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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@@ -23,7 +23,7 @@ end
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function scene.keyDown(key,isRep)
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if isRep then return end
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if state==0 then
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if key=='space'then
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if key=='space' then
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reset()
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state=1
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ct=60
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@@ -34,13 +34,13 @@ function scene.keyDown(key,isRep)
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--BEAUTIFUL LOGIC BELOW:
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--early = error, [UP-key]==[target is up] = correct sfx, else = wrong sfx
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SFX.play(ct>6 and'finesseError'or key%2==1==up and'reach'or'fail')
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SFX.play(ct>6 and 'finesseError' or key%2==1==up and 'reach' or 'fail')
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--(early && P2-key || not early && [P1-key]==[target is up]) = P1 win, else P2 win
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if ct>6 and key>2 or ct<=6 and key%4<2==up then
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winner=1;s1=s1+1
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winner=1; s1=s1+1
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else
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winner=2;s2=s2+1
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winner=2; s2=s2+1
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end
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state=3
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ct=60
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@@ -49,10 +49,10 @@ function scene.keyDown(key,isRep)
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end
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function scene.touchDown(x,y)
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scene.keyDown(
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state==0 and"space"or
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state==0 and "space" or
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x<640 and
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(y<360 and"q"or"a")or
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(y<360 and"p"or"l")
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(y<360 and "q" or "a") or
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(y<360 and "p" or "l")
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)
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end
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function scene.update()
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@@ -106,7 +106,7 @@ function scene.draw()
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if state==0 then
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setFont(40)
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mStr(MOBILE and"Touch to Start"or"Press space to Start",640,400)
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mStr(MOBILE and "Touch to Start" or "Press space to Start",640,400)
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mStr("Press key on the same side when block appear!",640,500)
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if ct>0 then
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setFont(100)
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