local gc=love.graphics 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_line,gc_printf=gc.draw,gc.rectangle,gc.line,gc.printf local ins,rem=table.insert,table.remove local SETTING,GAME,SCR=SETTING,GAME,SCR --System function applySettings() love.window.setFullscreen(SETTING.fullscreen) LANG.set(SETTING.lang) VK.setShape(SETTING.VKSkin) applyBlockSatur(SETTING.blockSatur) applyFieldSatur(SETTING.fieldSatur) end function switchFullscreen() SETTING.fullscreen=not SETTING.fullscreen love.window.setFullscreen(SETTING.fullscreen) love.resize(gc.getWidth(),gc.getHeight()) end do--function applyXxxSatur(mode) local saturateValues={ normal={0,1}, soft={.2,.7}, gray={.4,.4}, light={.2,.8}, color={-.2,1.2}, } function applyBlockSatur(mode) local m=saturateValues[mode]or saturateValues.normal SHADER.blockSatur:send('b',m[1]) SHADER.blockSatur:send('k',m[2]) end function applyFieldSatur(mode) local m=saturateValues[mode]or saturateValues.normal SHADER.fieldSatur:send('b',m[1]) SHADER.fieldSatur:send('k',m[2]) end end --Royale mode function randomTarget(P)--Return a random opponent for P local rnd=math.random if #PLY_ALIVE>1 then local R repeat R=PLY_ALIVE[rnd(#PLY_ALIVE)] until R~=P return R 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=10 for _,P in next,PLY_ALIVE do P.gameEnv.pushSpeed=3 end elseif GAME.stage==5 then spd=5 for _,P in next,PLY_ALIVE do P.gameEnv.garbageSpeed=1 end elseif GAME.stage==6 then spd=3 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 local int=math.floor for i=1,#PLY_ALIVE do local P=PLY_ALIVE[i] P.gameEnv.drop=int(P.gameEnv.drop*.3) if P.gameEnv.drop==0 then P.curY=P.ghoY P:set20G(true) end end end end --Game function generateLine(hole) return 1023-2^(hole-1) end function freshDate(mode) if not mode then mode=""end local date=os.date("%Y/%m/%d") if STAT.date~=date then STAT.date=date STAT.todayTime=0 if not mode:find'q'then MES.new('info',text.newDay) end return true end end function legalGameTime()--Check if today's playtime is legal if (SETTING.lang==1 or SETTING.lang==2 or SETTING.lang==7)and RANKS.sprint_10l<4 and (not RANKS.sprint_40l or RANKS.sprint_40l<3) then if STAT.todayTime<14400 then return true elseif STAT.todayTime<21600 then MES.new('warn',text.playedLong) return true else MES.new('error',text.playedTooMuch) return false end end return true 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.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 FREEROW.discard(rem(P.field)) FREEROW.discard(rem(P.visTime)) end if P.AI_mode=='CC'then CC.free(P.bot_opt) CC.free(P.bot_wei) CC.destroy(P.AI_bot) P.AI_mode=false end PLAYERS[i]=nil end 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 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 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.."]",""} drawableText.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 FILE.save(RANKS,'conf/unlock') 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:showTextF(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 FILE.save(L,('record/%s.rec'):format(M.name),'l') end end end end end function trySave() if not GAME.statSaved and PLAYERS[1]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 FILE.save(STAT,'conf/data') 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','swap', --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 tick_showMods() local time=0 while true do 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','swap', --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=1 else GAME.frameStart=args:find'n'and 0 or 150-SETTING.reTime*15 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() if GAME.modeEnv.task then local task=GAME.modeEnv.task if type(task)=='function'then for i=1,#PLAYERS do PLAYERS[i]:newTask(task) end elseif type(task)=='table'then for i=1,#PLAYERS do for _,t in ipairs(task)do PLAYERS[i]:newTask(t) end end else MES.new('error',"Wrong task type") end end 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.royaleMode 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 FREEROW.reset(30*#PLAYERS) TASK.removeTask_code(tick_showMods) if GAME.setting.allowMod then TASK.new(tick_showMods) end SFX.play('ready') collectgarbage() end end do--function checkWarning() local max=math.max function checkWarning() 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('warning',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 lvIcon=setmetatable({},{__index=function(self,lv) local img={25,25} ins(img,{"clear",0,0,0}) ins(img,{"setLW",4}) ins(img,{"setCL",.5,.8,1}) ins(img,{"dRect",2,2,21,21,2}) --TODO: draw with lv img=GC.DO(img) rawset(self,lv,img) return img end}) local name local textObject,scaleK,width,offY function drawSelfProfile() local selfAvatar=USERS.getAvatar(USER.uid) gc_push('transform') gc_replaceTransform(SCR.xOy_ur) --Draw avatar gc_setLineWidth(2) gc_setColor(.3,.3,.3,.8)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(selfAvatar,-72,8,nil,.5) --Draw username if name~=USERS.getUsername(USER.uid)then name=USERS.getUsername(USER.uid) textObject=gc.newText(getFont(30),name) width=textObject:getWidth() scaleK=210/math.max(width,210) offY=textObject:getHeight()/2 end gc_draw(textObject,-82,26,nil,scaleK,nil,width,offY) --Draw lv. & xp. gc_draw(lvIcon[USER.lv],-295,50) gc_line(-270,55,-80,55,-80,70,-270,70) gc_rectangle('fill',-210,55,150*USER.xp/USER.lv/USER.lv,15) gc_pop() end end function drawOnlinePlayerCount() setFont(20) gc_setColor(1,1,1) gc_push('transform') gc_replaceTransform(SCR.xOy_ur) gc_printf(("%s: %s/%s/%s"):format(text.onlinePlayerCount,NET.UserCount,NET.PlayCount,NET.StreamCount),-600,80,594,'right') gc_pop() end do--function drawWarning() local shader_warning=SHADER.warning 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 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 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()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)SETTING[k]=i end end end