow, 35,pressKey("1")),
set2= newButton(640, 250,240,75, C.lightYellow, 35,pressKey("2")),
set3= newButton(640, 340,240,75, C.lightYellow, 35,pressKey("3")),
set4= newButton(640, 430,240,75, C.lightYellow, 35,pressKey("4")),
set5= newButton(640, 520,240,75, C.lightYellow, 35,pressKey("5")),
back= newButton(640, 630,180,60, C.white, 35,SCN.back),
up= newButton(1140, 100,100,100,C.white, 45,function()sceneTemp=(sceneTemp-2)%#customID+1 end),
down= newButton(1140, 340,100,100,C.white, 45,function()sceneTemp=sceneTemp%#customID+1 end),
left= newButton(1080, 220,100,100,C.white, 45,pressKey("left")),
right= newButton(1200, 220,100,100,C.white, 45,pressKey("right")),
set1= newButton(940, 320,260,70, C.lightYellow, 32,pressKey("1")),
set2= newButton(940, 400,260,70, C.lightYellow, 32,pressKey("2")),
set3= newButton(940, 480,260,70, C.lightYellow, 32,pressKey("3")),
set4= newButton(940, 560,260,70, C.lightYellow, 32,pressKey("4")),
set5= newButton(940, 640,260,70, C.lightYellow, 32,pressKey("5")),
seq= newButton(665, 415,200,40, C.lightGreen, 30,function()SCN.goto("sequence")end),
draw= newButton(150, 80, 220,80, C.white, 35,function()SCN.swapTo("draw")end),
back= newButton(1200, 640,120,120,C.white, 35,BACK),
},
sequence={
Z= newButton(150, 440,90, 90,C.white, 50,pressKey(1)),
S= newButton(250, 440,90, 90,C.white, 50,pressKey(2)),
J= newButton(350, 440,90, 90,C.white, 50,pressKey(3)),
L= newButton(450, 440,90, 90,C.white, 50,pressKey(4)),
T= newButton(550, 440,90, 90,C.white, 50,pressKey(5)),
O= newButton(650, 440,90, 90,C.white, 50,pressKey(6)),
I= newButton(750, 440,90, 90,C.white, 50,pressKey(7)),
Z5= newButton(150, 540,90, 90,C.white, 50,pressKey(8)),
S5= newButton(250, 540,90, 90,C.white, 50,pressKey(9)),
P= newButton(350, 540,90, 90,C.white, 50,pressKey(10)),
Q= newButton(450, 540,90, 90,C.white, 50,pressKey(11)),
F= newButton(550, 540,90, 90,C.white, 50,pressKey(12)),
E= newButton(650, 540,90, 90,C.white, 50,pressKey(13)),
T5= newButton(750, 540,90, 90,C.white, 50,pressKey(14)),
U= newButton(850, 540,90, 90,C.white, 50,pressKey(15)),
V= newButton(950, 540,90, 90,C.white, 50,pressKey(16)),
W= newButton(150, 640,90, 90,C.white, 50,pressKey(17)),
X= newButton(250, 640,90, 90,C.white, 50,pressKey(18)),
J5= newButton(350, 640,90, 90,C.white, 50,pressKey(19)),
L5= newButton(450, 640,90, 90,C.white, 50,pressKey(20)),
R= newButton(550, 640,90, 90,C.white, 50,pressKey(21)),
Y= newButton(650, 640,90, 90,C.white, 50,pressKey(22)),
N= newButton(750, 640,90, 90,C.white, 50,pressKey(23)),
H= newButton(850, 640,90, 90,C.white, 50,pressKey(24)),
I5= newButton(950, 640,90, 90,C.white, 50,pressKey(25)),
left= newButton(850, 440,90, 90,C.lightGreen, 55,pressKey("left")),
right= newButton(950, 440,90, 90,C.lightGreen, 55,pressKey("right")),
backsp= newButton(1050, 440,90, 90,C.lightRed, 50,pressKey("backspace")),
reset= newButton(1050, 540,90, 90,C.lightRed, 50,pressKey("delete")),
back= newButton(1200, 640,120,120,C.white, 35,BACK),
},
draw={
b1= newButton(500+65*1, 150,58,58,C.red, 30,setPen(1)),--B1
@@ -149,43 +188,44 @@ local widgetList={
space= newButton(730, 360,120,120,C.grey, 65,setPen(-1)),
clear= newButton(1200, 500,120,120,C.white, 40,pressKey("delete")),
demo= newSwitch(755, 640,30,function()return sceneTemp.demo end,function()sceneTemp.demo=not sceneTemp.demo end),
copy= newButton(920, 640,120,120,C.lightRed, 35,copyBoard),
paste= newButton(1060, 640,120,120,C.lightBlue, 35,pasteBoard),
back= newButton(1200, 640,120,120,C.white, 35,SCN.back),
copy= newButton(920, 640,120,120,C.lightRed, 35,function()copyBoard()end),
paste= newButton(1060, 640,120,120,C.lightBlue, 35,function()pasteBoard()end),
custom= newButton(110, 80, 140,80, C.white, 35,function()SCN.goto("custom")end),
back= newButton(1200, 640,120,120,C.white, 35,BACK),
},
play={
pause= newButton(1235,45,80,80,C.white,25,pauseGame),
pause= newButton(1235,45,80,80,C.white,25,function()pauseGame()end),
},
pause={
resume= newButton(640,290,240,100,C.white,30,resumeGame),
resume= newButton(640,290,240,100,C.white,30,function()resumeGame()end),
restart=newButton(640,445,240,100,C.white,33,function()
TASK.clear("play")
TASK.removeTask_code(TICK.autoPause)
mergeStat(stat,players[1].stat)
resetGameData()
SCN.swapTo("play","none")
end),
setting=newButton(1120,70,240,90,C.lightBlue,35,function()
SCN.push()SCN.swapTo("setting_sound")
SCN.goto("setting_sound")
end),
quit= newButton(640,600,240,100,C.white,35,SCN.back),
quit= newButton(640,600,240,100,C.white,35,BACK),
},
setting_game={
graphic=newButton(200,80,240,80,C.lightCyan,35,function()SCN.swapTo("setting_video")end, nil,"sound"),
sound= newButton(1080,80,240,80,C.lightCyan,35,function()SCN.swapTo("setting_sound")end, nil,"ctrl"),
ctrl= newButton(290,220,320,80,C.lightYellow,35,function()SCN.push()SCN.swapTo("setting_control")end, nil,"key"),
key= newButton(640,220,320,80,C.lightGreen,35,function()SCN.push()SCN.swapTo("setting_key")end, nil,"touch"),
touch= newButton(990,220,320,80,C.lightBlue,35,function()SCN.push()SCN.swapTo("setting_touch")end, nil,"reTime"),
reTime= newSlider(350,340,300,10,30,nil, SETval("reTime"), SETsto("reTime"), nil,"maxNext"),
maxNext=newSlider(350,440,300,6,30,nil, SETval("maxNext"), SETsto("maxNext"), nil,"autoPause"),
autoPause=newSwitch(350,540,20, SETval("autoPause"), SETrev("autoPause"), nil,"layout"),
graphic=newButton(200,80,240,80,C.lightCyan,35,function()SCN.swapTo("setting_video")end, nil,"sound"),
sound= newButton(1080,80,240,80,C.lightCyan,35,function()SCN.swapTo("setting_sound")end, nil,"ctrl"),
ctrl= newButton(290,220,320,80,C.lightYellow,35,function()SCN.goto("setting_control")end, nil,"key"),
key= newButton(640,220,320,80,C.lightGreen,35,function()SCN.goto("setting_key")end, nil,"touch"),
touch= newButton(990,220,320,80,C.lightBlue,35,function()SCN.goto("setting_touch")end, nil,"reTime"),
reTime= newSlider(350,340,300,10,30,nil, SETval("reTime"), SETsto("reTime"), nil,"maxNext"),
maxNext=newSlider(350,440,300,6,30,nil, SETval("maxNext"), SETsto("maxNext"), nil,"autoPause"),
autoPause=newSwitch(350,540,20, SETval("autoPause"), SETrev("autoPause"), nil,"layout"),
layout= newButton(590,540,140,70,C.white,35,function()
SCN.push()
SCN.swapTo("setting_skin")
SCN.goto("setting_skin")
end,nil,"quickR"),
quickR= newSwitch(1050,340,35, SETval("quickR"), SETrev("quickR"), nil,"swap"),
swap= newSwitch(1050,440,19, SETval("swap"), SETrev("swap"), nil,"fine"),
fine= newSwitch(1050,540,20, SETval("fine"), SETrev("fine"), nil,"back"),
back= newButton(1140,650,200,80,C.white,40,SCN.back, nil,"graphic"),
quickR= newSwitch(1050,320,35, SETval("quickR"), SETrev("quickR"), nil,"swap"),
swap= newSwitch(1050,400,20, SETval("swap"), SETrev("swap"), nil,"fine"),
fine= newSwitch(1050,480,20, SETval("fine"), SETrev("fine"), nil,"spawn"),
spawn= newSwitch(1050,560,20, SETval("spawn"), SETrev("spawn"), nil,"back"),
back= newButton(1140,650,200,80,C.white,40,BACK, nil,"graphic"),
},
setting_video={
sound= newButton(200,80,240,80,C.lightCyan,35,function()SCN.swapTo("setting_sound")end, nil,"game"),
@@ -201,31 +241,32 @@ local widgetList={
shakeFX=newSlider(350,520,373,5,32,nil, SETval("shakeFX"), SETsto("shakeFX"), nil,"atkFX"),
atkFX= newSlider(350,580,373,5,32,nil, SETval("atkFX"), SETsto("atkFX"), nil,"frame"),
frame= newSlider(350,640,373,10,30,nil,function()return setting.frameMul>35 and setting.frameMul/10 or setting.frameMul/5-4 end,function(i)setting.frameMul=i<5 and 5*i+20 or 10*i end,nil,"text"),
text= newSwitch(1050,180,35,SETval("text"),SETrev("text"),nil,"fullscreen"),
fullscreen=newSwitch(1050,260,35,SETval("fullscreen"),function()
text= newSwitch(1050,180,35,SETval("text"),SETrev("text"),nil,"warn"),
warn= newSwitch(1050,260,35,SETval("warn"),SETrev("warn"),nil,"fullscreen"),
fullscreen=newSwitch(1050,340,35,SETval("fullscreen"),function()
setting.fullscreen=not setting.fullscreen
love.window.setFullscreen(setting.fullscreen)
love.resize(love.graphics.getWidth(),love.graphics.getHeight())
end,nil,"bg"),
bg= newSwitch(1050,340,35,SETval("bg"),function()
bg= newSwitch(1050,420,35,SETval("bg"),function()
BG.set("none")
setting.bg=not setting.bg
BG.set("space")
end,nil,"power"),
power= newSwitch(1050,420,35,SETval("powerInfo"),function()
power= newSwitch(1050,500,35,SETval("powerInfo"),function()
setting.powerInfo=not setting.powerInfo
end,nil,"back"),
back= newButton(1140,650,200,80,C.white,40,SCN.back,nil,"sound"),
back= newButton(1140,650,200,80,C.white,40,BACK,nil,"sound"),
},
setting_sound={
game= newButton(200,80,240,80,C.lightCyan,35,function()SCN.swapTo("setting_game")end, nil,"graphic"),
graphic=newButton(1080,80,240,80,C.lightCyan,35,function()SCN.swapTo("setting_video")end, nil,"sfx"),
sfx= newSlider(180,250,400,10,35,function()SFX.play("blip_1")end, SETval("sfx"), SETsto("sfx"), nil,"bgm"),
bgm= newSlider(750,250,400,10,35,function()BGM.freshVolume()end, SETval("bgm"), SETsto("bgm"), nil,"vib"),
vib= newSlider(180,440,400,5 ,28,function()VIB(2)end, SETval("vib"), SETsto("vib"), nil,"voc"),
voc= newSlider(750,440,400,10,32,function()VOC.play("nya")end, SETval("voc"), SETsto("voc"), nil,"stereo"),
sfx= newSlider(180,250,400,10,35,function()SFX.play("blip_1")end, SETval("sfx"), SETsto("sfx"), nil,"bgm"),
bgm= newSlider(750,250,400,10,35,function()BGM.freshVolume()end, SETval("bgm"), SETsto("bgm"), nil,"vib"),
vib= newSlider(180,440,400,5 ,28,function()VIB(2)end, SETval("vib"), SETsto("vib"), nil,"voc"),
voc= newSlider(750,440,400,10,32,function()VOC.play("nya")end, SETval("voc"), SETsto("voc"), nil,"stereo"),
stereo= newSlider(180,630,400,10,35,function()SFX.play("move",1,-1)SFX.play("lock",1,1)end, SETval("stereo"), SETsto("stereo"),function()return setting.sfx==0 end,"back"),
back= newButton(1140,650,200,80,C.white,40,SCN.back,nil,"game"),
back= newButton(1140,650,200,80,C.white,40,BACK,nil,"game"),
},
setting_control={
das= newSlider(226,200,910, 26, 30,nil,SETval("das"), SETsto("das"), nil,"arr"),
@@ -241,10 +282,10 @@ local widgetList={
_.sddas,_.sdarr=0,2
_.ihs,_.irs,_.ims=false,false,false
end,nil,"back"),
back= newButton(1140,650,200,80,C.white,40,SCN.back,nil,"das"),
back= newButton(1140,650,200,80,C.white,40,BACK,nil,"das"),
},
setting_key={
back=newButton(1140,650,200,80,C.white,45,SCN.back),
back=newButton(1140,650,200,80,C.white,45,BACK),
},
setting_skin={
prev= newButton(700,100,140,100,C.white,50,function()SKIN.prevSet()end),
@@ -273,9 +314,17 @@ local widgetList={
--spin6=newButton(825,540,90,65,C.white,30,nextDir(6)),--cannot rotate O
spin7= newButton(970,540,90,65,C.white,30,nextDir(7)),
skinR= newButton(200,640,220,80,C.lightPurple,35,function()setting.skin={1,5,8,2,10,3,7}SFX.play("rotate")end),
faceR= newButton(480,640,220,80,C.lightRed,35,function()setting.face={0,0,0,0,0,0,0}SFX.play("hold")end),
back= newButton(1140,650,200,80,C.white,40,SCN.back),
skinR= newButton(200,640,220,80,C.lightPurple,35,function()
setting.skin={1,5,8,2,10,3,7,1,5,5,1,8,2,10,3,7,10,7,8,2,8,2,1,5,3}
SFX.play("rotate")
end),
faceR= newButton(480,640,220,80,C.lightRed,35,function()
for i=1,25 do
setting.face[i]=0
end
SFX.play("hold")
end),
back= newButton(1140,650,200,80,C.white,40,BACK),
},
setting_touch={
default=newButton(520,80,170,80,C.white,35,function()
@@ -298,10 +347,9 @@ local widgetList={
sceneTemp.snap=sceneTemp.snap%6+1
end),
option= newButton(520,180,170,80,C.white,40,function()
SCN.push()
SCN.swapTo("setting_touchSwitch")
SCN.goto("setting_touchSwitch")
end),
back= newButton(760,180,170,80,C.white,40,SCN.back),
back= newButton(760,180,170,80,C.white,40,BACK),
size= newSlider(450,265,460,14,40,nil,function()
return VK_org[sceneTemp.sel].r/10-1
end,
@@ -341,38 +389,41 @@ local widgetList={
vib= newSlider(800,460,180,2,40,function()VIB(setting.VKVIB)end,SETval("VKVIB"),SETsto("VKVIB")),
icon= newSwitch(850,300, 40,SETval("VKIcon"),SETrev("VKIcon")),
tkset= newButton(1120,420,240,80,C.white,32,function()
SCN.push()
SCN.swapTo("setting_trackSetting")
SCN.goto("setting_trackSetting")
end,function()return not setting.VKTrack end),
alpha= newSlider(840,540,400,10,40,nil,SETval("VKAlpha"),SETsto("VKAlpha")),
back= newButton(1120,620,200,80,C.white,45,SCN.back),
back= newButton(1120,620,200,80,C.white,45,BACK),
},
setting_trackSetting={
VKDodge=newSwitch(400,200, 35,SETval("VKDodge"),SETrev("VKDodge")),
VKTchW= newSlider(140,310,1000,10,35,nil,SETval("VKTchW"),function(i)setting.VKTchW=i;setting.VKCurW=math.max(setting.VKCurW,i)end),
VKCurW= newSlider(140,370,1000,10,35,nil,SETval("VKCurW"),function(i)setting.VKCurW=i;setting.VKTchW=math.min(setting.VKTchW,i)end),
back= newButton(1080,600,240,80,C.white,45,SCN.back),
back= newButton(1080,600,240,80,C.white,45,BACK),
},
setting_lang={
chi= newButton(160,100,200,120,C.white,45,setLang(1),nil,"chi2"),
chi2= newButton(380,100,200,120,C.white,45,setLang(2),nil,"eng"),
eng= newButton(600,100,200,120,C.white,45,setLang(3),nil,"str"),
str= newButton(820,100,200,120,C.white,45,setLang(4),nil,"back"),
back= newButton(640,600,200,80,C.white,40,SCN.back,nil,"chi"),
back= newButton(640,600,200,80,C.white,40,BACK,nil,"chi"),
},
help={
his= newButton(1050,500,250,80,C.white,35,function()SCN.push()SCN.swapTo("history")end,nil,"back"),
qq= newButton(1050,600,250,80,C.white,35,function()love.system.openURL("tencent://message/?uin=1046101471&Site=&Menu=yes")end,mobileHide,"his"),
back= newButton(640,600,200,80,C.white,40,SCN.back,nil,"qq"),
staff= newButton(980,500,150,80,C.white,32,function()SCN.goto("staff")end,nil,"his"),
his= newButton(1160,500,150,80,C.white,32,function()SCN.goto("history")end,nil,"qq"),
qq= newButton(980,600,150,80,C.white,32,function()love.system.openURL("tencent://message/?uin=1046101471&Site=&Menu=yes")end,mobileHide,"back"),
back= newButton(640,600,200,80,C.white,40,BACK,nil,"staff"),
},
staff={
back= newButton(1160,630,150,80,C.white,40,BACK),
},
history={
prev= newButton(1155,170,180,180,C.white,65,pressKey("up"),function()return sceneTemp[2]==1 end),
next= newButton(1155,400,180,180,C.white,65,pressKey("down"),function()return sceneTemp[2]==#sceneTemp[1]end),
back= newButton(1155,600,180,90,C.white,40,SCN.back),
back= newButton(1155,600,180,90,C.white,40,BACK),
},
stat={
path= newButton(980,620,250,80,C.white,25,function()love.system.openURL(love.filesystem.getSaveDirectory())end,mobileHide,"back"),
back= newButton(640,620,200,80,C.white,40,SCN.back,nil,"path"),
back= newButton(640,620,200,80,C.white,40,BACK,nil,"path"),
},
}
mobileHide,SETval,SETsto,SETrev=nil
@@ -380,11 +431,11 @@ pressKey,setPen,prevSkin,nextSkin=nil
nextDir,VKAdisp,VKAcode,setLang=nil
newButton,newSwitch,newSlider=nil
for _,L in next,widgetList do
for _,L in next,Widgets do
for _,W in next,L do
if W.next then
W.next,L[W.next].prev=L[W.next],W
end
end
end
return widgetList
return Widgets

View File

@@ -1,12 +1,12 @@
gameVersion="Alpha V0.8.21"
gameVersion="Alpha V0.9.1"
function love.conf(t)
t.identity="Techmino"--folder name
t.identity="Techmino"--saving folder
t.version="11.1"
t.console=false
t.gammacorrect=false
t.appendidentity=true--search files in source before save directory
t.appendidentity=true--search files in source then in save directory
t.accelerometerjoystick=false--accelerometer=joystick on ios/android
t.audio.mixwithsystem=true
if t.audio then t.audio.mixwithsystem=true end
local W=t.window
W.title="Techmino "..gameVersion
@@ -17,7 +17,7 @@ function love.conf(t)
W.resizable=true
W.fullscreentype="desktop"--"exclusive"
W.fullscreen=false
W.vsync=0--infinite fps
W.vsync=0--unlimit
W.msaa=false--num of samples to use with multi-sampled antialiasing
W.depth=0--bits/samp of depth buffer
W.stencil=1--bits/samp of stencil buffer

View File

@@ -56,60 +56,60 @@ back to back(B2B)点数说明:
在拼图模式下,按功能键切换是否展示提示.其中打"X"的格子不允许有方块,空的格子可以是任何状态,普通的七种彩色方块必须颜色对应,垃圾行方块的为止只要有方块就可以,但是不能是空气,玩家拼出自己画的图后就会判定胜利.
Gameplay:
System will offer a series of tetrominoes ("Pieces". There are 7 types), and the player needs to control [them] (move left and right, rotate 90, 180 or 270 degrees), filling a row on the play field will clear it, attack will be sent depending on the type of the line clear (if there is an opponent)
Survive till the last or complete the level's goal to win.
System will offer a series of tetrominoes ("Pieces". There are 7 types), and the player needs to control [them] (move left and right, rotate 90, 180 or 270 degrees), filling a row on the play field will clear it, attack will be sent depending on the type of the line clear (if there is an opponent)
Survive till the last or complete the level's goal to win.
Rotation system:
Uses Techmino's custom rotation system. Too lazy to write the details
Uses Techmino's custom rotation system. Too lazy to write the details
Spin detection:
Combines immobile and 3-corner detection, and whether a spin is mini also depends on the data used for detection. Also too lazy to write the details
Combines immobile and 3-corner detection, and whether a spin is mini also depends on the data used for detection. Also too lazy to write the details
Attack system:
Regular line clears:
Single/Double/Triple/Techrash sends 0.25/1.25/2.25/4
Special line clears:
Spin Single/Double/Triple sends 2/4/6, half if Mini
B2B: +1 (Techrash/Spin Single/Spin Double) or +2 (Spin Triple)
B2B2B/B3B: In addition to B2B, +1 if Techrash, +(0.5 * lines cleared) if Spin, and in both cases +1 additional blocking
Wide Combo: 0, 0, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 3, then 2 afterwards
Dig Combo: 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, then 5 afterwards
Special line clears will increase B2B gauge, making later special line clears have B2B or B2B2B bonus (see below)
Half Perfect Clear (a Perfect Clear "with blocks left below". If it's an I clearing 1 line, then the remaining blocks must not be player-placed): Attack +2, Extra Blocking +2
Perfect Clear: square root all damage above, then +6 to +12 attack (increases within a round) and +2 extra blocking. (note: if lines cleared in this round >4, then B2B gauge will be filled)
After calculating all above, the damage value will be rounded down then sent
Regular line clears:
Single/Double/Triple/Techrash sends 0.25/1.25/2.25/4
Special line clears:
Spin Single/Double/Triple sends 2/4/6, half if Mini
B2B: +1 (Techrash/Spin Single/Spin Double) or +2 (Spin Triple)
B2B2B/B3B: In addition to B2B, +1 if Techrash, +(0.5 * lines cleared) if Spin, and in both cases +1 additional blocking
Wide Combo: 0, 0, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 3, then 2 afterwards
Dig Combo: 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, then 5 afterwards
Special line clears will increase B2B gauge, making later special line clears have B2B or B2B2B bonus (see below)
Half Perfect Clear (a Perfect Clear "with blocks left below". If it's an I clearing 1 line, then the remaining blocks must not be player-placed): Attack +2, Extra Blocking +2
Perfect Clear: square root all damage above, then +6 to +12 attack (increases within a round) and +2 extra blocking. (note: if lines cleared in this round >4, then B2B gauge will be filled)
After calculating all above, the damage value will be rounded down then sent
Score system:
The more impressive you play, the more score you get
The more impressive you play, the more score you get
Attack delay:
Attack from Doubles/Triples take effect the faster, then Techrash, Spins send rather slow attack, and high combos will send the slowest
B2B or B2B2B, while they increase lines sent, they also increase the attack delay. Minis will greatly increase delay.
Attack from Doubles/Triples take effect the faster, then Techrash, Spins send rather slow attack, and high combos will send the slowest
B2B or B2B2B, while they increase lines sent, they also increase the attack delay. Minis will greatly increase delay.
Countering:
When you send attack, if there is garbage in queue, extra blocking will be used first, then attack, countering the earliest attack at a 1:1 ratio.
Unused extra blocking will be discarded, then remaining attack will be sent to your opponent.
When you send attack, if there is garbage in queue, extra blocking will be used first, then attack, countering the earliest attack at a 1:1 ratio.
Unused extra blocking will be discarded, then remaining attack will be sent to your opponent.
Back to Back (B2B) gauge:
The B2B gauge ranges from 0 to 1,200. Special line clears are B2B if the gauge is >=40, B2B2B if >1,000.
A regular line clear -250
Spin Single/Double/Triple +50/100/180 (x40% if Mini)
Techrash +100
Spin without clearing lines +20, but gauge cannot exceed 1,000 with this method
When gauge is above 1,000, a drop without clearing lines -40 (cannot drop below 1,000 with this method)
The B2B gauge ranges from 0 to 1,200. Special line clears are B2B if the gauge is >=40, B2B2B if >1,000.
A regular line clear -250
Spin Single/Double/Triple +50/100/180 (x40% if Mini)
Techrash +100
Spin without clearing lines +20, but gauge cannot exceed 1,000 with this method
When gauge is above 1,000, a drop without clearing lines -40 (cannot drop below 1,000 with this method)
Battle Royale modes:
Many players play within one game (all opponents are bots, not real players). As players get eliminated, blocks fall faster, and garbage take effect faster, as well as rise faster. KO-ing another player grants you one badge plus all badge that player has, increasing your attack power.
Players can select one of 4 attack modes:
1. Random: Every time you attack, 10% chance to lock onto a random player.
2. Badges: After you attack or when your target dies, lock onto the player with the most badges.
3. KOs: After you attack or when your target dies, lock onto the player with the highest field. (This refreshes every second)
4. Counter: attack all players locking onto yourself. Your attack will be sent to all of them. If you are not targetted, you attack a random player (not locking).
The last survivor wins.
Many players play within one game (all opponents are bots, not real players). As players get eliminated, blocks fall faster, and garbage take effect faster, as well as rise faster. KO-ing another player grants you one badge plus all badge that player has, increasing your attack power.
Players can select one of 4 attack modes:
1. Random: Every time you attack, 10% chance to lock onto a random player.
2. Badges: After you attack or when your target dies, lock onto the player with the most badges.
3. KOs: After you attack or when your target dies, lock onto the player with the highest field. (This refreshes every second)
4. Counter: attack all players locking onto yourself. Your attack will be sent to all of them. If you are not targetted, you attack a random player (not locking).
The last survivor wins.
Custom mode:
You can freely adjust most parameters (not including special effects of other game modes), and you can also draw a field to clear or make a template to build.
In build (puzzle) mode, you can toggle template display with Function key. Cells with a X cannot have blocks; empty cells can be in any state; regular colored cells have to be made of the corresponding block; garbage-colored cells can be any block but not air. Once you make the shape, you will win.
You can freely adjust most parameters (not including special effects of other game modes), and you can also draw a field to clear or make a template to build.
In build (puzzle) mode, you can toggle template display with Function key. Cells with a X cannot have blocks; empty cells can be in any state; regular colored cells have to be made of the corresponding block; garbage-colored cells can be any block but not air. Once you make the shape, you will win.
附录Appendix:
ZXC's cool O-spin map:XY0BCgAwCAIR7v9vHtUSt8AS0xKqgpnNGyXkrmFNePf6qi3BbQPrHT2Owxe6D66NeKi86dwB

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108
main.lua
View File

@@ -2,8 +2,14 @@
Techmino is my first "huge project"
optimization is welcomed if you also love tetromino game
]]
--Global Setting & Vars
math.randomseed(os.time()*626)
--Global vars
love.keyboard.setKeyRepeat(true)
love.keyboard.setTextInput(false)
love.mouse.setVisible(false)
function NULL()end
system=love.system.getOS()
game={}
mapCam={
@@ -20,52 +26,42 @@ mapCam={
--for auto zooming when enter/leave scene
}
scr={x=0,y=0,w=0,h=0,rad=0,k=1}--wid,hei,radius,scale K
customSel={1,22,1,1,7,3,1,1,8,4,1,1,1}
preField={h=20}for i=1,20 do preField[i]={0,0,0,0,0,0,0,0,0,0}end
function NULL()end
preBag={}
players={alive={},human=0}
--blockSkin,blockSkinMini={},{}--redefined in SKIN.change
require("Zframework")--load Zframework
--Load modules
setFont=require("parts/setfont")
color=require("parts/color")
blocks=require("parts/mino")
SHADER=require("parts/shader")
AITemplate=require("parts/AITemplate")
freeRow=require("parts/freeRow")
tickEvent=require("parts/tickEvent")
blocks= require("parts/mino")
AITemplate= require("parts/AITemplate")
freeRow= require("parts/freeRow")
require("parts/list")
require("toolfunc")
require("texture")
require("parts/gametoolfunc")
require("parts/texture")
require("parts/default_data")
SCN=require("scene")
VIB=require("parts/vib")
SFX=require("parts/sfx")
sysFX=require("parts/sysFX")
BGM=require("parts/bgm")
VOC=require("parts/voice")
SKIN=require("parts/skin")
LANG=require("parts/languages")
FILE=require("parts/file")
TEXT=require("parts/text")
TASK=require("parts/task")
BG=require("parts/bg")
IMG=require("parts/img")
WIDGET=require("parts/widget")
LIGHT=require("parts/light")
SKIN= require("parts/skin")
PLY= require("parts/player")
AIfunc= require("parts/ai")
Modes= require("parts/modes")
TICK= require("parts/tick")
require("parts/modes")
require("default_data")
require("parts/ai")
require("player")
widgetList=require("widgetList")
require("callback")
--load files & settings
modeRanks={sprint_10=0}
local fs=love.filesystem
if fs.getInfo("keymap.dat")then fs.remove("keymap.dat")end
if fs.getInfo("setting.dat")then fs.remove("setting.dat")end
if fs.getInfo("setting.dat")then FILE.loadSetting()
if fs.getInfo("settings.dat")then
FILE.loadSetting()
else
-- firstRun=true
if system=="Android"or system=="iOS" then
@@ -81,4 +77,48 @@ if setting.fullscreen then love.window.setFullscreen(true)end
if fs.getInfo("unlock.dat")then FILE.loadUnlock()end
if fs.getInfo("data.dat")then FILE.loadData()end
if fs.getInfo("key.dat")then FILE.loadKeyMap()end
if fs.getInfo("virtualkey.dat")then FILE.loadVK()end
if fs.getInfo("virtualkey.dat")then FILE.loadVK()end
--update data file
S=stat
S.clear_B,S.clear_S=nil
if not S.clear[1][5]then
for i=1,7 do
S.clear[i][5]=0
S.spin[i][5]=0
end
for i=8,25 do
S.clear[i]={0,0,0,0,0}
S.spin[i]={0,0,0,0,0}
end
end
if not S.off then
S.off=S.recv-S.pend
end
if S.clear[1][4]>0 then
for i=1,6 do
S.clear[7][4]=S.clear[7][4]+S.clear[i][4]
S.clear[i][4]=0
end
end
while #modeRanks>73 do
table.remove(modeRanks)
end
if modeRanks[73]==6 then modeRanks[73]=0 end
if modeRanks[1]then--rename key of modeRanks
local L=modeRanks
for i=1,#L do
L[Modes[i].name],L[i]=L[i]
end
end
if setting.skin[10]==5 then
setting.skin[10],setting.skin[11]=1,5
end
if S.version~=gameVersion then
if S.version then
setting.spawn=true
end
S.version=gameVersion
TEXT.show(text.newVersion,640,200,30,"fly",.3)
end
S=nil

View File

@@ -30,11 +30,11 @@ return{
P:win("finish")
end
end,
bg="game3",bgm="shining terminal",
bg="aura",bgm="far",
},
slowMark=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
players[1].modeData.event="M7"
end,
mesDisp=function(P,dx,dy)
@@ -45,7 +45,7 @@ return{
mStr(P.modeData.event,-81,110)
setFont(75)
mStr(P.stat.row,-81,220)
mStr(P.stat.clear_S[4],-81,340)
mStr(P.stat.clears[4],-81,340)
end,
score=function(P)return{P.modeData.point,P.stat.score}end,
scoreDisp=function(D)return sectionName[int(D[1]*.1)+1].." "..D[2]end,

View File

@@ -23,9 +23,8 @@ return{
end
B.sum=B.sum+22
P.stat.recv=P.stat.recv+22
if D.event<50 then
D.event=D.event+1
D.point=int(72e4/t)*.1
D.event=D.event+1
if D.event%10==0 then
if D.event==20 then
P:showTextF(text.great,0,-140,100,"appear",.6)
P.gameEnv.pushSpeed=3
@@ -39,7 +38,7 @@ return{
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
setFont(55)

View File

@@ -1,4 +1,4 @@
local int,rnd=math.floor,math.random
local int,rnd,min=math.floor,math.random,math.min
return{
color=color.lightYellow,
env={
@@ -7,32 +7,31 @@ return{
freshLimit=15,
task=function(P)
if not(P.control and SCN.cur=="play")then return end
if P.atkBuffer.sum<2 then
if P.atkBuffer.sum<4 then
local p=#P.atkBuffer+1
local B,D=P.atkBuffer,P.modeData
local s,t
if D.event<10 then
t=1000-20*D.event--1000~800
B[p]= {pos=rnd(5,6),amount=10,countdown=t,cd0=t,time=0,sent=false,lv=3}
B[p+1]= {pos=rnd(4,7),amount=12,countdown=t,cd0=t,time=0,sent=false,lv=4}
s=22
t=800-10*D.event--800~700
B[p]= {pos=rnd(5,6),amount=9,countdown=t,cd0=t,time=0,sent=false,lv=3}
B[p+1]= {pos=rnd(4,7),amount=11,countdown=t,cd0=t+62,time=0,sent=false,lv=4}
s=20
elseif D.event<20 then
t=800-20*(D.event-15)--800~600
t=800-10*D.event--700~600
B[p]= {pos=rnd(3,8),amount=11,countdown=t,cd0=t,time=0,sent=false,lv=4}
B[p+1]= {pos=rnd(4,7),amount=14,countdown=t,cd0=t,time=0,sent=false,lv=5}
s=25
B[p+1]= {pos=rnd(4,7),amount=13,countdown=t,cd0=t+62,time=0,sent=false,lv=5}
s=24
else
t=600-15*(D.event-30)--600~450
B[p]= {pos=rnd(2)*9-8,amount=12,countdown=t,cd0=t,time=0,sent=false,lv=5}
B[p+1]= {pos=rnd(3,8),amount=16,countdown=t,cd0=t,time=0,sent=false,lv=5}
t=600-15*(min(D.event-20,10))--600~450
B[p]= {pos=rnd(2)*9-8,amount=14,countdown=t,cd0=t,time=0,sent=false,lv=5}
B[p+1]= {pos=rnd(3,8),amount=14,countdown=t+62,cd0=t,time=0,sent=false,lv=5}
s=28
end
B.sum=B.sum+s
P.stat.recv=P.stat.recv+s
if D.event<45 then
D.event=D.event+1
D.point=int(s*36e3/t)*.1
if D.event==10 then
D.event=D.event+1
if D.event%10==0 then
if D.event==10 then
P:showTextF(text.great,0,-140,100,"appear",.6)
P.gameEnv.pushSpeed=4
elseif D.event==20 then
@@ -48,7 +47,7 @@ return{
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
setFont(55)

View File

@@ -11,13 +11,13 @@ return{
env={
drop=1e99,lock=1e99,
hold=false,
dropPiece=player.lose,
dropPiece=function(P)P:lose()end,
task=nil,
bg="game1",bgm="newera",
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
end,

View File

@@ -4,21 +4,21 @@ return{
env={
drop=30,lock=45,
visible="time",
dropPiece=player.reach_winCheck,
dropPiece=PLY.reach_winCheck,
freshLimit=10,
target=200,
bg="glow",bgm="newera",
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
mText(drawableText.line,-81,300)
mText(drawableText.techrash,-81,420)
setFont(75)
mStr(P.stat.row,-81,220)
mStr(P.stat.clear_S[4],-81,340)
mStr(P.stat.clears[4],-81,340)
end,
score=function(P)return{min(P.stat.row or 200),P.stat.time}end,
scoreDisp=function(D)return D[1].." Lines "..toTime(D[2])end,

View File

@@ -1,3 +1,4 @@
local gc=love.graphics
local min=math.min
return{
color=color.magenta,
@@ -6,21 +7,23 @@ return{
fall=10,lock=60,
center=false,
visible="none",
dropPiece=player.reach_winCheck,
dropPiece=PLY.reach_winCheck,
freshLimit=15,
target=200,
bg="rgb",bgm="secret7th",
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
mText(drawableText.line,-81,300)
mText(drawableText.techrash,-81,420)
setFont(75)
mStr(P.stat.row,-81,220)
mStr(P.stat.clear_S[4],-81,340)
mStr(P.stat.clears[4],-81,340)
gc.setColor(1,1,1,.2)
gc.draw(IMG.electric,-26,120,0,2.6)
end,
score=function(P)return{min(P.stat.row or 200),P.stat.time}end,
scoreDisp=function(D)return D[1].." Lines "..toTime(D[2])end,

View File

@@ -1,3 +1,4 @@
local gc=love.graphics
local min=math.min
return{
color=color.red,
@@ -7,21 +8,23 @@ return{
center=false,ghost=false,
dropFX=0,lockFX=0,
visible="none",
dropPiece=player.reach_winCheck,
dropPiece=PLY.reach_winCheck,
freshLimit=15,
target=200,
bg="rgb",bgm="secret8th",
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
mText(drawableText.line,-81,300)
mText(drawableText.techrash,-81,420)
setFont(75)
mStr(P.stat.row,-81,220)
mStr(P.stat.clear_S[4],-81,340)
mStr(P.stat.clears[4],-81,340)
gc.setColor(1,1,1,.2)
gc.draw(IMG.electric,-26,120,0,2.6)
end,
score=function(P)return{min(P.stat.row or 200),P.stat.time}end,
scoreDisp=function(D)return D[1].." Lines "..toTime(D[2])end,

View File

@@ -1,3 +1,4 @@
local gc=love.graphics
local min=math.min
return{
color=color.green,
@@ -5,21 +6,23 @@ return{
drop=15,lock=45,
freshLimit=10,
visible="fast",
dropPiece=player.reach_winCheck,
dropPiece=PLY.reach_winCheck,
freshLimit=10,
target=200,
bg="glow",bgm="reason",
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
mText(drawableText.line,-81,300)
mText(drawableText.techrash,-81,420)
setFont(75)
mStr(P.stat.row,-81,220)
mStr(P.stat.clear_S[4],-81,340)
mStr(P.stat.clears[4],-81,340)
gc.setColor(1,1,1,.2)
gc.draw(IMG.electric,-26,120,0,2.6)
end,
score=function(P)return{min(P.stat.row or 200),P.stat.time}end,
scoreDisp=function(D)return D[1].." Lines "..toTime(D[2])end,

View File

@@ -1,3 +1,4 @@
local gc=love.graphics
local min=math.min
return{
color=color.red,
@@ -8,21 +9,23 @@ return{
center=false,ghost=false,
dropFX=0,lockFX=0,
visible="none",
dropPiece=player.reach_winCheck,
dropPiece=PLY.reach_winCheck,
freshLimit=15,
target=200,
bg="rgb",bgm="secret7th",
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
mText(drawableText.line,-81,300)
mText(drawableText.techrash,-81,420)
setFont(75)
mStr(P.stat.row,-81,220)
mStr(P.stat.clear_S[4],-81,340)
mStr(P.stat.clears[4],-81,340)
gc.setColor(1,1,1,.2)
gc.draw(IMG.electric,-26,120,0,2.6)
end,
score=function(P)return{min(P.stat.row or 200),P.stat.time}end,
scoreDisp=function(D)return D[1].." Lines "..toTime(D[2])end,

View File

@@ -27,7 +27,7 @@ return{
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
local P=players[1]
local F=P.field
for i=1,24 do
@@ -59,7 +59,7 @@ return{
if L==100 then
local T=P.stat.time
return
T<=40 and 5 or
T<=36 and 5 or
T<=60 and 4 or
3
else

View File

@@ -25,7 +25,7 @@ return{
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
local P=players[1]
local F=P.field
for i=1,24 do
@@ -57,7 +57,7 @@ return{
if L==100 then
local T=P.stat.time
return
T<=30 and 5 or
T<=32 and 5 or
T<=50 and 4 or
T<=80 and 3 or
2

View File

@@ -29,7 +29,7 @@ return{
},
slowMark=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
setFont(75)

View File

@@ -3,7 +3,7 @@ local int=math.floor
return{
color=color.white,
env={
dropPiece=player.reach_winCheck,
dropPiece=PLY.reach_winCheck,
},
load=function()
for i=1,#customID do
@@ -12,14 +12,15 @@ return{
end
modeEnv._20G=modeEnv.drop==0
modeEnv.oncehold=customSel[6]==1
newPlayer(1,340,15)
if preBag[1]then modeEnv.bag=preBag end
PLY.newPlayer(1,340,15)
local L=modeEnv.opponent
if L~=0 then
modeEnv.target=nil
if L<10 then
newAIPlayer(2,965,360,.5,AITemplate("9S",2*L))
PLY.newAIPlayer(2,965,360,.5,AITemplate("9S",2*L))
else
newAIPlayer(2,965,360,.5,AITemplate("CC",L-6,2+int((L-11)*.5),modeEnv.hold,15000+5000*(L-10)))
PLY.newAIPlayer(2,965,360,.5,AITemplate("CC",L-6,2+int((L-11)*.5),modeEnv.hold,15000+5000*(L-10)))
end
end
preField.h=20

View File

@@ -31,15 +31,16 @@ return{
end
modeEnv._20G=modeEnv.drop==0
modeEnv.oncehold=customSel[6]==1
if preBag[1]then modeEnv.bag=preBag end
modeEnv.target=0
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
local L=modeEnv.opponent
if L~=0 then
modeEnv.target=nil
if L<10 then
newAIPlayer(2,965,360,.5,AITemplate("9S",2*L))
PLY.newAIPlayer(2,965,360,.5,AITemplate("9S",2*L))
else
newAIPlayer(2,965,360,.5,AITemplate("CC",L-6,2+int((L-11)*.5),modeEnv.hold,15000+5000*(L-10)))
PLY.newAIPlayer(2,965,360,.5,AITemplate("CC",L-6,2+int((L-11)*.5),modeEnv.hold,15000+5000*(L-10)))
end
end
preField.h=20

View File

@@ -41,7 +41,7 @@ return{
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
setFont(55)

View File

@@ -41,7 +41,7 @@ return{
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
setFont(55)

View File

@@ -20,7 +20,7 @@ return{
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
setFont(65)

View File

@@ -9,7 +9,7 @@ return{
local D=P.modeData
D.counter=D.counter+1
if D.counter>=max(30,80-.3*D.event)then
P:garbageRise(11+D.event%3,1,rnd(10))
P:garbageRise(13+D.event%5,1,rnd(10))
P.stat.recv=P.stat.recv+1
D.counter=0
D.event=D.event+1
@@ -19,7 +19,7 @@ return{
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
setFont(65)

View File

@@ -10,13 +10,19 @@ return{
if not P.next[1] then
local height=freeRow.get(0)
local max=#P.field
for x=1,10 do
local h=max
while P.field[h][x]==0 and h>1 do
h=h-1
if max>0 then
for x=1,10 do
local h=max
while P.field[h][x]==0 and h>1 do
h=h-1
end
height[x]=h
end--get heights
else
for x=1,10 do
height[x]=0
end
height[x]=h
end--get heights
end
height[11]=999
local res={1,1,2,2,3,4}
@@ -27,9 +33,11 @@ return{
end
if d<40 or P.stat.row>2*42 then
A=#res+1
for i=A,A+5 do
res[i]=1
res[i+6]=2
for i=1,4 do
res[A]=1
res[A+1]=2
res[A+2]=6
A=A+3
end
goto END
end
@@ -82,7 +90,7 @@ return{
P:getNext(res[rnd(#res)])
end
end,
target=100,dropPiece=player.reach_winCheck,
target=100,dropPiece=PLY.reach_winCheck,
next=1,hold=false,
ospin=false,
freshLimit=15,
@@ -90,7 +98,7 @@ return{
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
setFont(70)

View File

@@ -5,7 +5,7 @@ return{
drop=20,lock=60,
sequence="bag",
bag={1,1,2,2,3,3,4,4,5,5,6,6},
target=100,dropPiece=player.reach_winCheck,
target=100,dropPiece=PLY.reach_winCheck,
next=3,
ospin=false,
freshLimit=15,
@@ -13,7 +13,7 @@ return{
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
setFont(70)

View File

@@ -7,7 +7,7 @@ return{
bg="glow",bgm="infinite",
},
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
setFont(45)
@@ -22,7 +22,7 @@ return{
getRank=function(P)
local L=P.stat.row
return
L>=2600 and 5 or
L>=2000 and 5 or
L>=1500 and 4 or
L>=1000 and 3 or
L>=500 and 2 or

View File

@@ -17,7 +17,7 @@ return{
bg="glow",bgm="infinite",
},
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
for _=1,8 do
players[1]:garbageRise(13,1,rnd(10))
end

View File

@@ -26,7 +26,7 @@ return{
pauseLimit=true,
slowMark=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
setFont(45)

View File

@@ -26,7 +26,7 @@ return{
pauseLimit=true,
slowMark=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
setFont(45)

View File

@@ -36,7 +36,7 @@ return{
color=color.red,
env={
noFly=true,
mindas=6,minarr=1,
das=6,arr=1,
_20G=true,
lock=death_lock[1],
wait=death_wait[1],
@@ -47,7 +47,7 @@ return{
},
slowMark=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
setFont(45)
@@ -63,16 +63,16 @@ return{
getRank=function(P)
local S=P.modeData.point
if S==500 then
local L=P.stat.clear_S[4]
local T=P.stat.time
return
L>=30 and 5 or
L>=25 and 4 or
3
T<=118 and 5 or
T<=148 and 4 or
T<=183 and 3 or
2
else
return
S>=426 and 3 or
S>=326 and 2 or
S>=226 and 1 or
S>=300 and 2 or
S>=100 and 1 or
S>=50 and 0
end
end,

View File

@@ -51,7 +51,7 @@ return{
},
slowMark=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
setFont(45)
@@ -67,7 +67,7 @@ return{
getRank=function(P)
local S=P.modeData.point
if S==500 then
local L=P.stat.clear_S[4]
local L=P.stat.clears[4]
return
L>=30 and 5 or
L>=25 and 4 or

View File

@@ -12,12 +12,12 @@ local function score(P)
if MD.point%100==99 then SFX.play("blip_1")end
if int(MD.point*.01)>MD.event then
local s=MD.event+1;MD.event=s--level up!
P:showTextF(text.stage(s),0,-120,80,"fly")
local E=P.gameEnv
if s<4 then--first 300
if s~=1 then E.lock=E.lock-1 end
if s~=2 then E.wait=E.wait-1 end
if s~=3 then E.fall=E.fall-1 end
P:showTextF(text.stage(s),0,-120,80,"fly")
elseif s<10 then
if s==4 or s==7 then E.das=E.das-1 end
s=s%3
@@ -25,6 +25,7 @@ local function score(P)
elseif s==1 then E.wait=E.wait-1
elseif s==2 then E.fall=E.fall-1
end
P:showTextF(text.stage(s),0,-120,80,"fly")
else
MD.point,MD.event=1000,9
P:win("finish")
@@ -37,7 +38,7 @@ return{
color=color.lightGrey,
env={
noFly=true,
mindas=5,minarr=1,
das=5,arr=1,
_20G=true,lock=12,
wait=10,fall=10,
dropPiece=score,
@@ -47,7 +48,7 @@ return{
},
slowMark=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
setFont(45)

View File

@@ -4,14 +4,14 @@ return{
env={
drop=60,lock=120,
fall=10,
target=100,dropPiece=player.reach_winCheck,
target=100,dropPiece=PLY.reach_winCheck,
freshLimit=15,
ospin=false,
bg="rgb",bgm="infinite",
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
setFont(45)

View File

@@ -4,14 +4,14 @@ return{
env={
drop=20,lock=60,
fall=20,
target=100,dropPiece=player.reach_winCheck,
target=100,dropPiece=PLY.reach_winCheck,
freshLimit=15,
ospin=false,
bg="rgb",bgm="infinite",
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
setFont(45)

View File

@@ -4,13 +4,13 @@ return{
env={
oncehold=false,
drop=300,lock=1e99,
target=100,dropPiece=player.reach_winCheck,
target=100,dropPiece=PLY.reach_winCheck,
ospin=false,
bg="rgb",bgm="newera",
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
setFont(45)
@@ -27,7 +27,7 @@ return{
getRank=function(P)
local L=P.stat.pc
return
L>=25 and 5 or
L>=24 and 5 or
L>=20 and 4 or
L>=16 and 3 or
L>=13 and 2 or

View File

@@ -31,7 +31,7 @@ local function newPC(P)
P.modeData.symmetry=symmetry
P:pushNext(L,symmetry)
P.modeData.counter=P.stat.piece==0 and 20 or 0
TASK.new(task_PC,P)
P:newTask(task_PC)
local s=P.stat.pc*.25
if int(s)==s and s>0 then
@@ -62,7 +62,7 @@ return{
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
newPC(players[1])
end,
mesDisp=function(P,dx,dy)

View File

@@ -37,7 +37,7 @@ local function newPC(P)
P.modeData.symmetry=symmetry
P:pushNext(L,symmetry)
P.modeData.counter=P.stat.piece==0 and 20 or 0
TASK.new(task_PC,P)
P:newTask(task_PC)
end
end
return{
@@ -54,7 +54,7 @@ return{
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
newPC(players[1])
end,
mesDisp=function(P,dx,dy)

View File

@@ -19,8 +19,8 @@ return{
bg="game2",bgm="push",
},
load=function()
newPlayer(1,340,15)
newAIPlayer(2,965,360,.5,AITemplate("CC",10,1,true,5000))
PLY.newPlayer(1,340,15)
PLY.newAIPlayer(2,965,360,.5,AITemplate("CC",10,1,true,5000))
game.garbageSpeed=1e99
end,
mesDisp=function(P,dx,dy)

View File

@@ -19,8 +19,8 @@ return{
bg="game2",bgm="push",
},
load=function()
newPlayer(1,340,15)
newAIPlayer(2,965,360,.5,AITemplate("CC",10,1,true,10000))
PLY.newPlayer(1,340,15)
PLY.newAIPlayer(2,965,360,.5,AITemplate("CC",10,1,true,10000))
game.garbageSpeed=1e99
end,
mesDisp=function(P,dx,dy)

View File

@@ -19,8 +19,8 @@ return{
bg="game2",bgm="push",
},
load=function()
newPlayer(1,340,15)
newAIPlayer(2,965,360,.5,AITemplate("CC",10,2,true,12600))
PLY.newPlayer(1,340,15)
PLY.newAIPlayer(2,965,360,.5,AITemplate("CC",10,2,true,12600))
game.garbageSpeed=1e99
end,
mesDisp=function(P,dx,dy)

View File

@@ -19,8 +19,8 @@ return{
bg="game2",bgm="push",
},
load=function()
newPlayer(1,340,15)
newAIPlayer(2,965,360,.5,AITemplate("CC",10,3,true,16260))
PLY.newPlayer(1,340,15)
PLY.newAIPlayer(2,965,360,.5,AITemplate("CC",10,3,true,16260))
game.garbageSpeed=1e99
end,
mesDisp=function(P,dx,dy)

View File

@@ -19,8 +19,8 @@ return{
bg="game2",bgm="push",
},
load=function()
newPlayer(1,340,15)
newAIPlayer(2,965,360,.5,AITemplate("CC",10,3,true,26000))
PLY.newPlayer(1,340,15)
PLY.newAIPlayer(2,965,360,.5,AITemplate("CC",10,3,true,26000))
game.garbageSpeed=1e99
end,
mesDisp=function(P,dx,dy)

View File

@@ -7,8 +7,8 @@ return{
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
newAIPlayer(2,965,360,.5,AITemplate("9S",3))
PLY.newPlayer(1,340,15)
PLY.newAIPlayer(2,965,360,.5,AITemplate("9S",3))
end,
mesDisp=function(P,dx,dy)
end,

View File

@@ -7,8 +7,8 @@ return{
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
newAIPlayer(2,965,360,.5,AITemplate("9S",5))
PLY.newPlayer(1,340,15)
PLY.newAIPlayer(2,965,360,.5,AITemplate("9S",5))
end,
mesDisp=function(P,dx,dy)
end,

View File

@@ -7,8 +7,8 @@ return{
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
newAIPlayer(2,965,360,.5,AITemplate("9S",7))
PLY.newPlayer(1,340,15)
PLY.newAIPlayer(2,965,360,.5,AITemplate("9S",7))
end,
mesDisp=function(P,dx,dy)
end,

View File

@@ -7,8 +7,8 @@ return{
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
newAIPlayer(2,965,360,.5,AITemplate("CC",9,2,true,26000))
PLY.newPlayer(1,340,15)
PLY.newAIPlayer(2,965,360,.5,AITemplate("CC",9,2,true,26000))
end,
mesDisp=function(P,dx,dy)
end,

View File

@@ -7,8 +7,8 @@ return{
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
newAIPlayer(2,965,360,.5,AITemplate("CC",10,3,true,50000))
PLY.newPlayer(1,340,15)
PLY.newAIPlayer(2,965,360,.5,AITemplate("CC",10,3,true,50000))
end,
mesDisp=function(P,dx,dy)
end,

View File

@@ -5,11 +5,11 @@ return{
env={
drop=60,lock=60,
sequence="bag",bag={8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25},
target=40,dropPiece=player.reach_winCheck,
bg="strap",bgm="race",
target=40,dropPiece=PLY.reach_winCheck,
bg="aura",bgm="race",
},
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P)
local dx,dy=P.fieldOff.x,P.fieldOff.y
@@ -25,7 +25,7 @@ return{
end,
score=function(P)return{P.stat.time,P.stat.piece}end,
scoreDisp=function(D)return toTime(D[1]).." "..D[2].." Pieces"end,
comp=function(a,b)return a[1]<b[1]or a[1]==b[1]and a[2]<b[2]end,
comp=function(a,b)return a[2]>b[2]or a[2]==b[2]and a[1]<b[1]end,
getRank=function(P)
local T=P.stat.row
if T<5 then

View File

@@ -4,11 +4,11 @@ return{
color=color.cyan,
env={
drop=60,lock=60,
target=10,dropPiece=player.reach_winCheck,
target=10,dropPiece=PLY.reach_winCheck,
bg="strap",bgm="race",
},
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P)
local dx,dy=P.fieldOff.x,P.fieldOff.y

View File

@@ -4,11 +4,11 @@ return{
color=color.orange,
env={
drop=60,lock=60,
target=100,dropPiece=player.reach_winCheck,
target=100,dropPiece=PLY.reach_winCheck,
bg="strap",bgm="race",
},
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P)
local dx,dy=P.fieldOff.x,P.fieldOff.y
@@ -32,8 +32,8 @@ return{
T<=62 and 5 or
T<=90 and 4 or
T<=130 and 3 or
T<=200 and 2 or
T<=360 and 1 or
T<=196 and 2 or
T<=260 and 1 or
0
end,
}

View File

@@ -4,11 +4,11 @@ return{
color=color.lightGrey,
env={
drop=60,lock=60,
target=1000,dropPiece=player.reach_winCheck,
target=1000,dropPiece=PLY.reach_winCheck,
bg="strap",bgm="push",
},
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P)
local dx,dy=P.fieldOff.x,P.fieldOff.y
@@ -30,10 +30,10 @@ return{
local T=P.stat.time
return
T<=626 and 5 or
T<=1000 and 4 or
T<=1400 and 3 or
T<=2260 and 2 or
T<=3260 and 1 or
T<=888 and 4 or
T<=1140 and 3 or
T<=1406 and 2 or
T<=1626 and 1 or
0
end,
}

View File

@@ -4,11 +4,11 @@ return{
color=color.lightBlue,
env={
drop=60,lock=60,
target=20,dropPiece=player.reach_winCheck,
target=20,dropPiece=PLY.reach_winCheck,
bg="strap",bgm="race",
},
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P)
local dx,dy=P.fieldOff.x,P.fieldOff.y

View File

@@ -4,11 +4,11 @@ return{
color=color.green,
env={
drop=60,lock=60,
target=40,dropPiece=player.reach_winCheck,
target=40,dropPiece=PLY.reach_winCheck,
bg="strap",bgm="race",
},
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P)
local dx,dy=P.fieldOff.x,P.fieldOff.y

View File

@@ -4,11 +4,11 @@ return{
color=color.red,
env={
drop=60,lock=60,
target=400,dropPiece=player.reach_winCheck,
target=400,dropPiece=PLY.reach_winCheck,
bg="strap",bgm="push",
},
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P)
local dx,dy=P.fieldOff.x,P.fieldOff.y
@@ -32,8 +32,8 @@ return{
T<=255 and 5 or
T<=326 and 4 or
T<=462 and 3 or
T<=626 and 2 or
T<=1260 and 1 or
T<=555 and 2 or
T<=626 and 1 or
0
end,
}

View File

@@ -20,7 +20,7 @@ return{
},
pauseLimit=true,
load=function()
newPlayer(1,340,15)
PLY.newPlayer(1,340,15)
end,
mesDisp=function(P,dx,dy)
setFont(65)

Some files were not shown because too many files have changed in this diff Show More