379 lines
8.1 KiB
Lua
379 lines
8.1 KiB
Lua
local Player=require"parts/player/player"
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local prepareSequence=require"parts/player/prepareSequence"
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local gameEnv0=require"parts/player/gameEnv0"
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local mt=love.math
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local rnd,max=math.random,math.max
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local ins=table.insert
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local PLY={
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update=require"parts/player/update",
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draw=require"parts/player/draw",
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}
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--------------------------<Lib Func>--------------------------
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local function getNewStatTable()
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local T={
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time=0,frame=0,score=0,
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key=0,rotate=0,hold=0,
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extraPiece=0,finesseRate=0,
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piece=0,row=0,dig=0,
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atk=0,digatk=0,
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send=0,recv=0,pend=0,off=0,
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clear={},clears={},spin={},spins={},
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pc=0,hpc=0,b2b=0,b3b=0,
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maxCombo=0,maxFinesseCombo=0,
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}
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for i=1,25 do
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T.clear[i]={0,0,0,0,0,0}
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T.spin[i]={0,0,0,0,0,0,0}
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T.clears[i]=0
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T.spins[i]=0
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end
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return T
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end
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local function pressKey(P,keyID)
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if P.keyAvailable[keyID]then
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P.keyPressing[keyID]=true
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P.actList[keyID](P)
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if P.control then
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if P.keyRec then
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ins(P.keyTime,1,GAME.frame)
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P.keyTime[11]=nil
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end
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end
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P.stat.key=P.stat.key+1
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end
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end
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local function releaseKey(P,keyID)
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P.keyPressing[keyID]=false
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end
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local function pressKey_Rec(P,keyID)
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if P.keyAvailable[keyID]then
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if GAME.recording then
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ins(GAME.rep,GAME.frame+1)
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ins(GAME.rep,keyID)
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end
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P.keyPressing[keyID]=true
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P.actList[keyID](P)
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if P.control then
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if P.keyRec then
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ins(P.keyTime,1,GAME.frame)
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P.keyTime[11]=nil
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end
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end
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P.stat.key=P.stat.key+1
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end
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end
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local function releaseKey_Rec(P,keyID)
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if GAME.recording then
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ins(GAME.rep,GAME.frame+1)
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ins(GAME.rep,-keyID)
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end
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P.keyPressing[keyID]=false
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end
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local function newEmptyPlayer(id,mini)
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local P={id=id}
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PLAYERS[id]=P
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PLAYERS.alive[id]=P
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--Inherit functions of Player class
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for k,v in next,Player do P[k]=v end
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if P.id==1 and GAME.recording then
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P.pressKey=pressKey_Rec
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P.releaseKey=releaseKey_Rec
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else
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P.pressKey=pressKey
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P.releaseKey=releaseKey
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end
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P.update=PLY.update.alive
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P.fieldOff={x=0,y=0,vx=0,vy=0}--For shake FX
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P.x,P.y,P.size=0,0,1
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P.frameColor=0
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P.mini=mini--If draw in small mode
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--Set these at Player:setPosition()
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-- P.fieldX,P.fieldY=...
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-- P.centerX,P.centerY=...
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-- P.absFieldX,P.absFieldY=...
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if P.mini then
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P.canvas=love.graphics.newCanvas(60,120)
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P.frameWait=rnd(30,120)
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P.draw=PLY.draw.small
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else
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P.keyRec=true--If calculate keySpeed
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P.draw=PLY.draw.norm
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end
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P.randGen=mt.newRandomGenerator(GAME.seed)
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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.stat=getNewStatTable()
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P.modeData={point=0,event=0,counter=0}--Data use by mode
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P.keyTime={}P.keySpeed=0
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P.dropTime={}P.dropSpeed=0
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for i=1,10 do P.keyTime[i]=-1e5 end
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for i=1,10 do P.dropTime[i]=-1e5 end
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P.field,P.visTime={},{}
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P.atkBuffer={sum=0}
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--Royale-related
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P.badge,P.strength=0,0
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P.atkMode,P.swappingAtkMode=1,20
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P.atker,P.atking,P.lastRecv={}
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P.dropDelay,P.lockDelay=0,0
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P.color={}
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P.showTime=nil
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P.keepVisible=true
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--P.cur={bk=matrix[2], id=shapeID, color=colorID, name=nameID}
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--P.sc,P.dir={0,0},0--SpinCenterCoord, direction
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--P.r,P.c=0,0--row, col
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-- P.curX,P.curY,P.imgY,P.minY=0,0,0,0--x,y,ghostY
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P.holdQueue={}
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P.holdTime=0
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P.nextQueue={}
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P.seqData={}
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P.freshTime=0
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P.spinLast=false
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P.lastPiece={
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id=0,name=0,--block id/name
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finePts=0,--finesse Points
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row=0,dig=0,--lines/garbage cleared
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score=0,--score gained
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atk=0,exblock=0,--lines attack/defend
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off=0,send=0,--lines offset/sent
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spin=false,mini=false,--if spin/mini
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pc=false,hpc=false,--if pc/hpc
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special=false,--if special clear (spin, >=4, pc)
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}
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P.spinSeq=0--For Ospin, each digit mean a spin
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P.ctrlCount=0--Key press time, for finesse check
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P.pieceCount=0--Count pieces from next, for drawing bagline
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P.type="none"
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P.sound=false
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-- P.newNext=nil--Call prepareSequence()to get a function to get new next
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P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
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P.movDir,P.moving,P.downing=0,0,0--Last move key,DAS charging,downDAS charging
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P.waiting,P.falling=-1,-1
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P.clearingRow,P.clearedRow={},{}--Clearing animation height,cleared row mark
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P.combo,P.b2b=0,0
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P.finesseCombo=0
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P.garbageBeneath=0
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P.fieldBeneath=0
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P.fieldUp=0
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P.score1,P.b2b1=0,0
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P.finesseComboTime=0
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P.dropFX,P.moveFX,P.lockFX,P.clearFX={},{},{},{}
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P.tasks={}--Tasks
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P.bonus={}--Text objects
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P.endCounter=0--Used after gameover
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P.result=nil--String:"WIN"/"K.O."
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return P
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end
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local function loadGameEnv(P)--Load gameEnv
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P.gameEnv={}--Current game setting environment
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local ENV=P.gameEnv
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local GAME=GAME
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local SETTING=SETTING
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--Load game settings
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for k,v in next,gameEnv0 do
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if GAME.modeEnv[k]~=nil then
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v=GAME.modeEnv[k] --Mode setting
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-- DBP("mode-"..k..":"..tostring(v))
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elseif GAME.setting[k]~=nil then
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v=GAME.setting[k] --Game setting
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-- DBP("game-"..k..":"..tostring(v))
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elseif SETTING[k]~=nil then
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v=SETTING[k] --Global setting
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-- DBP("global-"..k..":"..tostring(v))
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-- else
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-- DBP("default-"..k..":"..tostring(v))
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end
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if type(v)~="table"then--Default setting
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ENV[k]=v
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else
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ENV[k]=copyTable(v)
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end
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end
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if not ENV.noMod then
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for _,M in next,GAME.mod do
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M.func(P,M.list and M.list[M.sel])
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end
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end
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end
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local function applyGameEnv(P)--Finish gameEnv processing
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local ENV=P.gameEnv
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P._20G=ENV.drop==0
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P.dropDelay=ENV.drop
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P.lockDelay=ENV.lock
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P.freshTime=ENV.freshLimit
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P.color={}
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for _=1,7 do
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P.color[_]=SKIN.libColor[ENV.skin[_]]
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end
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P.life=ENV.life
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P.keyAvailable={true,true,true,true,true,true,true,true,true,true,true,true,true,true,true,true,true,true,true,true}
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if ENV.noTele then
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for i=11,20 do
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if i~=14 then
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P.keyAvailable[i]=false
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end
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end
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end
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if not ENV.Fkey then
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P.keyAvailable[9]=false
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end
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for _,v in next,ENV.keyCancel do
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P.keyAvailable[v]=false
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end
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P:setInvisible(
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ENV.visible=="show"and -1 or
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ENV.visible=="time"and 300 or
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ENV.visible=="fast"and 20 or
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ENV.visible=="none"and 0
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)
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P:set20G(P._20G)
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P:setHold(ENV.holdCount)
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P:setNext(ENV.nextCount,ENV.nextStartPos>1)
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P:setRS(ENV.RS)
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if type(ENV.mission)=="table"then
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P.curMission=1
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end
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ENV.das=max(ENV.das,ENV.mindas)
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ENV.arr=max(ENV.arr,ENV.minarr)
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ENV.sdarr=max(ENV.sdarr,ENV.minsdarr)
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if ENV.sequence~="bag"and ENV.sequence~="loop"then
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ENV.bagLine=false
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else
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ENV.bagLen=#ENV.bag
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end
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if ENV.nextCount==0 then ENV.nextPos=false end
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if P.mini then
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ENV.lockFX=nil
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ENV.dropFX=nil
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ENV.moveFX=nil
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ENV.clearFX=nil
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ENV.splashFX=nil
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ENV.shakeFX=nil
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ENV.text=nil
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else
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if ENV.lockFX==0 then ENV.lockFX=nil end
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if ENV.dropFX==0 then ENV.dropFX=nil end
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if ENV.moveFX==0 then ENV.moveFX=nil end
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if ENV.clearFX==0 then ENV.clearFX=nil end
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if ENV.splashFX==0 then ENV.splashFX=nil end
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if ENV.shakeFX==0 then ENV.shakeFX=nil end
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end
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if ENV.ghost==0 then ENV.ghost=nil end
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if ENV.center==0 then ENV.center=nil end
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end
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--------------------------</Lib Func>--------------------------
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--------------------------<Public>--------------------------
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function PLY.check_lineReach(P)
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if P.stat.row>=P.gameEnv.target then
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P:win("finish")
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end
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end
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function PLY.check_attackReach(P)
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if P.stat.atk>=P.gameEnv.target then
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P:win("finish")
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end
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end
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local DemoEnv={
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face={0,0,0,0,0,0,0},
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das=10,arr=2,sddas=2,sdarr=2,
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drop=60,lock=60,
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wait=10,fall=20,
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highCam=false,
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life=1e99,
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noMod=true,
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}
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function PLY.newDemoPlayer(id)
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local P=newEmptyPlayer(id)
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P.type="computer"
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P.sound=true
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P.demo=true
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P.draw=PLY.draw.demo
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P.control=true
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GAME.modeEnv=DemoEnv
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loadGameEnv(P)
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applyGameEnv(P)
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prepareSequence(P)
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P:loadAI{
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type="CC",
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next=5,
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hold=true,
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delay=30,
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delta=6,
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bag="bag",
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node=100000,
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}
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P:popNext()
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end
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function PLY.newRemotePlayer(id,mini)
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local P=newEmptyPlayer(id,mini)
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P.type="remote"
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P.update=PLY.update.remote_alive
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P.stream={}
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P.streamProgress=1
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loadGameEnv(P)
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applyGameEnv(P)
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prepareSequence(P)
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end
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function PLY.newAIPlayer(id,AIdata,mini)
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local P=newEmptyPlayer(id,mini)
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P.type="computer"
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loadGameEnv(P)
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local ENV=P.gameEnv
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ENV.face={0,0,0,0,0,0,0}
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ENV.skin={1,7,11,3,14,4,9}
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applyGameEnv(P)
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prepareSequence(P)
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P:loadAI(AIdata)
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end
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function PLY.newPlayer(id,mini)
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local P=newEmptyPlayer(id,mini)
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P.type="human"
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P.sound=true
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loadGameEnv(P)
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applyGameEnv(P)
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prepareSequence(P)
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end
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--------------------------</Public>--------------------------
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return PLY |