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
This commit is contained in:
@@ -3,7 +3,7 @@ return{
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if P.garbageBeneath==0 then
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local D=P.modeData
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D.finished=D.finished+1
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if FIELD[D.finished+1]then
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if FIELD[D.finished+1] then
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P.waiting=26
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for i=#P.field,1,-1 do
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P.field[i],P.visTime[i]=nil
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@@ -13,7 +13,7 @@ return{
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end
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end
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for i=1,#PLY_ALIVE do
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if PLY_ALIVE[i].sid==(minMaxID==1e99 and minID or minMaxID)then
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if PLY_ALIVE[i].sid==(minMaxID==1e99 and minID or minMaxID) then
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PLY_ALIVE[i].control=true
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return
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end
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@@ -13,7 +13,7 @@ return{
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end
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end
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for i=1,#PLY_ALIVE do
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if PLY_ALIVE[i].sid==(minMaxID==1e99 and minID or minMaxID)then
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if PLY_ALIVE[i].sid==(minMaxID==1e99 and minID or minMaxID) then
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PLY_ALIVE[i].control=true
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return
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end
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@@ -16,8 +16,8 @@ return{
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D.counter=D.counter+1
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local t=
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D.wave<=60 and 240-2*D.wave or
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D.wave<=120 and 120-(D.wave-60)or
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D.wave<=180 and math.floor(60-(D.wave-120)*.5)or
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D.wave<=120 and 120-(D.wave-60) or
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D.wave<=180 and math.floor(60-(D.wave-120)*.5) or
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30
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if D.counter>=t then
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D.counter=0
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@@ -10,7 +10,7 @@ return{
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if P.control then
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local D=P.modeData
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D.timer=D.timer+1
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if D.timer>=math.max(90,180-D.wave)then
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if D.timer>=math.max(90,180-D.wave) then
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P:garbageRise(21,1,P:getHolePos())
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P.stat.recv=P.stat.recv+1
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D.timer=0
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@@ -10,7 +10,7 @@ return{
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if P.control then
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local D=P.modeData
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D.timer=D.timer+1
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if D.timer>=math.max(30,80-.3*D.wave)then
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if D.timer>=math.max(30,80-.3*D.wave) then
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P:garbageRise(20+D.wave%5,1,P:getHolePos())
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P.stat.recv=P.stat.recv+1
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D.timer=0
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@@ -14,11 +14,11 @@ return{
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hook_drop=function(P)
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local flag
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local l=P.lastPiece
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if P.combo>1 then flag=true;P:showText("2x",0,-220,40,'flicker',.3)end
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if l.spin then flag=true;P:showText("spin",0,-180,40,'flicker',.3)end
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if l.row>1 then flag=true;P:showText("1+",0,-140,40,'flicker',.3)end
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if l.hpc then flag=true;P:showText("HPC",0,-100,40,'flicker',.3)end
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if l.pc then P:showText("PC",0,-90,100,'beat',.5)end
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if P.combo>1 then flag=true;P:showText("2x",0,-220,40,'flicker',.3) end
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if l.spin then flag=true;P:showText("spin",0,-180,40,'flicker',.3) end
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if l.row>1 then flag=true;P:showText("1+",0,-140,40,'flicker',.3) end
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if l.hpc then flag=true;P:showText("HPC",0,-100,40,'flicker',.3) end
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if l.pc then P:showText("PC",0,-90,100,'beat',.5) end
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if flag then
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P:lose()
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else
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@@ -32,7 +32,7 @@ return{
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if s~=3 then E.fall=E.fall-1 end
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D.target=D.target+100
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elseif s<10 then
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if s==5 then BGM.play('distortion')end
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if s==5 then BGM.play('distortion') end
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P:stageComplete(s)
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if s==4 or s==7 then E.das=E.das-1 end
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if s%3==0 then E.lock=E.lock-1
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@@ -204,7 +204,7 @@ return{
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P.gameEnv.drop=getGrav(spd_lvl)
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if(P.gameEnv.drop==0) then
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if (P.gameEnv.drop==0) then
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P:set20G(true)
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end
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@@ -23,7 +23,7 @@ return{
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if c==0 and D.pt%100==99 then
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if D.pt<1000 then
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hidetimer=0-inv_wait[(P.modeData.pt/100-(P.modeData.pt%100)/100)+1]
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if c>0 then hidetimer=hidetimer-inv_fall[(P.modeData.pt/100-(P.modeData.pt%100)/100)+1]end
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if c>0 then hidetimer=hidetimer-inv_fall[(P.modeData.pt/100-(P.modeData.pt%100)/100)+1] end
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end
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return
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end
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@@ -35,7 +35,7 @@ return{
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held=false
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if D.pt<1000 then
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hidetimer=0-inv_wait[(P.modeData.pt/100-(P.modeData.pt%100)/100)+1]
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if c>0 then hidetimer=hidetimer-inv_fall[(P.modeData.pt/100-(P.modeData.pt%100)/100)+1]end
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if c>0 then hidetimer=hidetimer-inv_fall[(P.modeData.pt/100-(P.modeData.pt%100)/100)+1] end
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end
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if D.pt%100==99 then
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@@ -78,7 +78,7 @@ return{
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held=true
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end
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hidetimer=hidetimer+1
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if hidetimer>inv_hide[(P.modeData.pt/100-(P.modeData.pt%100)/100)+1]then
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if hidetimer>inv_hide[(P.modeData.pt/100-(P.modeData.pt%100)/100)+1] then
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P.gameEnv.block=false
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else
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P.gameEnv.block=true
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@@ -36,7 +36,7 @@ return
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SFX.play('reach')
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elseif T==26 then--Stage 3: dig to bottom
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P:stageComplete(3)
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if not P.holdQueue[1]then--1 up if ban hold
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if not P.holdQueue[1] then--1 up if ban hold
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P.life=P.life+1
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end
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P.waiting=45
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@@ -44,7 +44,7 @@ return
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ENV.skin[3],ENV.skin[4]=ENV.skin[4],ENV.skin[3]
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for i=1,10 do
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if P.field[i]then
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if P.field[i] then
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for j=1,10 do
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if P.field[i][j]>0 then
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P.field[i][j]=17
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@@ -137,7 +137,7 @@ return
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elseif T==259 then--Stage 9: ending
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P:stageComplete(9)
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P.life=P.life+1
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for i=1,7 do ENV.skin[i]=P.holeRND:random(16)end
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for i=1,7 do ENV.skin[i]=P.holeRND:random(16) end
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P:setInvisible(40)
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ENV.lock=15
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@@ -11,7 +11,7 @@ local function task_PC(P)
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P:pushNextList(L,symmetry)
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P.control=false
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if P.frameRun>180 then for _=1,26 do coroutine.yield()end end
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if P.frameRun>180 then for _=1,26 do coroutine.yield() end end
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P.control=true
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local base=PCbase[difficulty]
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@@ -31,9 +31,9 @@ local function _check(P)
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if P.stat.pc%4==0 and P.stat.pc>0 and P.stat.pc<=40 then
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local s=P.stat.pc/4
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P.gameEnv.drop=pc_drop[s]or 10
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P.gameEnv.lock=pc_lock[s]or 25
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P.gameEnv.fall=pc_fall[s]or 4
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P.gameEnv.drop=pc_drop[s] or 10
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P.gameEnv.lock=pc_lock[s] or 25
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P.gameEnv.fall=pc_fall[s] or 4
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if s==10 then
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P:_showText(text.maxspeed,0,-140,100,'appear',.6)
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end
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@@ -8,13 +8,13 @@ local PCtype={
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1,2,3,
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}
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local function task_PC(P)
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local difficulty=PCtype[P.stat.pc+1]or 3
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local difficulty=PCtype[P.stat.pc+1] or 3
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local L=PClist[difficulty][P.holeRND:random(#PClist[difficulty])]
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local symmetry=P.holeRND:random()>.5
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P:pushNextList(L,symmetry)
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P.control=false
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if P.frameRun>180 then for _=1,26 do coroutine.yield()end end
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if P.frameRun>180 then for _=1,26 do coroutine.yield() end end
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P.control=true
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local base=PCbase[difficulty]
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@@ -46,7 +46,7 @@ local function generateGuide(num)
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end
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return{
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fkey1=function(P)P.modeData.showGuide=not P.modeData.showGuide end,
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fkey1=function(P) P.modeData.showGuide=not P.modeData.showGuide end,
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mesDisp=function(P)
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mText(TEXTOBJ.grade,63,190)
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mText(TEXTOBJ.line,63,310)
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@@ -9,16 +9,16 @@ return{
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task=function(P)
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coroutine.yield()
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while true do
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for _=1,P.holeRND:random(40,200)do coroutine.yield()end
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for _=1,P.holeRND:random(40,200) do coroutine.yield() end
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local r=P.holeRND:random(7)
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if r==1 then
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if P.cur and not P:ifoverlap(P.cur.bk,P.curX-1,P.curY)then
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if P.cur and not P:ifoverlap(P.cur.bk,P.curX-1,P.curY) then
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P:createMoveFX('left')
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P.curX=P.curX-1
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P:freshBlock('move')
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end
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elseif r==2 then
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if P.cur and not P:ifoverlap(P.cur.bk,P.curX-1,P.curY)then
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if P.cur and not P:ifoverlap(P.cur.bk,P.curX-1,P.curY) then
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P:createMoveFX('left')
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P.curX=P.curX-1
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P:freshBlock('move')
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@@ -19,7 +19,7 @@ return{
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for y=1,#F do
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local l=F[y]
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for x=1,5 do
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if l[x]>0 and l[11-x]>0 and oppo[l[x]]~=l[11-x]then
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if l[x]>0 and l[11-x]>0 and oppo[l[x]]~=l[11-x] then
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P:lose()
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return
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end
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@@ -10,7 +10,7 @@ return{
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if P.control then
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local D=P.modeData
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D.timer=D.timer+1
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if D.timer>=math.max(60,150-2*D.wave)and P.atkBufferSum<4 then
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if D.timer>=math.max(60,150-2*D.wave) and P.atkBufferSum<4 then
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if D.wave==100 then
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P:win('finish')
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else
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@@ -10,7 +10,7 @@ return{
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if P.control then
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local D=P.modeData
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D.timer=D.timer+1
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if D.timer>=math.max(60,180-2*D.wave)and P.atkBufferSum<15 then
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if D.timer>=math.max(60,180-2*D.wave) and P.atkBufferSum<15 then
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if D.wave==90 then
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P:win('finish')
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else
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@@ -10,7 +10,7 @@ return{
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if P.control then
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local D=P.modeData
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D.timer=D.timer+1
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if D.timer>=math.max(60,150-D.wave)and P.atkBufferSum<20 then
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if D.timer>=math.max(60,150-D.wave) and P.atkBufferSum<20 then
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if D.wave==110 then
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P:win('finish')
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else
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@@ -10,15 +10,15 @@ return{
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if P.control then
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local D=P.modeData
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D.timer=D.timer+1
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if D.timer>=math.max(90,180-2*D.wave)and P.atkBufferSum<8 then
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if D.timer>=math.max(90,180-2*D.wave) and P.atkBufferSum<8 then
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if D.wave==80 then
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P:win('finish')
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else
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local d=D.wave+1
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table.insert(P.atkBuffer,
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d%4==0 and{line=generateLine(P.holeRND:random(10)),amount=1,countdown=60,cd0=60,time=0,sent=false,lv=1}or
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d%4==1 and{line=generateLine(P.holeRND:random(10)),amount=2,countdown=70,cd0=70,time=0,sent=false,lv=1}or
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d%4==2 and{line=generateLine(P.holeRND:random(10)),amount=3,countdown=80,cd0=80,time=0,sent=false,lv=2}or
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d%4==0 and{line=generateLine(P.holeRND:random(10)),amount=1,countdown=60,cd0=60,time=0,sent=false,lv=1} or
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d%4==1 and{line=generateLine(P.holeRND:random(10)),amount=2,countdown=70,cd0=70,time=0,sent=false,lv=1} or
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d%4==2 and{line=generateLine(P.holeRND:random(10)),amount=3,countdown=80,cd0=80,time=0,sent=false,lv=2} or
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d%4==3 and{line=generateLine(P.holeRND:random(10)),amount=4,countdown=90,cd0=90,time=0,sent=false,lv=3}
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)
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P.atkBufferSum=P.atkBufferSum+d%4+1
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@@ -10,7 +10,7 @@ return{
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if P.control then
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local D=P.modeData
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D.timer=D.timer+1
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if D.timer>=math.max(300,600-10*D.wave)and P.atkBufferSum<20 then
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if D.timer>=math.max(300,600-10*D.wave) and P.atkBufferSum<20 then
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if D.wave==35 then
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P:win('finish')
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else
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@@ -15,7 +15,7 @@ return{
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local C=P.lastPiece
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if C.row>0 then
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if C.row==4 then
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if TABLE.find(P.modeData.history,C.curX)then
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if TABLE.find(P.modeData.history,C.curX) then
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P:showText("STACK",0,-140,40,'flicker',.3)
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P:lose()
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else
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@@ -4,7 +4,7 @@ return{
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GC.mStr(P.modeData.tsd,63,250)
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mText(TEXTOBJ.tsd,63,315)
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local L=P.modeData.history
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if L[1]and L[1]==L[2]and L[1]==L[3]then
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if L[1] and L[1]==L[2] and L[1]==L[3] then
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PLY.draw.applyField(P)
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GC.setColor(1,.3,.3,.2)
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GC.rectangle('fill',30*L[1]-30,0,30,600)
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@@ -16,7 +16,7 @@ return{
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if C.row>0 then
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if C.id==5 and C.row==2 and C.spin then
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local L=P.modeData.history
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if L[1]==C.centX and L[1]==L[2]and L[1]==L[3]then
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if L[1]==C.centX and L[1]==L[2] and L[1]==L[3] then
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P:showText("STACK",0,-140,40,'flicker',.3)
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P:lose()
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else
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@@ -15,7 +15,7 @@ return{
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local C=P.lastPiece
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if C.row>0 then
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if C.id==5 and C.row==2 and C.spin then
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if TABLE.find(P.modeData.history,C.centX)then
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if TABLE.find(P.modeData.history,C.centX) then
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P:showText("STACK",0,-140,40,'flicker',.3)
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P:lose()
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else
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@@ -22,7 +22,7 @@ return{
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P.modeData.section=1
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while true do
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coroutine.yield()
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while P.stat.frame>=warnTime[P.modeData.section]do
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while P.stat.frame>=warnTime[P.modeData.section] do
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if P.modeData.section<9 then
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P.modeData.section=P.modeData.section+1
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playReadySFX(3,.7+P.modeData.section*.03)
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Reference in New Issue
Block a user