--[[ 第一次搞这么大的工程~参考价值不是很大 如果你有时间并且也热爱俄罗斯方块的话,来看代码或者帮助优化的话当然欢迎! (顺便,无授权直接盗代码的先死个妈) ]] local love=love local ms,kb,tc=love.mouse,love.keyboard,love.touch local gc,sys=love.graphics,love.system local Timer=love.timer.getTime local int,rnd,max,min=math.floor,math.random,math.max,math.min local rem=table.remove NULL=function()end ------------------------------------------------------------- system=sys.getOS() local xOy=love.math.newTransform() local mx,my,mouseShow=-20,-20,false local touching--第一触摸ID local devMode=0 modeSel,levelSel=1,3--初始模式选择 players={alive={},human=0} scr={x=0,y=0,w=gc.getWidth(),h=gc.getHeight(),k=1} local scr=scr curBG="none" bgmPlaying=nil voiceQueue={free=0} virtualkeyDown,virtualkeyPressTime={},{} for i=1,20 do virtualkeyDown[i]=X virtualkeyPressTime[i]=0 end kb.setKeyRepeat(true) kb.setTextInput(false) ms.setVisible(false) --Application Vars ------------------------------------------------------------- local Fonts={} function setFont(s) if s~=currentFont then if Fonts[s]then gc.setFont(Fonts[s]) else local t=gc.setNewFont("font.ttf",s-5) Fonts[s]=t gc.setFont(t) end currentFont=s end return Fonts[s] end customSel={22,22,1,1,7,3,1,1,8,4,1,1,1} preField={h=20} for i=1,10 do preField[i]={-1,-1,-1,-1,-1,-1,-1,-1,-1,-1}end for i=11,20 do preField[i]={0,0,0,0,0,0,0,0,0,0}end freeRow={L=40}for i=1,40 do freeRow[i]={0,0,0,0,0,0,0,0,0,0}end --Game system Vars ------------------------------------------------------------- scene=require("scene") require("default_data") require("class") require("ai") require("toolfunc") require("list") require("dataList") require("texture") require("light") local Tmr=require("timer") local Pnt=require("paint") require("player") --Modules ------------------------------------------------------------- local powerInfoCanvas,updatePowerInfo if sys.getPowerInfo()~="unknown"then powerInfoCanvas=gc.newCanvas(147,22) updatePowerInfo=function() local state,pow=sys.getPowerInfo() if state~="unknown"then gc.setCanvas(powerInfoCanvas)gc.push("transform")gc.origin() gc.clear(0,0,0,.3) gc.setLineWidth(4) setFont(25) local charging if state~="battery"then gc.setColor(1,1,1) if state=="nobattery"then gc.setLineWidth(2) gc.line(61.5,.5,83.5,22.5) elseif state=="charging"or state=="charged"then gc.draw(chargeImage,84,3) end end if pow then if charging then gc.setColor(0,1,0) elseif pow>50 then gc.setColor(1,1,1) elseif pow>26 then gc.setColor(1,1,0) elseif pow<26 then gc.setColor(1,0,0) else gc.setColor(.5,0,1)--special~ end ::L:: gc.rectangle("fill",61,6,pow*.15,10) gc.setColor(1,1,1) gc.draw(batteryImage,58,3) gc.print(pow.."%",94,-3) end gc.print(os.date("%H:%M",os.time()),2,-3) gc.pop()gc.setCanvas() end end end local function getNewBlock() FX_BGblock.ct=FX_BGblock.ct+1 if FX_BGblock.ct==17 then FX_BGblock.ct=1 end local t=FX_BGblock.list[FX_BGblock.ct] t.bn,t.size=FX_BGblock.next,2+3*rnd() t.b=blocks[t.bn][rnd(0,3)] t.x=rnd(-#t.b[1]*t.size*30+100,1180) t.y=-#t.b*30*t.size t.v=t.size*(1+rnd()) FX_BGblock.next=FX_BGblock.next%7+1 return t end local function onVirtualkey(x,y) local dist,nearest=1e15 for K=1,#virtualkey do local b=virtualkey[K] if b.ava then local d1=(x-b.x)^2+(y-b.y)^2 if d10 then if floatWheel<0 then floatWheel=0 end floatWheel=floatWheel+y^1.2 elseif y<0 then if floatWheel>0 then floatWheel=0 end floatWheel=floatWheel-(-y)^1.2 end while floatWheel>=1 do love.keypressed("up") floatWheel=floatWheel-1 end while floatWheel<=-1 do love.keypressed("down") floatWheel=floatWheel+1 end end local mouseDown,mouseMove,mouseUp,wheelmoved={},{},{},{} local touchDown,touchUp,touchMove={},{},{} local keyDown,keyUp={},{} local gamepadDown,gamepadUp={},{} function mouseDown.intro(x,y,k) if k==2 then scene.back() else scene.push() scene.swapTo("main") end end function touchDown.intro(id,x,y) scene.push() scene.swapTo("main") end function keyDown.intro(key) if key=="escape"then scene.back() else scene.push() scene.swapTo("main") end end function wheelmoved.mode(x,y) wheelScroll(y) end function keyDown.mode(key) if key=="down"then if modeSel<#modeID then modeSel=modeSel+1 levelSel=int(#modeLevel[modeID[modeSel]]*.4)+1 SFX("move",.4) end elseif key=="up"then if modeSel>1 then modeSel=modeSel-1 levelSel=int(#modeLevel[modeID[modeSel]]*.4)+1 SFX("move",.4) end elseif key=="left"then if levelSel>1 then levelSel=levelSel-1 end elseif key=="right"then if levelSel<#modeLevel[modeID[modeSel]]then levelSel=levelSel+1 end elseif key=="return"then scene.push()loadGame(modeSel,levelSel) elseif key=="c"then scene.push() scene.swapTo("custom") elseif key=="escape"then scene.back() end end function wheelmoved.music(x,y) if y>0 then keyDown.music("up") elseif y<0 then keyDown.music("down") end end function keyDown.music(key) if key=="down"then sel=sel%#musicID+1 elseif key=="up"then sel=(sel-2)%#musicID+1 elseif key=="return"or key=="space"then if bgmPlaying~=musicID[sel]then BGM(musicID[sel]) else BGM() end elseif key=="escape"then scene.back() end end function keyDown.custom(key) if key=="left"then customSel[sel]=(customSel[sel]-2)%#customRange[customID[sel]]+1 if sel==12 then curBG=customRange.bg[customSel[12]] elseif sel==13 then BGM(customRange.bgm[customSel[13]]) end elseif key=="right"then customSel[sel]=customSel[sel]%#customRange[customID[sel]]+1 if sel==12 then curBG=customRange.bg[customSel[sel]] elseif sel==13 then BGM(customRange.bgm[customSel[sel]]) end elseif key=="down"then sel=sel%#customID+1 elseif key=="up"then sel=(sel-2)%#customID+1 elseif key=="d"then scene.push() scene.swapTo("draw") elseif key=="return"then scene.push()loadGame(0,1) elseif key=="space"then scene.push()loadGame(0,2) elseif key=="1"then Widget.custom.set1.code() elseif key=="2"then Widget.custom.set2.code() elseif key=="3"then Widget.custom.set3.code() elseif key=="4"then Widget.custom.set4.code() elseif key=="5"then Widget.custom.set5.code() elseif key=="escape"then scene.back() end end function mouseDown.draw(x,y,k) mouseMove.draw(x,y) end function mouseMove.draw(x,y,dx,dy) sx,sy=int((x-200)/30)+1,20-int((y-60)/30) if sx<1 or sx>10 then sx=nil end if sy<1 or sy>20 then sy=nil end if sx and sy and ms.isDown(1,2,3)then preField[sy][sx]=ms.isDown(1)and pen or ms.isDown(2)and -1 or 0 end end function wheelmoved.draw(x,y) if y<0 then pen=pen+1 if pen==8 then pen=9 elseif pen==14 then pen=0 end else pen=pen-1 if pen==8 then pen=7 elseif pen==-1 then pen=13 end end end function touchDown.draw(id,x,y) mouseMove.draw(x,y) end function touchMove.draw(id,x,y,dx,dy) sx,sy=int((x-200)/30)+1,20-int((y-60)/30) if sx<1 or sx>10 then sx=nil end if sy<1 or sy>20 then sy=nil end if sx and sy then preField[sy][sx]=pen end end function keyDown.draw(key) if key=="delete"then if clearSureTime>15 then for y=1,20 do for x=1,10 do preField[y][x]=0 end end clearSureTime=0 else clearSureTime=50 end elseif key=="up"or key=="down"or key=="left"or key=="right"then if not sx then sx=1 end if not sy then sy=1 end if key=="up"and sy<20 then sy=sy+1 elseif key=="down"and sy>1 then sy=sy-1 elseif key=="left"and sx>1 then sx=sx-1 elseif key=="right"and sx<10 then sx=sx+1 end if kb.isDown("space")then preField[sy][sx]=pen end elseif key=="space"then if sx and sy then preField[sy][sx]=pen end elseif key=="tab"then pen=-1 elseif key=="backspace"or key=="lalt"then pen=0 elseif key=="escape"then scene.back() else pen=string.find("123qwea#sdzxc",key)or pen end end function keyDown.setting_key(key) if key=="escape"then if keyboardSetting then keyboardSetting=false SFX("error",.5) else scene.back() end elseif keyboardSetting then for l=1,8 do for y=1,20 do if setting.keyMap[l][y]==key then setting.keyMap[l][y]="" end end end setting.keyMap[curBoard][keyboardSet]=key SFX("reach",.5) keyboardSetting=false elseif key=="return"then keyboardSetting=true SFX("lock",.5) elseif key=="up"then if keyboardSet>1 then keyboardSet=keyboardSet-1 SFX("move",.5) end elseif key=="down"then if keyboardSet<20 then keyboardSet=keyboardSet+1 SFX("move",.5) end elseif key=="left"then if curBoard>1 then curBoard=curBoard-1 SFX("rotate",.5) end elseif key=="right"then if curBoard<8 then curBoard=curBoard+1 SFX("rotate",.5) end end end function gamepadDown.setting_key(key) if key=="back"then if joystickSetting then joystickSetting=false SFX("error",.5) else scene.back() end elseif joystickSetting then for l=9,16 do for y=1,20 do if setting.keyMap[l][y]==key then setting.keyMap[l][y]="" end end end setting.keyMap[8+curBoard][joystickSet]=key SFX("reach",.5) joystickSetting=false elseif key=="start"then joystickSetting=true SFX("lock",.5) elseif key=="up"then if joystickSet>1 then joystickSet=joystickSet-1 SFX("move",.5) end elseif key=="down"then if joystickSet<20 then joystickSet=joystickSet+1 SFX("move",.5) end elseif key=="left"then if curBoard>1 then curBoard=curBoard-1 SFX("rotate",.5) end elseif key=="right"then if curBoard<8 then curBoard=curBoard+1 SFX("rotate",.5) end end end function mouseDown.setting_touch(x,y,k) if k==2 then scene.back()end for K=1,#VK_org do local B=VK_org[K] if (x-B.x)^2+(y-B.y)^20 then b.x=b.x+(b.x-B.x)*d*b.r*.00005 b.y=b.y+(b.y-B.y)*d*b.r*.00005 end end end local O=VK_org[t] local _FW,_CW=setting.VKTchW*.1,1-setting.VKCurW*.1 local _OW=1-_FW-_CW B.x,B.y=x*_FW+B.x*_CW+O.x*_OW,y*_FW+B.y*_CW+O.y*_OW --按钮自动跟随:手指位置,当前位置,原始位置,权重取决于设置 end VIB(0) end end end function touchUp.play(id,x,y) if setting.VKSwitch then local t=onVirtualkey(x,y) if t then players[1]:releaseKey(t) end end end function touchMove.play(id,x,y,dx,dy) if setting.VKSwitch then local l=tc.getTouches() for n=1,#virtualkey do local B=virtualkey[n] for i=1,#l do local x,y=xOy:inverseTransformPoint(tc.getPosition(l[i])) if(x-B.x)^2+(y-B.y)^2<=B.r^2 then goto nextButton end end players[1]:releaseKey(n) ::nextButton:: end end end function keyDown.play(key) if key=="escape"and not scene.swapping then return(frame<180 and back or pauseGame)() end local m=setting.keyMap for p=1,players.human do for k=1,20 do if key==m[2*p-1][k]or key==m[2*p][k]then players[p]:pressKey(k) return end end end end function keyUp.play(key) local m=setting.keyMap for p=1,players.human do for k=1,20 do if key==m[2*p-1][k]or key==m[2*p][k]then players[p]:releaseKey(k) return end end end end function gamepadDown.play(key) if key=="back"then scene.back()return end local m=setting.keyMap for p=1,players.human do for k=1,20 do if key==m[2*p+7][k]or key==m[2*p+8][k]then players[p]:pressKey(k) return end end end end function gamepadUp.play(key) local m=setting.keyMap for p=1,players.human do for k=1,20 do if key==m[2*p+7][k]or key==m[2*p+8][k]then players[p]:releaseKey(k) return end end end end function wheelmoved.history(x,y) wheelScroll(y) end function keyDown.history(key) if key=="up"then sel=max(sel-5,1) elseif key=="down"then sel=min(sel+5,#updateLog-22) elseif key=="escape"then scene.back() end end ------------------------------------------------------------- local function widgetPress(W,x,y) if W.type=="button"then W.code() W:FX() SFX("button") VOICE("nya") elseif W.type=="switch"then W.code() W:FX() SFX("move",.6) elseif W.type=="slider"then if not x then return end local p=W.disp() W.code(xW.x+W.w and W.unit or int((x-W.x)*W.unit/W.w+.5)) if p==W.disp()then return end W:FX(p) if W.change then W.change()end end if W.hide and W.hide()then widget_sel=nil end end local function widgetDrag(W,x,y,dx,dy) if W.type=="slider"then local p=W.disp() W.code(xW.x+W.w and W.unit or int((x-W.x)*W.unit/W.w+.5)) if p==W.disp()then return end W:FX(p) if W.change then W.change()end elseif not W:isAbove(x,y)then widget_sel=nil end end local function widgetControl_key(i) if i=="tab"then if widget_sel then widget_sel=kb.isDown("lshift")and widget_sel.prev or widget_sel.next or widget_sel else widget_sel=select(2,next(Widget[scene.cur])) end elseif i=="space"or i=="return"then if not scene.swapping and widget_sel then widgetPress(widget_sel) end else if widget_sel then local W=widget_sel if W.type=="slider"then local p=W.disp() if i=="left"then if W.disp()>0 then W.code(W.disp()-1)end elseif i=="right"then if W.disp()0 then print(x,y)end if t then return end mx,my=xOy:inverseTransformPoint(x,y) if mouseDown[scene.cur]then mouseDown[scene.cur](mx,my,k) elseif k==2 then scene.back() end if k==1 then if widget_sel and not scene.swapping then widgetPress(widget_sel,mx,my) end end mouseShow=true end function love.mousemoved(x,y,dx,dy,t) if t then return end mx,my=xOy:inverseTransformPoint(x,y) dx,dy=dx/scr.k,dy/scr.k if mouseMove[scene.cur]then mouseMove[scene.cur](mx,my,dx,dy) end if ms.isDown(1)and widget_sel then widgetDrag(widget_sel,mx,my,dx,dy) else widget_sel=nil for _,W in next,Widget[scene.cur]do if not(W.hide and W.hide())and W:isAbove(mx,my)then widget_sel=W return end end end mouseShow=true end function love.mousereleased(x,y,k,t,num) if t then return end mx,my=xOy:inverseTransformPoint(x,y) if mouseUp[scene.cur]then mouseUp[scene.cur](mx,my,k) end end function love.wheelmoved(x,y) if wheelmoved[scene.cur]then wheelmoved[scene.cur](x,y)end end function love.touchpressed(id,x,y) mouseShow=false if not touching then touching=id love.touchmoved(id,x,y,0,0) end if touchDown[scene.cur]then touchDown[scene.cur](id,xOy:inverseTransformPoint(x,y)) end end function love.touchmoved(id,x,y,dx,dy) x,y=xOy:inverseTransformPoint(x,y) if touchMove[scene.cur]then touchMove[scene.cur](id,x,y,dx/scr.k,dy/scr.k) end if widget_sel then widgetDrag(widget_sel,x,y,dx,dy) else widget_sel=nil for _,W in next,Widget[scene.cur]do if not(W.hide and W.hide())and W:isAbove(x,y)then widget_sel=W return end end end if not widget_sel then touching=nil end end function love.touchreleased(id,x,y) x,y=xOy:inverseTransformPoint(x,y) if id==touching then touching=nil if widget_sel and not scene.swapping then widgetPress(widget_sel,x,y) end widget_sel=nil end if touchUp[scene.cur]then touchUp[scene.cur](id,x,y) end end function love.keypressed(i) mouseShow=false if i=="f8"then devMode=0 elseif i=="f9"then devMode=1 elseif i=="f10"then devMode=2 elseif devMode==2 then if i=="k"then for i=1,8 do local P=players.alive[rnd(#players.alive)] P.lastRecv=players[1] Event.lose(P) end --Test code here elseif i=="q"then local W=widget_sel if W then W:getInfo()end elseif widget_sel then local W=widget_sel if i=="left"then W.x=W.x-10 elseif i=="right"then W.x=W.x+10 elseif i=="up"then W.y=W.y-10 elseif i=="down"then W.y=W.y+10 elseif i==","then W.w=W.w-10 elseif i=="."then W.w=W.w+10 elseif i=="/"then W.h=W.h-10 elseif i=="'"then W.h=W.h+10 elseif i=="["then W.font=W.font-1 elseif i=="]"then W.font=W.font+1 end end else if keyDown[scene.cur]then keyDown[scene.cur](i) elseif i=="escape"then scene.back() else widgetControl_key(i) end end end function love.keyreleased(i) if keyUp[scene.cur]then keyUp[scene.cur](i)end end local keyMirror={ dpup="up", dpdown="down", dpleft="left", dpright="right", start="return", back="escape", } function love.gamepadpressed(joystick,i) mouseShow=false if gamepadDown[scene.cur]then gamepadDown[scene.cur](i) elseif keyDown[scene.cur]then keyDown[scene.cur](keyMirror[i]or i) elseif i=="back"then scene.back() else widgetControl_gamepad(i) end end function love.gamepadreleased(joystick,i) if gamepadUp[scene.cur]then gamepadUp[scene.cur](i) end end --[[ function love.joystickpressed(js,k)end function love.joystickaxis(js,axis,val)end function love.joystickhat(js,hat,dir)end function love.sendData(data)end function love.receiveData(id,data)end ]] function love.lowmemory() collectgarbage() end function love.resize(w,h) scr.w,scr.h,scr.r=w,h,h/w if scr.r>=.5625 then scr.k=w/1280 scr.x,scr.y=0,(h-w*9/16)*.5 else scr.k=h/720 scr.x,scr.y=(w-h*16/9)*.5,0 end gc.origin() xOy=xOy:setTransformation(w*.5,h*.5,nil,scr.k,nil,640,360) gc.replaceTransform(xOy) end function love.focus(f) if system~="Android" and not f and scene.cur=="play"then pauseGame()end end function love.update(dt) -- if players then for k,v in pairs(players[1])do -- if rawget(_G,k)and k~="next"and k~="hold"and k~="stat"then print(k,_G[v])end -- end end--check player data flew for i=#sysFX,1,-1 do local S=sysFX[i] S[2]=S[2]+1 if S[2]==S[3]then for i=i,#sysFX do sysFX[i]=sysFX[i+1] end end end for i=#FX_BGblock,1,-1 do FX_BGblock[i].y=FX_BGblock[i].y+FX_BGblock[i].v if FX_BGblock[i].y>720 then rem(FX_BGblock,i)end end if setting.bgblock then FX_BGblock.tm=FX_BGblock.tm-1 if FX_BGblock.tm==0 then FX_BGblock[#FX_BGblock+1]=getNewBlock() FX_BGblock.tm=rnd(20,30) end end if scene.swapping then local S=scene.swap S.time=S.time-1 if S.time==S.mid then scene.cur=S.tar scene.init(S.tar) widget_sel=nil --此时场景切换 end if S.time==0 then scene.swapping=false end end if Tmr[scene.cur]then Tmr[scene.cur](dt) end for i=#Task,1,-1 do local T=Task[i] if T.code(T.P,T.data)then rem(Task,i) end end for i=1,#voiceQueue do local Q=voiceQueue[i] if #Q>0 then if type(Q[1])=="userdata"then if not Q[1]:isPlaying()then for i=1,#Q do Q[i]=Q[i+1] end end--放完后放下一个 else local n=1 local L=voiceBank[Q[1]] while L[n]:isPlaying()do n=n+1 if not L[n]then L[n]=L[n-1]:clone() L[n]:seek(0) break end end Q[1]=L[n] Q[1]:setVolume(setting.voc*.1) Q[1]:play() --load voice with string end end end -- for k,W in next,Widget[scene.cur]do -- end--更新控件 end local scs={1,2,1,2,1,2,1,2,1,2,1.5,1.5,.5,2.5} local FPS=love.timer.getFPS function love.draw() gc.discard()--SPEED UPUPUP! Pnt.BG[setting.bg and curBG or"grey"]() gc.setColor(1,1,1,.2) for n=1,#FX_BGblock do local b,img=FX_BGblock[n].b,blockSkin[FX_BGblock[n].bn] local size=FX_BGblock[n].size for i=1,#b do for j=1,#b[1]do if b[i][j]then gc.draw(img,FX_BGblock[n].x+(j-1)*30*size,FX_BGblock[n].y+(i-1)*30*size,nil,size) end end end end--Draw BG falling blocks if Pnt[scene.cur]then Pnt[scene.cur]()end for k,W in next,Widget[scene.cur]do if not(W.hide and W.hide())then W:draw() end end--Draw widgets if mouseShow and not touching then local r=Timer()*.5 gc.setColor(1,1,1,min(1-math.abs(1-r%1*2),.3)) r=int(r)%7+1 gc.draw(miniBlock[r],mx,my,Timer()%3.1416*4,20,20,scs[2*r]-.5,#blocks[r][0]-scs[2*r-1]+.5) gc.setColor(1,1,1,.5)gc.circle("fill",mx,my,5) gc.setColor(1,1,1)gc.circle("fill",mx,my,3) end--Awesome mouse! gc.setColor(1,1,1) if powerInfoCanvas then gc.draw(powerInfoCanvas) end--Power Info gc.setLineWidth(6) for i=1,#sysFX do local S=sysFX[i] if S[1]==0 then gc.setColor(1,1,1,1-S[2]/S[3]) local r=(10*S[2]/S[3])^1.2 gc.rectangle("line",S[4]-r,S[5]-r,S[6]+2*r,S[7]+2*r) --按钮波纹 elseif S[1]==1 then gc.setColor(S[4],S[5],S[6],1-S[2]/S[3]) gc.rectangle("fill",S[7],S[8],S[9],S[10],2) --开关/滑条残影 end end--sysFXs if scene.swapping then scene.swap.draw(scene.swap.time) end--Swapping animation if scr.r~=.5625 then gc.setColor(0,0,0) if scr.r>.5625 then local d=(scr.h-scr.w*9/16)*.5/scr.k gc.rectangle("fill",0,0,1280,-d) gc.rectangle("fill",0,720,1280,d) else--高窗口 local d=(scr.w-scr.h*16/9)*.5/scr.k gc.rectangle("fill",0,0,-d,720) gc.rectangle("fill",1280,0,d,720) end--扁窗口 end--Black side setFont(20) gc.setColor(1,1,1) gc.print(FPS(),5,700) if devMode>0 then gc.setColor(1,devMode==2 and .5 or 1,1) gc.print("Tasks:"..#Task,5,600) gc.print("Voices:"..#voiceQueue,5,620) gc.print("Mouse:"..mx.." "..my,5,640) gc.print("Free Row:"..#freeRow.."/"..freeRow.L,5,660) gc.print("Cache used:"..gcinfo(),5,680) end end function love.run() local T=love.timer local lastFrame,lastFreshPow=T.getTime(),T.getTime() local readyDrawFrame=0 local mini=love.window.isMinimized local PUMP,POLL=love.event.pump,love.event.poll love.resize(gc.getWidth(),gc.getHeight()) scene.init("load")--Scene Launch return function() PUMP() for N,a,b,c,d,e in POLL()do if N=="quit"then destroyPlayers() saveData() saveSetting() return 0 elseif love[N]then love[N](a,b,c,d,e) end end T.step() love.update(T.getDelta()) if not mini()then readyDrawFrame=readyDrawFrame+setting.frameMul if readyDrawFrame>=100 then readyDrawFrame=readyDrawFrame-100 love.draw() gc.present() end end while Timer()-lastFrame<.0158 do T.sleep(.001) end lastFrame=Timer() if Timer()-lastFreshPow>5 then updatePowerInfo() lastFreshPow=Timer() end end end local fs=love.filesystem userData,userSetting=fs.newFile("userdata"),fs.newFile("usersetting") if fs.getInfo("userdata")then loadData() end if fs.getInfo("usersetting")then loadSetting() elseif system=="Android"or system=="iOS" then setting.swap=false else setting.VKSwitch=false end math.randomseed(os.time()*626) swapLanguage(setting.lang) changeBlockSkin(setting.skin)