495 lines
12 KiB
Lua
495 lines
12 KiB
Lua
function resetGameData()
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players={alive={}}
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royaleMode=false
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loadmode[gamemode]()
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frame=0
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count=179
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FX.beam={}
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for i=1,#PTC.dust do PTC.dust[i]:release()end
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for i=1,#players do
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PTC.dust[i]=PTC.dust[0]:clone()
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PTC.dust[i]:start()
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end
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for i=1,#virtualkey do
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virtualkey[i].press=false
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end
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stat.game=stat.game+1
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freeRow={}
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collectgarbage()
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for i=1,50*#players do
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freeRow[i]={0,0,0,0,0,0,0,0,0,0}
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end
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end
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function createPlayer(id,x,y,size,AIspeed,data)
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players[id]={id=id}
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ins(players.alive,id)
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local P=players[id]
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P.index={__index=P}
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P.x,P.y,P.size=x,y,size or 1
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P.small=P.size<.3
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if AIspeed then
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P.ai={
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controls={},
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controlDelay=60,
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controlDelay0=AIspeed,
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}
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end
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P.alive=true
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P.control=false
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P.timing=false
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P.time=0
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P.cstat={key=0,piece=0,row=0,atk=0,tetris=0}--Current gamestat
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P.keyTime={}for i=1,10 do P.keyTime[i]=-1e5 end P.keySpeed=0
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P.dropTime={}for i=1,10 do P.dropTime[i]=-1e5 end P.dropSpeed=0
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P.field,P.visTime,P.atkBuffer={},{},{}
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P.badge,P.strength,P.lastRecv=0,0,nil
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P.gameEnv={}--Game setting vars,like dropDelay setting
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for k,v in pairs(gameEnv0)do
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if data and data[k]~=nil then
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P.gameEnv[k]=data[k]
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elseif modeEnv[k]~=nil then
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P.gameEnv[k]=modeEnv[k]
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elseif setting[k]~=nil then
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P.gameEnv[k]=setting[k]
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else
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P.gameEnv[k]=v
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end
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end--reset current game settings
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P.hn,P.hb,P.holded=0,{{}},false
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P.nxt,P.nb={},{}
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P.dropDelay,P.lockDelay=P.gameEnv.drop,P.gameEnv.lock
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P.freshTime=0
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P.lastSpin=false
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local bag1={1,2,3,4,5,6,7}
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for i=1,7 do
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P.nxt[i]=rem(bag1,rnd(#bag1))
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P.nb[i]=blocks[P.nxt[i]][0]
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end--First bag
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if P.gameEnv.sequence==1 then P.bag={}--Bag7
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elseif P.gameEnv.sequence==2 then P.his={}for i=1,4 do P.his[i]=P.nxt[i+3]end--History4
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elseif P.gameEnv.sequence==3 then--Pure random
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end
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P.showTime=P.gameEnv.visible==1 and 1e99 or P.gameEnv.visible==2 and 300 or 20
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P.freshNext=randomMethod[P.gameEnv.sequence]
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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
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P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
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P.moving,P.downing=0,0
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P.waiting,P.falling=0,0
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P.clearing={}
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P.fieldBeneath=0
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P.combo=0
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P.b2b=0
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P.b2b1=0
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P.counter=0
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P.result=nil--string,"win"/"lose"
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P.task={}
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P.bonus={}
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end
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function showText(text,type,font,dy,inf)
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if not P.small then
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ins(P.bonus,{t=0,text=text,draw=FX[type],font=font,dy=dy or 0,inf=inf,solid=inf})
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end
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end
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function createBeam(s,r,lv)--Player id
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S,R=players[s],players[r]
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local x1,y1,x2,y2
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if S.small then
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x1,y1=S.x+(30*(cx+sc[2]-1)+15)*S.size,S.y+(600-30*(cy+sc[1]-1)+15)*S.size
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else
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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
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end
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if R.small then
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x2,y2=R.x+150*R.size,R.y+300*R.size
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else
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x2,y2=R.x+308*R.size,R.y+450*R.size
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end
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ins(FX.beam,{x1,y1,x2,y2,t=0,lv=lv})
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end
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function throwBadge(s,r,amount)--Player id
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s,r=players[s],players[r]
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local x1,y1,x2,y2
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if s.small then
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x1,y1=s.x+150*s.size,s.y+300*s.size
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else
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x1,y1=s.x+308*s.size,s.y+450*s.size
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end
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if r.small then
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x2,y2=r.x+150*r.size,r.y+300*r.size
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else
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x2,y2=r.x+308*r.size,r.y+450*r.size
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end
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ins(FX.badge,{x1,y1,x2,y2,t=0,size=(10+min(amount,10))*.1})
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end
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function freshgho()
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if P.gameEnv._20G or keyPressing[7]and gameEnv.sdarr==0 then
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while not ifoverlap(cb,cx,cy-1)do
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P.cy=P.cy-1
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P.spinLast=false
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end
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P.y_img=P.cy
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else
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P.y_img=P.cy>#field+1 and #field+1 or P.cy
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while not ifoverlap(cb,cx,y_img-1)do
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P.y_img=P.y_img-1
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end
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end
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end
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function freshLockDelay()
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if P.lockDelay<gameEnv.lock and P.freshTime<=gameEnv.freshLimit then
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P.lockDelay=gameEnv.lock
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P.freshTime=P.freshTime+1
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end
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end
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function ifoverlap(bk,x,y)
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if x<1 or x+#bk[1]>11 or y<1 then return true end
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if y>#field then return nil end
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for i=1,#bk do for j=1,#bk[1]do
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if field[y+i-1]and bk[i][j]>0 and field[y+i-1][x+j-1]>0 then return true end
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end end
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end
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function ckfull(i)
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for j=1,10 do if field[i][j]==0 then return nil end end
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return true
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end
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function checkrow(s,num)--(cy,r)
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local c=0--rows cleared
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for i=s,s+num-1 do if ckfull(i)then
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ins(clearing,1,i)
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P.falling=gameEnv.fall
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c=c+1--row cleared+1
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for k=1,250 do
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PTC.dust[P.id]:setPosition(rnd(300),600-30*i+rnd(30))
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PTC.dust[P.id]:emit(1)
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end
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end end
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return c
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end
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function solid(x,y)
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if x<1 or x>10 or y<1 then return true end
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if y>#field then return false end
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return field[y][x]>0
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end
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function resetblock()
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P.holded=false
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P.spinLast=false
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P.freshNext()
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P.sc,P.dir=scs[bn][0],0
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P.r,P.c=#cb,#cb[1]
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P.cx,P.cy=blockPos[bn],21+ceil(fieldBeneath/30)
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P.dropDelay,P.lockDelay,P.freshTime=gameEnv.drop,gameEnv.lock,0
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if keyPressing[8]then hold(true)end
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if abs(moving)-gameEnv.das>1 then
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if not ifoverlap(cb,cx+sgn(moving),cy)then
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P.cx=cx+sgn(moving)
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end
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end
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if keyPressing[3]then spin(1,true)end
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if keyPressing[4]then spin(-1,true)end
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if keyPressing[5]then spin(2,true)end
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if ifoverlap(cb,cx,cy)then lock()Event.gameover.lose()end
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freshgho()
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if keyPressing[6]then act.hardDrop()P.keyPressing[6]=false end
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end
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function pressKey(i,player)
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P=player or players[1]
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setmetatable(_G,P.index)
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P.keyPressing[i]=true
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if i==9 then
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act.restart()
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elseif alive then
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if control and waiting<=0 then
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act[actName[i]]()
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if i>2 and i<6 then keyPressing[i]=false end
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elseif i==1 then
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P.moving=-1
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elseif i==2 then
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P.moving=1
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end
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ins(keyTime,1,frame)rem(keyTime,11)
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cstat.key=cstat.key+1
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if player.id==1 then stat.key=stat.key+1 end
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--Key count
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end
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-- if playmode=="recording"then ins(rec,{i,frame})end
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end
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function releaseKey(i,player)
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P=player or players[1]
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setmetatable(_G,P.index)
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P.keyPressing[i]=false
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-- if playmode=="recording"then ins(rec,{-i,frame})end
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end
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function spin(d,ifpre)
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if bn==6 then
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freshgho()--May cancel spinLast
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freshLockDelay()
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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")
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if id==1 then
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stat.rotate=stat.rotate+1
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end
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return nil
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end
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local icb=blocks[bn][(dir+d)%4]
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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}
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local ir,ic=#icb,#icb[1]
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local ix,iy=cx+sc[2]-isc[2],cy+sc[1]-isc[1]
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local t--succssful num
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local iki=TRS[bn][dir*10+(dir+d)%4]
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for i=1,#iki do
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if not ifoverlap(icb,ix+iki[i][1],iy+iki[i][2])then
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ix,iy=ix+iki[i][1],iy+iki[i][2]
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t=i
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break
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end
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end
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if t then
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P.cx,P.cy=ix,iy
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P.sc,P.cb=isc,icb
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P.r,P.c=ir,ic
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P.dir=(dir+d)%4
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P.spinLast=t
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freshgho()--May cancel spinLast
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freshLockDelay()
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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")
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if id==1 then
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stat.rotate=stat.rotate+1
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end
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end
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end
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function hold(ifpre)
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if not holded and waiting<=0 and gameEnv.hold then
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P.hn,P.bn=bn,hn
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P.hb,P.cb=blocks[hn][0],hb
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if bn==0 then freshNext()end
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P.sc,P.dir=scs[bn][0],0
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P.r,P.c=#cb,#cb[1]
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P.cx,P.cy=blockPos[bn],21+ceil(fieldBeneath/30)
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if abs(moving)-gameEnv.das>1 then
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if not ifoverlap(cb,cx+sgn(moving),cy)then
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P.cx=cx+sgn(moving)
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end
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end
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freshgho()
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P.dropDelay,P.lockDelay,P.freshTime=gameEnv.drop,gameEnv.lock,0
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if ifoverlap(cb,cx,cy) then lock()Event.gameover.lose()end
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P.holded=true
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SFX(ifpre and"prehold"or"hold")
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if id==1 then
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stat.hold=stat.hold+1
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end
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end
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end
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function drop()
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if cy==y_img then
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ins(dropTime,1,frame)rem(dropTime,11)--update speed dial
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P.waiting=gameEnv.wait
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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
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if bn<6 and spinLast then
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local x,y=cx+sc[2]-1,cy+sc[1]-1
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local c=0
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if solid(x-1,y+1)then c=c+1 end
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if solid(x+1,y+1)then c=c+1 end
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if c>0 then
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if solid(x-1,y-1)then c=c+1 end
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if solid(x+1,y-1)then c=c+1 end
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if c>2 then
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dospin=dospin+(spinLast==2 and 1 or 2)
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end
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end
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end--Three point
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if dospin==0 then dospin=false end
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lock()
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local cc,csend,exblock,sendTime=checkrow(cy,r),0,0,0--Currect clear&send&sendTime
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local mini=bn~=7 and dospin==1 and cc<3 and cc<r
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P.combo=P.combo+1--combo=0 is under
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if cc==4 then
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if b2b>500 then
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showText("Tetris B2B2B","fly",70)
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csend=6
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sendTime=80
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exblock=exblock+1
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elseif b2b>=100 then
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showText("Tetris B2B","drive",70)
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sendTime=70
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csend=5
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else
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showText("Tetris","stretch",80)
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sendTime=60
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csend=4
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end
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P.b2b=P.b2b+100
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P.cstat.tetris=P.cstat.tetris+1
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elseif cc>0 then
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if dospin then
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if b2b>500 then
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showText(spinName[cc][bn].." B2B2B","spin",40)
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csend=b2bATK[cc]+1
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exblock=exblock+1
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elseif b2b>=100 then
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showText(spinName[cc][bn].." B2B","spin",40)
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csend=b2bATK[cc]
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else
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showText(spinName[cc][bn],"spin",50)
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csend=2*cc
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end
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sendTime=20+csend*20
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if mini then
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showText("Mini","drive",40,10)
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sendTime=sendTime+60
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P.b2b=P.b2b+90+10*cc
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else
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P.b2b=P.b2b+70+30*cc
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end
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SFX(spin_n[cc])
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if id==1 then
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stat.spin=stat.spin+1
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end
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elseif #clearing<#field then
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P.b2b=P.b2b-300
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showText(clearName[cc],"appear",50)
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csend=cc-1
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sendTime=20+csend*20
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end
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else
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P.combo=0
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if dospin then
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showText(spinName[0][bn],"appear",50)
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SFX("spin_0")
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P.b2b=b2b+30
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end
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end
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if cc>0 and #clearing==#field then
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showText("Perfect Clear","flicker",70,-80)
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csend=csend+5
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exblock=exblock+2
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sendTime=sendTime+30
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SFX("perfectclear")
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if cstat.piece>10 then
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P.b2b=600
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end
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end
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csend=csend+(renATK[combo]or 4)
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if combo>2 then
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showText(renName[min(combo,20)],combo<10 and"appear"or"flicker",20+combo*3,60)
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end
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sendTime=sendTime+20*combo
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if cc>0 then
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SFX(clear_n[cc])
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SFX(ren_n[min(combo,11)])
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end
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P.b2b=max(min(b2b,600),0)
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if csend>0 then
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if exblock then exblock=int(exblock*(1+P.strength*.25))end
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csend=csend*(1+P.strength*.25)
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if mini then csend=csend end
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csend=int(csend)
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--Buffs
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P.cstat.atk=P.cstat.atk+csend
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if P.id==1 then stat.atk=stat.atk+csend end
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--ATK statistics
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while csend>0 and P.atkBuffer[1]do
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if exblock>0 then
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exblock=exblock-1
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else
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csend=csend-1
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end
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P.atkBuffer[1].amount=P.atkBuffer[1].amount-1
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if P.atkBuffer[1].amount==0 then
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rem(P.atkBuffer,1)
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end
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if P.atkBuffer[1]and csend==0 then
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local s=P.atkBuffer[1].amount
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P.atkBuffer[1].lv=s<4 and 1 or s<7 and 2 or 3
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end
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end
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if csend>0 then
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showText(csend,"zoomout",25,70)
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if #players.alive>1 then
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garbageSend(P.id,csend,sendTime)
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end
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end
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elseif cc==0 then
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if P.b2b>450 then
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P.b2b=max(b2b-2,450)
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elseif P.b2b>100 then
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P.b2b=max(b2b-5,100)
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end
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garbageRelease()
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end
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if id==1 then
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stat.piece,stat.row=stat.piece+1,stat.row+cc
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end
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P.cstat.piece,P.cstat.row=P.cstat.piece+1,P.cstat.row+cc
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if P.cstat.row>=gameEnv.target then
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gameEnv.reach()
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if control then SFX("reach")end
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end
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else
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P.cy=cy-1
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P.spinLast=false
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end
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end
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function lock()
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for i=1,r do
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local y=cy+i-1
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if not P.field[y]then P.field[y],P.visTime[y]=getNewRow(),getNewRow()end
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for j=1,c do
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if cb[i][j]~=0 then
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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 |