function loadGame(mode,level) --rec={} curMode={id=modeID[mode],lv=level,modeName=text.modeName[mode],levelName=modeLevel[modeID[mode]][level]} gotoScene("play") end function resetGameData() frame=0 garbageSpeed=1 pushSpeed=3 players={alive={}}human=0 modeEnv=defaultModeEnv[curMode.id][curMode.lv]or defaultModeEnv[curMode.id][1] loadmode[curMode.id]() curBG=modeEnv.bg BGM(modeEnv.bgm) FX.beam={} for k,v in pairs(PTC.dust)do v:release() end for i=1,#players do if not players[i].small then PTC.dust[i]=PTC.dust0:clone() PTC.dust[i]:start() end end if modeEnv.royaleMode then for i=1,#players do changeAtk(players[i],randomTarget(players[i])) end mostBadge,mostDangerous,secBadge,secDangerous=nil gameStage=1 garbageSpeed=.3 pushSpeed=2 end for i=1,#virtualkey do virtualkey[i].press=false end stat.game=stat.game+1 freeRow={} collectgarbage() for i=1,30*#players do freeRow[i]={0,0,0,0,0,0,0,0,0,0} end end function gameStart() sysSFX("start") for P=1,#players do P=players[P] _G.P=P P.control=true P.timing=true resetblock() end setmetatable(_G,nil) end function createPlayer(id,x,y,size,AIspeed,data) players[id]={id=id} P=players[id] local P=P ins(players.alive,P) P.index={__index=P} P.x,P.y,P.size=x,y,size or 1 P.small=P.size<.3 if P.small then P.centerX,P.centerY=P.x+150*P.size,P.y+300*P.size P.size=P.size*5 else P.centerX,P.centerY=P.x+300*P.size,P.y+670*P.size end if AIspeed then P.ai={ controls={}, controlDelay=30, controlDelay0=AIspeed, } else human=human+1 end P.alive=true P.control=false P.timing=false P.time=0 P.cstat={ key=0,piece=0,row=0,atk=0, techrash=0,pc=0, point=0,event=0 }--Current gamestat P.keyTime={}for i=1,10 do P.keyTime[i]=-1e5 end P.keySpeed=0 P.dropTime={}for i=1,10 do P.dropTime[i]=-1e5 end P.dropSpeed=0 P.field,P.visTime={},{} P.atkBuffer={sum=0} P.ko,P.badge,P.strength=0,0,0 P.atkMode,P.swappingAtkMode=1,20 P.atker,P.atking,P.lastRecv={} --Royale-related P.gameEnv={}--Game setting vars,like dropDelay setting for k,v in pairs(gameEnv0)do if data and data[k]~=nil then P.gameEnv[k]=data[k] elseif modeEnv[k]~=nil then P.gameEnv[k]=modeEnv[k] elseif setting[k]~=nil then P.gameEnv[k]=setting[k] else P.gameEnv[k]=v end end--reset current game settings P.curBlock,P.curID,P.curColor,P.curName={{}},1,0,0 P.sc,P.dir,P.r,P.c={0,0},0,0,0 P.curX,P.curY,P.y_img=0,0,0 P.holdBlock,P.holdID,P.holdColor,P.holdName={{}},0,0,0 P.holded=false P.nextID,P.nextBlock,P.nextColor,P.nextName={},{},{},{} P.dropDelay,P.lockDelay=P.gameEnv.drop,P.gameEnv.lock P.freshTime=0 P.spinLast,P.lastClear=false,nil local s=P.gameEnv.sequence if s=="bag7"or s=="his4"then local bag1={1,2,3,4,5,6,7} for i=1,7 do newNext(rem(bag1,rnd(#bag1))) end elseif s=="rnd"then for i=1,6 do local r=rnd(7) newNext(r) end elseif s=="drought1"then local bag1={1,2,3,4,5,6} for i=1,6 do newNext(rem(bag1,rnd(#bag1))) end elseif s=="drought2"then local bag1={1,2,3,4,6,7} for i=1,6 do newNext(rem(bag1,rnd(#bag1))) end end P.freshNext=freshMethod[P.gameEnv.sequence] if P.gameEnv.sequence==1 then P.bag={}--Bag7 elseif P.gameEnv.sequence==2 then P.his={}for i=1,4 do P.his[i]=P.nextID[i+3]end--History4 elseif P.gameEnv.sequence==3 then--Pure random end P.showTime=visible_opt[P.gameEnv.visible] P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end P.moving,P.downing=0,0 P.waiting,P.falling=0,0 P.clearing={} P.fieldBeneath=0 P.combo=0 P.b2b=0 P.endCounter=0 P.counter=0 P.result=nil--string:win/lose P.bonus={} end function showText(P,text,type,font,dy,spd,inf) if not P.small then ins(P.bonus,{t=0,text=text,draw=FX[type],font=font,dy=dy or 0,speed=spd or 1,inf=inf}) end end function garbageSend(S,R,send,time) local pos=rnd(10) createBeam(S,R,send<4 and 1 or send<7 and 2 or 3) R.lastRecv=S if R.atkBuffer.sum<20 then send=min(send,20-R.atkBuffer.sum) R.atkBuffer.sum=R.atkBuffer.sum+send ins(R.atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=min(int(send^.69),5)}) if R.id==1 then sysSFX(send<4 and "blip_1"or"blip_2",min(send+1,5)*.1)end end end function garbageRelease() local t=P.showTime*2 for i=1,#P.atkBuffer do local atk=P.atkBuffer[i] if not atk.sent and atk.countdown<=0 then for j=1,atk.amount do ins(P.field,1,getNewRow(8+atk.lv)) ins(P.visTime,1,getNewRow(t)) for k=1,#atk do P.field[1][atk[k]]=0 end end P.atkBuffer.sum=P.atkBuffer.sum-atk.amount atk.sent=true atk.time=0 P.fieldBeneath=P.fieldBeneath+atk.amount*30 end end end function createBeam(S,R,lv)--Player id local x1,y1,x2,y2 if S.small then x1,y1=S.centerX,S.centerY else x1,y1=S.x+(30*(P.curX+P.sc[2]-1)-30+15+150)*S.size,S.y+(600-30*(P.curY+P.sc[1]-1)+15+70)*S.size end if R.small then x2,y2=R.x+150*R.size*.2,R.y+300*R.size*.2 else x2,y2=R.x+308*R.size,R.y+450*R.size end ins(FX.beam,{x1,y1,x2,y2,t=0,lv=lv}) end function throwBadge(S,R)--Player id local x1,y1,x2,y2 if S.small then x1,y1=S.x+30*S.size,S.y+60*S.size else x1,y1=S.x+308*S.size,S.y+450*S.size end if R.small then x2,y2=R.x+30*R.size,R.y+60*R.size else x2,y2=R.x+73*R.size,R.y+345*R.size end ins(FX.badge,{x1,y1,x2,y2,t=0}) end function randomTarget(p) if #players.alive>1 then local r ::L:: r=players.alive[rnd(#players.alive)] if r==p then goto L end return r end end function freshTarget(P) if P.atkMode==1 then if not P.atking.alive or rnd()<.1 then changeAtk(P,randomTarget(P)) end elseif P.atkMode==2 then changeAtk(P,P~=mostBadge and mostBadge or secBadge or randomTarget(P)) elseif P.atkMode==3 then changeAtk(P,P~=mostDangerous and mostDangerous or secDangerous or randomTarget(P)) elseif P.atkMode==4 then for i=1,#P.atker do if not P.atker[i].alive then rem(P.atker,i) return end end end end function changeAtkMode(m) if P.atkMode==m then goto L end P.atkMode=m if m==1 then changeAtk(P,randomTarget(P)) elseif m==2 then freshTarget(P) elseif m==3 then freshTarget(P) elseif m==4 then changeAtk(P) end ::L:: end function changeAtk(P,R) if P.atking then local K=P.atking.atker for i=1,#K do if K[i]==P then rem(K,i) goto L end end end ::L:: if R then P.atking=R ins(R.atker,P) else P.atking=nil end end function freshMostDangerous() mostDangerous,secDangerous=nil local m,m2=0,0 for i=1,#players.alive do local h=#players.alive[i].field if h>=m then mostDangerous,secDangerous=players.alive[i],mostDangerous m,m2=h,m elseif h>=m2 then secDangerous=players.alive[i] m2=h end end end function freshMostBadge() mostBadge,secBadge=nil local m,m2=0,0 for i=1,#players.alive do local h=players.alive[i].badge if h>=m then mostBadge,secBadge=players.alive[i],mostBadge m,m2=h,m elseif h>=m2 then secBadge=players.alive[i] m2=h end end end function royaleLevelup() gameStage=gameStage+1 local spd if(gameStage==3 or gameStage>4)and players[1].alive then showText(players[1],text.royale_remain(#players.alive),"beat",50,-100,.3) end if gameStage==2 then spd=30 elseif gameStage==3 then spd=15 garbageSpeed=.6 if players[1].alive then BGM("cruelty")end elseif gameStage==4 then spd=10 pushSpeed=3 elseif gameStage==5 then spd=5 garbageSpeed=1 elseif gameStage==6 then spd=3 if players[1].alive then BGM("final")end end for i=1,#players.alive do local P=players.alive[i] P.gameEnv.drop=spd end if curMode.lv==5 and players[1].alive then local P=players[1] P.gameEnv.drop=int(P.gameEnv.drop*.3) if P.gameEnv.drop==0 then P.gameEnv._20G=true end end end function freshgho() if P.gameEnv._20G or P.keyPressing[7]and P.gameEnv.sdarr==0 then ::L::if not ifoverlap(P.curBlock,P.curX,P.curY-1)then P.curY=P.curY-1 P.spinLast=false goto L end P.y_img=P.curY else P.y_img=P.curY>#P.field+1 and #P.field+1 or P.curY ::L::if not ifoverlap(P.curBlock,P.curX,P.y_img-1)then P.y_img=P.y_img-1 goto L end end end function freshLockDelay() if P.lockDelay11 or y<1 then return true end if y>#P.field then return end for i=1,#bk do for j=1,#bk[1]do if P.field[y+i-1]and bk[i][j]>0 and P.field[y+i-1][x+j-1]>0 then return true end end end end function ckfull(i) for j=1,10 do if P.field[i][j]==0 then return end end return true end function checkrow(start,height)--(cy,r) local c=0 for i=start,start+height-1 do if ckfull(i)then ins(P.clearing,1,i) c=c+1 if not P.small then local S=PTC.dust[P.id] for k=1,100 do S:setPosition(rnd(300),600-30*i+rnd(30)) S:emit(3) end end end end if c>0 then P.falling=P.gameEnv.fall end return c end function solid(x,y) if x<1 or x>10 or y<1 then return true end if y>#P.field then return false end return P.field[y][x]>0 end function newNext(n) ins(P.nextBlock,blocks[n][0]) ins(P.nextID,n) ins(P.nextColor,P.gameEnv.bone and 8 or n) ins(P.nextName,n) end function resetblock() P.spinLast=false P.curID,P.curBlock,P.curColor,P.curName=rem(P.nextID,1),rem(P.nextBlock,1),rem(P.nextColor,1),rem(P.nextName,1)--id/block/color/name P.freshNext() P.holded=false P.sc,P.dir=scs[P.curID][0],0--spin center/direction P.r,P.c=#P.curBlock,#P.curBlock[1]--row/column P.curX,P.curY=blockPos[P.curID],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2) P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,0 if P.keyPressing[8]then hold(true)end if P.keyPressing[3]then spin(1,true)end if P.keyPressing[4]then spin(-1,true)end if P.keyPressing[5]then spin(2,true)end if abs(P.moving)-P.gameEnv.das>1 and not ifoverlap(P.curBlock,P.curX+sgn(P.moving),P.curY)then P.curX=P.curX+sgn(P.moving) end if ifoverlap(P.curBlock,P.curX,P.curY)then lock()Event_gameover.lose()end freshgho() if P.keyPressing[6]then act.hardDrop()P.keyPressing[6]=false end end function pressKey(i,p) P=p P.keyPressing[i]=true if P.id==1 then virtualkeyDown[i]=true virtualkeyPressTime[i]=10 end if i==10 then act.restart() elseif P.alive then if P.control and P.waiting<=0 then act[actName[i]]() if i>2 and i<7 then P.keyPressing[i]=false end elseif i==9 and not setting.swap then P.atkMode=P.atkMode<3 and P.atkMode+2 or 5-P.atkMode elseif P.keyPressing[9]and setting.swap then if i==1 then P.atkMode=1 changeAtk(P,randomTarget(P)) elseif i==2 then P.atkMode=2 elseif i==6 then P.atkMode=3 elseif i==7 then P.atkMode=4 end else if i==1 then P.moving=-1 elseif i==2 then P.moving=1 end end ins(P.keyTime,1,frame)rem(P.keyTime,11) P.cstat.key=P.cstat.key+1 if P.id==1 then stat.key=stat.key+1 end end --ins(rec,{i,frame}) end function releaseKey(i,p) p.keyPressing[i]=false if p.id==1 then virtualkeyDown[i]=false end -- if recording then ins(rec,{-i,frame})end end function spin(d,ifpre) local idir=(P.dir+d)%4 if P.curID==6 then freshLockDelay() SFX(ifpre and"prerotate"or"rotate") if P.gameEnv.ospin and P.freshTime>10 then if d==1 then if P.curY==P.y_img and solid(P.curX+2,P.curY+1)and solid(P.curX+2,P.curY)and solid(P.curX-1,P.curY+1)and not solid(P.curX-1,P.curY)then if solid(P.curX-2,P.curY)then P.curX=P.curX-1 goto T else P.curX=P.curX-2 goto I end end elseif d==-1 then if P.curY==P.y_img and solid(P.curX-1,P.curY+1)and solid(P.curX-1,P.curY)and solid(P.curX+2,P.curY+1)and not solid(P.curX+2,P.curY)then if solid(P.curX+3,P.curY)then goto T else goto I end end elseif d==2 and P.curY==P.y_img and solid(P.curX-1,P.curY+1)and solid(P.curX+2,P.curY+1)and not solid(P.curX-1,P.curY)and not solid(P.curX+2,P.curY)then P.curX=P.curX-1 goto I end goto E ::T:: P.curID=5 P.curBlock=blocks[5][0] P.sc=scs[5][0] P.r,P.c,P.dir=2,3,0 P.spinLast=3 if P.id==1 then stat.rotate=stat.rotate+1 end goto E ::I:: P.curID=7 P.curBlock=blocks[7][2] P.sc=scs[7][2] P.r,P.c,P.dir=1,4,2 P.spinLast=3 if P.id==1 then stat.rotate=stat.rotate+1 end end ::E::return end local icb=blocks[P.curID][idir] local isc=scs[P.curID][idir] local ir,ic=#icb,#icb[1] local ix,iy=P.curX+P.sc[2]-isc[2],P.curY+P.sc[1]-isc[1] local t--succssful test id local iki=TRS[P.curID][P.dir*10+idir] for i=1,P.freshTime<=1.2*P.gameEnv.freshLimit and #iki or 1 do if not ifoverlap(icb,ix+iki[i][1],iy+iki[i][2])then ix,iy=ix+iki[i][1],iy+iki[i][2] t=i goto spin end end goto fail ::spin:: P.curX,P.curY,P.dir=ix,iy,idir P.sc,P.curBlock=scs[P.curID][idir],icb P.r,P.c=ir,ic P.spinLast=t==2 and testScore[-d]or 2 freshgho() freshLockDelay() SFX(ifpre and"prerotate"or ifoverlap(P.curBlock,P.curX,P.curY+1)and ifoverlap(P.curBlock,P.curX-1,P.curY)and ifoverlap(P.curBlock,P.curX+1,P.curY)and"rotatekick"or"rotate") if id==1 then stat.rotate=stat.rotate+1 end ::fail:: end function hold(ifpre) if not P.holded and P.waiting<=0 and P.gameEnv.hold then P.holded=P.gameEnv.oncehold P.holdID,P.curID=P.curID,P.holdID P.holdBlock,P.curBlock=blocks[P.holdID][0],P.holdBlock P.holdColor,P.curColor=P.curColor,P.holdColor P.holdName,P.curName=P.curName,P.holdName if P.curID==0 then P.curID,P.curBlock,P.curColor,P.curName=rem(P.nextID,1),rem(P.nextBlock,1),rem(P.nextColor,1),rem(P.nextName,1)--id/block/color/name P.freshNext() end P.sc,P.dir=scs[P.curID][0],0 P.r,P.c=#P.curBlock,#P.curBlock[1] P.curX,P.curY=blockPos[P.curID],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2) if abs(P.moving)-P.gameEnv.das>1 and not ifoverlap(P.curBlock,P.curX+sgn(P.moving),P.curY)then P.curX=P.curX+sgn(P.moving) end freshgho() P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,0 if ifoverlap(P.curBlock,P.curX,P.curY)then lock()Event_gameover.lose()end SFX(ifpre and"prehold"or"hold") if P.id==1 then stat.hold=stat.hold+1 end end end function drop() if P.curY==P.y_img then ins(P.dropTime,1,frame)rem(P.dropTime,11)--update speed dial P.waiting=P.gameEnv.wait local dospin=0 if P.spinLast then if P.curID<6 then local x,y=P.curX+P.sc[2]-1,P.curY+P.sc[1]-1 local c=0 if solid(x-1,y+1)then c=c+1 end if solid(x+1,y+1)then c=c+1 end if c==0 then goto NTC end if solid(x-1,y-1)then c=c+1 end if solid(x+1,y-1)then c=c+1 end if c>2 then dospin=dospin+1 end end--Three point ::NTC:: if P.curID~=6 and ifoverlap(P.curBlock,P.curX-1,P.curY)and ifoverlap(P.curBlock,P.curX+1,P.curY)and ifoverlap(P.curBlock,P.curX,P.curY+1)then dospin=dospin+2 end--Immobile end lock() local cc,csend,exblock,sendTime=checkrow(P.curY,P.r),0,0,0--Currect clear&send&sendTime local mini if P.spinLast and cc>0 and dospin>0 then dospin=dospin+P.spinLast end if not P.spinLast then dospin=false elseif cc==0 then if dospin==0 then dospin=false end elseif dospin<2 then dospin=false elseif dospin==2 then mini=P.curID<6 and cc<3 and cc1000 then showText(P,text.techrashB3B,"fly",80,-30) csend=6 sendTime=100 exblock=exblock+1 elseif P.b2b>=40 then showText(P,text.techrashB2B,"drive",80,-30) sendTime=80 csend=5 else showText(P,text.techrash,"stretch",80,-30) sendTime=60 csend=4 end P.b2b=P.b2b+120 P.lastClear=74 P.cstat.techrash=P.cstat.techrash+1 elseif cc>0 then if dospin then if P.b2b>1000 then showText(P,text.b3b..text.spin[P.curName]..text.clear[cc],"spin",40,-30) csend=b2bATK[cc]+1 exblock=exblock+1 elseif P.b2b>=40 then showText(P,text.b2b..text.spin[P.curName]..text.clear[cc],"spin",40,-30) csend=b2bATK[cc] else showText(P,text.spin[P.curName]..text.clear[cc],"spin",50,-30) csend=2*cc end sendTime=20+csend*20 if mini then showText(P,text.mini,"appear",40,-80) csend=ceil(csend*.5) sendTime=sendTime+60 P.b2b=P.b2b+b2bPoint[cc]*.8 else P.b2b=P.b2b+b2bPoint[cc] end P.lastClear=P.curID*10+cc if P.id==1 then stat.spin=stat.spin+1 end SFX(spin_n[cc]) elseif #P.clearing<#P.field then P.b2b=max(P.b2b-250,0) showText(P,text.clear[cc],"appear",32+cc*3,-30,(8-cc)*.3) csend=cc-1 sendTime=20+csend*20 P.lastClear=cc end else P.combo=0 if dospin then showText(P,text.spin[P.curName],"appear",50,-30) SFX("spin_0") P.b2b=P.b2b+20 end end if #P.clearing==#P.field then showText(P,text.PC,"flicker",70,-80) csend=csend+min(6+P.cstat.pc,10) exblock=exblock+2 sendTime=sendTime+30 if P.cstat.row>4 then P.b2b=1200 end P.cstat.pc=P.cstat.pc+1 P.lastClear=P.curID*10+5 SFX("perfectclear") end csend=csend+(renATK[P.combo]or 4) if P.combo>2 then showText(P,text.cmb[min(P.combo,20)],P.combo<10 and"appear"or"flicker",20+P.combo*3,60) end sendTime=sendTime+20*P.combo if cc>0 then SFX(clear_n[cc]) SFX(ren_n[min(P.combo,11)]) if P.id==1 then VIB(cc<3 and 1 or cc-1)end end if P.b2b>1200 then P.b2b=1200 end if cc>0 and modeEnv.royaleMode then local i=min(#P.atker,9) if i>1 then csend=csend+reAtk[i] exblock=exblock+reDef[i] end end if csend>0 then if exblock then exblock=int(exblock*(1+P.strength*.25))end csend=csend*(1+P.strength*.25) if mini then csend=csend end csend=int(csend) --Badge Buff P.cstat.atk=P.cstat.atk+csend if P.id==1 then stat.atk=stat.atk+csend end --ATK statistics if csend==0 then goto L end showText(P,csend,"zoomout",40,70) if exblock==0 then goto L end showText(P,exblock,"zoomout",20,115) ::L:: if csend>0 and P.atkBuffer[1]then if exblock>0 then exblock=exblock-1 else csend=csend-1 end P.atkBuffer[1].amount=P.atkBuffer[1].amount-1 P.atkBuffer.sum=P.atkBuffer.sum-1 if P.atkBuffer[1].amount==0 then rem(P.atkBuffer,1) end goto L end if csend>0 then if modeEnv.royaleMode then if P.atkMode==4 then if #P.atker>0 then for i=1,#P.atker do garbageSend(P,P.atker[i],csend,sendTime) end else garbageSend(P,randomTarget(P),csend,sendTime) end else freshTarget(P) garbageSend(P,P.atking,csend,sendTime) end elseif #players.alive>1 then garbageSend(P,randomTarget(P),csend,sendTime) end if P.id==1 and csend>3 then sysSFX("emit",min(csend,8)*.125)end end elseif cc==0 then if P.b2b>1000 then P.b2b=max(P.b2b-40,1000) end garbageRelease() end if P.id==1 then stat.piece,stat.row=stat.piece+1,stat.row+cc end P.cstat.piece,P.cstat.row=P.cstat.piece+1,P.cstat.row+cc if P.cstat.row>=P.gameEnv.target then P.gameEnv.reach() end P.spinLast=dospin and cc>0 SFX("lock") else P.curY=P.curY-1 P.spinLast=false end end function lock() for i=1,P.r do local y=P.curY+i-1 if not P.field[y]then P.field[y],P.visTime[y]=getNewRow(),getNewRow()end for j=1,P.c do if P.curBlock[i][j]~=0 then P.field[y][P.curX+j-1]=P.curColor P.visTime[y][P.curX+j-1]=P.showTime end end end end act={ moveLeft=function(auto) if P.keyPressing[9]and setting.swap then changeAtkMode(1) else if not auto then P.moving=-1 end if not ifoverlap(P.curBlock,P.curX-1,P.curY)then P.curX=P.curX-1 freshgho() freshLockDelay() if P.curY==P.y_img then SFX("move")end P.spinLast=false end end end, moveRight=function(auto) if P.keyPressing[9]and setting.swap then changeAtkMode(2) else if not auto then P.moving=1 end if not ifoverlap(P.curBlock,P.curX+1,P.curY)then P.curX=P.curX+1 freshgho() freshLockDelay() if P.curY==P.y_img then SFX("move")end P.spinLast=false end end end, rotRight=function()spin(1)end, rotLeft=function()spin(3)end, rotFlip=function()spin(2)end, hardDrop=function() if P.keyPressing[9]and setting.swap then changeAtkMode(3) else if P.waiting<=0 then if P.curY~=P.y_img then P.curY=P.y_img P.spinLast=false SFX("drop") if P.id==1 then VIB(1)end end drop() end end end, softDrop=function() if P.keyPressing[9]and setting.swap then changeAtkMode(4) else if P.curY~=P.y_img then P.curY=P.curY-1 P.spinLast=false end P.downing=1 end end, hold=function()hold()end, swap=function() if modeEnv.royaleMode then for i=1,#P.keyPressing do if P.keyPressing[i]then P.keyPressing[i]=false end end if setting.swap then P.keyPressing[9]=true else changeAtkMode(P.atkMode<3 and P.atkMode+2 or 5-P.atkMode) P.swappingAtkMode=30 end else P.keyPressing[9]=false end end, restart=function() resetGameData() frame=30 end, insDown=function()if P.curY~=P.y_img then P.curY,P.lockDelay,P.spinLast=P.y_img,P.gameEnv.lock,false end end, insLeft=function() local x0=cx ::L::if not ifoverlap(P.curBlock,P.curX-1,P.curY)then P.curX=P.curX-1 freshgho() goto L end if x0~=cx then freshLockDelay()end end, insRight=function() local x0=cx ::L::if not ifoverlap(P.curBlock,P.curX+1,P.curY)then P.curX=P.curX+1 freshgho() goto L end if x0~=cx then freshLockDelay()end end, down1=function() if P.curY~=P.y_img then P.curY=P.curY-1 P.spinLast=false end end, down4=function() for i=1,4 do if P.curY~=P.y_img then P.curY=P.curY-1 P.spinLast=false else break end end end, quit=function()Event_gameover.lose()end, --System movements }