整 理 代 码
(应该没有改到字符串里面的东西吧…)起码不直接影响运行
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@@ -175,7 +175,7 @@ do
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if P.gameEnv.ospin then
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local x,y=P.curX,P.curY
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local C=P.cur
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if y==P.ghoY and((P:solid(x-1,y)or P:solid(x-1,y+1)))and(P:solid(x+2,y)or P:solid(x+2,y+1))then
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if y==P.ghoY and ((P:solid(x-1,y) or P:solid(x-1,y+1))) and (P:solid(x+2,y) or P:solid(x+2,y+1)) then
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if P.sound then
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SFX.play('rotatekick',nil,P:getCenterX()*.15)
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end
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@@ -186,15 +186,15 @@ do
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return end
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for i=1,#OspinList do
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local L=OspinList[i]
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if C.spinSeq==L[1]then
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if C.spinSeq==L[1] then
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local id,dir=L[2],L[3]
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local bk=BLOCKS[id][dir]
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x,y=P.curX+L[4],P.curY+L[5]
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if
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not P:ifoverlap(bk,x,y)and(
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L[6]>0 or(P:ifoverlap(bk,x-1,y)and P:ifoverlap(bk,x+1,y))
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)and(
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L[6]==2 or(P:ifoverlap(bk,x,y-1)and P:ifoverlap(bk,x,y+1))
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not P:ifoverlap(bk,x,y) and (
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L[6]>0 or (P:ifoverlap(bk,x-1,y) and P:ifoverlap(bk,x+1,y))
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) and (
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L[6]==2 or (P:ifoverlap(bk,x,y-1) and P:ifoverlap(bk,x,y+1))
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)
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then
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C.id=id
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@@ -329,13 +329,13 @@ do
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[31]={'+0+0','+0-1','+1+0'},
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},--W
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function(P,d)
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if P.type=='human'then
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if P.type=='human' then
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SFX.play('rotate',nil,P:getCenterX()*.15)
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end
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local kickData=XspinList[d]
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for test=1,#kickData do
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local x,y=P.curX+kickData[test][1],P.curY+kickData[test][2]
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if not P:ifoverlap(P.cur.bk,x,y)then
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if not P:ifoverlap(P.cur.bk,x,y) then
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P.curX,P.curY=x,y
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P.spinLast=1
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P:freshBlock('move')
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@@ -488,8 +488,8 @@ do
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}--I
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}
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}
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for i=2,5 do SRS.kickTable[i]=SRS.kickTable[1]end
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for i=8,29 do SRS.kickTable[i]=SRS.kickTable[1]end
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for i=2,5 do SRS.kickTable[i]=SRS.kickTable[1] end
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for i=8,29 do SRS.kickTable[i]=SRS.kickTable[1] end
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end
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local SRS_plus
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@@ -541,8 +541,8 @@ do
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}--I
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}
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}
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for i=2,5 do SRS_plus.kickTable[i]=SRS_plus.kickTable[1]end
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for i=8,29 do SRS_plus.kickTable[i]=SRS_plus.kickTable[1]end
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for i=2,5 do SRS_plus.kickTable[i]=SRS_plus.kickTable[1] end
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for i=8,29 do SRS_plus.kickTable[i]=SRS_plus.kickTable[1] end
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end
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local SRS_X
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@@ -579,8 +579,8 @@ do
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false,--I
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}
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}
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for i=2,5 do SRS_X.kickTable[i]=SRS_X.kickTable[1]end
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for i=7,29 do SRS_X.kickTable[i]=TRS.kickTable[i]end
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for i=2,5 do SRS_X.kickTable[i]=SRS_X.kickTable[1] end
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for i=7,29 do SRS_X.kickTable[i]=TRS.kickTable[i] end
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SRS_X.kickTable[10]=SRS_X.kickTable[1]--P
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SRS_X.kickTable[11]=SRS_X.kickTable[1]--Q
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end
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@@ -628,8 +628,8 @@ do
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if i==6 or i==18 then
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a,b=b,a
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end
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list[i][01]=a;list[i][10]=b;list[i][03]=b;list[i][30]=a
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list[i][12]=a;list[i][21]=b;list[i][32]=b;list[i][23]=a
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list[i][01]=a; list[i][10]=b; list[i][03]=b; list[i][30]=a
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list[i][12]=a; list[i][21]=b; list[i][32]=b; list[i][23]=a
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end
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BiRS={
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centerTex=GC.DO{10,10,
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@@ -653,9 +653,9 @@ do
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end
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local dx,dy=0,0 do
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local pressing=P.keyPressing
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if pressing[1]and P:ifoverlap(C.bk,P.curX-1,P.curY)then dx=dx-1 end
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if pressing[2]and P:ifoverlap(C.bk,P.curX+1,P.curY)then dx=dx+1 end
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if pressing[7]and P:ifoverlap(C.bk,P.curX,P.curY-1)then dy= -1 end
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if pressing[1] and P:ifoverlap(C.bk,P.curX-1,P.curY) then dx=dx-1 end
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if pressing[2] and P:ifoverlap(C.bk,P.curX+1,P.curY) then dx=dx+1 end
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if pressing[7] and P:ifoverlap(C.bk,P.curX,P.curY-1) then dy= -1 end
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end
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while true do
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for test=1,#kickList do
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@@ -666,7 +666,7 @@ do
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(P.freshTime>0 or fdy<=0)
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then
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local x,y=ix+fdx,iy+fdy
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if not P:ifoverlap(icb,x,y)then
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if not P:ifoverlap(icb,x,y) then
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if P.gameEnv.moveFX and P.gameEnv.block then
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P:createMoveFX()
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end
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@@ -685,7 +685,7 @@ do
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local sfx
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if ifpre then
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sfx='prerotate'
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elseif P:ifoverlap(icb,x,y+1)and P:ifoverlap(icb,x-1,y)and P:ifoverlap(icb,x+1,y)then
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elseif P:ifoverlap(icb,x,y+1) and P:ifoverlap(icb,x-1,y) and P:ifoverlap(icb,x+1,y) then
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sfx='rotatekick'
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P:_rotateField(d)
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else
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@@ -1009,15 +1009,15 @@ local RSlist={
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}
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for _,rs in next,RSlist do
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if not rs.centerDisp then rs.centerDisp=TABLE.new(true,29)end
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if not rs.centerDisp then rs.centerDisp=TABLE.new(true,29) end
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if not rs.centerPos then rs.centerPos=defaultCenterPos end
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if not rs.centerTex then rs.centerTex=defaultCenterTex end
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--Make all string vec to the same table vec
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for _,set in next,rs.kickTable do
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if type(set)=='table'then
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if type(set)=='table' then
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for _,list in next,set do
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if type(list[1])=='string'then
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if type(list[1])=='string' then
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_strToVec(list)
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end
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end
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