Files
Techmino/main.lua
2020-02-04 19:30:30 +08:00

766 lines
15 KiB
Lua

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