255 lines
5.8 KiB
Lua
255 lines
5.8 KiB
Lua
Tmr={}
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function Tmr.load()
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if loading==1 then
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loadnum=loadnum+1
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loadprogress=loadnum/10
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if loadnum==5 then
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--require("load_texture")
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elseif loadnum==10 then
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loadnum=1
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loading=2
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end
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elseif loading==2 then
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if loadnum<=#bgm then
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bgm[bgm[loadnum]]=love.audio.newSource("/BGM/"..bgm[loadnum]..".ogg","stream")
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bgm[bgm[loadnum]]:setLooping(true)
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loadprogress=loadnum/#bgm
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loadnum=loadnum+1
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else
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for i=1,#bgm do bgm[i]=nil end
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loading=3
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loadnum=1
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end
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elseif loading==3 then
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if loadnum<=#sfx then
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sfx[sfx[loadnum]]={love.audio.newSource("/SFX/"..sfx[loadnum]..".ogg","static")}
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loadprogress=loadnum/#sfx
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loadnum=loadnum+1
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else
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for i=1,#sfx do sfx[i]=nil end
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loading=4
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loadnum=0
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end
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elseif loading==4 then
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loadnum=loadnum+1
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if loadnum==15 then
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stat.run=stat.run+1
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gotoScene("intro","none")
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end
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end
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end
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function Tmr.intro()
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count=count+1
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if count==200 then count=80 end
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end
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function Tmr.play(dt)
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frame=frame+1
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stat.gametime=stat.gametime+dt
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for i=#FX.beam,1,-1 do
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local b=FX.beam[i]
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b.t=b.t+1
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local t0=b.t*.025--t in [0,1]
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local t=(sin(1.5*(2*t0-1))+1)*.5
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PTC.attack[b.lv]:setPosition(b[1]+(b[3]-b[1])*t,b[2]+(b[4]-b[2])*t)
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PTC.attack[b.lv]:emit(1)
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if t0==1 then
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rem(FX.beam,i)
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end
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end
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for i=#FX.badge,1,-1 do
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local b=FX.badge[i]
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b.t=b.t+1
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if b.t==60 then
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rem(FX.badge,i)
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end
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end
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for i=1,#virtualkey do
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if virtualkeyPressTime[i]>0 then
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virtualkeyPressTime[i]=virtualkeyPressTime[i]-1
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end
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end
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for i=1,3 do
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PTC.attack[i]:update(dt)
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end
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-- Update attack beam
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if frame<180 then
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if frame==179 then
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gameStart()
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elseif frame%60==0 then
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sysSFX("ready")
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end
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for p=1,#players do
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P=players[p]
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if P.keyPressing[1]or P.keyPressing[2]then
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P.moving=P.moving+sgn(P.moving)
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else
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P.moving=0
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end
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end
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return
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end--Counting,include pre-das
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for p=1,#players do
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P=players[p]
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if P.timing then P.time=P.time+dt end
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if P.alive then
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local v=0
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for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.keyTime[i])end P.keySpeed=P.keySpeed*.99+v*.1
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v=0
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for i=2,10 do v=v+i*(i-1)*7.2/(frame-P.dropTime[i])end P.dropSpeed=P.dropSpeed*.99+v*.1
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--Update speeds
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if P.ai and P.waiting<=0 then
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P.ai.controlDelay=P.ai.controlDelay-1
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if P.ai.controlDelay==0 then
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if #P.ai.controls>0 then
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pressKey(P.ai.controls[1],P)
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releaseKey(P.ai.controls[1],P)
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rem(P.ai.controls,1)
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P.ai.controlDelay=P.ai.controlDelay0+1
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else
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AI_getControls(P.ai.controls)
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P.ai.controlDelay=2*P.ai.controlDelay0
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end
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end
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end
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for j=1,#P.field do for i=1,10 do
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if P.visTime[j][i]>0 then P.visTime[j][i]=P.visTime[j][i]-1 end
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end end
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--Fresh visible time
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if P.keyPressing[1]or P.keyPressing[2]then
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P.moving=P.moving+sgn(P.moving)
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local d=abs(P.moving)-P.gameEnv.das
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if d>1 then
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if P.gameEnv.arr>0 then
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if d%P.gameEnv.arr==0 then
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act[P.moving>0 and"moveRight"or"moveLeft"](true)
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end
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else
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act[P.moving>0 and"insRight"or"insLeft"]()
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end
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end
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else
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P.moving=0
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end
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if P.keyPressing[7]and not P.keyPressing[9]then
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P.downing=P.downing+1
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local d=abs(P.downing)-P.gameEnv.sddas
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if d>1 then
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if P.gameEnv.sdarr>0 then
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if d%P.gameEnv.sdarr==0 then
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act.down1()
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end
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else
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act.insDown()
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end
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end
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else
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P.downing=0
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end
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if modeEnv.royaleMode then
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if P.keyPressing[9]then
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P.swappingAtkMode=min(P.swappingAtkMode+2,30)
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else
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P.swappingAtkMode=P.swappingAtkMode+((#P.field>15 and P.swappingAtkMode>4 or P.swappingAtkMode>8)and -1 or 1)
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end
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end
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if P.falling>0 then
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P.falling=P.falling-1
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if P.falling<=0 then
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if #P.field>P.clearing[1]then SFX("fall")end
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for i=1,#P.clearing do
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removeRow(P.field,P.clearing[i])
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removeRow(P.visTime,P.clearing[i])
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end
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::L::if P.clearing[1]then
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rem(P.clearing)
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goto L
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end
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end
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elseif P.waiting>0 then
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P.waiting=P.waiting-1
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if P.waiting<=0 then
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resetblock()
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end
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else
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if P.cy~=P.y_img then
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if P.dropDelay>0 then
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P.dropDelay=P.dropDelay-1
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else
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drop()
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P.dropDelay=P.gameEnv.drop
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if P.freshTime<=P.gameEnv.freshLimit then
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P.lockDelay=P.gameEnv.lock
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end
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end
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else
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if P.lockDelay>0 then P.lockDelay=P.lockDelay-1
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else drop()
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end
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end
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end
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P.b2b1=P.b2b1*.92+P.b2b*.08
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--Alive
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else
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P.keySpeed=P.keySpeed*.96+P.cstat.key/P.time*60*.04
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P.dropSpeed=P.dropSpeed*.96+P.cstat.piece/P.time*60*.04
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--Final average speeds
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if P.falling>0 then
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P.falling=P.falling-1
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if P.falling<=0 then
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if #P.field>P.clearing[1]then
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SFX("fall")
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if P.id==1 then VIB(1)end
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end
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for i=1,#P.clearing do
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removeRow(P.field,P.clearing[i])
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removeRow(P.visTime,P.clearing[i])
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end
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P.clearing={}
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end
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end--Rows cleared drop
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if P.endCounter<40 then
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for j=1,#P.field do for i=1,10 do
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if P.visTime[j][i]<20 then P.visTime[j][i]=P.visTime[j][i]+.5 end
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end end--Make field visible
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end
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if P.b2b1>0 then P.b2b1=max(P.b2b1-3,0)end
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--Dead
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end
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for i=#P.bonus,1,-1 do
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local b=P.bonus[i]
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if b.inf then
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if b.t<30 then
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b.t=b.t+.5
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end
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else
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b.t=b.t+b.speed
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if b.t>=60 then rem(P.bonus,i)end
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end
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end
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for i=#P.task,1,-1 do
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if P.task[i]()then rem(P.task,i)end
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end
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for i=#P.atkBuffer,1,-1 do
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local atk=P.atkBuffer[i]
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atk.time=atk.time+1
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if not atk.sent then
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if atk.countdown>0 then
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atk.countdown=atk.countdown-garbageSpeed
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end
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else
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if atk.time>20 then
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rem(P.atkBuffer,i)
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end
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end
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end
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if P.fieldBeneath>0 then P.fieldBeneath=max(P.fieldBeneath-pushSpeed,0)end
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if not P.small then
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PTC.dust[p]:update(dt)
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end
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end
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if modeEnv.royaleMode and frame%60==0 then freshMostDangerous()end
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end |