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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@@ -41,7 +41,7 @@ local textColor={
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local tileTexts=setmetatable({
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[-2]="B",
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[-1]="×",
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},{__index=function(self,k)self[k]=k return k end})
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},{__index=function(self,k) self[k]=k return k end})
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local player={x=340,y=90}
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@@ -88,17 +88,17 @@ function player:reset()
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end
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end
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self.board[1][1]=false
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for _,n in next,{-1,-1,1,1,2,2,3,3}do
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for _,n in next,{-1,-1,1,1,2,2,3,3} do
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local x,y
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repeat
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x,y=rnd(6),rnd(6)
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until not(x==1 and y==1)and self.board[y][x]==0
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until not (x==1 and y==1) and self.board[y][x]==0
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self.board[y][x]=n
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end
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end
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function player:merge(b,v,y,x)
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if b[y]and v==b[y][x]then
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if b[y] and v==b[y][x] then
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ins(self.mergedTiles,{y,x})
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b[y][x]=0
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return 1
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@@ -130,13 +130,13 @@ function player:click(y,x)
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ins(self.nexts,self:newTile())
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end
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elseif y~=self.selectY or x~=self.selectX then
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if availablePos(self.board[y][x],self.nexts[1])then
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if availablePos(self.board[y][x],self.nexts[1]) then
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self.selectX,self.selectY=x,y
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else
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self.selectX,self.selectY=false,false
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end
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elseif y==self.selectY and x==self.selectX then
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if not availablePos(self.board[y][x],self.nexts[1])then return end
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if not availablePos(self.board[y][x],self.nexts[1]) then return end
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if self.state==0 then
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self.state=1
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self.startTime=TIME()
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@@ -188,16 +188,16 @@ function player:click(y,x)
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SFX.play('lock')
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if cur>=4 then
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SFX.play(
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cur>=8 and'ren_mega'or
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cur>=7 and'spin_3'or
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cur>=6 and'spin_2'or
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cur>=5 and'spin_1'or
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cur>=8 and 'ren_mega' or
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cur>=7 and 'spin_3' or
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cur>=6 and 'spin_2' or
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cur>=5 and 'spin_1' or
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'spin_0'
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)
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end
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else
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for i=1,6 do
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if TABLE.find(self.board[i],0)then
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if TABLE.find(self.board[i],0) then
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return
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end
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end
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@@ -247,8 +247,8 @@ function player:drawBoard()
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--Board lines
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setColor(COLOR.Z)
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gc.setLineWidth(2)
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for x=1,5 do gc.line(x*100,0,x*100,600)end
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for y=1,5 do gc.line(0,y*100,600,y*100)end
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for x=1,5 do gc.line(x*100,0,x*100,600) end
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for y=1,5 do gc.line(0,y*100,600,y*100) end
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gc.setLineWidth(6)
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rectangle("line",0,0,600,600)
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@@ -280,17 +280,17 @@ function scene.touchClick(x,y)
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end
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function scene.keyDown(key,isRep)
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if isRep then return end
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if key=='up'or key=='down'or key=='left'or key=='right'then
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if key=='up' or key=='down' or key=='left' or key=='right' then
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if not player.selectX then
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player.selectX,player.selectY=3,3
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else
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if key=='up'then player.selectY=math.max(player.selectY-1,1)
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elseif key=='down'then player.selectY=math.min(player.selectY+1,6)
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elseif key=='left'then player.selectX=math.max(player.selectX-1,1)
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elseif key=='right'then player.selectX=math.min(player.selectX+1,6)
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if key=='up' then player.selectY=math.max(player.selectY-1,1)
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elseif key=='down' then player.selectY=math.min(player.selectY+1,6)
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elseif key=='left' then player.selectX=math.max(player.selectX-1,1)
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elseif key=='right' then player.selectX=math.min(player.selectX+1,6)
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end
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end
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elseif key=='x'or key=='space'then
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elseif key=='x' or key=='space' then
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if not player.selectX then
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player.selectX,player.selectY=3,3
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else
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@@ -298,16 +298,16 @@ function scene.keyDown(key,isRep)
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player:click(player.selectY,player.selectX)
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player.selectY,player.selectX=y,x
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end
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elseif key=='w'then
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elseif key=='w' then
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love.mousepressed(love.mouse.getPosition())
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elseif key=='z'or key=='q'then
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elseif key=='z' or key=='q' then
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player:click(1,1)
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elseif key=='r'then
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if player.state~=1 or tryReset()then
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elseif key=='r' then
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if player.state~=1 or tryReset() then
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player:reset()
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end
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elseif key=='escape'then
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if tryBack()then
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elseif key=='escape' then
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if tryBack() then
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SCN.back()
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end
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end
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