local int,max,min,abs=math.floor,math.max,math.min,math.abs local rem=table.remove local resume=coroutine.resume local status=coroutine.status local assert=assert local function updateLine(P)--Attacks, line pushing, cam moving 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-P.gameEnv.garbageSpeed,0) end else if A.time>20 then rem(bf,i) end end end local y=P.fieldBeneath if y>0 then P.fieldBeneath=max(y-P.gameEnv.pushSpeed,0) end if P.gameEnv.highCam then local f=P.fieldUp if not P.alive then y=0 else y=30*max(min(#P.field-19.5-P.fieldBeneath/30,P.ghoY-17),0) end if f~=y then P.fieldUp=f>y and max(f*.95+y*.05-2,y)or min(f*.97+y*.03+1,y) end 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[5]=S[5]+S[6]*dt if S[5]>1 then rem(P.dropFX,i) end end --MoveFX for i=#P.moveFX,1,-1 do local S=P.moveFX[i] S[4]=S[4]+S[5]*dt if S[4]>1 then rem(P.moveFX,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 local tr=L[i].thread assert(resume(tr)) if status(tr)=="dead"then rem(L,i) end end end local function update_alive(P,dt) local ENV=P.gameEnv if P.timing then local S=P.stat S.time=S.time+dt S.frame=S.frame+1 end if P.keyRec then--Update speeds local frame=GAME.frame local v=0 for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.keyTime[i]+1)end P.keySpeed=P.keySpeed*.99+v*.1 v=0 for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.dropTime[i])end P.dropSpeed=P.dropSpeed*.99+v*.1 if GAME.modeEnv.royaleMode then v=P.swappingAtkMode if P.keyPressing[9]then P.swappingAtkMode=min(v+2,30) else local tar=#P.field>15 and 4 or 8 if v~=tar then P.swappingAtkMode=v+(v3 then P.AI_delay=P.AI_delay0*2 else P.AI_delay=P.AI_delay0*.5 end rem(C,1) 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=ENV.das,ENV.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(true) mov=das end end mov=mov+1 else if mov==das then P:act_insRight(true) else mov=mov+1 end end if mov>=das and ENV.shakeFX and P.cur and P:ifoverlap(P.cur.bk,P.curX+1,P.curY)then P.fieldOff.vx=ENV.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(true) mov=das end end mov=mov+1 else if mov==das then P:act_insLeft(true) else mov=mov+1 end end if mov>=das and ENV.shakeFX and P.cur and P:ifoverlap(P.cur.bk,P.curX-1,P.curY)then P.fieldOff.vx=-ENV.shakeFX*.5 end else P.movDir=0 end end elseif mov1 then if ENV.sdarr>0 then if d%ENV.sdarr==0 then P:act_down1() end else P:act_insDown() end if ENV.shakeFX then P.fieldOff.vy=ENV.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.sound and ENV.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.waiting=P.waiting-1 if P.waiting<0 then P:popNext()end goto stop end --Natural block falling if P.cur then if P.curY>P.ghoY then local D=P.dropDelay if D>1 then P.dropDelay=D-1 goto stop end if D==1 then if ENV.moveFX and ENV.block then P:createMoveFX("down") end P.curY=P.curY-1 else D=max(1/D,P.curY-P.ghoY)--Fall dist, max to dist between cur/gho if ENV.moveFX and ENV.block then for _=1,D do P:createMoveFX("down") P.curY=P.curY-1 end else P.curY=P.curY-D end end P:freshBlock("fresh") P.spinLast=false if P.ghoY~=P.curY then P.dropDelay=ENV.drop elseif P.AI_mode=="CC"then CC.updateField(P) if not P.AIdata._20G and ENV.drop=0 then goto stop end P:drop() if P.AI_mode=="CC"then CC.updateField(P) end end end ::stop:: --B2B bar animation if P.b2b1==P.b2b then elseif P.b2b10 then P.finesseComboTime=P.finesseComboTime-1 end --Update FXs updateLine(P) updateFXs(P,dt) updateTasks(P) end local update={ alive=update_alive, } function update.dead(P,dt) if P.keyRec then local S=P.stat P.keySpeed=P.keySpeed*.96+S.key/S.frame*144 P.dropSpeed=P.dropSpeed*.96+S.piece/S.frame*144 --Final average speeds if GAME.modeEnv.royaleMode then P.swappingAtkMode=min(P.swappingAtkMode+2,30) end end if P.falling>=0 then P.falling=P.falling-1 if P.falling<0 then local L=#P.clearingRow if P.sound and P.gameEnv.fall>0 and #P.field+L>P.clearingRow[L]then SFX.play("fall")end P.clearingRow={} end end if P.b2b1>0 then P.b2b1=max(0,P.b2b1*.92-1) end if P.finesseComboTime>0 then P.finesseComboTime=P.finesseComboTime-1 end updateLine(P) updateFXs(P,dt) updateTasks(P) end function update.remote_alive(P,dt) ::readNext:: local pos=P.streamProgress local tar=P.stream[pos] if tar then if P.stat.frame==tar then local key=P.stream[pos+1] if key>0 then--Press key P:pressKey(key) elseif key<0 then--Release key P:releaseKey(-key) else--Receiving garbage --TODO: end P.streamProgress=pos+2 goto readNext end update_alive(P,dt) end end return update