Files
Techmino/gamefunc.lua
2020-02-04 19:28:44 +08:00

495 lines
12 KiB
Lua

function resetGameData()
players={alive={}}
royaleMode=false
loadmode[gamemode]()
frame=0
count=179
FX.beam={}
for i=1,#PTC.dust do PTC.dust[i]:release()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 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.field,P.visTime,P.atkBuffer={},{},{}
P.badge,P.strength,P.lastRecv=0,0,nil
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
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.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
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 throwBadge(s,r,amount)--Player id
s,r=players[s],players[r]
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 freshgho()
if P.gameEnv._20G or keyPressing[7]and gameEnv.sdarr==0 then
while not ifoverlap(cb,cx,cy-1)do
P.cy=P.cy-1
P.spinLast=false
end
P.y_img=P.cy
else
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
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 abs(moving)-gameEnv.das>1 then
if not ifoverlap(cb,cx+sgn(moving),cy)then
P.cx=cx+sgn(moving)
end
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 player.id==1 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
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
return nil
end
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)
if abs(moving)-gameEnv.das>1 then
if not ifoverlap(cb,cx+sgn(moving),cy)then
P.cx=cx+sgn(moving)
end
end
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,exblock,sendTime=checkrow(cy,r),0,0,0--Currect clear&send&sendTime
local mini=bn~=7 and dospin==1 and cc<3 and cc<r
P.combo=P.combo+1--combo=0 is under
if cc==4 then
if b2b>500 then
showText("Tetris B2B2B","fly",70)
csend=6
sendTime=80
exblock=exblock+1
elseif b2b>=100 then
showText("Tetris B2B","drive",70)
sendTime=70
csend=5
else
showText("Tetris","stretch",80)
sendTime=60
csend=4
end
P.b2b=P.b2b+100
P.cstat.tetris=P.cstat.tetris+1
elseif cc>0 then
if dospin then
if b2b>500 then
showText(spinName[cc][bn].." B2B2B","spin",40)
csend=b2bATK[cc]+1
exblock=exblock+1
elseif b2b>=100 then
showText(spinName[cc][bn].." B2B","spin",40)
csend=b2bATK[cc]
else
showText(spinName[cc][bn],"spin",50)
csend=2*cc
end
sendTime=20+csend*20
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_n[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
else
P.combo=0
if dospin then
showText(spinName[0][bn],"appear",50)
SFX("spin_0")
P.b2b=b2b+30
end
end
if cc>0 and #clearing==#field then
showText("Perfect Clear","flicker",70,-80)
csend=csend+5
exblock=exblock+2
sendTime=sendTime+30
SFX("perfectclear")
if cstat.piece>10 then
P.b2b=600
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_n[cc])
SFX(ren_n[min(combo,11)])
end
P.b2b=max(min(b2b,600),0)
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)
--Buffs
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 #players.alive>1 then
garbageSend(P.id,csend,sendTime)
end
end
elseif cc==0 then
if P.b2b>450 then
P.b2b=max(b2b-2,450)
elseif P.b2b>100 then
P.b2b=max(b2b-5,100)
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>=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})
players[r].lastRecv=sender
sort(players[r].atkBuffer,timeSort)
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