再整理场地绘制代码
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@@ -69,25 +69,25 @@ local function drawField(P)
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if ENV.upEdge then
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if ENV.upEdge then
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gc.setShader(SHADER.lighter)
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gc.setShader(SHADER.lighter)
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gc.translate(0,-4)
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gc.translate(0,-4)
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--<draw field>
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--<drawRow>
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for j=start,min(start+21,#F)do drawRow(j,V[j],F[j])end
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for j=start,min(start+21,#F)do drawRow(j,V[j],F[j])end
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--</draw field>
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--</drawRow>
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gc.setShader()
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gc.setShader()
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gc.translate(0,4)
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gc.translate(0,4)
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end
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end
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--<draw field>
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--<drawRow>
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for j=start,min(start+21,#F)do drawRow(j,V[j],F[j],GAME.replaying)end
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for j=start,min(start+21,#F)do drawRow(j,V[j],F[j],GAME.replaying)end
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--</draw field>
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--</drawRow>
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else--With falling animation
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else--With falling animation
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local stepY=ENV.smooth and(P.falling/(ENV.fall+1))^2.5*30 or 30
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local stepY=ENV.smooth and(P.falling/(ENV.fall+1))^2.5*30 or 30
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local alpha=P.falling/ENV.fall
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local alpha=P.falling/ENV.fall
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local h=1
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local h=1
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gc_push("transform")
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if ENV.upEdge then
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if ENV.upEdge then
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gc_push("transform")
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gc_push("transform")
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gc.setShader(SHADER.lighter)
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gc.setShader(SHADER.lighter)
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gc.translate(0,-4)
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gc.translate(0,-4)
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--<draw field>
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--<drawRow>
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for j=start,min(start+21,#F)do
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for j=start,min(start+21,#F)do
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while j==P.clearingRow[h]do
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while j==P.clearingRow[h]do
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h=h+1
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h=h+1
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@@ -97,12 +97,14 @@ local function drawField(P)
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end
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end
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drawRow(j,V[j],F[j])
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drawRow(j,V[j],F[j])
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end
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end
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--</draw field>
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--</drawRow>
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gc_pop()
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gc.setShader()
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gc.setShader()
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gc_pop()
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h=1
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h=1
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end
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end
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--<draw field>
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gc_push("transform")
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--<drawRow>
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for j=start,min(start+21,#F)do
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for j=start,min(start+21,#F)do
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while j==P.clearingRow[h]do
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while j==P.clearingRow[h]do
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h=h+1
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h=h+1
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@@ -112,7 +114,7 @@ local function drawField(P)
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end
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end
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drawRow(j,V[j],F[j],GAME.replaying)
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drawRow(j,V[j],F[j],GAME.replaying)
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end
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end
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--</draw field>
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--</drawRow>
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gc_pop()
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gc_pop()
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end
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end
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end
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end
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