754 lines
17 KiB
Lua
754 lines
17 KiB
Lua
function resetGameData()
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frame=0
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players={alive={}}
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loadmode[gamemode]()
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FX.beam={}
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for k,v in pairs(PTC.dust)do
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v:release()
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end
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for i=1,#players do
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if not players[i].small then
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PTC.dust[i]=PTC.dust0:clone()
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PTC.dust[i]:start()
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end
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end
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if modeEnv.royaleMode then
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for i=1,#players do
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local P=players[i]
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if not P.atking then
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repeat
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P.atking=players.alive[rnd(#players.alive)]
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until P.atking~=P
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end
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end
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mostBadge,mostDangerous,secBadge,secDangerous=nil
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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=1,40*#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 gameStart()
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sysSFX("start")
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for P=1,#players do
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P=players[P]
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_G.P=P
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P.control=true
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P.timing=true
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resetblock()
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end
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setmetatable(_G,nil)
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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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local P=players[id]
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ins(players.alive,P)
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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 P.small then
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P.centerX,P.centerY=P.x+150*P.size,P.y+300*P.size
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else
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P.centerX,P.centerY=P.x+300*P.size,P.y+670*P.size
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end
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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,techrash=0,pc=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.ko,P.badge,P.strength=0,0,0
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P.atkMode,P.swappingAtkMode,P.atking,P.lastRecv=1,20
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--Royale-related
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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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if P.gameEnv.sequence==3 then
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for i=1,6 do
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local r=rnd(7)
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P.nxt[i]=r
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P.nb[i]=blocks[r][0]
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end
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elseif P.gameEnv.sequence<5 then
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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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end
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P.freshNext=freshMethod[P.gameEnv.sequence]
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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.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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local x1,y1,x2,y2
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if S.small then
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x1,y1=S.x+(30*(P.cx+P.sc[2]-1)+15)*S.size,S.y+(600-30*(P.cy+P.sc[1]-1)+15)*S.size
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else
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x1,y1=S.x+(30*(P.cx+P.sc[2]-1)-30+15+150)*S.size,S.y+(600-30*(P.cy+P.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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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 randomTarget(p)
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if #players.alive>1 then
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local r
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repeat
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r=players.alive[rnd(#players.alive)]
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until r~=p
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return r
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end
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end
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function freshRoyaleTarget()
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mostBadge,secBadge,mostDangerous,secDangerous=nil
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local h,b=0,0
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for i=1,#players.alive do
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if players.alive[i].badge>=h then
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mostBadge,secBadge=players.alive[i],mostBadge
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h=players[i].badge
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end
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if #players.alive[i].field>=b then
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mostDangerous,secDangerous=players.alive[i],mostDangerous
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b=#players[i].field
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end
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end
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for i=1,#players.alive do
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local P=players.alive[i]
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if P.atkMode==1 then
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if not P.atking then
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P.atking=randomTarget(P)
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end
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elseif P.atkMode==2 then
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P.atking=P~=mostBadge and mostBadge or secBadge
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elseif P.atkMode==3 then
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P.atking=P~=mostDangerous and mostDangerous or secDangerous
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end
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end
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end
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function freshgho()
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if P.gameEnv._20G or P.keyPressing[7]and P.gameEnv.sdarr==0 then
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while not ifoverlap(P.cb,P.cx,P.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>#P.field+1 and #P.field+1 or P.cy
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while not ifoverlap(P.cb,P.cx,P.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<P.gameEnv.lock and P.freshTime<=P.gameEnv.freshLimit then
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P.lockDelay=P.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>#P.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 P.field[y+i-1]and bk[i][j]>0 and P.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 P.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
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if ckfull(i)then
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ins(P.clearing,1,i)
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P.falling=P.gameEnv.fall
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c=c+1--row cleared+1
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if not P.small then
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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
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end
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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>#P.field then return false end
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return P.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[P.bn][0],0
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P.r,P.c=#P.cb,#P.cb[1]
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P.cx,P.cy=blockPos[P.bn],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
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P.dropDelay,P.lockDelay,P.freshTime=P.gameEnv.drop,P.gameEnv.lock,0
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if P.keyPressing[8]then hold(true)end
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if abs(P.moving)-P.gameEnv.das>1 then
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if not ifoverlap(P.cb,P.cx+sgn(P.moving),P.cy)then
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P.cx=P.cx+sgn(P.moving)
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end
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end
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if P.keyPressing[3]then spin(1,true)end
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if P.keyPressing[4]then spin(-1,true)end
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if P.keyPressing[5]then spin(2,true)end
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if ifoverlap(P.cb,P.cx,P.cy)then lock()Event.gameover.lose()end
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freshgho()
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if P.keyPressing[6]then act.hardDrop()P.keyPressing[6]=false end
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end
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function pressKey(i,p)
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P=p
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P.keyPressing[i]=true
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if i==10 then
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act.restart()
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elseif P.alive then
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if P.control and P.waiting<=0 then
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act[actName[i]]()
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if i>2 and i<7 then P.keyPressing[i]=false end
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elseif P.keyPressing[9]then
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if i==1 then
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P.atkMode=1
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P.atking=randomTarget(P)
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elseif i==2 then
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P.atkMode=2
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elseif i==6 then
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P.atkMode=3
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elseif i==7 then
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P.atkMode=4
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end
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else
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if 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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end
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ins(P.keyTime,1,frame)rem(P.keyTime,11)
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P.cstat.key=P.cstat.key+1
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if P.id==1 then stat.key=stat.key+1 end
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end
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--ins(rec,{i,frame})
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end
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function releaseKey(i,p)
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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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local idir=(P.dir+d)%4
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if P.bn==6 then
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freshLockDelay()
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SFX(ifpre and"prerotate"or"rotate")
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if P.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[P.bn][idir]
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local isc=scs[P.bn][idir]
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local ir,ic=#icb,#icb[1]
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local ix,iy=P.cx+P.sc[2]-isc[2],P.cy+P.sc[1]-isc[1]
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local t--succssful test
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local iki=TRS[P.bn][P.dir*10+idir]
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for i=1,P.freshTime<=1.2*P.gameEnv.freshLimit and #iki or 1 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,P.dir=ix,iy,idir
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P.sc,P.cb=scs[P.bn][idir],icb
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P.r,P.c=ir,ic
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P.spinLast=testScore[t==2 and -d or d]
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freshgho()
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freshLockDelay()
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SFX(ifpre and"prerotate"or ifoverlap(P.cb,P.cx,P.cy+1)and ifoverlap(P.cb,P.cx-1,P.cy)and ifoverlap(P.cb,P.cx+1,P.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 P.holded and P.waiting<=0 and P.gameEnv.hold then
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P.hn,P.bn=P.bn,P.hn
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P.hb,P.cb=blocks[P.hn][0],P.hb
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if P.bn==0 then P.freshNext()end
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P.sc,P.dir=scs[P.bn][0],0
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P.r,P.c=#P.cb,#P.cb[1]
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P.cx,P.cy=blockPos[P.bn],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
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if abs(P.moving)-P.gameEnv.das>1 then
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if not ifoverlap(P.cb,P.cx+sgn(P.moving),P.cy)then
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P.cx=P.cx+sgn(P.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=P.gameEnv.drop,P.gameEnv.lock,0
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if ifoverlap(P.cb,P.cx,P.cy) then lock()Event.gameover.lose()end
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P.holded=P.gameEnv.oncehold
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SFX(ifpre and"prehold"or"hold")
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if P.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 P.cy==P.y_img then
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ins(P.dropTime,1,frame)rem(P.dropTime,11)--update speed dial
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P.waiting=P.gameEnv.wait
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local dospin=0
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if P.spinLast then
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if P.bn<6 then
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local x,y=P.cx+P.sc[2]-1,P.cy+P.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+1
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end
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end
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end--Three point
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if P.bn~=6 and ifoverlap(P.cb,P.cx-1,P.cy)and ifoverlap(P.cb,P.cx+1,P.cy)and ifoverlap(P.cb,P.cx,P.cy+1)then
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dospin=dospin+2
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end--Immobile
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end
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lock()
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local cc,csend,exblock,sendTime=checkrow(P.cy,P.r),0,0,0--Currect clear&send&sendTime
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local mini
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if P.spinLast and cc>0 and dospin>0 then
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dospin=dospin+P.spinLast
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end
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if not P.spinLast then
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dospin=false
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elseif cc==0 then
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if dospin==0 then
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dospin=false
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end
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elseif dospin<2 then
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dospin=false
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elseif dospin==2 then
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mini=P.bn<6 and cc<3 and cc<P.r
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end
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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 P.b2b>480 then
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showText("Techrash 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 P.b2b>=30 then
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showText("Techrash 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("Techrash","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.techrash=P.cstat.techrash+1
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elseif cc>0 then
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if dospin then
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if P.b2b>480 then
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showText(spinName[cc][P.bn].." B2B2B","spin",40)
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csend=b2bATK[cc]+1
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exblock=exblock+1
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elseif P.b2b>=30 then
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showText(spinName[cc][P.bn].." B2B","spin",40)
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csend=b2bATK[cc]
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else
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showText(spinName[cc][P.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
|
|
showText("Mini","drive",40,10)
|
|
csend=ceil(csend*.5)
|
|
sendTime=sendTime+60
|
|
P.b2b=P.b2b+b2bPoint[cc]*.8
|
|
else
|
|
P.b2b=P.b2b+b2bPoint[cc]
|
|
end
|
|
SFX(spin_n[cc])
|
|
if P.id==1 then
|
|
stat.spin=stat.spin+1
|
|
end
|
|
elseif #P.clearing<#P.field then
|
|
P.b2b=P.b2b-150-cc*50
|
|
showText(clearName[cc],"appear",50)
|
|
csend=cc-1
|
|
sendTime=20+csend*20
|
|
end
|
|
else
|
|
P.combo=0
|
|
if dospin then
|
|
showText(spinName[0][P.bn],"appear",50)
|
|
SFX("spin_0")
|
|
P.b2b=P.b2b+15
|
|
end
|
|
end
|
|
|
|
if cc>0 and #P.clearing==#P.field then
|
|
showText("Perfect Clear","flicker",70,-80)
|
|
csend=csend+min(6+P.cstat.pc,10)
|
|
exblock=exblock+2
|
|
sendTime=sendTime+30
|
|
if P.cstat.row>10 then
|
|
P.b2b=600
|
|
end
|
|
SFX("perfectclear")
|
|
P.cstat.pc=P.cstat.pc+1
|
|
end
|
|
|
|
csend=csend+(renATK[P.combo]or 4)
|
|
if P.combo>2 then
|
|
showText(renName[min(P.combo,20)],P.combo<10 and"appear"or"flicker",20+P.combo*3,60)
|
|
end
|
|
sendTime=sendTime+20*P.combo
|
|
if cc>0 then
|
|
SFX(clear_n[cc])
|
|
SFX(ren_n[min(P.combo,11)])
|
|
end
|
|
P.b2b=max(min(P.b2b,600),0)
|
|
|
|
if cc>0 and modeEnv.royaleMode then
|
|
local atker=0
|
|
for i=1,#players.alive do
|
|
if players.alive[i].atking==P then
|
|
atker=atker+1
|
|
if atker==9 then
|
|
break
|
|
end
|
|
end
|
|
end
|
|
if atker>1 then
|
|
csend=csend+reAtk[atker]
|
|
exblock=exblock+reDef[atker]
|
|
end
|
|
end
|
|
|
|
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)
|
|
--Badge Buff
|
|
|
|
P.cstat.atk=P.cstat.atk+csend
|
|
if P.id==1 then stat.atk=stat.atk+csend end
|
|
--ATK statistics
|
|
|
|
if csend>0 then
|
|
showText(csend,"zoomout",25,70)
|
|
if exblock>0 then
|
|
showText(exblock,"zoomout",10,70)
|
|
end
|
|
end
|
|
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
|
|
if modeEnv.royaleMode then
|
|
if P.atkMode==4 then
|
|
local f
|
|
for i=1,#players.alive do
|
|
if players.alive[i].atking==P then
|
|
garbageSend(P,players.alive[i],csend,sendTime)
|
|
f=true
|
|
end
|
|
end
|
|
if not f then
|
|
garbageSend(P,P.atking or randomTarget(P),csend,sendTime)
|
|
end
|
|
else
|
|
garbageSend(P,P.atking or randomTarget(P),csend,sendTime)
|
|
end
|
|
elseif #players.alive>1 then
|
|
garbageSend(P,randomTarget(P),csend,sendTime)
|
|
end
|
|
end
|
|
elseif cc==0 then
|
|
if P.b2b>480 then
|
|
P.b2b=max(P.b2b-40,480)
|
|
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>=P.gameEnv.target then
|
|
P.gameEnv.reach()
|
|
end
|
|
P.spinLast=dospin and cc>0
|
|
else
|
|
P.cy=P.cy-1
|
|
P.spinLast=false
|
|
end
|
|
end
|
|
function lock()
|
|
for i=1,P.r do
|
|
local y=P.cy+i-1
|
|
if not P.field[y]then P.field[y],P.visTime[y]=getNewRow(),getNewRow()end
|
|
for j=1,P.c do
|
|
if P.cb[i][j]~=0 then
|
|
P.field[y][P.cx+j-1]=P.bn
|
|
P.visTime[y][P.cx+j-1]=P.showTime
|
|
end
|
|
end
|
|
end
|
|
end
|
|
function garbageSend(S,R,send,time)
|
|
local pos=rnd(10)
|
|
local level=send<4 and 1 or send<7 and 2 or 3
|
|
createBeam(S,R,level)
|
|
R.lastRecv=S
|
|
if #R.atkBuffer<15 then
|
|
ins(R.atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=level})
|
|
end
|
|
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
|
|
act={
|
|
moveLeft=function(auto)
|
|
if P.keyPressing[9]then
|
|
if P.atkMode~=1 then
|
|
P.atkMode=1
|
|
end
|
|
else
|
|
if not auto then
|
|
P.moving=-1
|
|
end
|
|
if not ifoverlap(P.cb,P.cx-1,P.cy)then
|
|
P.cx=P.cx-1
|
|
freshgho()
|
|
freshLockDelay()
|
|
if P.cy==P.y_img then SFX("move")end
|
|
P.spinLast=false
|
|
end
|
|
end
|
|
end,
|
|
moveRight=function(auto)
|
|
if P.keyPressing[9]then
|
|
if P.atkMode~=2 then
|
|
P.atkMode=2
|
|
P.atking=P~=mostBadge and mostBadge or secBadge
|
|
end
|
|
else
|
|
if not auto then
|
|
P.moving=1
|
|
end
|
|
if not ifoverlap(P.cb,P.cx+1,P.cy)then
|
|
P.cx=P.cx+1
|
|
freshgho()
|
|
freshLockDelay()
|
|
if P.cy==P.y_img then SFX("move")end
|
|
P.spinLast=false
|
|
end
|
|
end
|
|
end,
|
|
rotRight=function()spin(1)end,
|
|
rotLeft=function()spin(-1)end,
|
|
rotFlip=function()spin(2)end,
|
|
hardDrop=function()
|
|
if P.keyPressing[9]then
|
|
if P.atkMode~=3 then
|
|
P.atkMode=3
|
|
P.atking=P~=mostDangerous and mostDangerous or secDangerous
|
|
end
|
|
else
|
|
if P.waiting<=0 then
|
|
if P.cy~=P.y_img then
|
|
P.cy=P.y_img
|
|
P.spinLast=false
|
|
SFX("drop")
|
|
end
|
|
drop()
|
|
end
|
|
end
|
|
end,
|
|
softDrop=function()
|
|
if P.keyPressing[9]then
|
|
if P.atkMode~=4 then
|
|
P.atkMode=4
|
|
P.atking=nil
|
|
end
|
|
else
|
|
if P.cy~=P.y_img then
|
|
P.cy=P.cy-1
|
|
P.spinLast=false
|
|
end
|
|
P.downing=1
|
|
end
|
|
end,
|
|
hold=function()hold()end,
|
|
--Player movements
|
|
swap=function()
|
|
if modeEnv.royaleMode then
|
|
for i=1,#P.keyPressing do
|
|
if P.keyPressing[i]then
|
|
P.keyPressing[i]=false
|
|
end
|
|
end
|
|
P.keyPressing[9]=true
|
|
else
|
|
P.keyPressing[9]=false
|
|
end
|
|
end,
|
|
restart=function()
|
|
resetGameData()
|
|
frame=90
|
|
end,
|
|
insDown=function()if P.cy~=P.y_img then P.cy,P.lockDelay,P.spinLast=P.y_img,P.gameEnv.lock,false end end,
|
|
insLeft=function()
|
|
while not ifoverlap(P.cb,P.cx-1,P.cy)do
|
|
P.cx,P.lockDelay=P.cx-1,P.gameEnv.lock
|
|
freshgho()
|
|
end
|
|
end,
|
|
insRight=function()
|
|
while not ifoverlap(P.cb,P.cx+1,P.cy)do
|
|
P.cx,P.lockDelay=P.cx+1,P.gameEnv.lock
|
|
freshgho()
|
|
end
|
|
end,
|
|
down1=function()
|
|
if P.cy~=P.y_img then
|
|
P.cy=P.cy-1
|
|
P.spinLast=false
|
|
end
|
|
end,
|
|
down4=function()
|
|
for i=1,4 do
|
|
if P.cy~=P.y_img then
|
|
P.cy=P.cy-1
|
|
P.spinLast=false
|
|
else
|
|
break
|
|
end
|
|
end
|
|
end,
|
|
quit=function()Event.gameover.lose()end,
|
|
--System movements
|
|
} |