local gc_push,gc_pop=GC.push,GC.pop local gc_origin,gc_replaceTransform=GC.origin,GC.replaceTransform local gc_setLineWidth,gc_setColor=GC.setLineWidth,GC.setColor local gc_setShader=GC.setShader local gc_draw,gc_rectangle,gc_printf=GC.draw,GC.rectangle,GC.printf local ins,rem=table.insert,table.remove local int,rnd=math.floor,math.random local approach=MATH.expApproach local SETTING,GAME,SCR=SETTING,GAME,SCR local PLAYERS=PLAYERS -- System do-- function tryBack() local sureTime=-1e99 function tryBack() if TIME()-sureTime<1 then sureTime=-1e99 return true else sureTime=TIME() MES.new('warn',text.sureQuit) end end end do-- function tryReset() local sureTime=-1e99 function tryReset() if TIME()-sureTime<1 then sureTime=-1e99 return true else sureTime=TIME() MES.new('warn',text.sureReset) end end end do-- function tryDelete() local sureTime=-1e99 function tryDelete() if TIME()-sureTime<1 then sureTime=-1e99 return true else sureTime=TIME() MES.new('warn',text.sureDelete) end end end do-- function loadFile(name,args), function saveFile(data,name,args) local t=setmetatable({},{__index=function() return"'$1' loading failed: $2" end}) function loadFile(name,args) local text=text or t if not args then args='' end local res,mes=pcall(FILE.load,name,args) if res then return mes else if mes:find'open error' then MES.new('error',text.loadError_open:repD(name,"")) elseif mes:find'unknown mode' then MES.new('error',text.loadError_errorMode:repD(name,args)) elseif mes:find'no file' then if not args:sArg'-canSkip' then MES.new('error',text.loadError_noFile:repD(name,"")) end elseif mes then MES.new('error',text.loadError_other:repD(name,mes)) else MES.new('error',text.loadError_unknown:repD(name,"")) end end end function saveFile(data,name,args) local text=text or t local res,mes=pcall(FILE.save,data,name,args) if res then return true else MES.new('error', mes:find'duplicate' and text.saveError_duplicate:repD(name) or mes:find'encode error' and text.saveError_encode:repD(name) or mes and text.saveError_other:repD(name,mes) or text.saveError_unknown:repD(name) ) end end end function saveStats() return saveFile(STAT,'conf/data') end function saveProgress() return saveFile(RANKS,'conf/unlock') end function saveSettings() if WS.status('game')=='running' then NET.player_updateConf() end return saveFile(SETTING,'conf/settings') end function saveUser() return saveFile(USER.__data,'conf/user') end do-- function applySettings() local saturateValues={ normal={0,1}, soft={.2,.7}, gray={.4,.4}, light={.2,.8}, color={-.2,1.2}, } function applySettings() -- Apply language text=LANG.get(SETTING.locale) WIDGET.setLang(text.WidgetText) for k,v in next,TEXTOBJ do if rawget(text,k) then v:set(text[k]) end end -- Apply cursor love.mouse.setVisible(SETTING.sysCursor) -- Apply fullscreen love.window.setFullscreen(SETTING.fullscreen) love.resize(GC.getWidth(),GC.getHeight()) -- Apply Zframework setting Z.setClickFX(SETTING.clickFX) Z.setFrameMul(SETTING.frameMul) Z.setPowerInfo(SETTING.powerInfo) Z.setCleanCanvas(SETTING.cleanCanvas) -- Apply VK shape VK.setShape(SETTING.VKSkin) -- Apply sound love.audio.setVolume(SETTING.mainVol) BGM.setVol(SETTING.bgm) SFX.setVol(SETTING.sfx) VOC.setVol(SETTING.voc) -- Apply saturs local m m=saturateValues[SETTING.blockSatur] or saturateValues.normal SHADER.blockSatur:send('b',m[1]) SHADER.blockSatur:send('k',m[2]) m=saturateValues[SETTING.fieldSatur] or saturateValues.normal SHADER.fieldSatur:send('b',m[1]) SHADER.fieldSatur:send('k',m[2]) -- Apply BG if SETTING.bg=='on' then BG.unlock() BG.set() elseif SETTING.bg=='off' then BG.unlock() BG.set('fixColor',SETTING.bgAlpha,SETTING.bgAlpha,SETTING.bgAlpha) BG.lock() elseif SETTING.bg=='custom' then if love.filesystem.getInfo('conf/customBG') then local res,image=pcall(GC.newImage,love.filesystem.newFile('conf/customBG')) if res then BG.unlock() GC.setDefaultFilter('linear','linear') BG.set('custom',SETTING.bgAlpha,image) GC.setDefaultFilter('nearest','nearest') BG.lock() else MES.new('error',text.customBGloadFailed) end else-- Switch off when custom BG not found SETTING.bg='off' BG.unlock() BG.set('fixColor',SETTING.bgAlpha,SETTING.bgAlpha,SETTING.bgAlpha) BG.lock() end end end end -- Royale mode function randomTarget(P)-- Return a random opponent for P local l=TABLE.shift(PLY_ALIVE,0) local count=0 for i=1,#l do if P.group==0 and l[i]~=P or P.group~=l[i].group then count=count+1 end end if count==0 then return end count=rnd(count) for i=1,#l do if P.group==0 and l[i]~=P or P.group~=l[i].group then count=count-1 if count==0 then return l[i] end end end end function freshMostDangerous() GAME.mostDangerous,GAME.secDangerous=false,false local m,m2=0,0 for i=1,#PLY_ALIVE do local h=#PLY_ALIVE[i].field if h>=m then GAME.mostDangerous,GAME.secDangerous=PLY_ALIVE[i],GAME.mostDangerous m,m2=h,m elseif h>=m2 then GAME.secDangerous=PLY_ALIVE[i] m2=h end end for i=1,#PLY_ALIVE do if PLY_ALIVE[i].atkMode==3 then PLY_ALIVE[i]:freshTarget() end end end function freshMostBadge() GAME.mostBadge,GAME.secBadge=false,false local m,m2=0,0 for i=1,#PLY_ALIVE do local P=PLY_ALIVE[i] local b=P.badge if b>=m then GAME.mostBadge,GAME.secBadge=P,GAME.mostBadge m,m2=b,m elseif b>=m2 then GAME.secBadge=P m2=b end end for i=1,#PLY_ALIVE do if PLY_ALIVE[i].atkMode==4 then PLY_ALIVE[i]:freshTarget() end end end function royaleLevelup() GAME.stage=GAME.stage+1 local spd TEXT.show(text.royale_remain:gsub("$1",#PLY_ALIVE),640,200,40,'beat',.3) if GAME.stage==2 then spd=30 elseif GAME.stage==3 then spd=15 for _,P in next,PLY_ALIVE do P.gameEnv.garbageSpeed=.6 end if PLAYERS[1].alive then BGM.play('cruelty') end elseif GAME.stage==4 then spd=8 for _,P in next,PLY_ALIVE do P.gameEnv.pushSpeed=3 end elseif GAME.stage==5 then spd=4 for _,P in next,PLY_ALIVE do P.gameEnv.garbageSpeed=1 end elseif GAME.stage==6 then spd=2 if PLAYERS[1].alive then BGM.play('final') end end for _,P in next,PLY_ALIVE do P.gameEnv.drop=spd end if GAME.curMode.name:find("_u") then for i=1,#PLY_ALIVE do local P=PLY_ALIVE[i] P.gameEnv.drop=int(P.gameEnv.drop*.4) if P.gameEnv.drop==0 then P.curY=P.ghoY P:set20G(true) end end end end -- Sound shortcuts function playClearSFX(cc) if cc<=0 or cc%1~=0 then return end if cc<=4 then SFX.play('clear_'..cc) elseif cc<=6 then SFX.play('clear_4') elseif cc<=12 then SFX.play('clear_4',.8) if cc<=9 then Snd('bass','A3','E4') else Snd('bass','A3','E4','A4') end elseif cc<=16 then SFX.play('clear_5',.7) if cc<=14 then Snd('bass',.8,'A3','E4')Snd('lead','A4','E5') else Snd('bass',.8,'A3','G4')Snd('lead','B4','G5') end else SFX.play('clear_6',.6) if cc==17 then Snd('bass',.8,'A3','A4')Snd('lead','E5','G5') elseif cc==18 then Snd('bass',.7,'A4')Snd('lead',.8,'C4','G5')Snd('bell','D5') elseif cc==19 then Snd('bass',.7,'A4')Snd('lead',.8,'A4','E5')Snd('bell','B5') elseif cc==20 then Snd('bass',.7,'A4')Snd('lead',.8,'A4','E4')Snd('bell','D5','B5','G6') else Snd('bass',.7,'A4')Snd('lead',.8,'A4','E4')Snd('bell','B5','E6','A6') end end end function playReadySFX(i,vol) if i==3 then Snd('bass','A3',vol) Snd('lead','A4',vol) elseif i==2 then Snd('bass','F3',vol) Snd('lead','A4',vol) Snd('lead','D5',vol) elseif i==1 then Snd('bass','G3',vol) Snd('lead','B4',vol) Snd('lead','E5',vol) elseif i==0 then Snd('bass','A3',vol) Snd('lead','A4',vol) Snd('lead','E5',vol) Snd('lead','A5',vol) end end -- Game function getItem(itemName,amount) STAT.item[itemName]=STAT.item[itemName]+(amount or 1) end function generateLine(hole) return 1023-2^(hole-1) end function notEmptyLine(L) for i=1,10 do if L[i]>0 then return true end end end function setField(P,page) local F=FIELD[page] local height=0 for y=#F,1,-1 do if notEmptyLine(F[y]) then height=y break end end local t=P.showTime*3 for y=1,height do local notEmpty=notEmptyLine(F[y]) P.field[y]=LINE.new(0,notEmpty) P.visTime[y]=LINE.new(t) if notEmpty then for x=1,10 do P.field[y][x]=F[y][x] end P.garbageBeneath=P.garbageBeneath+1 end end end function freshDate(args) if not args then args="" end local date=os.date("%Y/%m/%d") if STAT.date~=date then STAT.date=date STAT.todayTime=0 getItem('zTicket',1) if not args:find'q' then MES.new('info',text.newDay) end saveStats() return true end end function legalGameTime()-- Check if today's playtime is legal if SETTING.locale:find'zh' and RANKS.sprint_10l<4 and (not RANKS.sprint_40l or RANKS.sprint_40l<3) then if STAT.todayTime<7200 then return true elseif STAT.todayTime<14400 then MES.new('warn',text.playedLong) return true else MES.new('error',text.playedTooMuch) return false end end return true end do-- function trySettingWarn() local lastWarnTime=0 function trySettingWarn() if TIME()-lastWarnTime>2.6 then MES.new('warn',text.settingWarn,5) end lastWarnTime=TIME() end end function mergeStat(stat,delta)-- Merge delta stat. to global stat. for k,v in next,delta do if type(v)=='table' then if type(stat[k])=='table' then mergeStat(stat[k],v) end else if stat[k] then stat[k]=stat[k]+v end end end end function scoreValid()-- Check if any unranked mods are activated for _,M in next,GAME.mod do if M.unranked then return false end end if GAME.playing and GAME.tasUsed then return false end return true end function destroyPlayers()-- Destroy all player objects, restore freerows and free CCs for i=#PLAYERS,1,-1 do local P=PLAYERS[i] if P.canvas then P.canvas:release() end while P.field[1] do rem(P.field) rem(P.visTime) end end TABLE.cut(PLAYERS) TABLE.cut(PLY_ALIVE) end function pauseGame() if not SCN.swapping then if not GAME.replaying then for i=1,#PLAYERS do local l=PLAYERS[i].keyPressing for j=1,#l do if l[j] then PLAYERS[i]:releaseKey(j) end end end end for i=1,20 do VK.release(i) end if not (GAME.result or GAME.replaying) then GAME.pauseCount=GAME.pauseCount+1 end SCN.swapTo('pause','none') end end function applyCustomGame()-- Apply CUSTOMENV, BAG, MISSION for k,v in next,CUSTOMENV do GAME.modeEnv[k]=v end if BAG[1] then GAME.modeEnv.seqData=BAG else GAME.modeEnv.seqData=nil end if MISSION[1] then GAME.modeEnv.mission=MISSION else GAME.modeEnv.mission=nil end end function loadGame(mode,ifQuickPlay,ifNet)-- Load a mode and go to game scene freshDate() if legalGameTime() then if not MODES[mode] and FILE.isSafe('parts/modes/'..mode) then MODES[mode]=require('parts.modes.'..mode) MODES[mode].name=mode end if MODES[mode].score then STAT.lastPlay=mode end GAME.playing=true GAME.init=true GAME.fromRepMenu=false GAME.curModeName=mode GAME.curMode=MODES[mode] GAME.modeEnv=GAME.curMode.env GAME.net=ifNet if ifNet then SCN.go('net_game','swipeD') else local modeText=text.modes[mode] or{"["..MODES[mode].name.."]",""} TEXTOBJ.modeName:set(modeText[1].." "..modeText[2]) SCN.go('game',ifQuickPlay and 'swipeD' or 'fade_togame') SFX.play('enter') end end end function gameOver()-- Save record if GAME.replaying then local R=GAME.curMode.getRank if R then R=R(PLAYERS[1]) if R and R>0 then GAME.rank=R end end end trySave() local M=GAME.curMode local R=M.getRank if R then local P=PLAYERS[1] R=R(P)-- New rank if R then if R>0 then GAME.rank=R end if not GAME.replaying and M.score and scoreValid() then if RANKS[M.name] then-- Old rank exist local needSave if R>RANKS[M.name] then RANKS[M.name]=R needSave=true end if R>0 then if M.unlock then for i=1,#M.unlock do local m=M.unlock[i] local n=MODES[m].name if not RANKS[n] then if MODES[m].x then RANKS[n]=0 end needSave=true end end end end if needSave then saveProgress() end end local D=M.score(P) local L=M.records local p=#L-- Rank-1 if p>0 then while M.comp(D,L[p]) do-- If higher rank p=p-1 if p==0 then break end end end if p<10 then if p==0 then P:_showText(text.newRecord,0,-100,100,'beat',.5) if SETTING.autoSave and DATA.saveReplay() then GAME.saved=true SFX.play('connected') MES.new('check',text.saveDone) end end D.date=os.date("%Y/%m/%d %H:%M") ins(L,p+1,D) if L[11] then L[11]=nil end saveFile(L,('record/%s.rec'):format(M.name),'-luaon') end end end end end function trySave() if not GAME.statSaved and PLAYERS[1] and PLAYERS[1].type=='human' and (PLAYERS[1].frameRun>300 or GAME.result) then GAME.statSaved=true STAT.game=STAT.game+1 mergeStat(STAT,PLAYERS[1].stat) STAT.todayTime=STAT.todayTime+PLAYERS[1].stat.time saveStats() end end do-- function freshPlayerPosition(sudden) local posLists={ -- 1~5 { {340,75,1}, {965,390,.5}, {965,30,.5}, {20,390,.5}, {20,30,.5}, }, -- 6~17 (function() local L={{340,75,1}} for i=1,4 do ins(L,{15,-160+180*i,.25}) end for i=1,4 do ins(L,{180,-160+180*i,.25}) end for i=1,4 do ins(L,{950,-160+180*i,.25}) end for i=1,4 do ins(L,{1120,-160+180*i,.25}) end return L end)(), -- 18~31 (function() local L={{340,75,1}} for i=1,5 do ins(L,{10, -100+135*i,.18}) end for i=1,5 do ins(L,{120, -100+135*i,.18}) end for i=1,5 do ins(L,{230, -100+135*i,.18}) end for i=1,5 do ins(L,{940, -100+135*i,.18}) end for i=1,5 do ins(L,{1050,-100+135*i,.18}) end for i=1,5 do ins(L,{1160,-100+135*i,.18}) end return L end)(), -- 32~49 (function() local L={{340,75,1}} for i=1,4 do for j=1,6 do ins(L,{78*i-54,115*j-98,.09}) end end for i=9,12 do for j=1,6 do ins(L,{78*i+267,115*j-98,.09}) end end return L end)(), -- 50~99 (function() local L={{340,75,1}} for i=1,7 do for j=1,7 do ins(L,{46*i-36,97*j-72,.068}) end end for i=15,21 do for j=1,7 do ins(L,{46*i+264,97*j-72,.068}) end end return L end)(), } function freshPlayerPosition(sudden)-- Set initial position for every player local L=PLY_ALIVE if not sudden then for i=1,#L do L[i]:setPosition(640,#L<=5 and 360 or -62,0) end end local posList if #L<=5 then posList=posLists[1] elseif #L<=17 then posList=posLists[2] elseif #L<=31 then posList=posLists[3] elseif #L<=49 then posList=posLists[4] elseif #L<=99 then posList=posLists[5] else error("TOO MANY PLAYERS!") end local method=sudden and 'setPosition' or 'movePosition' for i=1,#L do L[i][method](L[i],unpack(posList[i])) end end end do-- function dumpBasicConfig() local gameSetting={ -- Tuning 'das','arr','dascut','dropcut','sddas','sdarr', 'ihs','irs','ims','RS', -- System 'skin','face', -- Graphic 'ghostType','block','ghost','center','bagLine', 'dropFX','moveFX','shakeFX', 'text','highCam','nextPos', -- Unnecessary graphic -- 'grid','smooth', -- 'lockFX','clearFX','splashFX','atkFX', -- 'score', } function dumpBasicConfig() local S={} for _,key in next,gameSetting do S[key]=SETTING[key] end return JSON.encode(S) end end do-- function resetGameData(args) local function task_showMods() local time=0 while true do coroutine.yield() time=time+1 if time%20==0 then local M=GAME.mod[time/20] if M then TEXT.show(M.id,700+(time-20)%120*4,36,45,'spin',.5) else return end end end end local gameSetting={ -- Tuning 'das','arr','dascut','dropcut','sddas','sdarr', 'ihs','irs','ims','RS', -- System 'skin','face', -- Graphic 'block','ghost','center','smooth','grid','bagLine', 'lockFX','dropFX','moveFX','clearFX','splashFX','shakeFX','atkFX', 'text','score','warn','highCam','nextPos', } local function _copyGameSetting() local S={} for _,key in next,gameSetting do if type(SETTING[key])=='table' then S[key]=TABLE.shift(SETTING[key]) else S[key]=SETTING[key] end end return S end function resetGameData(args,seed) if not args then args="" end trySave() GAME.result=false GAME.rank=0 GAME.warnLVL0=0 GAME.warnLVL=0 if args:find'r' then GAME.frameStart=0 GAME.recording=false GAME.replaying=true else GAME.frameStart=args:find'n' and 0 or 180-SETTING.reTime*60 GAME.seed=seed or math.random(1046101471,2662622626) GAME.pauseTime=0 GAME.pauseCount=0 GAME.saved=false GAME.setting=_copyGameSetting() GAME.tasUsed=false GAME.rep={} GAME.recording=true GAME.statSaved=false GAME.replaying=false math.randomseed(TIME()) end destroyPlayers() if GAME.curMode.load then GAME.curMode.load() else PLY.newPlayer(1) end freshPlayerPosition(args:find'q') VK.restore() local bg=GAME.modeEnv.bg BG.set(type(bg)=='string' and bg or type(bg)=='table' and bg[math.random(#bg)]) local bgm=GAME.modeEnv.bgm BGM.play(type(bgm)=='string' and bgm or type(bgm)=='table' and bgm[math.random(#bgm)]) TEXT.clear() if GAME.modeEnv.eventSet=='royale' then for i=1,#PLAYERS do PLAYERS[i]:changeAtk(randomTarget(PLAYERS[i])) end GAME.stage=false GAME.mostBadge=false GAME.secBadge=false GAME.mostDangerous=false GAME.secDangerous=false GAME.stage=1 end TASK.removeTask_code(task_showMods) if GAME.setting.allowMod then TASK.new(task_showMods) end playReadySFX(3) collectgarbage() end end do-- function checkWarning() local max=math.max function checkWarning(dt) local P1=PLAYERS[1] if P1.alive then if P1.frameRun%26==0 then local F=P1.field local height=0-- Max height of row 4~7 for x=4,7 do for y=#F,1,-1 do if F[y][x]>0 then if y>height then height=y end break end end end GAME.warnLVL0=math.log(height-(P1.gameEnv.fieldH-5)+P1.atkBufferSum*.8) end local _=GAME.warnLVL if _0 then _=max(_-.026,0) end GAME.warnLVL=_ if GAME.warnLVL>1.126 and P1.frameRun%30==0 then SFX.fplay('warn_beep',SETTING.sfx_warn) end elseif GAME.warnLVL>0 then GAME.warnLVL=max(GAME.warnLVL-.026,0) end end end -- Game draw do-- function drawSelfProfile() local name local textObj,scaleK,width,offY function drawSelfProfile() gc_push('transform') gc_replaceTransform(SCR.xOy_ur) -- Draw avatar gc_setLineWidth(2) gc_setColor(COLOR.X)gc_rectangle('fill',0,0,-300,80) gc_setColor(1,1,1)gc_rectangle('line',-300,0,300,80,5) gc_rectangle('line',-73,7,66,66,2) gc_draw(USERS.getAvatar(USER.uid),-72,8,nil,.5) -- Draw username if name~=USERS.getUsername(USER.uid) then name=USERS.getUsername(USER.uid) textObj=GC.newText(getFont(30),name) width=textObj:getWidth() scaleK=210/math.max(width,210) offY=textObj:getHeight()/2 end gc_draw(textObj,-82,26,nil,scaleK,nil,width,offY) gc_pop() end end function drawOnlinePlayerCount() setFont(20) gc_setColor(1,1,1) gc_push('transform') gc_replaceTransform(SCR.xOy_ur) gc_printf(text.onlinePlayerCount:repD(NET.onlineCount),-600,80,594,'right') gc_pop() end function drawWarning() if SETTING.warn and GAME.warnLVL>0 then gc_push('transform') gc_origin() SHADER.warning:send('level',GAME.warnLVL) gc_setShader(SHADER.warning) gc_rectangle('fill',0,0,SCR.w,SCR.h) gc_setShader() gc_pop() end end -- Widget function shortcuts function backScene() SCN.back() end do-- function goScene(name,style) local cache={} function goScene(name,style) local hash=style and name..style or name if not cache[hash] then cache[hash]=function() SCN.go(name,style) end end return cache[hash] end end do-- function swapScene(name,style) local cache={} function swapScene(name,style) local hash=style and name..style or name if not cache[hash] then cache[hash]=function() SCN.swapTo(name,style) end end return cache[hash] end end do-- function pressKey(k) local cache={} function pressKey(k) if not cache[k] then cache[k]=function() love.keypressed(k) end end return cache[k] end end do-- CUS/SETXXX(k) local CUSTOMENV=CUSTOMENV local warnList={ 'das','arr','dascut','dropcut','sddas','sdarr', 'ihs','irs','ims','RS', 'frameMul','highCam', 'VKSwitch','VKIcon','VKTrack','VKDodge', 'simpMode', } function CUSval(k) return function() return CUSTOMENV[k] end end function ROOMval(k) return function() return ROOMENV[k] end end function SETval(k) return function() return SETTING[k] end end function CUSrev(k) return function() CUSTOMENV[k]=not CUSTOMENV[k] end end function ROOMrev(k) return function() ROOMENV[k]=not ROOMENV[k] end end function SETrev(k) return function() if TABLE.find(warnList,k) then trySettingWarn() end SETTING[k]=not SETTING[k] end end function CUSsto(k) return function(i) CUSTOMENV[k]=i end end function ROOMsto(k) return function(i) ROOMENV[k]=i end end function SETsto(k) return function(i) if TABLE.find(warnList,k) then trySettingWarn() end SETTING[k]=i end end end