function resetGameData() frame=0 players={alive={}} loadmode[gamemode]() 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 local P=players[i] if not P.atking then repeat P.atking=players.alive[rnd(#players.alive)] until P.atking~=P end end mostBadge=nil mostDangerous=nil end for i=1,#virtualkey do virtualkey[i].press=false end stat.game=stat.game+1 freeRow={} collectgarbage() for i=1,40*#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} local P=players[id] 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 else P.centerX,P.centerY=P.x+300*P.size,P.y+670*P.size end if AIspeed then P.ai={ controls={}, controlDelay=60, controlDelay0=AIspeed, } 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}--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={},{},{} P.ko,P.badge,P.strength=0,0,0 P.atkMode,P.swappingAtkMode,P.atking,P.lastRecv=1,20 --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.hn,P.hb,P.holded=0,{{}},false P.nxt,P.nb={},{} P.dropDelay,P.lockDelay=P.gameEnv.drop,P.gameEnv.lock P.freshTime=0 P.lastSpin=false if P.gameEnv.sequence<5 then local bag1={1,2,3,4,5,6,7} for i=1,7 do P.nxt[i]=rem(bag1,rnd(#bag1)) P.nb[i]=blocks[P.nxt[i]][0] end--First bag 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.nxt[i+3]end--History4 elseif P.gameEnv.sequence==3 then--Pure random end P.showTime=P.gameEnv.visible==1 and 1e99 or P.gameEnv.visible==2 and 300 or 20 P.cb,P.sc,P.bn,P.r,P.c,P.cx,P.cy,P.dir,P.y_img={{}},{0,0},1,0,0,0,0,0,0 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.b2b1=0 P.counter=0 P.result=nil--string,"win"/"lose" P.task={} P.bonus={} end function showText(text,type,font,dy,inf) if not P.small then ins(P.bonus,{t=0,text=text,draw=FX[type],font=font,dy=dy or 0,inf=inf,solid=inf}) end end function createBeam(S,R,lv)--Player id local x1,y1,x2,y2 if S.small then x1,y1=S.x+(30*(P.cx+P.sc[2]-1)+15)*S.size,S.y+(600-30*(P.cy+P.sc[1]-1)+15)*S.size else x1,y1=S.x+(30*(P.cx+P.sc[2]-1)-30+15+150)*S.size,S.y+(600-30*(P.cy+P.sc[1]-1)+15+70)*S.size end if R.small then x2,y2=R.x+150*R.size,R.y+300*R.size 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,amount)--Player id local x1,y1,x2,y2 if S.small then x1,y1=S.x+150*S.size,S.y+300*S.size else x1,y1=S.x+308*S.size,S.y+450*S.size end if R.small then x2,y2=R.x+150*R.size,R.y+300*R.size else x2,y2=R.x+308*R.size,R.y+450*R.size end ins(FX.badge,{x1,y1,x2,y2,t=0,size=(10+min(amount,10))*.1}) end function freshRoyaleTarget() local b,sec=0 for i=1,#players.alive do if players.alive[i].badge>b then mostBadge,secBadge=players.alive[i],mostBadge b=players[i].badge end end for i=1,#players.alive do if P.atkMode==2 then P.atking=P~=mostBadge and mostBadge or secBadge end end h,sec=0 for i=1,#players.alive do if #players.alive[i].field>h then mostDangerous,secDangerous=players.alive[i],mostBadge h=#players[i].field end end for i=1,#players.alive do if P.atkMode==3 then P.atking=P~=mostDangerous and mostDangerous or secDangerous end end end function freshgho() if P.gameEnv._20G or P.keyPressing[7]and P.gameEnv.sdarr==0 then while not ifoverlap(P.cb,P.cx,P.cy-1)do P.cy=P.cy-1 P.spinLast=false end P.y_img=P.cy else P.y_img=P.cy>#P.field+1 and #P.field+1 or P.cy while not ifoverlap(P.cb,P.cx,P.y_img-1)do P.y_img=P.y_img-1 end end end function freshLockDelay() if P.lockDelay11 or y<1 then return true end if y>#P.field then return nil 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 nil end end return true end function checkrow(s,num)--(cy,r) local c=0--rows cleared for i=s,s+num-1 do if ckfull(i)then ins(P.clearing,1,i) P.falling=P.gameEnv.fall c=c+1--row cleared+1 if not P.small then for k=1,250 do PTC.dust[P.id]:setPosition(rnd(300),600-30*i+rnd(30)) PTC.dust[P.id]:emit(1) end end end 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 resetblock() P.holded=false P.spinLast=false P.freshNext() P.sc,P.dir=scs[P.bn][0],0 P.r,P.c=#P.cb,#P.cb[1] P.cx,P.cy=blockPos[P.bn],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 abs(P.moving)-P.gameEnv.das>1 then if not ifoverlap(P.cb,P.cx+sgn(P.moving),P.cy)then P.cx=P.cx+sgn(P.moving) end 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 ifoverlap(P.cb,P.cx,P.cy)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.keyPressing[i]=true 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==1 then P.moving=-1 elseif i==2 then P.moving=1 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,player) (player or players[1]).keyPressing[i]=false -- if playmode=="recording"then ins(rec,{-i,frame})end end function spin(d,ifpre) local idir=(P.dir+d)%4 if P.bn==6 then freshLockDelay() SFX(ifpre and"prerotate"or"rotate") if P.id==1 then stat.rotate=stat.rotate+1 end return nil end local icb=blocks[P.bn][idir] local isc=scs[P.bn][idir] local ir,ic=#icb,#icb[1] local ix,iy=P.cx+P.sc[2]-isc[2],P.cy+P.sc[1]-isc[1] local t--succssful test local iki=TRS[P.bn][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 break end end if t then P.cx,P.cy,P.dir=ix,iy,idir P.sc,P.cb=scs[P.bn][idir],icb P.r,P.c=ir,ic P.spinLast=testScore[t==2 and -d or d] freshgho() freshLockDelay() SFX(ifpre and"prerotate"or ifoverlap(P.cb,P.cx,P.cy+1)and ifoverlap(P.cb,P.cx-1,P.cy)and ifoverlap(P.cb,P.cx+1,P.cy)and"rotatekick"or"rotate") if id==1 then stat.rotate=stat.rotate+1 end end end function hold(ifpre) if not P.holded and P.waiting<=0 and P.gameEnv.hold then P.hn,P.bn=P.bn,P.hn P.hb,P.cb=blocks[P.hn][0],P.hb if P.bn==0 then P.freshNext()end P.sc,P.dir=scs[P.bn][0],0 P.r,P.c=#P.cb,#P.cb[1] P.cx,P.cy=blockPos[P.bn],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2) if abs(P.moving)-P.gameEnv.das>1 then if not ifoverlap(P.cb,P.cx+sgn(P.moving),P.cy)then P.cx=P.cx+sgn(P.moving) end end freshgho() P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,0 if ifoverlap(P.cb,P.cx,P.cy) then lock()Event.gameover.lose()end P.holded=P.gameEnv.oncehold SFX(ifpre and"prehold"or"hold") if P.id==1 then stat.hold=stat.hold+1 end end end function drop() if P.cy==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.bn<6 then local x,y=P.cx+P.sc[2]-1,P.cy+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 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 end--Three point if P.bn~=6 and ifoverlap(P.cb,P.cx-1,P.cy)and ifoverlap(P.cb,P.cx+1,P.cy)and ifoverlap(P.cb,P.cx,P.cy+1)then dospin=dospin+2 end--Immobile end lock() local cc,csend,exblock,sendTime=checkrow(P.cy,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.bn<6 and cc<3 and cc480 then showText("Techrash B2B2B","fly",70) csend=6 sendTime=80 exblock=exblock+1 elseif P.b2b>=30 then showText("Techrash B2B","drive",70) sendTime=70 csend=5 else showText("Techrash","stretch",80) sendTime=60 csend=4 end P.b2b=P.b2b+100 P.cstat.techrash=P.cstat.techrash+1 elseif cc>0 then if dospin then if P.b2b>480 then showText(spinName[cc][P.bn].." B2B2B","spin",40) csend=b2bATK[cc]+1 exblock=exblock+1 elseif P.b2b>=30 then showText(spinName[cc][P.bn].." B2B","spin",40) csend=b2bATK[cc] else showText(spinName[cc][P.bn],"spin",50) csend=2*cc end sendTime=20+csend*20 if mini then showText("Mini","drive",40,10) csend=ceil(csend*.5) sendTime=sendTime+60 P.b2b=P.b2b+b2bPoint[cc]*.8 else P.b2b=P.b2b+b2bPoint[cc] end SFX(spin_n[cc]) if P.id==1 then stat.spin=stat.spin+1 end elseif #P.clearing<#P.field then P.b2b=P.b2b-150-cc*50 showText(clearName[cc],"appear",50) csend=cc-1 sendTime=20+csend*20 end else P.combo=0 if dospin then showText(spinName[0][P.bn],"appear",50) SFX("spin_0") P.b2b=P.b2b+15 end end if cc>0 and #P.clearing==#P.field then showText("Perfect Clear","flicker",70,-80) csend=csend+min(6+P.cstat.pc,10) exblock=exblock+2 sendTime=sendTime+30 if P.cstat.row>10 then P.b2b=600 end SFX("perfectclear") P.cstat.pc=P.cstat.pc+1 end csend=csend+(renATK[P.combo]or 4) if P.combo>2 then showText(renName[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)]) end P.b2b=max(min(P.b2b,600),0) if cc>0 and modeEnv.royaleMode then local atker=0 for i=1,#players.alive do if players.alive[i].atking==P then atker=atker+1 if atker==9 then break end end end if atker>1 then csend=csend+ceil(atker*.5) exblock=exblock+int(atker*.5) 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 while csend>0 and P.atkBuffer[1]do if exblock>0 then exblock=exblock-1 else csend=csend-1 end P.atkBuffer[1].amount=P.atkBuffer[1].amount-1 if P.atkBuffer[1].amount==0 then rem(P.atkBuffer,1) end if P.atkBuffer[1]and csend==0 then local s=P.atkBuffer[1].amount P.atkBuffer[1].lv=s<4 and 1 or s<7 and 2 or 3 end end if csend>0 then showText(csend,"zoomout",25,70) if modeEnv.royaleMode then if #players.alive>1 then if P.atkMode==4 then for i=1,#players.alive do if players.alive[i].atking==P then garbageSend(P,players.alive[i],csend,sendTime) end end else if P.atkMode==1 and rnd()<.2 or not P.atking then local r repeat r=players.alive[rnd(#players.alive)] until r~=P P.atking=r end if P.atking then garbageSend(P,P.atking,csend,sendTime) end end end elseif #players.alive>1 then local r repeat r=players.alive[rnd(#players.alive)] until r~=P garbageSend(P,r,csend,sendTime) end end elseif cc==0 then if P.b2b>480 then P.b2b=max(P.b2b-40,480) end garbageRelease() end if 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 else P.cy=P.cy-1 P.spinLast=false end end function lock() for i=1,P.r do local y=P.cy+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.cb[i][j]~=0 then P.field[y][P.cx+j-1]=P.bn P.visTime[y][P.cx+j-1]=P.showTime end end end end function garbageSend(S,R,send,time) local pos=rnd(10) local level=send<4 and 1 or send<7 and 2 or 3 createBeam(S,R,level) R.lastRecv=S if #R.atkBuffer<15 then ins(R.atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=level}) 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(13)) ins(P.visTime,1,getNewRow(t)) for k=1,#atk do P.field[1][atk[k]]=0 end end atk.sent=true atk.time=0 P.fieldBeneath=P.fieldBeneath+atk.amount*30 end end end act={ moveLeft=function(auto) if P.keyPressing[9]then if P.atkMode~=1 then P.atkMode=1 end else if not auto then P.moving=-1 end if not ifoverlap(P.cb,P.cx-1,P.cy)then P.cx=P.cx-1 freshgho() freshLockDelay() if P.cy==P.y_img then SFX("move")end P.spinLast=false end end end, moveRight=function(auto) if P.keyPressing[9]then if P.atkMode~=2 then P.atkMode=2 P.atking=mostBadge end else if not auto then P.moving=1 end if not ifoverlap(P.cb,P.cx+1,P.cy)then P.cx=P.cx+1 freshgho() freshLockDelay() if P.cy==P.y_img then SFX("move")end P.spinLast=false end end end, rotRight=function()spin(1)end, rotLeft=function()spin(-1)end, rotFlip=function()spin(2)end, hardDrop=function() if P.keyPressing[9]then if P.atkMode~=3 then P.atkMode=3 P.atking=mostDangerous end else if P.waiting<=0 then if P.cy~=P.y_img then P.cy=P.y_img P.spinLast=false SFX("drop") end drop() end end end, softDrop=function() if P.keyPressing[9]then if P.atkMode~=4 then P.atkMode=4 P.atking=nil end else if P.cy~=P.y_img then P.cy=P.cy-1 P.spinLast=false end P.downing=1 end end, hold=function()hold()end, --Player movements swap=function() if modeEnv.royaleMode then for i=1,#P.keyPressing do if P.keyPressing[i]then P.keyPressing[i]=false end end P.keyPressing[9]=true else P.keyPressing[9]=false end end, restart=function() resetGameData() end, insDown=function()if P.cy~=P.y_img then P.cy,P.lockDelay,P.spinLast=P.y_img,P.gameEnv.lock,false end end, insLeft=function() while not ifoverlap(P.cb,P.cx-1,P.cy)do P.cx,P.lockDelay=P.cx-1,P.gameEnv.lock freshgho() end end, insRight=function() while not ifoverlap(P.cb,P.cx+1,P.cy)do P.cx,P.lockDelay=P.cx+1,P.gameEnv.lock freshgho() end end, down1=function() if P.cy~=P.y_img then P.cy=P.cy-1 P.spinLast=false end end, down4=function() for i=1,4 do if P.cy~=P.y_img then P.cy=P.cy-1 P.spinLast=false else break end end end, quit=function()Event.gameover.lose()end, --System movements }