Files
Techmino/main.lua
2020-02-04 19:27:13 +08:00

1273 lines
27 KiB
Lua

gc,kb,ms,tc,tm,fs,wd=love.graphics,love.keyboard,love.mouse,love.touch,love.timer,love.filesystem,love.window
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
--{0,0,0,0,0,0,0,0,0,0}s in freeRow are reset in resetGameData()
function getNewRow(val)
if not val then val=0 end
local t=rem(freeRow)
for i=1,10 do
t[i]=val or 0
end
--clear a row and move to active list
if #freeRow==0 then
for i=1,20 do
ins(freeRow,{0,0,0,0,0,0,0,0,0,0})
end
end
--prepare new rows
return t
end
function removeRow(t,k)
ins(freeRow,rem(t,k))
end
function restockRow()
for p=1,#players do
local f,f2=players[p].field,players[p].visTime
while #f>0 do
removeRow(f,1)
removeRow(f2,1)
end
end
end
--to save cache,all rows pruduced and removed here!
function sortByTime(a,b)
return a.time>b.time
end
ww,wh=gc.getWidth(),gc.getHeight()
Timer=tm.getTime--Easy&Quick to get time!
mx,my,mouseShow=-20,-20,false
ms.setVisible(false)
focus=true
do
local l={
Windows=1,
Android=2,
}
system=l[love.system.getOS()]or 0
l=nil
end
touching=nil--1st touching ID
scene=""
gamemode=""
bgmPlaying=nil
curBG="none"
BGblock={ct=140}
prevMenu={
load=love.event.quit,
ready="mode",
play="mode",
mode="main",
help="main",
stat="main",
setting="main",
setting2="setting",
setting3="setting",
intro="quit",
main="quit",
}
kb.setKeyRepeat(false)
kb.setTextInput(false)
--Disable system key repeat
Text={
load={"Loading textures","Loading BGM","Loading SFX","Finished",},
stat={
"Games run:",
"Games played:",
"Game time:",
"Total block used:",
"Total rows cleared:",
"Total lines sent:",
"Total key pressed:",
"Total rotate:",
"Total hold:",
"Total spin:",
},
help={
"I think you don't need \"help\".",
"THIS IS NOT TETRIS,and doesn't use SRS.",
"But just play like playing TOP/C2/KOS/TGM3",
"Game is not public now,DO NOT DISTIRBUTE",
"",
"Powered by LOVE2D",
"Author:MrZ E-mail:1046101471@qq.com",
"Programe:MrZ Art:MrZ Music:MrZ SFX:MrZ",
"Tool used:VScode,GFIE,Beepbox,Goldwave",
"Special thanks:TOP,C2,KOS,TGM3,GFIE,and YOU!!",
"Any bugs/suggestions to me.",
},
}
numFonts={}
Fonts={}
function numFont(s)
if numFonts[s]then
gc.setFont(numFonts[s])
else
local t=gc.setNewFont("cb.ttf",s)
numFonts[s]=t
gc.setFont(t)
end
currentFont=s
end
function setFont(s)
if s~=currentFont then
if Fonts[s]then
gc.setFont(Fonts[s])
else
local t=gc.setNewFont("cb.ttf",s)
Fonts[s]=t
gc.setFont(t)
end
currentFont=s
end
end
sfx={
"button",
"ready","start",
"move","rotate","rotatekick","hold",
"prerotate","prehold",
"drop","fall",
"reach",
"ren_1","ren_2","ren_3","ren_4","ren_5","ren_6","ren_7","ren_8","ren_9","ren_10","ren_11",
"clear_1","clear_2","clear_3","clear_4",
"spin_0","spin_1","spin_2","spin_3",
"perfectclear",
}
bgm={
"blank",
"way",
"race",
"push",
"reason",
}
FX={
flash=0,--Black screen(frame)
shake=0,--Screen shake(frame)
beam={},--Attack beam
appear=function(t,a)
setFont(t.font)
gc.setColor(1,1,1,min((30-abs(t.t-30))*.05,1)*a)
mStr(t.text,150,250-t.font*.5+t.dy)
end,
fly=function(t,a)
setFont(t.font)
gc.setColor(1,1,1,min((30-abs(t.t-30))*.05,1)*a)
mStr(t.text,150+(t.t-15)^3*.005,250-t.font*.5+t.dy)
end,
stretch=function(t,a)
gc.push("transform")
setFont(t.font)
gc.translate(150,250+t.dy)
gc.setColor(1,1,1,min((30-abs(t.t-30))*.1,1)*a)
if t.t<20 then gc.scale((20-t.t)*.015+1,1)end
mStr(t.text,0,-t.font*.5)
gc.pop()
end,
drive=function(t,a)
gc.push("transform")
setFont(t.font)
gc.translate(150,290+t.dy)
gc.setColor(1,1,1,min((30-abs(t.t-30))*.1,1)*a)
if t.t<20 then gc.shear((20-t.t)*.05,0)end
mStr(t.text,0,-t.font*.5)
gc.pop()
end,
spin=function(t,a)
gc.push("transform")
setFont(t.font)
gc.translate(150,250+t.dy)
gc.setColor(1,1,1,min((30-abs(t.t-30))*.1,1)*a)
if t.t<20 then
gc.rotate((20-t.t)^2*.0015)
end
mStr(t.text,0,-t.font*.5)
gc.pop()
end,
flicker=function(t,a)
setFont(t.font)
gc.setColor(1,1,1,min((30-abs(t.t-30))*.05,1)*a*(rnd()+.5))
mStr(t.text,150,250-t.font*.5+t.dy)
end,
}
function stencil_field()
gc.rectangle("fill",0,-10,300,610)
end
--System data
require("TRS")--load block&TRS kick
require("list")--load lists
gameEnv0={
das=10,arr=2,
sddas=0,sdarr=2,
ghost=true,center=true,
drop=30,lock=45,
wait=0,fall=20,
next=6,hold=true,
sequence=1,visible=1,
_20G=false,target=9e99,
freshLimit=9e99,
key={"left","right","x","z","c","up","down","space","r","LEFT","RIGHT","DOWN"},
gamepad={"dpleft","dpright","a","b","y","dpup","dpdown","rightshoulder","leftshoulder","LEFT","RIGHT","DOWN"},
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
},
reach=function()end,
--these three is actually no use,only provide a key
}
randomMethod={
function()
P.bn,P.cb=rem(nxt,1),rem(nb,1)
if #nxt<6 then
local bag={1,2,3,4,5,6,7}
for i=1,7 do
ins(nxt,rem(bag,rnd(8-i)))
end
end
for i=6,#nxt do
nb[i]=blocks[nxt[i]][0]
end
end,
function()
P.bn,P.cb=rem(nxt,1),rem(nb,1)
for j=1,4 do
local i,f=rnd(7)
for k=1,4 do
if i==his[k]then f=true end
end
if not f then break end
end
P.nxt[6],P.nb[6]=i,blocks[i][0]
rem(his,1)ins(his,i)
end,
function()
P.bn,P.cb=rem(nxt,1),rem(nb,1)
repeat i=rnd(7)until i~=nxt[5]
P.nxt[6],P.nb[6]=i,blocks[i][0]
end,
}
loadmode={
sprint=function()
modeEnv={
wait=1,
fall=1,
target=40,
reach=Event.gameover.win,
}
createPlayer(1,340,15)
curBG="game1"
BGM("race")
end,
zen=function()
modeEnv={
drop=1e99,
lock=1e99,
wait=1,
fall=1,
target=200,
reach=Event.gameover.win,
}
createPlayer(1,340,15)
curBG="strap"
BGM("reason")
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,
wait=1,
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=10,
wait=6,
fall=10,
target=50,
reach=Event.death_reach,
freshLimit=15,
arr=1,
}
createPlayer(1,340,15)
curBG="game2"
BGM("push")
end,
tetris41=function()
modeEnv={
wait=1,
fall=1,
}
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(4)+1)
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(4)+1)
n=n+1
end
end--AIs
curBG="game3"
BGM("race")
end,
solo=function()
modeEnv={
wait=1,
fall=1,
freshLimit=15,
}
createPlayer(1,20,15)--Player
createPlayer(2,660,85,.9,2)--AI
curBG="game2"
BGM("race")
end,
blind=function()
modeEnv={
drop=15,
lock=30,
wait=1,
fall=1,
visible=0,
freshLimit=10,
}
createPlayer(1,340,15)
curBG="glow"
BGM("push")
end,
asymsolo=function()
modeEnv={
wait=1,
fall=1,
visible=2,
freshLimit=15,
}
createPlayer(1,20,15)--Player
createPlayer(2,660,85,.9,2)--AI
curBG="game2"
BGM("race")
end,
}
Event={
gameover={
win=function()
P.alive=false
P.control=false
P.timing=false
P.waiting=1e99
gameover=0
P.control=false
ins(task,Event.task.win)
end,
lose=function()
P.alive=false
P.control=false
P.timing=false
P.waiting=1e99
gameover=0
for i=1,#players.alive do
if players.alive[i]==P.id then
rem(players.alive,i)
break
end
end
for i=1,#P.atkBuffer do
P.atkBuffer[i].sent=true
P.atkBuffer[i].time=0
end
ins(task,Event.task.lose)
end,
},
marathon_reach=function()
local s=int(P.cstat.row*.1)
if s>=20 then
Event.gameover.win()
else
gameEnv.drop=marathon_drop[s]
if s==18 then gameEnv._20G=true end
gameEnv.target=s*10+10
end
end,
death_reach=function()
if gameEnv.target==250 then
Event.gameover.win()
else
gameEnv.target=gameEnv.target+50
local t=gameEnv.target/50
gameEnv.lock=death_lock[t]
gameEnv.wait=death_wait[t]
gameEnv.fall=death_fall[t]
showText("STAGE "..t,"fly",80,-120)
SFX("reach")
end
end,
task={
win=function()
gameover=gameover+1
if gameover%3==0 then
local j=gameover/3
if j<=#field then
for i=1,10 do
if field[j][i]>0 then field[j][i]=13 end
end
if j==#field then gameover=50 end
end
end
if gameover>80 then
return true
end
end,
lose=function()
gameover=gameover+1
if gameover%3==0 then
local j=gameover/3
if field[j]then
for i=1,10 do
if field[j][i]>0 then field[j][i]=13 end
end
else
return true
end
end
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,
gmroll=function()
setFont(35)
gc.print("Tetris",-120,390)
setFont(80)
mStr(cstat.tetris,-75,420)
end,
marathon=function()
mStr(P.cstat.row.."/"..gameEnv.target,-75,250)
end,
death=function()
mStr(P.cstat.row.."/"..gameEnv.target,-75,250)
end,
tetris41=function()
gc.print("Remain",-140,450)
gc.print("Attack",-130,305)
setFont(80)
mStr(#players.alive,-75,380)
mStr(cstat.atk,-75,240)
end,
blind=function()
setFont(35)
gc.print("Rows",-115,220)
gc.print("Tetris",-120,390)
setFont(80)
mStr(P.cstat.row,-75,250)
mStr(cstat.tetris,-75,420)
end,
solo=function()
gc.print("Attack",-130,365)
setFont(80)
mStr(cstat.atk,-75,300)
end,
asymsolo=function()
gc.print("Attack",-132,365)
setFont(80)
mStr(cstat.atk,-75,300)
end,
}
--Game system Data
setting={
sfx=true,bgm=true,
fullscreen=false,
lang="eng",
das=10,arr=2,
sddas=0,sdarr=2,
ghost=true,center=true,
key={"left","right","x","z","c","up","down","space","r","LEFT","RIGHT","DOWN"},
gamepad={"dpleft","dpright","a","b","y","dpup","dpdown","rightshoulder","leftshoulder","LEFT","RIGHT","DOWN"},
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,
}
stat={
run=0,
game=0,
gametime=0,
piece=0,
row=0,
atk=0,
key=0,
hold=0,
rotate=0,
spin=0,
}
--Userdata tables
require("button")
function string.splitS(s,sep)
sep=sep or"/"
local t={}
repeat
local i=find(s,sep)or #s+1
ins(t,sub(s,1,i-1))
s=sub(s,i+#sep)
until #s==0
return t
end
function sgn(i)return i>0 and 1 or i<0 and -1 or 0 end--Row numbe is A-uth-or's id!
function stringPack(s,v)return s..toS(v)end
function without(t,v)
for i=1,#t do
if t[i]==v then return nil end
end
return true
end
function mStr(s,x,y)gc.printf(s,x-500,y,1000,"center")end
function convert(x,y)
return x*screenK,(y-screenM)*screenK
end
function sysSFX(s,v)
if setting.sfx then
local n=1
while sfx[s][n]:isPlaying()do
n=n+1
if not sfx[s][n]then
sfx[s][n]=sfx[s][n-1]:clone()
sfx[s][n]:seek(0)
end
end
sfx[s][n]:setVolume(v or 1)
sfx[s][n]:play()
end
end
function SFX(s,v)
if setting.sfx then
local n=1
while sfx[s][n]:isPlaying()do
n=n+1
if not sfx[s][n]then
sfx[s][n]=sfx[s][n-1]:clone()
sfx[s][n]:seek(0)
end
end
if P.id>1 then
v=1/(#players.alive-1)
end
sfx[s][n]:setVolume(v or 1)
sfx[s][n]:play()
end
end
function BGM(s)
if setting.bgm and bgmPlaying~=s then
for k,v in pairs(bgm)do v:stop()end
if s then bgm[s]:play()end
bgmPlaying=s
end
end
--System functions
function gotoScene(s,style)
if not sceneSwaping and s~=scene then
style=style or"deck"
sceneSwaping={
tar=s,style=style,
time=swap[style][1],mid=swap[style][2],
draw=swap[style].d
}
Buttons.sel=nil
end
end
function resetGameData()
if players then restockRow()end--Avoid first start game error
players={alive={}}
loadmode[gamemode]()
frame=0
count=179
FX.beam={}
for i=1,#PTC.dust do PTC.dust[i]=nil end
for i=1,#players do
PTC.dust[i]=PTC.dust[0]:clone()
PTC.dust[i]:start()
end
for i=1,#virtualkey do
virtualkey[i].press=false
end
stat.game=stat.game+1
freeRow={}
collectgarbage()
for i=1,50*#players do
freeRow[i]={0,0,0,0,0,0,0,0,0,0}
end
end
function startGame(mode)
--rec=""
gamemode=mode
gotoScene("play")
end
function back()
local t=prevMenu[scene]
if type(t)=="string"then
gotoScene(t)
else
t()
end
end
function loaddata()
userdata:open("r")
--local t=string.splitS(love.math.decompress(userdata,"zlib"),"\r\n")
local t=string.splitS(userdata:read(),"\r\n")
userdata:close()
for i=1,#t do
local i=t[i]
if find(i,"=")then
local t=sub(i,1,find(i,"=")-1)
local v=sub(i,find(i,"=")+1)
if t=="sfx"or t=="bgm"then
setting[t]=v=="true"
elseif t=="fullscreen"then
setting.fullscreen=v=="true"
love.window.setFullscreen(setting.fullscreen)
elseif t=="keyset"then
v=string.splitS(v)
for i=#v+1,8 do v[i]="N/A"end
setting.key=v
elseif t=="gamepadset"then
v=string.splitS(v)
for i=#v+1,8 do v[i]="N/A"end
setting.gamepad=v
elseif t=="virtualkey"then
v=string.splitS(v,"/")
for i=1,9 do
virtualkey[i]=string.splitS(v[i],",")
for j=1,4 do
virtualkey[i][j]=toN(virtualkey[i][j])
end
end
elseif t=="virtualkeyAlpha"then
setting.virtualkeyAlpha=int(abs(toN(v)))
elseif t=="virtualkeyIcon"then
setting.virtualkeyIcon=v=="true"
elseif t=="virtualkeySwitch"then
setting.virtualkeySwitch=v=="true"
--Settings
elseif t=="das"or t=="arr"or t=="sddas"or t=="sdarr"then
v=toN(v)if not v or v<0 then v=0 end
setting[t]=int(v)
elseif t=="ghost"or t=="center"then
setting[t]=v=="true"
elseif t=="run"or t=="game"or t=="gametime"or t=="piece"or t=="row"or t=="atk"or t=="key"or t=="rotate"or t=="hold"or t=="spin"then
v=toN(v)if not v or v<0 then v=0 end
stat[t]=v
--Statistics
end
end
end
end
function savedata()
local vk={}
for i=1,9 do
for j=1,4 do
virtualkey[i][j]=int(virtualkey[i][j]+.5)
end--Saving a integer is better?
vk[i]=table.concat(virtualkey[i],",")
end--pre-pack virtualkey setting
local t=table.concat({
stringPack("sfx=",setting.sfx),
stringPack("bgm=",setting.bgm),
stringPack("fullscreen=",setting.fullscreen),
stringPack("run=",stat.run),
stringPack("game=",stat.game),
stringPack("gametime=",stat.gametime),
stringPack("piece=",stat.piece),
stringPack("row=",stat.row),
stringPack("atk=",stat.atk),
stringPack("key=",stat.key),
stringPack("rotate=",stat.rotate),
stringPack("hold=",stat.hold),
stringPack("spin=",stat.spin),
stringPack("das=",setting.das),
stringPack("arr=",setting.arr),
stringPack("sddas=",setting.sddas),
stringPack("sdarr=",setting.sdarr),
stringPack("keyset=",table.concat(setting.key,"/")),
stringPack("gamepadset=",table.concat(setting.gamepad,"/")),
stringPack("virtualkey=",table.concat(vk,"/")),
stringPack("virtualkeyAlpha=",setting.virtualkeyAlpha),
stringPack("virtualkeyIcon=",setting.virtualkeyIcon),
stringPack("virtualkeySwitch=",setting.virtualkeySwitch),
},"\r\n")
--t=love.math.compress(t,"zlib"):getString()
userdata:open("w")
userdata:write(t)
userdata:close()
end
--System events
function createPlayer(id,x,y,size,AIspeed,data)
players[id]={id=id}
ins(players.alive,id)
local P=players[id]
P.index={__index=P}
P.x,P.y,P.size=x,y,size or 1
P.small=P.size<.3
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,tetris=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.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.field,P.visTime,P.atkBuffer={},{},{}
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
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
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.freshNext=randomMethod[P.gameEnv.sequence]
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.task={}
P.bonus={}
end
function showText(text,type,font,dy)
ins(P.bonus,{t=0,text=text,draw=FX[type],font=font,dy=dy or 0})
end
function createBeam(s,r,lv)--Player id
S,R=players[s],players[r]
local x1,y1,x2,y2
if S.small then
x1,y1=S.x+(30*(cx+sc[2]-1)+15)*S.size,S.y+(600-30*(cy+sc[1]-1)+15)*S.size
else
x1,y1=S.x+(30*(cx+sc[2]-1)-30+15+150)*S.size,S.y+(600-30*(cy+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 freshgho()
if not P.gameEnv._20G then
P.y_img=P.cy>#field+1 and #field+1 or P.cy
while not ifoverlap(cb,cx,y_img-1)do
P.y_img=P.y_img-1
end
else
while not ifoverlap(cb,cx,cy-1)do
P.cy=P.cy-1
P.spinLast=false
end
P.y_img=P.cy
end
end
function freshLockDelay()
if P.lockDelay<gameEnv.lock and P.freshTime<=gameEnv.freshLimit then
P.lockDelay=gameEnv.lock
P.freshTime=P.freshTime+1
end
end
function ifoverlap(bk,x,y)
if x<1 or x+#bk[1]>11 or y<1 then return true end
if y>#field then return nil end
for i=1,#bk do for j=1,#bk[1]do
if field[y+i-1]and bk[i][j]>0 and field[y+i-1][x+j-1]>0 then return true end
end end
end
function ckfull(i)
for j=1,10 do if 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(clearing,1,i)
P.falling=gameEnv.fall
c=c+1--row cleared+1
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
return c
end
function solid(x,y)
if x<1 or x>10 or y<1 then return true end
if y>#field then return false end
return field[y][x]>0
end
function resetblock()
P.holded=false
P.spinLast=false
P.freshNext()
P.sc,P.dir=scs[bn][0],0
P.r,P.c=#cb,#cb[1]
P.cx,P.cy=blockPos[bn],21+ceil(fieldBeneath/30)
P.dropDelay,P.lockDelay,P.freshTime=gameEnv.drop,gameEnv.lock,0
if keyPressing[8]then hold(true)end
if keyPressing[3]then spin(1,true)end
if keyPressing[4]then spin(-1,true)end
if keyPressing[5]then spin(2,true)end
if ifoverlap(cb,cx,cy)then lock()Event.gameover.lose()end
freshgho()
if keyPressing[6]then act.hardDrop()P.keyPressing[6]=false end
end
function pressKey(i,player)
P=player or players[1]
setmetatable(_G,P.index)
P.keyPressing[i]=true
if i==9 then
act.restart()
elseif alive then
if control and waiting<=0 then
act[actName[i]]()
if i>2 and i<6 then keyPressing[i]=false end
elseif i==1 then
P.moving=-1
elseif i==2 then
P.moving=1
end
ins(keyTime,1,frame)rem(keyTime,11)
cstat.key=cstat.key+1
if not player then stat.key=stat.key+1 end
--Key count
end
-- if playmode=="recording"then ins(rec,{i,frame})end
end
function releaseKey(i,player)
P=player or players[1]
setmetatable(_G,P.index)
P.keyPressing[i]=false
-- if playmode=="recording"then ins(rec,{-i,frame})end
end
function spin(d,ifpre)
-- if bn==6 then return nil end--Ignore O spin
local icb=blocks[bn][(dir+d)%4]
local isc=d==1 and{c-sc[2]+1,sc[1]}or d==-1 and{sc[2],r-sc[1]+1}or{r-sc[1]+1,c-sc[2]+1}
local ir,ic=#icb,#icb[1]
local ix,iy=cx+sc[2]-isc[2],cy+sc[1]-isc[1]
local t--succssful num
local iki=TRS[bn][dir*10+(dir+d)%4]
for i=1,#iki 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=ix,iy
P.sc,P.cb=isc,icb
P.r,P.c=ir,ic
P.dir=(dir+d)%4
P.spinLast=t
freshgho()--May cancel spinLast
freshLockDelay()
SFX(ifpre and"prerotate"or ifoverlap(cb,cx,cy+1)and ifoverlap(cb,cx-1,cy)and ifoverlap(cb,cx+1,cy)and"rotatekick"or"rotate")
if id==1 then
stat.rotate=stat.rotate+1
end
end
end
function hold(ifpre)
if not holded and waiting<=0 and gameEnv.hold then
P.hn,P.bn=bn,hn
P.hb,P.cb=blocks[hn][0],hb
if bn==0 then freshNext()end
P.sc,P.dir=scs[bn][0],0
P.r,P.c=#cb,#cb[1]
P.cx,P.cy=blockPos[bn],21+ceil(fieldBeneath/30)
freshgho()
P.dropDelay,P.lockDelay,P.freshTime=gameEnv.drop,gameEnv.lock,0
if ifoverlap(cb,cx,cy) then lock()Event.gameover.lose()end
P.holded=true
SFX(ifpre and"prehold"or"hold")
if id==1 then
stat.hold=stat.hold+1
end
end
end
function drop()
if cy==y_img then
ins(dropTime,1,frame)rem(dropTime,11)--update speed dial
P.waiting=gameEnv.wait
local dospin=bn~=6 and ifoverlap(cb,cx-1,cy)and ifoverlap(cb,cx+1,cy)and ifoverlap(cb,cx,cy+1)and 1 or 0
if bn<6 and spinLast then
local x,y=cx+sc[2]-1,cy+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+(spinLast==2 and 1 or 2)
end
end
end--Three point
if dospin==0 then dospin=false end
lock()
local cc,csend,sendTime=checkrow(cy,r),0,0--Currect clear&send&sendTime
local mini=dospin==1 and cc<3 and cc<r
P.combo=P.combo+1--combo=0 is under
if cc==4 then
if b2b>480 then
showText("Tetris B2B2B","fly",70)
csend=7
elseif b2b>=100 then
showText("Tetris B2B","drive",70)
csend=5
else
showText("Tetris","stretch",80)
csend=4
end
P.b2b=P.b2b+100
sendTime=60
P.cstat.tetris=P.cstat.tetris+1
elseif cc>0 then
if dospin then
local t=blockName[bn].." spin "..clearName[cc]
if b2b>480 then
t=t.." B2B2B"
showText(t,"spin",40)
csend=b2bATK[cc]+1
elseif b2b>=100 then
t=t.." B2B"
showText(t,"spin",40)
csend=b2bATK[cc]
else
showText(t,"spin",50)
csend=2*cc
end
sendTime=csend*35
if mini then
showText("Mini","drive",40,10)
sendTime=sendTime+60
P.b2b=P.b2b+90+10*cc
else
P.b2b=P.b2b+70+30*cc
end
SFX("spin_"..cc)
if id==1 then
stat.spin=stat.spin+1
end
elseif #clearing<#field then
P.b2b=P.b2b-300
showText(clearName[cc],"appear",50)
csend=cc-1
sendTime=20+csend*20
end
if #clearing==#field then
showText("Perfect Clear","flicker",70,-80)
csend=csend+6
sendTime=sendTime+30
SFX("perfectclear")
P.b2b=b2b+150
end
else
P.combo=0
if dospin then
showText(blockName[bn].." spin","appear",50)
SFX("spin_0")
P.b2b=b2b+40
end
end
csend=csend+(renATK[combo]or 4)
if combo>2 then
showText(renName[min(combo,20)],combo<10 and"appear"or"flicker",20+combo*3,60)
end
sendTime=sendTime+20*combo
if cc>0 then
SFX("clear_"..cc)
SFX("ren_"..min(combo,11))
end
P.b2b=max(min(b2b,600),0)
if csend>0 then
if mini then csend=int(csend*.7)end
--mini attack decrease
stat.atk=stat.atk+csend
P.cstat.atk=P.cstat.atk+csend
--ATK statistics
while csend>0 and P.atkBuffer[1]do
csend=csend-1
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 and #players.alive>1 then garbageSend(P.id,csend,sendTime)end
elseif cc==0 then
garbageRelease()
end--Send attack
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>=gameEnv.target then
gameEnv.reach()
if control then SFX("reach")end
end
else
P.cy=cy-1
P.spinLast=false
end
end
function lock()
for i=1,r do
local y=cy+i-1
if not P.field[y]then P.field[y],P.visTime[y]=getNewRow(),getNewRow()end
for j=1,c do
if cb[i][j]~=0 then
P.field[y][cx+j-1]=P.bn
P.visTime[y][cx+j-1]=P.showTime
end
end
end
end
function garbageSend(sender,send,time)
local pos,r=rnd(10)
local level=send<4 and 1 or send<7 and 2 or 3
repeat
r=players.alive[rnd(#players.alive)]
until r~=P.id
createBeam(sender,r,level)
ins(players[r].atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=level})
sort(players[r].atkBuffer,sortByTime)
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
--------------------------------Warning!_G is __indexed to players[n] when changing any player's data!
require("user_actions")--Game control functions
mouseDown={}
keyDown={}
function keyDown.play(key)
local k=players[1].gameEnv.key
for i=1,11 do
if key==k[i]then
pressKey(i)
break
end
end
if key=="escape"then back()end
end
function keyDown.setting2(key)
if key=="escape"then
back()
keysetting,gamepadsetting=nil
elseif keysetting then
setting.key[keysetting]=key
keysetting,gamepadsetting=nil
else
buttonControl_key(key)
end
end
keyUp={}
function keyUp.play(key)
local k=players[1].gameEnv.key
for i=1,10 do
if key==k[i]then
releaseKey(i,players[1])
break
end
end
end
gamepadDown={}
function gamepadDown.play(key)
local k=players[1].gameEnv.gamepad
for i=1,11 do
if key==k[i]then
pressKey(i)
break
end
end
if key=="escape"then back()end
end
function gamepadDown.setting2(key)
if key=="back"then
back()
keysetting,gamepadsetting=nil
elseif gamepadsetting then
setting.gamepad[gamepadsetting]=key
keysetting,gamepadsetting=nil
else
buttonControl_gamepad(key)
end
end
gamepadUp={}
function gamepadUp.play(key)
local k=players[1].gameEnv.gamepad
for i=1,10 do
if key==k[i]then
releaseKey(i,players[1])
break
end
end
end
wheelmoved={}
--Warning,these are not system callbacks!
require("texture")--Texture/Image
require("particle")--Particle
require("BGblock")--BG block module
require("ai")--AI module
require("timer")--Timer
require("paint")--Paint
require("game_scene")--Game scenes swapping
require("control")--User system control
require("system")--Love Engine functions
userdata=fs.newFile("userdata")
if fs.getInfo("userdata")then
loaddata()
elseif system==2 then
setting.virtualkeySwitch=true
end
stat.run=stat.run+1