local gc=love.graphics
local mt=love.math
local Timer=love.timer.getTime
local int,ceil,abs,rnd,max,min=math.floor,math.ceil,math.abs,math.random,math.max,math.min
local ins,rem=table.insert,table.remove
local format=string.format
local scr=scr--Screen camera
----------------------------------------------------
local gameEnv0={
noFly=false,
das=10,arr=2,
sddas=2,sdarr=2,
ihs=true,irs=true,ims=true,
quickR=true,swap=true,
ghost=true,center=true,
smooth=false,grid=false,
bagLine=false,
text=true,
lockFX=2,dropFX=3,
clearFX=2,shakeFX=3,
drop=60,lock=60,
wait=0,fall=0,
_20G=false,bone=false,
next=6,
hold=true,oncehold=true,
ospin=true,
sequence="bag",bag={1,2,3,4,5,6,7},
freshMethod=NULL,
face=NULL,skin=NULL,
pushSpeed=3,
block=true,
visible="show",
Fkey=NULL,puzzle=false,
freshLimit=1e99,easyFresh=true,
fine=false,fineKill=false,
target=1e99,dropPiece=NULL,
mindas=0,minarr=0,minsdarr=0,
bg="none",bgm="race"
}
local b2bPoint={50,100,180,300}
local b2bATK={3,5,8,10}
local clearSCR={80,200,400}
local spinSCR={--[blockName][row]
{200,750,1300},--Z
{200,750,1300},--S
{220,700,1300},--L
{220,700,1300},--J
{250,800,1400},--T
{260,900,1700},--O
{300,1200,1700},--I
{220,800,2000,3000},--Else
}
--B2BMUL:1.2/2.0
--Techrash:1K;MUL:1.3/1.8
--Mini*=.6
local reAtk={0,0,1,1,1,2,2,3,3}
local reDef={0,1,1,2,3,3,4,4,5}
local scs=require("parts/spinCenters")
local kickList=require("parts/kickList")
local finesseList={
[1]={
{1,2,1,0,1,2,2,1},
{2,2,2,1,1,2,3,2,2},
},--Z
[3]={
{1,2,1,0,1,2,2,1},
{2,2,3,2,1,2,3,3,2},
{3,4,3,2,3,4,4,3},
{2,3,2,1,2,3,3,2,2},
},--L
[6]={
{1,2,2,1,0,1,2,2,1},
},--O
[7]={
{1,2,1,0,1,2,1},
{2,2,2,2,1,1,2,2,2,2},
},--I
}
finesseList[1][3],finesseList[1][4],finesseList[7][3],finesseList[7][4]=finesseList[1][1],finesseList[1][2],finesseList[7][1],finesseList[7][2]--"2-phase" SZI
finesseList[2]=finesseList[1]--S=Z
finesseList[4],finesseList[5]=finesseList[3],finesseList[3]--J=L=T
local CCblockID={4,3,6,5,1,2,0}
local freshPrepare={
none=NULL,
bag=function(P)
local R=P.RND
local bag=P.gameEnv.bag
local L
repeat
L={}for i=1,#bag do L[i]=i end
repeat P:getNext(bag[rem(L,R:random(#L))])until not L[1]
until #P.next>5
end,
his4=function(P)
local R=P.RND
local bag=P.gameEnv.bag
local L=#bag
P.his={bag[R:random(L)],bag[R:random(L)],bag[R:random(L)],bag[R:random(L)]}
for _=1,6 do
local i
local j=0
repeat
i=bag[R:random(L)]
j=j+1
until i~=P.his[1]and i~=P.his[2]and i~=P.his[3]and i~=P.his[4]or j==6
P:getNext(i)
rem(P.his,1)P.his[4]=i
end
end,
rnd=function(P)
local R=P.RND
local bag=P.gameEnv.bag
local L=#bag
P:getNext(bag[R:random(L)])
for i=1,5 do
local count=0
local i
repeat
i=bag[R:random(L)]
count=count+1
until i~=P.next[#P.next].id or count>=L
P:getNext(i)
end
end,
loop=function(P)
local bag=P.gameEnv.bag
repeat
for i=1,#bag do
P:getNext(bag[i])
end
until #P.next>5
end,
fixed=function(P)
local bag=P.gameEnv.bag
for i=1,#bag do
P:getNext(bag[i])
end
end,
}
local freshMethod={
none=NULL,
bag=function(P)
local R=P.RND
if #P.next<6 then
local bag0,bag=P.gameEnv.bag,{}
for i=1,#bag0 do bag[i]=bag0[i]end
repeat P:getNext(rem(bag,R:random(#bag)))until not bag[1]
end
end,
his4=function(P)
local R=P.RND
if #P.next<6 then
local bag=P.gameEnv.bag
local L=#bag
for n=1,4 do
local j,i=0
repeat
i=bag[R:random(L)]
j=j+1
until i~=P.his[1]and i~=P.his[2]and i~=P.his[3]and i~=P.his[4]or j==4
P:getNext(i)
P.his[n]=i
end
end
end,
rnd=function(P)
local R=P.RND
if #P.next<6 then
local bag=P.gameEnv.bag
local L=#bag
for i=1,4 do
local count=0
local i
repeat
i=bag[R:random(L)]
count=count+1
until i~=P.next[#P.next].id or count>=L
P:getNext(i)
end
end
end,
loop=function(P)
local bag=P.gameEnv.bag
for i=1,#bag do
P:getNext(bag[i])
end
end,
fixed=function(P)
if P.cur or P.hd then return end
P:lose()
end,
}
local spinName={"zspin","sspin","jspin","lspin","tspin","ospin","ispin","zspin","sspin","pspin","qspin","fspin","espin","tspin","uspin","vspin","wspin","xspin","jspin","lspin","rspin","yspin","hspin","nspin","ispin"}
local clearName={"single","double","triple","techrash","pentcrash"}
local spin_n={[0]="spin_0","spin_1","spin_2","spin_3","spin_3"}
local clear_n={"clear_1","clear_2","clear_3","clear_4","clear_4"}
local ren_n={}for i=1,11 do ren_n[i]="ren_"..i end
----------------------------------------------------
----------------------------------------------------
local player={}--Player object
local PLY={}--Lib
----------------------------------------------------
----------------------------------------------------
local function updateLine(P,dt)
local bf=P.atkBuffer
for i=#bf,1,-1 do
local A=bf[i]
A.time=A.time+1
if not A.sent then
if A.countdown>0 then
A.countdown=max(A.countdown-game.garbageSpeed,0)
end
else
if A.time>20 then
rem(bf,i)
end
end
end
bf=P.fieldBeneath
if bf>0 then
P.fieldBeneath=max(bf-P.gameEnv.pushSpeed,0)
end
end
local function updateFXs(P,dt)
if P.stat.score>P.score1 then
if P.stat.score-P.score1<10 then
P.score1=P.score1+1
else
P.score1=int(min(P.score1*.9+P.stat.score*.1+1))
end
end
--LockFX
for i=#P.lockFX,1,-1 do
local S=P.lockFX[i]
S[3]=S[3]+S[4]*dt
if S[3]>1 then
rem(P.lockFX,i)
end
end
--DropFX
for i=#P.dropFX,1,-1 do
local S=P.dropFX[i]
S[6]=S[6]+S[7]*dt
if S[6]>1 then
rem(P.dropFX,i)
end
end
--ClearFX
for i=#P.clearFX,1,-1 do
local S=P.clearFX[i]
S[2]=S[2]+S[3]*dt
if S[2]>1 then
rem(P.clearFX,i)
end
end
--Field shaking
if P.gameEnv.shakeFX then
local O=P.fieldOff
O.vx,O.vy=O.vx*.8-abs(O.x)^1.2*(O.x>0 and .1 or -.1),O.vy*.8-abs(O.y)^1.2*(O.y>0 and .1 or -.1)
O.x,O.y=O.x+O.vx,O.y+O.vy
if abs(O.x)<.3 then O.x=0 end
if abs(O.y)<.3 then O.y=0 end
end
if P.bonus then
TEXT.update(P.bonus)
end
end
local function updateTasks(P)
local L=P.tasks
for i=#L,1,-1 do
if L[i].code(P,L[i].data)then rem(L,i)end
end
end
local function Pupdate_alive(P,dt)
if P.timing then P.stat.time=P.stat.time+dt end
if P.keyRec then
local _=game.frame
local v=0
for i=2,10 do v=v+i*(i-1)*7.2/(_-P.keyTime[i])end P.keySpeed=P.keySpeed*.99+v*.1
v=0
for i=2,10 do v=v+i*(i-1)*7.2/(_-P.dropTime[i])end P.dropSpeed=P.dropSpeed*.99+v*.1
--Update speeds
if modeEnv.royaleMode then
if P.keyPressing[9]then
P.swappingAtkMode=min(P.swappingAtkMode+2,30)
else
P.swappingAtkMode=P.swappingAtkMode+((#P.field>15 and P.swappingAtkMode>4 or P.swappingAtkMode>8)and -1 or 1)
end
end
end
if not P.human and P.control and P.waiting==-1 then
local C=P.AI_keys
P.AI_delay=P.AI_delay-1
if not C[1]then
P.AI_stage=AIfunc[P.AI_mode][P.AI_stage](P,C)
elseif P.AI_delay<=0 then
P:pressKey(C[1])P:releaseKey(C[1])
rem(C,1)
P.AI_delay=P.AI_delay0*2
end
end
--Fresh visible time
if not P.keepVisible then
for j=1,#P.field do for i=1,10 do
if P.visTime[j][i]>0 then P.visTime[j][i]=P.visTime[j][i]-1 end
end end
end
--Moving pressed
if P.movDir~=0 then
local das,arr=P.gameEnv.das,P.gameEnv.arr
local mov=P.moving
if P.waiting==-1 then
if P.movDir==1 then
if P.keyPressing[2]then
if arr>0 then
if mov==das+arr or mov==das then
if not P.cur or P:ifoverlap(P.cur.bk,P.curX+1,P.curY)then
mov=das+arr-1
else
P.act.moveRight(P,true)
mov=das
end
end
mov=mov+1
else
if mov==das then
P.act.insRight(P,true)
else
mov=mov+1
end
end
if mov>=das and P.gameEnv.shakeFX and P.cur and P:ifoverlap(P.cur.bk,P.curX+1,P.curY)then
P.fieldOff.vx=P.gameEnv.shakeFX*.5
end
else
P.movDir=0
end
else
if P.keyPressing[1]then
if arr>0 then
if mov==das+arr or mov==das then
if not P.cur or P:ifoverlap(P.cur.bk,P.curX-1,P.curY)then
mov=das+arr-1
else
P.act.moveLeft(P,true)
mov=das
end
end
mov=mov+1
else
if mov==das then
P.act.insLeft(P,true)
else
mov=mov+1
end
end
if mov>=das and P.gameEnv.shakeFX and P.cur and P:ifoverlap(P.cur.bk,P.curX-1,P.curY)then
P.fieldOff.vx=-P.gameEnv.shakeFX*.5
end
else
P.movDir=0
end
end
elseif mov1 then
if P.gameEnv.sdarr>0 then
if d%P.gameEnv.sdarr==0 then
P.act.down1(P)
end
else
P.act.insDown(P)
end
if P.gameEnv.shakeFX then
P.fieldOff.vy=P.gameEnv.shakeFX*.3
end
end
else
P.downing=0
end
--Falling animation
if P.falling>=0 then
P.falling=P.falling-1
if P.falling>=0 then
goto stop
else
local L=#P.clearingRow
if P.human and P.gameEnv.fall>0 and #P.field+L>P.clearingRow[L]then SFX.play("fall")end
P.clearingRow={}
end
end
--Try spawn new block
if not P.control then goto stop end
if P.waiting==0 then P:popNext()end
if P.waiting>=0 then
P.waiting=P.waiting-1
goto stop
end
--Natural block falling
if P.cur then
if P.curY~=P.imgY then
local D=P.dropDelay
if D>1 then
P.dropDelay=D-1
goto stop
end
if D==1 then
P.curY=P.curY-1
else
local _=P.curY-P.imgY--Max fall dist
D=1/D--Fall dist
if D<_ then
P.curY=P.curY-D
-- assert(P.curY==int(P.curY),"y:"..P.curY.." fall:"..D.." D_env:"..P.gameEnv.drop)
else
P.curY=P.imgY
end
end
if P.curY=0 then goto stop end
P:drop()
if P.AI_mode=="CC"then
CC_updateField(P)
end
end
end
::stop::
if P.b2b1==P.b2b then
elseif P.b2b1=0 then
P.falling=P.falling-1
if P.falling>=0 then
goto stop
else
local L=#P.clearingRow
if P.human and P.gameEnv.fall>0 and #P.field+L>P.clearingRow[L]then SFX.play("fall")end
P.clearingRow={}
end
end
::stop::
if P.b2b1>0 then P.b2b1=max(0,P.b2b1*.92-1)end
updateLine(P,dt)
updateFXs(P,dt)
updateTasks(P)
end
----------------------------------------------------
----------------------------------------------------
local frameColor={
[0]=color.white,
color.lGreen,
color.lBlue,
color.lPurple,
color.lOrange,
}
local attackColor={
{color.dGrey,color.white},
{color.grey,color.white},
{color.lPurple,color.white},
{color.lRed,color.white},
{color.dGreen,color.cyan},
}
local RCPB={10,33,200,33,105,5,105,60}
local function drawPixel(y,x,id)
gc.draw(blockSkin[id],30*x-30,600-30*y)
end
local function drawDial(x,y,speed)
gc.setColor(1,1,1)
mStr(int(speed),x,y-18)
gc.setLineWidth(4)
gc.setColor(1,1,1,.4)
gc.circle("line",x,y,30,10)
gc.setLineWidth(2)
gc.setColor(1,1,1,.6)
gc.circle("line",x,y,30,10)
gc.setColor(1,1,1,.6)
gc.draw(IMG.dialNeedle,x,y,2.094+(speed<=175 and .02094*speed or 4.712-52.36/(speed-125)),nil,nil,5,4)
end
local function drawFXs(P)
--LockFX
for i=1,#P.lockFX do
_=P.lockFX[i]
if _[3]<.5 then
gc.setColor(1,1,1,2*_[3])
gc.rectangle("fill",_[1],_[2],60*_[3],30)
else
gc.setColor(1,1,1,2-2*_[3])
gc.rectangle("fill",_[1]+30,_[2],60*_[3]-60,30)
end
end
--DropFX
for i=1,#P.dropFX do
_=P.dropFX[i]
gc.setColor(1,1,1,.6-_[6]*.6)
for x=_[2],_[4]do
for y=_[5],_[3]do
drawPixel(y,x,_[1])
end
end
end
--ClearFX
for i=1,#P.clearFX do
local S=P.clearFX[i]
local t=S[2]
local x=t<.3 and 1-(3.3333*t-1)^2 or 1
local y=t<.2 and 5*t or 1-1.25*(t-.2)
gc.setColor(1,1,1,y)
gc.rectangle("fill",150-x*150,615-S[1]*30-y*15,300*x,y*30)
end
end
local function Pdraw_norm(P)
local _
gc.push("transform")
--Camera
gc.translate(P.x,P.y)gc.scale(P.size)
--Fill field
gc.translate(150+P.fieldOff.x,70+P.fieldOff.y)
gc.setColor(0,0,0,.6)gc.rectangle("fill",0,-10,300,610)
--Grid
if P.gameEnv.grid then
gc.setLineWidth(1)
gc.setColor(1,1,1,.2)
for x=1,9 do gc.line(30*x,-10,30*x,600)end
for y=0,19 do
y=30*(y-int(P.fieldBeneath/30))+P.fieldBeneath
gc.line(0,y,300,y)
end
end
--In-field things
gc.setLineWidth(2)
gc.translate(0,P.fieldBeneath)
gc.setScissor(scr.x+(P.absFieldX+P.fieldOff.x)*scr.k,scr.y+(P.absFieldY+P.fieldOff.y)*scr.k,300*P.size*scr.k,610*P.size*scr.k)
if P.falling==-1 then--Field block only
for j=int(P.fieldBeneath/30+1),#P.field do
for i=1,10 do
if P.field[j][i]>0 then
gc.setColor(1,1,1,min(P.visTime[j][i]*.05,1))
drawPixel(j,i,P.field[j][i])
end
end
end
else--Field with falling animation
local dy,stepY=0,P.gameEnv.smooth and(P.falling/(P.gameEnv.fall+1))^2.5*30 or 30
local A=P.falling/P.gameEnv.fall
local h,H=1,#P.field
for j=int(P.fieldBeneath/30+1),H do
while j==P.clearingRow[h]do
h=h+1
dy=dy+stepY
gc.translate(0,-stepY)
gc.setColor(1,1,1,A)
gc.rectangle("fill",0,630-30*j,300,stepY)
end
for i=1,10 do
if P.field[j][i]>0 then
gc.setColor(1,1,1,min(P.visTime[j][i]*.05,1))
drawPixel(j,i,P.field[j][i])
end
end
end
gc.translate(0,dy)
end
drawFXs(P)
if P.cur and P.waiting==-1 then
local curColor=P.cur.color
--Ghost
if P.gameEnv.ghost then
gc.setColor(1,1,1,.3)
for i=1,P.r do for j=1,P.c do
if P.cur.bk[i][j]then
drawPixel(i+P.imgY-1,j+P.curX-1,curColor)
end
end end
end
local dy=P.gameEnv.smooth and P.imgY~=P.curY and (min(P.dropDelay,1e99)/P.gameEnv.drop-1)*30 or 0
gc.translate(0,-dy)
local trans=P.lockDelay/P.gameEnv.lock
if P.gameEnv.block then
--White Boarder(indicate lockdelay)
SHADER.alpha:send("a",trans)
gc.setShader(SHADER.alpha)
_=blockSkin[curColor]
for i=1,P.r do for j=1,P.c do
if P.cur.bk[i][j]then
local x=30*(j+P.curX)-60-3
local y=630-30*(i+P.curY)-3
gc.draw(_,x,y)gc.draw(_,x+6,y+6)
gc.draw(_,x+6,y)gc.draw(_,x,y+6)
end
end end
gc.setShader()
--Block
gc.setColor(1,1,1)
for i=1,P.r do for j=1,P.c do
if P.cur.bk[i][j]then
drawPixel(i+P.curY-1,j+P.curX-1,curColor)
end
end end
end
--Rotate center
if P.gameEnv.center then
gc.setColor(1,1,1,trans)
local x=30*(P.curX+P.sc[2])-15
gc.draw(IMG.spinCenter,x,600-30*(P.curY+P.sc[1])+15,nil,nil,nil,4,4)
if P.gameEnv.ghost then
gc.translate(0,dy)
gc.setColor(1,1,1,.5)
gc.draw(IMG.spinCenter,x,600-30*(P.imgY+P.sc[1])+15,nil,nil,nil,4,4)
goto E
end
end
gc.translate(0,dy)
end
::E::
gc.setScissor()
gc.translate(0,-P.fieldBeneath)
gc.setColor(1,1,1)
gc.rectangle("line",301,0,15,601)--AtkBuffer boarder
gc.rectangle("line",-16,-3,15,604)--B2b bar boarder
gc.setColor(P.frameColor)
gc.rectangle("line",-1,-11,302,612)--Boarder
if P.lockDelay>=0 then
gc.rectangle("fill",0,602,300*P.lockDelay/P.gameEnv.lock,6)--Lock delay indicator
end
_=10
for i=1,min(P.gameEnv.freshLimit-P.freshTime,15)do
gc.circle("fill",_,615,5)
_=_+20
end
--Buffer line
local h=0
for i=1,#P.atkBuffer do
local A=P.atkBuffer[i]
local bar=A.amount*30
if h+bar>600 then bar=600-h end
if not A.sent then
--Appear
if A.time<20 then
bar=bar*(20*A.time)^.5*.05
end
if A.countdown>0 then
--Timing
gc.setColor(attackColor[A.lv][1])
gc.rectangle("fill",303,599-h,11,-bar+3)
gc.setColor(attackColor[A.lv][2])
gc.rectangle("fill",303,599-h+(-bar+3),11,-(-bar+3)*(1-A.countdown/A.cd0))
else
--Warning
local t=math.sin((Timer()-i)*30)*.5+.5
local c1,c2=attackColor[A.lv][1],attackColor[A.lv][2]
gc.setColor(c1[1]*t+c2[1]*(1-t),c1[2]*t+c2[2]*(1-t),c1[3]*t+c2[3]*(1-t))
gc.rectangle("fill",303,599-h,11,-bar+3)
end
else
gc.setColor(attackColor[A.lv][1])
bar=bar*(20-A.time)*.05
gc.rectangle("fill",303,599-h,11,-bar+2)
--Disappear
end
h=h+bar
end
--B2B indictator
local a,b=P.b2b,P.b2b1 if a>b then a,b=b,a end
gc.setColor(.8,1,.2)
gc.rectangle("fill",-14,599,11,-b*.5)
gc.setColor(P.b2b<40 and color.white or P.b2b<=1e3 and color.lRed or color.lBlue)
gc.rectangle("fill",-14,599,11,-a*.5)
gc.setColor(1,1,1)
if Timer()%.5<.3 then
gc.rectangle("fill",-15,b<40 and 578.5 or 98.5,13,3)
end
gc.translate(-P.fieldOff.x,-P.fieldOff.y)
--Draw Hold
if P.gameEnv.hold then
gc.setColor(0,0,0,.4)gc.rectangle("fill",-140,36,124,80)
gc.setColor(1,1,1)gc.rectangle("line",-140,36,124,80)
mText(drawableText.hold,-78,-15)
if P.hd then
if P.holded then gc.setColor(.6,.5,.5)end
local B=P.hd.bk
for i=1,#B do for j=1,#B[1]do
if B[i][j]then
drawPixel(i+17.5-#B*.5,j-2.6-#B[1]*.5,P.hd.color)
end
end end
end
end
--Draw Next(s)
local N=P.gameEnv.next*72
if P.gameEnv.next>0 then
gc.setColor(0,0,0,.4)gc.rectangle("fill",316,36,124,N)
gc.setColor(1,1,1)gc.rectangle("line",316,36,124,N)
mText(drawableText.next,378,-15)
N=1
while N<=P.gameEnv.next and P.next[N]do
local b,c=P.next[N].bk,P.next[N].color
for i=1,#b do for j=1,#b[1] do
if b[i][j]then
drawPixel(i+20-2.4*N-#b*.5,j+12.6-#b[1]*.5,c)
end
end end
N=N+1
end
end
--Draw Bagline(s)
if P.gameEnv.bagLine then
local L=P.gameEnv.bagLen
local C=-P.pieceCount%L--Phase
gc.setColor(.8,.5,.5)
for i=C,N-1,L do
local y=72*i+36
gc.line(318+P.fieldOff.x,y,438,y)
end
end
--Draw starting counter
gc.setColor(1,1,1)
if game.frame<180 then
local count=179-game.frame
gc.push("transform")
gc.translate(155,220)
setFont(95)
if count%60>45 then gc.scale(1+(count%60-45)^2*.01,1)end
mStr(int(count/60+1),0,0)
gc.pop()
end
--Bonus texts
TEXT.draw(P.bonus)
--Speed dials
setFont(25)
drawDial(360,510,P.dropSpeed)
drawDial(405,565,P.keySpeed)
gc.setColor(1,1,1)
gc.draw(drawableText.bpm,390,480)
gc.draw(drawableText.kpm,344,573)
mStr(format("%.2f",P.stat.time),-81,518)--Time
mStr(P.score1,-81,560)--Score
--Other messages
gc.setColor(1,1,1)
curMode.mesDisp(P)
if modeEnv.royaleMode then
if P.atkMode then
gc.setColor(1,.8,0,P.swappingAtkMode*.02)
gc.rectangle("fill",RCPB[2*P.atkMode-1],RCPB[2*P.atkMode],90,35,8,4)
end
gc.setColor(1,1,1,P.swappingAtkMode*.025)
setFont(18)
for i=1,4 do
gc.rectangle("line",RCPB[2*i-1],RCPB[2*i],90,35,8,4)
mStr(text.atkModeName[i],RCPB[2*i-1]+45,RCPB[2*i]+3)
end
end
gc.pop()
end
local function Pdraw_small(P)
--Draw content
P.frameWait=P.frameWait-1
if P.frameWait==0 then
P.frameWait=10
gc.setCanvas(P.canvas)
gc.clear(0,0,0,.4)
gc.push("transform")
gc.origin()
gc.setColor(1,1,1,P.result and max(20-P.endCounter,0)*.05 or 1)
--Field
local F=P.field
for j=1,#F do
for i=1,10 do if F[j][i]>0 then
gc.draw(blockSkinMini[F[j][i]],6*i-6,120-6*j)
end end
end
--Draw boarder
if P.alive then
gc.setLineWidth(2)
gc.setColor(P.frameColor)
gc.rectangle("line",1,1,58,118)
end
if modeEnv.royaleMode then
gc.setColor(1,1,1)
for i=1,P.strength do
gc.draw(IMG.badgeIcon,12*i-7,4,nil,.5)
end
end
if P.result then
gc.setColor(1,1,1,min(P.endCounter,60)*.01)
setFont(17)mStr(P.result,32,47)
setFont(15)mStr(P.modeData.event,30,82)
end
gc.pop()
gc.setCanvas()
end
--Draw Canvas
gc.setColor(1,1,1)
gc.draw(P.canvas,P.x,P.y,nil,P.size*10)
if P.killMark then
gc.setLineWidth(3)
gc.setColor(1,0,0,min(P.endCounter,25)*.04)
gc.circle("line",P.centerX,P.centerY,(840-20*min(P.endCounter,30))*P.size)
end
setFont(30)
end
local function Pdraw_demo(P)
local _
local curColor=P.cur.color
--Camera
gc.push("transform")
gc.translate(P.x,P.y)gc.scale(P.size)gc.translate(P.fieldOff.x,P.fieldOff.y)
--Frame
gc.setColor(.1,.1,.1,.8)
gc.rectangle("fill",0,0,300,600)
gc.setLineWidth(2)
gc.setColor(1,1,1)
gc.rectangle("line",-1,-1,302,602)
if P.falling==-1 then
--Field block only
for j=int(P.fieldBeneath/30+1),#P.field do
for i=1,10 do
if P.field[j][i]>0 then
gc.setColor(1,1,1,min(P.visTime[j][i]*.05,1))
drawPixel(j,i,P.field[j][i])
end
end
end
else
--Field with falling animation
local dy,stepY=0,P.gameEnv.smooth and(P.falling/(P.gameEnv.fall+1))^2.5*30 or 30
local A=P.falling/P.gameEnv.fall
local h,H=1,#P.field
for j=int(P.fieldBeneath/30+1),H do
while j==P.clearingRow[h]do
h=h+1
dy=dy+stepY
gc.translate(0,-stepY)
gc.setColor(1,1,1,A)
gc.rectangle("fill",0,630-30*j,300,stepY)
end
for i=1,10 do
if P.field[j][i]>0 then
gc.setColor(1,1,1,min(P.visTime[j][i]*.05,1))
drawPixel(j,i,P.field[j][i])
end
end
end
gc.translate(0,dy)
end
drawFXs(P)
if P.cur and P.waiting==-1 then
--Draw ghost
gc.setColor(1,1,1,.3)
for i=1,P.r do for j=1,P.c do
if P.cur.bk[i][j]then
drawPixel(i+P.imgY-1,j+P.curX-1,curColor)
end
end end
--Draw block
gc.setColor(1,1,1)
for i=1,P.r do for j=1,P.c do
if P.cur.bk[i][j]then
drawPixel(i+P.curY-1,j+P.curX-1,curColor)
end
end end
end
--Draw hold
local blockImg=TEXTURE.miniBlock
if P.hd then
local id=P.hd.id
_=P.color[id]
gc.setColor(_[1],_[2],_[3],.3)
_=blockImg[id]
gc.draw(_,15,30,nil,16,nil,0,_:getHeight()*.5)
end
--Draw next
local N=1
while N<=P.gameEnv.next and P.next[N]do
local id=P.next[N].id
_=P.color[id]
gc.setColor(_[1],_[2],_[3],.3)
_=blockImg[id]
gc.draw(_,285,40*N-10,nil,16,nil,_:getWidth(),_:getHeight()*.5)
N=N+1
end
gc.setColor(1,1,1)
gc.translate(-P.fieldOff.x,-P.fieldOff.y)
TEXT.draw(P.bonus)
gc.pop()
end
----------------------------------------------------
----------------------------------------------------
function player.showText(P,text,dx,dy,font,style,spd,stop)
if P.gameEnv.text then
P.bonus[#P.bonus+1]=TEXT.getText(text,150+dx,300+dy,font*P.size,style,spd,stop)
end
end
function player.showTextF(P,text,dx,dy,font,style,spd,stop)
P.bonus[#P.bonus+1]=TEXT.getText(text,150+dx,300+dy,font*P.size,style,spd,stop)
end
local function without(L,e)
for i=1,#L do
if L[i]==e then return end
end
return true
end
function player.createLockFX(P)
local BK=P.cur.bk
local t=12-P.gameEnv.lockFX*3
for i=1,P.r do
local y=P.curY+i-1
if without(P.clearedRow,y)then
y=600-30*y
for j=1,P.c do
if BK[i][j]then
ins(P.lockFX,{30*(P.curX+j-2),y,0,t})
end
end
end
end
end
function player.createDropFX(P,x1,y1,x2,y2)--x1y2!
if P.gameEnv.block and y1>=y2 then
P.dropFX[#P.dropFX+1]={P.cur.color,x1,y1,x2,y2,0,12-2*P.gameEnv.dropFX}
end
end
function player.createBeam(P,R,send,time,target,color,clear,spin,combo)
local x1,y1,x2,y2
if P.small then x1,y1=P.centerX,P.centerY
else x1,y1=P.x+(30*(P.curX+P.sc[2])-30+15+150)*P.size,P.y+(600-30*(P.curY+P.sc[1])+15+70)*P.size
end
if R.small then x2,y2=R.centerX,R.centerY
else x2,y2=R.x+308*R.size,R.y+450*R.size
end
local radius,corner
local a,r,g,b=1,unpack(SKIN.libColor[color])
if clear>10 then
radius=10+3*send+100/(target+4)
local t=clear%10
if t==1 then
corner=3
r=.3+r*.4
g=.3+g*.4
b=.3+b*.4
elseif t==2 then
corner=5
r=.5+r*.5
g=.5+g*.5
b=.5+b*.5
elseif t<6 then
corner=6
r=.6+r*.4
g=.6+g*.4
b=.6+b*.4
else
corner=20
r=.8+r*.2
g=.8+g*.2
b=.8+b*.2
end
else
if combo>3 then
radius=min(15+combo,30)
corner=3
else
radius=30
corner=4
end
r=1-r*.3
g=1-g*.3
b=1-b*.3
end
if modeEnv.royaleMode and not(P.human or R.human)then
radius=radius*.4
a=.35
end
FX_attack[#FX_attack+1]={
x=x1,y=y1,--Current pos
x1=x1,y1=y1,--Start pos
x2=x2,y2=y2,--End pos
rad=radius*(setting.atkFX+3)*.12,
corner=corner,
type=type==1 and"fill"or"line",
r=r,g=g,b=b,a=a*(setting.atkFX+5)*.1,
t=0,
drag={},--Afterimage coordinate list
}
end
function player.newTask(P,code,data)
local L=P.tasks
L[#L+1]={
code=code,
data=data,
}
end
----------------------------------------------------
----------------------------------------------------
local function getNewStatTable()
local T={
time=0,score=0,
key=0,rotate=0,hold=0,
extraPiece=0,extraRate=0,
piece=0,row=0,dig=0,
atk=0,digatk=0,
send=0,recv=0,pend=0,off=0,
clear={},clears={},spin={},spins={},
pc=0,hpc=0,b2b=0,b3b=0,
}
for i=1,25 do
T.clear[i]={0,0,0,0,0}
T.spin[i]={0,0,0,0,0}
T.clears[i]=0
T.spins[i]=0
end
return T
end
function player.solid(P,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 player.ifoverlap(P,bk,x,y)
local C=#bk[1]
if x<1 or x+C>11 or y<1 then return true end
if y>#P.field then return end
for i=1,#bk do
if P.field[y+i-1]then
for j=1,C do
if bk[i][j]and P.field[y+i-1][x+j-1]>0 then return true end
end
end
end
end
function player.ckfull(P,i)
for j=1,10 do if P.field[i][j]<=0 then return end end
return true
end
function player.finesseError(P,rate)
P.stat.extraPiece=P.stat.extraPiece+1
P.stat.extraRate=P.stat.extraRate+rate
if P.human then
if P.gameEnv.fineKill then
SFX.play("finesseError_long",.6)
P:lose()
elseif setting.fine then
SFX.play("finesseError",.3)
end
elseif P.gameEnv.fineKill then
P:lose()
end
end
function player.attack(P,R,send,time,...)
if setting.atkFX>0 then
P:createBeam(R,send,time,...)
end
R.lastRecv=P
if R.atkBuffer.sum<20 then
local B=R.atkBuffer
if send>20-B.sum then send=20-B.sum end--No more then 20
local m,k=#B,1
while k<=m and time>B[k].countdown do k=k+1 end
for i=m,k,-1 do
B[i+1]=B[i]
end
B[k]={
pos=rnd(10),
amount=send,
countdown=time,
cd0=time,
time=0,
sent=false,
lv=min(int(send^.69),5),
}--Sorted insert(by time)
B.sum=B.sum+send
R.stat.recv=R.stat.recv+send
if R.human then
SFX.play(send<4 and "blip_1"or"blip_2",min(send+1,5)*.1)
end
end
end
function player.garbageRelease(P)
local n,flag=1
while true do
local A=P.atkBuffer[n]
if A and A.countdown<=0 and not A.sent then
P:garbageRise(12+A.lv,A.amount,A.pos)
P.atkBuffer.sum=P.atkBuffer.sum-A.amount
A.sent,A.time=true,0
P.stat.pend=P.stat.pend+A.amount
n=n+1
flag=true
else
break
end
end
if flag and P.AI_mode=="CC"then CC_updateField(P)end
end
function player.garbageRise(P,color,amount,pos)
local _
local t=P.showTime*2
for _=1,amount do
ins(P.field,1,freeRow.get(color))
ins(P.visTime,1,freeRow.get(t))
P.field[1][pos]=0
end
P.fieldBeneath=P.fieldBeneath+amount*30
P.curY=P.curY+amount
P.garbageBeneath=P.garbageBeneath+amount
P.imgY=P.imgY+amount
for i=1,#P.clearingRow do
P.clearingRow[i]=P.clearingRow[i]+amount
end
for i=1,#P.lockFX do
_=P.lockFX[i]
_[2]=_[2]-30*amount--Shift 30px per line cleared
end
for i=1,#P.dropFX do
_=P.dropFX[i]
_[3],_[5]=_[3]+amount,_[5]+amount
end
if #P.field>40 then P:lose()end
end
local invList={2,1,4,3,5,6,7}
function player.pushLine(P,L,mir)
local S=P.gameEnv.skin
for i=1,#L do
local r=freeRow.get(0)
if not mir then
for j=1,10 do
r[j]=S[L[i][j]]or 0
end
else
for j=1,10 do
r[j]=S[invList[L[i][11-j]]]or 0
end
end
ins(P.field,1,r)
ins(P.visTime,1,freeRow.get(20))
end
P.fieldBeneath=P.fieldBeneath+120
P.curY=P.curY+#L
P.imgY=P.imgY+#L
P:freshgho()
end
function player.pushNext(P,L,mir)
for i=1,#L do
P:getNext(mir and invList[L[i]]or L[i])
end
end
function player.freshTarget(P)
if P.atkMode==1 then
if not P.atking or not P.atking.alive or rnd()<.1 then
P:changeAtk(randomTarget(P))
end
elseif P.atkMode==2 then
P:changeAtk(P~=game.mostBadge and game.mostBadge or game.secBadge or randomTarget(P))
elseif P.atkMode==3 then
P:changeAtk(P~=game.mostDangerous and game.mostDangerous or game.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 player.changeAtkMode(P,m)
if P.atkMode==m then return end
P.atkMode=m
if m==1 then
P:changeAtk(randomTarget(P))
elseif m==2 or m==3 then
P:freshTarget()
elseif m==4 then
P:changeAtk()
end
end
function player.changeAtk(P,R)
-- if not P.human then R=players[1]end--1vALL mode?
if P.atking then
local K=P.atking.atker
for i=1,#K do
if K[i]==P then
rem(K,i)
break
end
end
end
if R then
P.atking=R
R.atker[#R.atker+1]=P
else
P.atking=nil
end
end
function player.freshgho(P)
if not P.cur then return end
P.imgY=min(#P.field+1,P.curY)
if P.gameEnv._20G or P.keyPressing[7]and P.gameEnv.sdarr==0 then
local _=P.imgY
--Move ghost to bottom
while not P:ifoverlap(P.cur.bk,P.curX,P.imgY-1)do
P.imgY=P.imgY-1
end
--Cancel spinLast
if _~=P.imgY then
P.spinLast=false
end
--Create FX if dropped
if P.curY>P.imgY then
if P.gameEnv.dropFX then
P:createDropFX(P.curX,P.curY+1,P.curX+P.c-1,P.imgY+P.r-1)
end
if P.gameEnv.shakeFX then
P.fieldOff.vy=P.gameEnv.shakeFX*.5
end
P.curY=P.imgY
end
else
while not P:ifoverlap(P.cur.bk,P.curX,P.imgY-1)do
P.imgY=P.imgY-1
end
end
end
function player.freshLockDelay(P)
--Return when fall-fresh but no fall
if not P.gameEnv.easyFresh and P.curY>=P.minY then
return
end
local d,d0=P.lockDelay,P.gameEnv.lock
if d=P.gameEnv.das then
local x=P.curX+P.movDir
if not P:ifoverlap(C.bk,x,y)then
P.curX=x
end
end
--IRS
if P.gameEnv.irs then
if _[5]then
P:spin(2,true)
else
if _[3]then
if _[4]then
P:spin(2,true)
else
P:spin(1,true)
end
elseif _[4]then
P:spin(3,true)
end
end
end
--Spawn SFX
if P.human and id<8 then
SFX.fplay("spawn_"..id,setting.spawn)
end
end
function player.hold(P,ifpre)
if not P.holded and (ifpre or P.waiting==-1) and P.gameEnv.hold then
local H,C=P.hd,P.cur
if not(H or C)then return end
--Finesse check
if H and C and H.id==C.id and H.name==C.name or P.ctrlCount>1 then
P:finesseError(1)
end
P.holded=P.gameEnv.oncehold
P.spinLast=false
P.ctrlCount=0
P.spinSeq=0
P.cur,P.hd=H,C--Swap hold
H,C=P.hd,P.cur
if H then
local hid=P.hd.id
P.hd.bk=blocks[hid][P.gameEnv.face[hid]]
end
if not C then
C=rem(P.next,1)
P:newNext()
if C then
P.cur=C
P.pieceCount=P.pieceCount+1
if P.AI_mode=="CC"then
local next=P.next[P.AIdata.next]
if next then
BOT.addNext(P.AI_bot,CCblockID[next.id])
end
end
else
P.holded=false
end
end
if C then
P:resetBlock()
P:freshgho()
P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,max(P.freshTime-5,0)
if P:ifoverlap(P.cur.bk,P.curX,P.curY)then P:lock()P:lose()end
end
if P.human then
SFX.play(ifpre and"prehold"or"hold")
end
P.stat.hold=P.stat.hold+1
end
end
function player.getNext(P,n)
local E=P.gameEnv
P.next[#P.next+1]={bk=blocks[n][E.face[n]],id=n,color=E.bone and 12 or E.skin[n],name=n}
end
function player.popNext(P)--Pop next queue to hand
P.holded=false
P.spinLast=false
P.spinSeq=0
P.ctrlCount=0
P.cur=rem(P.next,1)
P:newNext()
if P.cur then
P.pieceCount=P.pieceCount+1
if P.AI_mode=="CC"then
local next=P.next[P.AIdata.next]
if next then
BOT.addNext(P.AI_bot,CCblockID[next.id])
end
end
local _=P.keyPressing
--IHS
if _[8]and P.gameEnv.hold and P.gameEnv.ihs then
P:hold(true)
_[8]=false
else
P:resetBlock()
end
P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,0
if P.cur then
if P:ifoverlap(P.cur.bk,P.curX,P.curY)then P:lock()P:lose()end
P:freshgho()
end
--IHdS
if _[6]then P.act.hardDrop(P)_[6]=false end
end
end
function player.cancel(P,N)--Cancel Garbage
local k=0 --Pointer, attack bar selected
local off=0 --Lines offseted
local bf=P.atkBuffer
::R::
if bf.sum>0 then
local A
repeat
k=k+1
A=bf[k]
if not A then return off end
until not A.sent
if N>=A.amount then
local O=A.amount--Cur Offset
N=N-O
off=off+O
bf.sum=bf.sum-O
A.sent,A.time=true,0
if N>0 then goto R end
else
off=off+N
A.amount=A.amount-N
bf.sum=bf.sum-N
end
end
return off
end
function player.drop(P)--Place piece
local _
local CHN=VOC.getFreeChannel()
P.dropTime[11]=ins(P.dropTime,1,game.frame)--Update speed dial
local cmb=P.combo
P.waiting=P.gameEnv.wait
local STAT=P.stat
local clear--If (perfect)clear
local cc,gbcc=0,0--Row/garbage-row cleared,full-part
local atk,exblock=0,0--Attack & extra defense
local send,off=0,0--Sending lines remain & offset
local cscore,sendTime=0,0--Score & send Time
local dospin=0
local mini
--Spin check
if P.spinLast then
--Tri-corner
if P.cur.id<6 then
local x,y=P.curX+P.sc[2],P.curY+P.sc[1]
local c=0
if P:solid(x-1,y+1)then c=c+1 end
if P:solid(x+1,y+1)then c=c+1 end
if c==0 then goto NTC end
if P:solid(x-1,y-1)then c=c+1 end
if P:solid(x+1,y-1)then c=c+1 end
if c>2 then dospin=dospin+1 end
end
::NTC::
--Immovable
if P:ifoverlap(P.cur.bk,P.curX-1,P.curY)and P:ifoverlap(P.cur.bk,P.curX+1,P.curY)and P:ifoverlap(P.cur.bk,P.curX,P.curY+1)then
dospin=dospin+2
end
end
--Lock block to field
P:lock()
--Clear list of cleared-rows
if P.clearedRow[1]then P.clearedRow={}end
--Check rows to be cleared
for i=0,P.r-1 do
local h=P.curY+i
if P:ckfull(h)then
cc=cc+1
P.clearingRow[cc]=h-cc+1
P.clearedRow[cc]=h
end
end
--Create clearing FX
if cc>0 and P.gameEnv.clearFX then
local l=P.clearedRow
local t=6-P.gameEnv.clearFX*1.5
for i=1,cc do
ins(P.clearFX,{l[i],0,t})
end
end
--Create locking FX
if P.gameEnv.lockFX then
if cc==0 then
P:createLockFX()
elseif P.lockFX[1]then
P.lockFX={}
end
end
--Final spin check
if P.spinLast then
if cc>0 then
if dospin>0 then
dospin=dospin+P.spinLast
if dospin<2 then
mini=P.cur.id<6 and cc<3 and cc7 then
finesse=true
elseif P.curY<=18 then
local y0=P.curY
local x,c=P.curX,P.c
local B=P.cur.bk
for x=1,c do
local y
for i=#B,1,-1 do
if B[i][x]then y=i;goto L1 end
end
goto L2
::L1::
if y then
x=P.curX+x-1
for y=y0+y,#P.field do
--Roof=finesse
if P:solid(x,y)then
finesse=true
goto L2
end
end
end
end
else
finesse=true
end
::L2::
--Remove rows need to be cleared
if cc>0 then
for i=cc,1,-1 do
_=P.clearedRow[i]
freeRow.discard(rem(P.field,_))
freeRow.discard(rem(P.visTime,_))
if _<=P.garbageBeneath then
P.garbageBeneath=P.garbageBeneath-1
gbcc=gbcc+1
end
end
end
--Cancel no-sense clearing FX
_=#P.clearingRow
while _>0 and P.clearingRow[_]>#P.field do
P.clearingRow[_]=nil
_=_-1
end
if P.clearingRow[1]then
P.falling=P.gameEnv.fall
elseif cc==P.r then
clear=true
end
--Finesse check (control)
if not finesse then
if dospin then P.ctrlCount=P.ctrlCount-2 end--Allow 2 more step for roof-less spin
local id=P.cur.id
local d=P.ctrlCount-finesseList[id][P.dir+1][P.curX]
if d>=2 then
P:finesseError(2)
elseif d>0 then
P:finesseError(d)
end
end
if cc>0 then
cmb=cmb+1
if dospin then
cscore=(spinSCR[P.cur.name]or spinSCR[8])[cc]
if P.b2b>1000 then
P:showText(text.b3b..text.block[P.cur.name]..text.spin.." "..text.clear[cc],0,-30,35,"stretch")
atk=b2bATK[cc]+cc*.5
exblock=exblock+1
cscore=cscore*2
STAT.b3b=STAT.b3b+1
if P.human then
VOC.play("b3b",CHN)
end
elseif P.b2b>=50 then
P:showText(text.b2b..text.block[P.cur.name]..text.spin.." "..text.clear[cc],0,-30,35,"spin")
atk=b2bATK[cc]
cscore=cscore*1.2
STAT.b2b=STAT.b2b+1
if P.human then
VOC.play("b2b",CHN)
end
else
P:showText(text.block[P.cur.name]..text.spin.." "..text.clear[cc],0,-30,45,"spin")
atk=2*cc
end
sendTime=20+atk*20
if mini then
P:showText(text.mini,0,-80,35,"appear")
atk=atk*.25
sendTime=sendTime+60
cscore=cscore*.6
P.b2b=P.b2b+b2bPoint[cc]*.5
if P.human then
VOC.play("mini",CHN)
end
else
P.b2b=P.b2b+b2bPoint[cc]
end
P.lastClear=P.cur.id*10+cc
if P.human then
SFX.play(spin_n[cc])
VOC.play(spinName[P.cur.name],CHN)
end
elseif cc>=4 then
cscore=cc==4 and 1000 or 1500
if P.b2b>1000 then
P:showText(text.b3b..text.clear[cc],0,-30,50,"fly")
atk=cc+2
sendTime=100
exblock=exblock+1
cscore=cscore*1.8
STAT.b3b=STAT.b3b+1
if P.human then
VOC.play("b3b",CHN)
end
elseif P.b2b>=50 then
P:showText(text.b2b..text.clear[cc],0,-30,50,"drive")
sendTime=80
atk=cc+1
cscore=cscore*1.3
STAT.b2b=STAT.b2b+1
if P.human then
VOC.play("b2b",CHN)
end
else
P:showText(text.clear[cc],0,-30,70,"stretch")
sendTime=60
atk=cc
end
P.b2b=P.b2b+cc*80-220
P.lastClear=P.cur.name*10+cc
end
if P.human then
VOC.play(clearName[cc],CHN)
end
if clear then
if #P.field==0 then
P:showText(text.PC,0,-80,50,"flicker")
atk=atk*.5+min(6+STAT.pc,12)
exblock=exblock+2
sendTime=sendTime+120
if STAT.row+cc>4 then
P.b2b=1200
cscore=cscore+300*min(6+STAT.pc,10)
else
cscore=cscore+626
end
STAT.pc=STAT.pc+1
if P.human then
SFX.play("clear")
VOC.play("pc",CHN)
end
elseif cc>1 or #P.field==P.garbageBeneath then
P:showText(text.HPC,0,-80,50,"fly")
atk=atk+2
exblock=exblock+2
sendTime=sendTime+60
cscore=cscore+626
STAT.hpc=STAT.hpc+1
if P.human then
SFX.play("clear")
end
else
goto checkB2Breduce
end
P.lastClear=P.cur.name*10+5
goto skipB2Breduce
end
::checkB2Breduce::
if not(dospin or cc>3)then
P.b2b=max(P.b2b-250,0)
P:showText(text.clear[cc],0,-30,27+cc*3,"appear",(8-cc)*.3)
atk=cc-.5
sendTime=20+atk*20
cscore=cscore+clearSCR[cc]
P.lastClear=cc
end
::skipB2Breduce::
sendTime=sendTime+25*cmb
if cmb>1 then
atk=atk*(.8+.2*min(cmb,11))
if cmb>=3 then
atk=atk+1
end
P:showText(text.cmb[min(cmb,21)],0,25,15+min(cmb,25)*3,cmb<10 and"appear"or"flicker")
cscore=cscore+min(50*cmb,500)*(2*cc-1)
end
if P.b2b>1200 then P.b2b=1200 end
--Bonus atk/def when focused
if modeEnv.royaleMode then
local i=min(#P.atker,9)
if i>1 then
atk=atk+reAtk[i]
exblock=exblock+reDef[i]
end
end
send=atk
if send>0 then
if exblock>0 then
exblock=int(exblock*(1+P.strength*.25))--Badge Buff
P:showText(exblock,0,120,20,"zoomout")
off=off+P:cancel(exblock)
end
send=int(send*(1+P.strength*.25))--Badge Buff
if send>0 then
P:showText(send,0,80,35,"zoomout")
_=P:cancel(send)
send=send-_
off=off+_
if send>0 then
local T
if modeEnv.royaleMode then
if P.atkMode==4 then
local M=#P.atker
if M>0 then
for i=1,M do
P:attack(P.atker[i],send,sendTime,M,P.cur.color,P.lastClear,dospin,cmb)
end
else
T=randomTarget(P)
end
else
P:freshTarget()
T=P.atking
end
elseif #players.alive>1 then
T=randomTarget(P)
end
if T then
P:attack(T,send,sendTime,1,P.cur.color,P.lastClear,dospin,cmb)
end
end
if P.human and send>3 then SFX.play("emit",min(send,7)*.1)end
end
end
if P.human then
SFX.play(clear_n[cc])
SFX.play(ren_n[min(cmb,11)])
if cmb>14 then SFX.play("ren_mega",(cmb-10)*.1)end
VIB(cc+1)
end
else
cmb=0
local dropScore=10
--Spin bonus
if dospin then
P:showText(text.block[P.cur.name]..text.spin,0,-30,45,"appear")
P.b2b=P.b2b+20
if P.human then
SFX.play("spin_0")
VOC.play(spinName[P.cur.name],CHN)
end
dropScore=25
end
--DropSpeed bonus
if P.gameEnv._20G then
dropScore=dropScore*2
elseif P.gameEnv.drop<3 then
dropScore=dropScore*1.5
end
--Speed bonus
if P.dropSpeed>60 then
dropScore=dropScore*P.dropSpeed/60
elseif P.dropSpeed>120 then
dropScore=dropScore*1,2*P.dropSpeed/120
elseif P.dropSpeed>180 then
dropScore=dropScore*1.5*P.dropSpeed/180
end
cscore=cscore+dropScore
if P.b2b>1000 then
P.b2b=max(P.b2b-40,1000)
end
P:garbageRelease()
end
P.combo=cmb
STAT.score=STAT.score+int(cscore)
STAT.piece=STAT.piece+1
STAT.row=STAT.row+cc
if atk>0 then
STAT.atk=STAT.atk+atk
if send>0 then
STAT.send=STAT.send+int(send)
end
if off>0 then
STAT.off=STAT.off+off
end
end
if gbcc>0 then
STAT.dig=STAT.dig+gbcc
STAT.digatk=STAT.digatk+atk*gbcc/cc
end
--Update stat
local n=P.cur.name
if dospin then
_=STAT.spin[n] _[cc+1]=_[cc+1]+1--Spin[1~25][0~4]
_=STAT.spins _[cc+1]=_[cc+1]+1--Spin[0~4]
elseif cc>0 then
_=STAT.clear[n] _[cc]=_[cc]+1--Clear[1~25][1~5]
_=STAT.clears _[cc]=_[cc]+1--Clear[1~5]
end
--Drop event
_=P.gameEnv.dropPiece
if _ then _(P)end
--Stereo SFX
if P.human then SFX.fieldPlay("lock",nil,P)end
end
----------------------------------------------------
----------------------------------------------------
local AM={}
function AM.pressKey(P,i)
P.keyPressing[i]=true
P.act[i](P)
if P.control then
if P.keyRec then
ins(P.keyTime,1,game.frame)
P.keyTime[11]=nil
end
P.stat.key=P.stat.key+1
end
end
function AM.releaseKey(P,i)
P.keyPressing[i]=false
end
function AM.pressKey_Rec(P,i)
if game.recording then
ins(game.rec,game.frame)
ins(game.rec,i)
end
P.keyPressing[i]=true
P.act[i](P)
if P.control then
if P.keyRec then
ins(P.keyTime,1,game.frame)
P.keyTime[11]=nil
end
P.stat.key=P.stat.key+1
end
end
function AM.releaseKey_Rec(P,i)
if game.recording then
ins(game.rec,game.frame)
ins(game.rec,-i)
end
P.keyPressing[i]=false
end
----------------------------------------------------
----------------------------------------------------
local function gameOver()--Save record
FILE.saveData()
local M=curMode
local R=M.getRank
if R then
local P=players[1]
R=R(P)--New rank
if R then
local r=modeRanks[M.name]--Old rank
local _
if R>r then
modeRanks[M.name]=R
_=true
end
for i=1,#M.unlock do
local m=M.unlock[i]
local n=Modes[m].name
if not modeRanks[n]then
modeRanks[n]=Modes[m].score and 0 or 6
_=true
end
end
if _ then
FILE.saveUnlock()
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:showTextF(text.newRecord,0,-100,100,"beat",.5)
end
D.date=os.date("%Y/%m/%d %H:%M")
ins(L,p+1,D)
if L[11]then L[11]=nil end
FILE.saveRecord(M.name,L)
end
end
end
end
function player.die(P)--Called when win/lose,not really die!
P.alive=false
P.timing=false
P.control=false
P.update=Pupdate_dead
P.waiting=1e99
P.b2b=0
TASK.clear(P)
for i=1,#P.atkBuffer do
P.atkBuffer[i].sent=true
P.atkBuffer[i].time=0
end
for i=1,#P.field do
for j=1,10 do
P.visTime[i][j]=min(P.visTime[i][j],20)
end
end
end
function player.win(P,result)
P:die()
P.result="WIN"
if modeEnv.royaleMode then
P.modeData.event=1
P:changeAtk()
end
if P.human then
game.result=result or"win"
SFX.play("win")
VOC.play("win")
if modeEnv.royaleMode then
BGM.play("8-bit happiness")
end
end
if curMode.id=="custom_puzzle"then
P:showTextF(text.win,0,0,90,"beat",.4)
else
P:showTextF(text.win,0,0,90,"beat",.5,.2)
end
if P.human then
gameOver()
TASK.new(TICK.autoPause,{0})
if marking then
P:showTextF(text.marking,0,-226,22,"appear",.4,.0626)
end
end
P:newTask(TICK.finish)
end
function player.lose(P)
if P.life>0 then
for _=#P.field,1,-1 do
freeRow.discard(P.field[_])
freeRow.discard(P.visTime[_])
P.field[_],P.visTime[_]=nil
end
if P.AI_mode=="CC"then
CC_updateField(P)
end
P.life=P.life-1
return
end
P:die()
for i=1,#players.alive do
if players.alive[i]==P then
rem(players.alive,i)
break
end
end
P.result="K.O."
if modeEnv.royaleMode then
P:changeAtk()
P.modeData.event=#players.alive+1
P.strength=0
if P.lastRecv then
local A,i=P,0
repeat
A,i=A.lastRecv,i+1
until not A or A.alive or A==P or i==3
if A and A.alive then
if P.id==1 or A.id==1 then
P.killMark=A.id==1
end
A.modeData.point,A.badge=A.modeData.point+1,A.badge+P.badge+1
for i=A.strength+1,4 do
if A.badge>=royaleData.powerUp[i]then
A.strength=i
A.frameColor=frameColor[A.strength]
end
end
P.lastRecv=A
if P.id==1 or A.id==1 then
TASK.new(TICK.throwBadge,{A.ai,P,max(3,P.badge)*4})
end
freshMostBadge()
end
else
P.badge=-1
end
freshMostDangerous()
for i=1,#players.alive do
if players.alive[i].atking==P then
players.alive[i]:freshTarget()
end
end
if #players.alive==royaleData.stage[game.stage]then
royaleLevelup()
end
P:showTextF(P.modeData.event,0,120,60,"appear",.26,.9)
end
P.gameEnv.keepVisible=P.gameEnv.visible~="show"
P:showTextF(text.lose,0,0,90,"appear",.26,.9)
if P.human then
game.result="lose"
SFX.play("fail")
VOC.play("lose")
if modeEnv.royaleMode then
if P.modeData.event==2 then
BGM.play("hay what kind of feeling")
else
BGM.play("end")
end
end
gameOver()
P:newTask(#players>1 and TICK.lose or TICK.finish)
TASK.new(TICK.autoPause,{0})
if marking then
P:showTextF(text.marking,0,-226,22,"appear",.4,.0626)
end
else
P:newTask(TICK.lose)
end
if #players.alive==1 then
players.alive[1]:win()
end
end
function PLY.reach_winCheck(P)
if P.stat.row>=P.gameEnv.target then
P:win("finish")
end
end
--------------------------<\Events>--------------------------
----------------------------------------------------
player.act={}
function player.act.moveLeft(P,auto)
if not auto then
P.ctrlCount=P.ctrlCount+1
end
P.movDir=-1
if P.keyPressing[9]then
if P.gameEnv.swap then
P:changeAtkMode(1)
P.keyPressing[1]=false
end
elseif P.control and P.waiting==-1 then
if P.cur and not P:ifoverlap(P.cur.bk,P.curX-1,P.curY)then
P.curX=P.curX-1
P:freshgho()
P:freshLockDelay()
if P.human and P.curY==P.imgY then SFX.play("move")end
if not auto then P.moving=0 end
P.spinLast=false
else
P.moving=P.gameEnv.das
end
else
P.moving=0
end
end
function player.act.moveRight(P,auto)
if not auto then
P.ctrlCount=P.ctrlCount+1
end
P.movDir=1
if P.keyPressing[9]then
if P.gameEnv.swap then
P:changeAtkMode(2)
P.keyPressing[2]=false
end
elseif P.control and P.waiting==-1 then
if P.cur and not P:ifoverlap(P.cur.bk,P.curX+1,P.curY)then
P.curX=P.curX+1
P:freshgho()
P:freshLockDelay()
if P.human and P.curY==P.imgY then SFX.play("move")end
if not auto then P.moving=0 end
P.spinLast=false
else
P.moving=P.gameEnv.das
end
else
P.moving=0
end
end
function player.act.rotRight(P)
if P.control and P.waiting==-1 and P.cur then
P.ctrlCount=P.ctrlCount+1
P:spin(1)
P.keyPressing[3]=false
end
end
function player.act.rotLeft(P)
if P.control and P.waiting==-1 and P.cur then
P.ctrlCount=P.ctrlCount+1
P:spin(3)
P.keyPressing[4]=false
end
end
function player.act.rot180(P)
if P.control and P.waiting==-1 and P.cur then
P.ctrlCount=P.ctrlCount+2
P:spin(2)
P.keyPressing[5]=false
end
end
function player.act.hardDrop(P)
if P.keyPressing[9]then
if P.gameEnv.swap then
P:changeAtkMode(3)
end
P.keyPressing[6]=false
elseif P.control and P.waiting==-1 and P.cur then
if P.curY~=P.imgY then
if P.gameEnv.dropFX then
P:createDropFX(P.curX,P.curY+1,P.curX+P.c-1,P.imgY+P.r-1)
end
P.curY=P.imgY
P.spinLast=false
if P.gameEnv.shakeFX then
P.fieldOff.vy=P.gameEnv.shakeFX*.6
end
if P.human then
SFX.fieldPlay("drop",nil,P)
VIB(1)
end
end
P.lockDelay=-1
P:drop()
P.keyPressing[6]=false
end
end
function player.act.softDrop(P)
if P.keyPressing[9]then
if P.gameEnv.swap then
P:changeAtkMode(4)
end
else
P.downing=1
if P.control and P.waiting==-1 and P.cur then
if P.curY~=P.imgY then
P.curY=P.curY-1
if P.curY--------------------------
----------------------------------------------------
local function newEmptyPlayer(id,x,y,size)
local P={id=id}
players[id]=P
players.alive[id]=P
--Inherit functions of player class
for k,v in next,player do P[k]=v end
if P.id==1 and game.recording then
P.pressKey=AM.pressKey_Rec
P.releaseKey=AM.releaseKey_Rec
else
P.pressKey=AM.pressKey
P.releaseKey=AM.releaseKey
end
P.update=Pupdate_alive
P.fieldOff={x=0,y=0,vx=0,vy=0}--For shake FX
P.x,P.y,P.size=x,y,size or 1
P.frameColor=frameColor[0]
P.small=P.size<.1--If draw in small mode
if P.small then
P.centerX,P.centerY=P.x+300*P.size,P.y+600*P.size
P.canvas=love.graphics.newCanvas(60,120)
P.frameWait=rnd(30,120)
P.draw=Pdraw_small
else
P.keyRec=true--If calculate keySpeed
P.centerX,P.centerY=P.x+300*P.size,P.y+370*P.size
P.absFieldX=P.x+150*P.size
P.absFieldY=P.y+60*P.size
P.draw=Pdraw_norm
P.bonus={}--Text objects
end
P.RND=mt.newRandomGenerator(game.seed)
P.small=false
P.life=0
P.alive=true
P.control=false
P.timing=false
P.stat=getNewStatTable()
P.modeData={point=0,event=0,counter=0}--Data use by mode
P.keyTime={}P.keySpeed=0
P.dropTime={}P.dropSpeed=0
for i=1,10 do P.keyTime[i]=-1e5 end
for i=1,10 do P.dropTime[i]=-1e5 end
P.field,P.visTime={},{}
P.atkBuffer={sum=0}
--Royale-related
P.badge,P.strength=0,0
P.atkMode,P.swappingAtkMode=1,20
P.atker,P.atking,P.lastRecv={}
P.dropDelay,P.lockDelay=0,0
P.color={}
P.showTime=nil
P.keepVisible=true
--P.cur={bk=matrix[2], id=shapeID, color=colorID, name=nameID}
--P.sc,P.dir={0,0},0--SpinCenterCoord, direction
--P.r,P.c=0,0--row, col
--P.hd={...},same as P.cur
-- P.curX,P.curY,P.imgY,P.minY=0,0,0,0--x,y,ghostY
P.holded=false
P.next={}
P.freshTime=0
P.spinLast,P.lastClear=false,nil
P.spinSeq=0--For Ospin, each digit mean a spin
P.ctrlCount=0--Key press time, for finesse check
P.pieceCount=0--Count pieces from next, for drawing bagline
P.human=false
P.RS=kickList.TRS
-- P.newNext=nil--Call prepareSequence()to get a function to get new next
P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
P.movDir,P.moving,P.downing=0,0,0--Last move key,DAS charging,downDAS charging
P.waiting,P.falling=-1,-1
P.clearingRow,P.clearedRow={},{}--Clearing animation height,cleared row mark
P.combo,P.b2b=0,0
P.garbageBeneath=0
P.fieldBeneath=0
P.score1,P.b2b1=0,0
P.dropFX,P.lockFX,P.clearFX={},{},{}
P.tasks={}--Tasks
P.bonus={}--Texts
P.endCounter=0--Used after gameover
P.result=nil--String:"WIN"/"K.O."
return P
end
local function loadGameEnv(P)--Load gameEnv
P.gameEnv={}--Current game setting environment
local ENV=P.gameEnv
--Load game settings
for k,v in next,gameEnv0 do
if modeEnv[k]~=nil then
v=modeEnv[k] --Mode setting
elseif game.setting[k]~=nil then
v=game.setting[k] --Game setting
elseif setting[k]~=nil then
v=setting[k] --Global setting
end
ENV[k]=v --Default setting
end
end
local function applyGameEnv(P)--Finish gameEnv processing
local ENV=P.gameEnv
P.dropDelay=ENV.drop
P.lockDelay=ENV.lock
if not P.gameEnv.easyFresh then
P.gameEnv.freshLimit=0
end
P.color={}
for _=1,7 do
P.color[_]=SKIN.libColor[ENV.skin[_]]
end
P.keepVisible=ENV.visible=="show"
P.showTime=
ENV.visible=="show"and 1e99 or
ENV.visible=="time"and 300 or
ENV.visible=="fast"and 20 or
ENV.visible=="none"and 0
ENV.das=max(ENV.das,ENV.mindas)
ENV.arr=max(ENV.arr,ENV.minarr)
ENV.sdarr=max(ENV.sdarr,ENV.minsdarr)
ENV.next=min(ENV.next,setting.maxNext)
if ENV.sequence~="bag"and ENV.sequence~="loop"then
ENV.bagLine=false
else
ENV.bagLen=#ENV.bag
end
if ENV.lockFX==0 then ENV.lockFX=nil end
if ENV.dropFX==0 then ENV.dropFX=nil end
if ENV.clearFX==0 then ENV.clearFX=nil end
if ENV.shakeFX==0 then ENV.shakeFX=nil end
end
local function prepareSequence(P)--Call freshPrepare and set newNext
local ENV=P.gameEnv
if type(ENV.sequence)=="string"then
freshPrepare[ENV.sequence](P)
P.newNext=freshMethod[ENV.sequence]
else
assert(type(ENV.sequence)=="function"and type(ENV.freshMethod)=="function","wrong sequence generator code")
ENV.sequence(P)
P.newNext=ENV.freshMethod
end
end
local function loadAI(P,AIdata)--Load AI params
local ENV=P.gameEnv
P.AI_mode=AIdata.type
P.AI_stage=1
P.AI_keys={}
P.AI_delay=AIdata.delay or min(int(ENV.drop*.8),2*AIdata.delta)
P.AI_delay0=AIdata.delta
P.AIdata={
next=AIdata.next,
hold=AIdata.hold,
_20G=ENV._20G,
bag=AIdata.bag=="bag",
node=AIdata.node,
}
if not BOT then P.AI_mode="9S"end
if P.AI_mode=="CC"then
P.RS=kickList.AIRS
local opt,wei=BOT.getConf()
BOT.setHold(opt,P.AIdata.hold)
BOT.set20G(opt,P.AIdata._20G)
BOT.setBag(opt,P.AIdata.bag)
BOT.setNode(opt,P.AIdata.node)
P.AI_bot=BOT.new(opt,wei)
BOT.free(opt)BOT.free(wei)
for i=1,AIdata.next do
BOT.addNext(P.AI_bot,CCblockID[P.next[i].id])
end
elseif P.AI_mode=="9S"then
P.RS=kickList.TRS
end
end
function PLY.newDemoPlayer(id,x,y,size)
local P=newEmptyPlayer(id,x,y,size)
P.life=1e99
-- rewrite draw arguments
P.small=false
P.keyRec=false
P.centerX,P.centerY=P.x+300*P.size,P.y+600*P.size
P.absFieldX=P.x+150*P.size
P.absFieldY=P.y+60*P.size
P.draw=Pdraw_demo
P.update=Pupdate_alive
P.control=true
P.atker={}P.strength=0
P.field,P.visTime={},{}
P.atkBuffer={sum=0}
P.gameEnv={
noFly=false,
das=10,arr=2,
sddas=2,sdarr=2,
quickR=true,swap=true,
ghost=setting.ghost,center=setting.center,
smooth=setting.smooth,grid=setting.grid,
text=setting.text,
lockFX=setting.lockFX,dropFX=setting.dropFX,
clearFX=setting.clearFX,shakeFX=setting.shakeFX,
_20G=false,bone=false,
drop=1e99,lock=1e99,
wait=10,fall=20,
next=6,hold=true,
oncehold=true,
ospin=true,
sequence="bag",
bag={1,2,3,4,5,6,7},
face={0,0,0,0,0,0,0},
skin=setting.skin,
pushSpeed=3,
block=true,
visible="show",
Fkey=nil,puzzle=false,
freshLimit=1e99,easyFresh=true,
fine=false,fineKill=false,
target=1e99,dropPiece=NULL,
mindas=0,minarr=0,minsdarr=0,
}
applyGameEnv(P)
P.dropDelay,P.lockDelay=1e99,1e99
P.showTime=1e99
P.keepVisible=true
--Always use "bag"
freshPrepare.bag(P)
P.newNext=freshMethod.bag
P.human=false
loadAI(P,{
type="CC",
next=5,
hold=true,
delay=3,
delta=3,
bag="bag",
node=80000,
})
P:popNext()
end
function PLY.newRemotePlayer(id,x,y,size,actions)
local P=newEmptyPlayer(id,x,y,size)
P.human=false -- 录像不是人为操作
P.remote=true -- 远程操作
-- 开发中
-- P.updateAction=buildActionFunctionFromActions(P, actions)
loadGameEnv(P)
applyGameEnv(P)
prepareSequence(P)
end
function PLY.newAIPlayer(id,x,y,size,AIdata)
local P=newEmptyPlayer(id,x,y,size)
if P.small then
ENV.text=false
ENV.lockFX=nil
ENV.dropFX=nil
ENV.shakeFX=nil
end
loadGameEnv(P)
applyGameEnv(P)
local ENV=P.gameEnv
ENV.face={0,0,0,0,0,0,0}
ENV.skin={1,5,8,2,10,3,7}
prepareSequence(P)
P.human=false
loadAI(P,AIdata)
end
function PLY.newPlayer(id,x,y,size)
local P=newEmptyPlayer(id,x,y,size)
loadGameEnv(P)
applyGameEnv(P)
prepareSequence(P)
P.human=true
P.RS=kickList.TRS
end
----------------------------------------------------
return PLY