lib={ gc=love.graphics, kb=love.keyboard, ms=love.mouse, tc=love.touch, tm=love.timer, fs=love.filesystem, wd=love.window, mt=love.math, sys=love.system, }for k,v in pairs(lib)do _G[k]=v end lib=nil toN,toS=tonumber,tostring int,ceil,abs,rnd,max,min,sin,cos,atan,pi=math.floor,math.ceil,math.abs,math.random,math.max,math.min,math.sin,math.cos,math.atan,math.pi sub,gsub,find,format,byte,char=string.sub,string.gsub,string.find,string.format,string.byte,string.char ins,rem,sort=table.insert,table.remove,table.sort null=function()end ww,wh=gc.getWidth(),gc.getHeight() Timer=tm.getTime--Easy&Quick to get time! mx,my,mouseShow=-20,-20,false xOy=love.math.newTransform() focus=true system=sys.getOS() touching=nil--1st touching ID scene="" gamemode="" bgmPlaying=nil curBG="none" BGblock={ct=150,next=7} kb.setKeyRepeat(false) kb.setTextInput(false) ms.setVisible(false) Fonts={} function setFont(s) if s~=currentFont then if Fonts[s]then gc.setFont(Fonts[s]) else local t=gc.setNewFont("siyuanhei.otf",s-5) Fonts[s]=t gc.setFont(t) end currentFont=s end end gameEnv0={ das=10,arr=2, sddas=0,sdarr=2, ghost=true,center=true, drop=30,lock=45, wait=1,fall=1, next=6,hold=true,oncehold=true, sequence=1,visible=1, _20G=false,target=1e99, freshLimit=1e99, virtualkey={ {80,720-80,6400,80},--moveLeft {240,720-80,6400,80},--moveRight {1280-240,720-80,6400,80},--rotRight {1280-400,720-80,6400,80},--rotLeft {1280-240,720-240,6400,80},--rotFlip {1280-80,720-80,6400,80},--hardDrop {1280-80,720-240,6400,80},--softDrop {1280-80,720-400,6400,80},--hold {80,360,6400,80},--swap {80,80,6400,80},--restart }, reach=null, --not all is actually used,some only provide a key } customSel={ drop=20, lock=20, wait=1, fall=1, next=7, hold=1, sequence=1, visible=1, target=4, freshLimit=3, opponent=1, } freshMethod={ function() P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1) if #P.nxt<6 then local bag={1,2,3,4,5,6,7} for i=1,7 do ins(P.nxt,rem(bag,rnd(8-i))) ins(P.nb,blocks[P.nxt[#P.nxt]][0]) end end end, function() P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1) local i,j=nil,0 repeat i,j=rnd(7),j+1 until not(i==P.his[1]or i==P.his[2]or i==P.his[3]or i==P.his[4]) P.nxt[6],P.nb[6]=i,blocks[i][0] rem(P.his,1)ins(P.his,i) end, function() P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1) repeat i=rnd(7)until i~=P.nxt[5] P.nxt[6],P.nb[6]=i,blocks[i][0] end, function() P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1) if #P.nxt<6 then local bag={1,1,2,2,3,3,4,4,5,5,5,6,6,7,7} repeat local i=rem(bag,rnd(#bag)) ins(P.nxt,i) ins(P.nb,blocks[i][0]) until #bag==0 end end, function() P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1) if P.cstat.piece%4==0 then local r=rnd(#PClist) local P=players[1] local f=P.cstat.pc%2==0 for i=1,4 do local b=PClist[r][i] if f then if b<3 then b=3-b elseif b<5 then b=7-b end end ins(P.nxt,b) ins(P.nb,blocks[b][0]) end end end, } loadmode={ sprint=function() modeEnv={ drop=60, target=40, reach=Event.gameover.win, } createPlayer(1,340,15) curBG="game1" BGM("race") end, zen=function() modeEnv={ drop=1e99, lock=1e99, target=200, reach=Event.gameover.win, } createPlayer(1,340,15) curBG="strap" BGM("infinite") end, infinite=function() modeEnv={ drop=1e99, lock=1e99, } createPlayer(1,340,15) curBG="glow" BGM("infinite") end, gmroll=function() modeEnv={ drop=0, lock=15, wait=10, fall=15, _20G=true, visible=0, freshLimit=15, arr=1, } createPlayer(1,340,15) curBG="glow" BGM("push") end, marathon=function() modeEnv={ drop=60, fall=20, target=10, reach=Event.marathon_reach, freshLimit=15, } createPlayer(1,340,15) curBG="strap" BGM("way") end, death=function() modeEnv={ _20G=true, drop=0, lock=death_lock[1], wait=death_wait[1], fall=death_fall[1], target=50, reach=Event.death_reach, freshLimit=15, arr=1, } createPlayer(1,340,15) curBG="game2" BGM("push") end, tsd=function() modeEnv={ drop=60, lock=60, sequence=4, target=1, reach=Event.tsd_reach, freshLimit=15, } createPlayer(1,340,15) curBG="matrix" BGM("infinite") end, pctrain=function() modeEnv={ next=4, hold=false, drop=60, lock=60, fall=20, sequence=5, target=0, reach=Event.newPC, freshLimit=15, } createPlayer(1,340,15) local r=rnd(#PClist) local P=players[1] for i=1,4 do local b=PClist[r][i] ins(P.nxt,b) ins(P.nb,blocks[b][0]) end Event.newPC() curBG="matrix" BGM("infinite") end, pcchallenge=function() modeEnv={ oncehold=false, drop=300, lock=1e99, fall=20, sequence=1, target=100, reach=Event.gameover.win, freshLimit=1e99, } createPlayer(1,340,15) curBG="matrix" BGM("infinite") end, techmino41=function() modeEnv={ freshLimit=15, royaleMode=true, royale={2,5,10,20}, } createPlayer(1,340,15)--Player local n=2 for i=1,4 do for j=1,5 do createPlayer(n,75*i-48,142*j-130,.19,rnd(15)) n=n+1 end end for i=9,12 do for j=1,5 do createPlayer(n,75*i+292,142*j-130,.19,rnd(15)) n=n+1 end end--AIs curBG="game3" BGM("race") end, techmino99=function() modeEnv={ freshLimit=15, royaleMode=true, royale={2,6,14,30}, } createPlayer(1,340,15)--Player local n=2 for i=1,7 do for j=1,7 do createPlayer(n,46*i-36,97*j-72,.135,rnd()<.1 and rnd(6)or rnd(10,30)) n=n+1 end end for i=15,21 do for j=1,7 do createPlayer(n,46*i+264,97*j-72,.135,rnd()<.1 and rnd(6)or rnd(10,30)) n=n+1 end end--AIs curBG="game3" BGM("race") end, solo=function() modeEnv={ freshLimit=15, } createPlayer(1,20,15)--Player createPlayer(2,660,85,.9,1)--AI curBG="game2" BGM("race") end, blind=function() modeEnv={ drop=15, lock=30, visible=0, freshLimit=10, } createPlayer(1,340,15) curBG="glow" BGM("push") end, p2=function() modeEnv={ freshLimit=15, } createPlayer(1,20,15) createPlayer(2,650,15) curBG="game2" BGM("way") end, p3=function() modeEnv={ freshLimit=15, } createPlayer(1,20,100,.65) createPlayer(2,435,100,.65) createPlayer(3,850,100,.65) curBG="game2" BGM("way") end, p4=function() modeEnv={ freshLimit=15, } createPlayer(1,25,150,.5) createPlayer(2,335,150,.5) createPlayer(3,645,150,.5) createPlayer(4,955,150,.5) curBG="game2" BGM("way") end, custom=function() modeEnv={reach=Event.gameover.win} for i=1,#customID do local k=customID[i] modeEnv[k]=customRange[k][customSel[k]] end modeEnv._20G=modeEnv.drop==-1 if modeEnv.opponent==0 then createPlayer(1,340,15) else modeEnv.target=nil createPlayer(1,20,15) createPlayer(2,660,85,.9,modeEnv.opponent) end curBG="matrix" BGM("reason") end, } mesDisp={ --Default:font=40,white sprint=function() setFont(75) mStr(max(40-P.cstat.row,0),-75,280) end, zen=function() setFont(75) mStr(max(200-P.cstat.row,0),-75,280) end, infinite=function() setFont(50) mStr(P.cstat.atk,-75,320) mStr(format("%.2f",2.5*P.cstat.atk/P.cstat.piece),-75,430) setFont(20) gc.print("Attack",-100,360) gc.print("Efficiency",-108,472) end, solo=function() setFont(50) mStr(P.cstat.atk,-75,320) setFont(20) gc.print("Attack",-100,360) end, gmroll=function() setFont(25) gc.print("Techrash",-120,420) setFont(80) mStr(P.cstat.techrash,-75,350) end, marathon=function() setFont(50) mStr(P.cstat.row,-75,330) mStr(P.gameEnv.target,-75,380) gc.rectangle("fill",-120,376,90,4) end, death=function() setFont(50) mStr(P.cstat.row,-75,330) mStr(P.gameEnv.target,-75,380) gc.rectangle("fill",-120,376,90,4) end, tsd=function() setFont(35) gc.print("TSD",-105,405) setFont(80) mStr((P.gameEnv.target-1)*.5,-75,330) end, pctrain=function() setFont(25) gc.print("Perfect Clear",-138,400) setFont(80) mStr(P.cstat.pc,-75,330) end, pcchallenge=function() setFont(25) gc.print("Perfect Clear",-138,420) setFont(80) mStr(P.cstat.pc,-75,350) setFont(50) mStr(max(100-P.cstat.row,0),-75,250) end, techmino41=function() setFont(40) mStr(#players.alive.."/41",-80,180) mStr(P.ko,-55,220) setFont(25) gc.print("KO",-105,229) for i=1,P.strength do gc.draw(badgeIcon,16*i-130,260) end setFont(30) gc.print(up0to4[P.strength],-125,295) end, techmino99=function() setFont(40) mStr(#players.alive.."/99",-80,180) mStr(P.ko,-55,220) setFont(25) gc.print("KO",-105,229) for i=1,P.strength do gc.draw(badgeIcon,16*i-130,260) end setFont(30) gc.print(up0to4[P.strength],-125,295) end, blind=function() setFont(25) gc.print("Rows",-100,300) gc.print("Techrash",-120,420) setFont(80) mStr(P.cstat.row,-75,230) mStr(P.cstat.techrash,-75,350) end, custom=function() if P.gameEnv.target<1e4 then setFont(75) mStr(max(P.gameEnv.target-P.cstat.row,0),-75,280) end end } Event={ gameover={ win=function() P.alive=false P.control=false P.timing=false P.waiting=1e99 P.result="WIN" P.b2b=0 for i=1,#P.field do for j=1,10 do P.visTime[i][j]=min(P.visTime[i][j],20) end end showText("WIN","appear",100,nil,true) if P.id==1 and players[2]and players[2].ai then SFX("win")end ins(P.task,Event.task.win) end, lose=function() P.alive=false P.control=false P.timing=false P.result=" K.O." P.waiting=1e99 P.atking=nil P.b2b=0 showText("LOSE","appear",100,nil,true) for i=1,#players.alive do if players.alive[i]==P then rem(players.alive,i) if #players.alive==1 then ins(players.alive[1].task,Event.task.winTrigger) end break end end if modeEnv.royaleMode then if P.lastRecv and P.lastRecv.alive then if P.lastRecv.id==1 then throwBadge(P,P.lastRecv,P.badge) end local A=P.lastRecv A.ko,A.badge=A.ko+1,A.badge+P.badge+1 for i=A.strength+1,4 do if A.badge>=modeEnv.royale[i]then A.strength=i end end end for i=1,#players.alive do if players.alive[i].atking==P then players.alive[i].atking=nil end end freshRoyaleTarget() end 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 if P.id==1 and players[2]and players[2].ai then SFX("fail")end ins(P.task,Event.task.lose) end, }, marathon_reach=function() local s=int(P.cstat.row*.1) if s>=20 then Event.gameover.win() else P.gameEnv.drop=marathon_drop[s] if s==18 then P.gameEnv._20G=true end P.gameEnv.target=s*10+10 SFX("reach") end end, death_reach=function() if P.gameEnv.target==250 then Event.gameover.win() else P.gameEnv.target=P.gameEnv.target+50 local t=P.gameEnv.target/50 P.gameEnv.lock=death_lock[t] P.gameEnv.wait=death_wait[t] P.gameEnv.fall=death_fall[t] showText("STAGE "..t,"fly",80,-120) SFX("reach") end end, tsd_reach=function() if not(#P.clearing==2 and P.bn==5 and P.spinLast)then Event.gameover.lose() else P.gameEnv.target=P.gameEnv.target+2 end end, newPC=function() local P=players[1] if #P.field==#P.clearing then P.counter=P.cstat.piece==0 and 19 or 0 ins(P.task,Event.task.PC) local s=P.cstat.pc*.5 if int(s)==s and s>0 then P.gameEnv.drop=pc_drop[s]or 10 P.gameEnv.lock=pc_lock[s]or 20 P.gameEnv.fall=pc_fall[s]or 5 if s==10 then showText("Max speed","appear",80,-120) else showText("Speed up","appear",30,-130) end end else Event.gameover.lose() end end, task={ winTrigger=function() Event.gameover.win() return true end, win=function() P.counter=P.counter+1 if P.counter>60 then for i=1,#P.field do for j=1,10 do if P.visTime[i][j]>0 then P.visTime[i][j]=P.visTime[i][j]-1 end end end if P.counter==100 then for i=1,#P.field do removeRow(P.field) removeRow(P.visTime) end return true end end end, lose=function() P.counter=P.counter+1 if P.counter>60 then for i=1,#P.field do for j=1,10 do if P.visTime[i][j]>0 then P.visTime[i][j]=P.visTime[i][j]-1 end end end if P.counter==100 then for i=1,#P.field do removeRow(P.field) removeRow(P.visTime) end return true end end end, garbagepush=function() end, PC=function() local P=players[1] P.counter=P.counter+1 if P.counter==21 then P.gameEnv.target=P.gameEnv.target+4 local t=P.cstat.pc%2 for i=1,4 do local r=getNewRow() for j=1,10 do r[j]=PCbase[4*t+i][j] end ins(P.field,1,r) ins(P.visTime,1,getNewRow(P.showTime)) end P.fieldBeneath=P.fieldBeneath+120 -- P.cy=P.cy+4 P.y_img=P.y_img+4 freshgho() return true end end, }, } --Game system Data setting={ sfx=true,bgm=true, fullscreen=false, bgblock=true, lang="eng", das=10,arr=2, sddas=0,sdarr=2, ghost=true,center=true, keyMap={ {"left","right","x","z","c","up","down","space","tab","r","","",""}, {"","","","","","","","","","","","",""}, {"","","","","","","","","","","","",""}, {"","","","","","","","","","","","",""}, {"","","","","","","","","","","","",""}, {"","","","","","","","","","","","",""}, {"","","","","","","","","","","","",""}, {"","","","","","","","","","","","",""}, {"dpleft","dpright","a","b","y","dpup","dpdown","rightshoulder","x","leftshoulder","","",""}, {"","","","","","","","","","","","",""}, {"","","","","","","","","","","","",""}, {"","","","","","","","","","","","",""}, {"","","","","","","","","","","","",""}, {"","","","","","","","","","","","",""}, {"","","","","","","","","","","","",""}, {"","","","","","","","","","","","",""}, },--keyboard & joystick keyLib={ {1}, {2}, {3}, {4}, },--Players' key setting(s) virtualkey={ {80,720-80,6400,80},--moveLeft {240,720-80,6400,80},--moveRight {1280-240,720-80,6400,80},--rotRight {1280-400,720-80,6400,80},--rotLeft {1280-240,720-240,6400,80},--rotFlip {1280-80,720-80,6400,80},--hardDrop {1280-80,720-240,6400,80},--softDrop {1280-80,720-400,6400,80},--hold {80,80,6400,80},--restart }, virtualkeyAlpha=3, virtualkeyIcon=true, virtualkeySwitch=false, frameMul=100, } stat={ run=0, game=0, gametime=0, piece=0, row=0, atk=0, key=0, hold=0, rotate=0, spin=0, } --User Data&User Setting --------------------------------Wrning!_G __index Plyr[n] when chng any playr's val! require("toolfunc") require("gamefunc") require("list") require("texture") require("ai") require("timer") require("paint") require("scene") require("call&sys") userData=fs.newFile("userdata") userSetting=fs.newFile("usersetting") if fs.getInfo("userdata")then loadData() end if fs.getInfo("usersetting")then loadSetting() elseif system=="Android" or system=="iOS"then setting.virtualkeySwitch=true end