添加说明书场景
This commit is contained in:
@@ -1,62 +0,0 @@
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游戏方法:
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系统会提供的一个个四连骨牌("方块",总共7种),玩家需要控制(左右移动和旋转90,180,270度),每填满场地的一行就会将其消除,根据消除方式会给对手攻击(如果有对手的话)
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活到最后或者完成目标即胜利.
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旋转系统:
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使用Techmino专属旋转系统,具体太复杂并且随时可能更改所以不写在这里,可以去parts/kicklist.lua看
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||||
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spin判定:
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满足三角判定+2分
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满足不可移动判定+2分
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--满足以上之一就算是spin
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满足非第二个test+1分
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--如果分数只有2,方块是SZJLT之一,并且没有把当前方块整个消除那么就是mini
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攻击系统:
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普通消除:
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消<4行打出[消行数-0.5]攻击
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特殊消除:
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如果是spin,打出[2*消行数]攻击,
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B2B攻击+[1/1/2/4/8(spin1~5)]
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B3B攻击在B2B基础上+消行数*0.5,+1额外抵挡
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mini减至25%
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不是spin但是单次消>=4行,打出[消行数]攻击,
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B2B攻击+1
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B3B攻击+50%,+1额外抵挡
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特殊消除会增加B2B点数,让之后的特殊消除获得B2B(B3B)增益(详细说明见下文)
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半全消("下方有剩余方块"的全消,如果是I消1行则必须不剩余玩家放置的方块):伤害+2,额外抵挡+2
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全消:将上述伤害之和减半,再+8~20(本局内递增2),+2额外抵挡(注:本局消行数>4时会将B2B点数拉满)
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连击:每次连击给予上述攻击[连击数*25%(如果只消一行就是15%)]的加成,12combo达到上限,连击>=3次时再额外加1攻击
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根据上述规则计算后,向下取整,攻击打出
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分数系统:
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分数计算系统非常复杂,而且随时可能更改所以不写在这里,并且计算只跟消除方式等信息有关,和模式设定无关
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攻击延迟:
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消2/3的攻击生效最快,消四其次,spin攻击生效较慢,高连击生效最慢
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B2B或者B3B增加攻击力的同时也会减缓一点生效速度,mini大幅减缓生效速度
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抵消逻辑:
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发动攻击时,若缓冲条有攻击则先用额外抵挡再用攻击力1:1抵消最先受到的攻击
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没有用上的额外抵挡会被丢弃,最后剩下的攻击力会发送给对手
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back to back(B2B)点数说明:
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B2B点数的范围在0~1000,在点数>=50时进行特殊消除为B2B,>800时特殊消除为B3B
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普通消除:-250
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spin1~5:+[50/100/180/800/1000](mini变为原来50%)
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消四/五:+[100/200]
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空spin:+20,此法得到的点数不能超过800
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当点数在800以上时空放一块-40(不低于800)
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混战模式说明:
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许多玩家同时进行一局游戏(对手都是AI,不是真人).随着玩家数量的减少,方块下落/垃圾生效速度/垃圾升起速度都会增加.淘汰其它玩家后可以获得一个徽章和该玩家持有的徽章,增强自己的攻击力.
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玩家可选四个攻击模式:
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1.随机:每次攻击后10%随机挑选一个玩家锁定
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2.最多徽章:攻击后或者锁定玩家死亡时锁定徽章最多的玩家
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3.最高:攻击后或者锁定玩家死亡时锁定场地最高的玩家(每秒刷新)
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4.反击:攻击所有锁定自己的玩家(攻击AOE),若未被任何人锁定则攻击随机玩家(不锁定)
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坚持到最后的玩家就是胜利者.
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自定义模式说明:
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玩家可以自由调整大多数参数(不包括上述各种游戏模式的特殊效果),也可以画一个场地去消除或者是作为提示模板来进行拼图模式.
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在拼图模式下,按功能键切换是否展示提示.其中打"X"的格子不允许有方块,空的格子可以是任何状态,普通的七种彩色方块必须颜色对应,垃圾行方块的为止只要有方块就可以,但是不能是空气,玩家拼出自己画的图后就会判定胜利.
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@@ -1,64 +0,0 @@
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Gameplay:
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The system will provide you with tetrominoes (4-block pieces), with a total of 7 types, and the player needs to control them (move left and right, rotate 90, 180 or 270 degrees), and each row filled with the field will be cleared, and depending on the line clear type, an attack will be sent (if there is an opponent)
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Play until the end or achieve the level's goal to win.
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Rotation system:
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Uses Techmino's custom rotation system. Too lazy to write the details
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Spin detection:
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Satisfies "3 corner" rule +2 points
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Satisfies "immobile" rule +2 points
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- As long as one of the above is true, it is a Spin
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If the rotation was not using the second check in the kick table, +1 point
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- The Spin is a Mini if it only has 2 points; the piece is one of S, Z, J, L, T; AND the line clear did not clear the entire piece.
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Attack system:
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Normal line clears (1 to 3 lines):
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Sends (lines cleared -0.5) attack
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Special line clears:
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Spin sends (lines cleared x2) attack,
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- B2B sends extra 1/1/2/4/8 (for Spin Single/Double/Triple/Techrash/Techrash+ respectively)
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- B2B2B sends (lines cleared x0.5), and +1 extra blocking
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- Minis reduces the attack to 25% (x0.25 multiplier)
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Non-Spin Techrash/Techrash+ sends (lines cleared) attack,
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- B2B sends 1 additional line
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- B2B2B will have an attack boost of 50% and +1 extra blocking
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Special line clears will the increase B2B gauge, making later special line clears have either a B2B or B2B2B bonus (see below)
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Half Perfect Clear (a Perfect Clear "with blocks left below". If it's an I clearing 1 line, then the remaining blocks must not be player-placed): Attack +2, Extra Blocking +2
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Perfect Clear (also known as All Clear): half the sum of the damage above, plus additional 8 to 20 attack (increasing by 2 in a single round for each PC) and +2 extra blocking. (note: if lines cleared in this round >4, then B2B gauge will be filled)
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Combos: All damage above will be given a (combo x25%) bonus, or (combo x15%) if the line clear is a Single, capped at 12 combo. +1 more attack for 3 Combo or more.
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After calculating all above, the damage value will be rounded down then sent
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Score system:
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The better you play, the higher the score.
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Attack delay:
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Attacks from Doubles/Triples take effect the fastest, followed by Techrash, Spins, which send slow attacks, and high combos are the slowest
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For B2B or B2B2B, while they increase lines sent, they also increase the attack delay. Minis will greatly increase the delay.
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Countering:
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When you send attacks, if there is garbage in queue, extra blocking will be used first, then attack, countering the earliest attack at a 1:1 ratio.
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Any extra blocking you didn't use will be discarded, and finally the remaining attack power will be sent to your opponent.
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Back to Back (B2B) gauge:
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The B2B gauge ranges from 0 to 1,000. Special line clears are B2B if the gauge is >=50, B2B2B if >800.
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A regular line clear -250
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Spin Single/Double/Triple/Techrash/Techrash+ +50/100/180/800/1000 (x50% if Mini)
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Techrash/Techrash+ +100/200
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Spin (0 lines) +20. Do note that the B2B gauge cannot exceed 800 using this method.
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When gauge is above 800, a drop without clearing lines decreases it by 40, but cannot drop below 800
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Battle Royale modes:
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Many players play a game at the same time (against AI bots, not real players). As players get eliminated, blocks fall faster, and garbage take effect faster, as well as rise faster. Eliminate other players to gain a badge and the player's badge to increase your attack power.
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Players can choose between four attack modes:
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1. Random: Every time you attack, 10% chance to lock onto a random player.
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2. Badges: After you attack or when your target dies, lock onto the player with the most badges.
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3. KOs: After you attack or when your target dies, lock onto the player with the highest field. (This refreshes every second)
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4. Attackers: attack all players locking onto yourself. Your attack will be sent to all of them. If you are not targetted, you attack a random player (not locking).
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When all opponents have been eliminated, the last player in the match is the winner.
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Custom mode:
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You can freely adjust most parameters (not including special effects of other game modes), and you can also draw a field to clear or make a template to build.
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In build (puzzle) mode, you can toggle template display with Function key. Cells with a X cannot have blocks; empty cells can be in any state; regular colored cells have to be made of the corresponding block; garbage-colored cells can be any block but not air. Once you make the shape, you will win.
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@@ -487,7 +487,8 @@ return{
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mission="Force Mission",
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},
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help={
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dict="little Z",
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manual="Manual",
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dict="Little Z",
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staff="Staff",
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his="History",
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qq="Author's qq",
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@@ -537,7 +537,8 @@ return{
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reset="Redémarrer",
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},
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help={
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dict="little Z",
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manual="Manuel",
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dict="Little Z",
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staff="Staff",
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his="History",
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qq="QQ du créateur",
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@@ -486,7 +486,8 @@ return{
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mission="Forçar Missão",
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},
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help={
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dict="little Z",
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manual="Manual",
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dict="Little Z",
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staff="Staff",
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his="History",
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qq="Author's qq",
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@@ -450,6 +450,7 @@ return{
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mission="Forzar misión",
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},
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help={
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manual="Manual",
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dict="Little Z",
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staff="Staff",
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his="Hist. de Acts.",
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@@ -343,6 +343,7 @@ return{
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mission="Force mission",
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},
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help={
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manual="?",
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dict="z",
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staff="Orz",
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his="_&_",
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@@ -103,6 +103,7 @@ return{
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pro="阴间",
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},
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help={
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manual="聪明人都不看的",
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dict="词典",
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staff="游戏谁做的",
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his="黑历史",
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@@ -496,6 +496,7 @@ return{
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down="↓",
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},
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help={
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manual="说明书",
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dict="小Z词典",
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staff="制作人员",
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his="更新历史",
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90
parts/language/manual_en.lua
Normal file
90
parts/language/manual_en.lua
Normal file
@@ -0,0 +1,90 @@
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return splitStr([=[
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Gameplay:
|
||||
The system will provide you with tetrominoes (4-block pieces),
|
||||
with a total of 7 types, and the player needs to control them
|
||||
(move left and right, rotate 90, 180 or 270 degrees).
|
||||
each row filled with the field will be cleared.
|
||||
If there is an opponent, an attack will be sent depending on the line clear type
|
||||
Play until the end or achieve the level's goal to win.
|
||||
|
||||
Rotation system:
|
||||
Uses Techmino's custom rotation system. Too lazy to write the details
|
||||
|
||||
Spin detection:
|
||||
Satisfies "3 corner" rule +2 points
|
||||
Satisfies "immobile" rule +2 points
|
||||
- As long as one of the above is true, it is a Spin
|
||||
|
||||
If the rotation was not using the second check in the kick table, +1 point
|
||||
- The Spin is a Mini if it only has 2 points; the piece is one of S, Z, J, L, T; AND the line clear did not clear the entire piece.
|
||||
|
||||
Attack system:
|
||||
Normal line clears (1 to 3 lines):
|
||||
Sends (lines cleared -0.5) attack
|
||||
Special line clears:
|
||||
Spin sends (lines cleared x2) attack,
|
||||
- B2B sends extra 1/1/2/4/8 for Spin Single/Double/Triple/Techrash/Techrash+
|
||||
- B2B2B sends (lines cleared x0.5), and +1 extra blocking
|
||||
- Minis reduces the attack to 25% (x0.25 multiplier)
|
||||
Non-Spin Techrash/Techrash+ sends (lines cleared) attack,
|
||||
- B2B sends 1 additional line
|
||||
- B2B2B will have an attack boost of 50% and +1 extra blocking
|
||||
|
||||
Special line clears will the increase B2B gauge, making later special line clears have either a B2B or B2B2B bonus (see below)
|
||||
|
||||
Half Perfect Clear (a P.C. "with blocks left below". If it's an I clearing 1 line, the remaining blocks must not be player-placed):
|
||||
Attack +2, Extra Blocking +2
|
||||
|
||||
Perfect Clear (aka All Clear):
|
||||
half the sum of the damage above, plus additional 8 to 20 attack (increasing by 2 in a single round for each PC)
|
||||
then +2 extra blocking.(note: if lines cleared in this round >4, then B2B gauge will be filled)
|
||||
|
||||
Combos: All damage above will be given a (combo x25%) bonus, or (combo x15% for Single clear) (capped at 12 combo),
|
||||
+1 more attack for 3 Combo or more.
|
||||
After calculating all above, the damage value will be rounded down then sent
|
||||
|
||||
Score system:
|
||||
The better you play, the higher the score.
|
||||
|
||||
Attack delay:
|
||||
Attacks from Doubles/Triples take effect the fastest;
|
||||
Followed by Techrash, Spins, which send slower attacks;
|
||||
High combos are the slowest;
|
||||
For B2B or B2B2B, they also increase the attack delay while they increase lines sent;
|
||||
Minis will greatly increase the delay.
|
||||
|
||||
Countering:
|
||||
When you send attacks, if there is garbage in queue,
|
||||
extra blocking will be used first, then attack, countering the earliest attack at a 1:1 ratio.
|
||||
Any extra blocking you didn't use will be discarded, and finally the remaining attack power will be sent to your opponent.
|
||||
|
||||
Back to Back (B2B) gauge:
|
||||
The B2B gauge ranges from 0 to 1,000. Special line clears are B2B if the gauge is >=50, B2B2B if >800.
|
||||
A regular line clear -250
|
||||
Spin Single/Double/Triple/Techrash/Techrash+ + 50/100/180/800/1000 (x50% if Mini)
|
||||
Techrash/Techrash+ + 100/200
|
||||
Spin (0 lines) +20. Do note that the B2B gauge cannot exceed 800 using this method.
|
||||
When gauge is above 800, a drop without clearing lines decreases it by 40, but cannot drop below 800
|
||||
|
||||
Battle Royale modes:
|
||||
Many players play a game at the same time (against AI bots, not real players).
|
||||
As players get eliminated, blocks fall faster, and garbage take effect faster, as well as rise faster.
|
||||
Eliminate other players to gain a badge and the player's badge to increase your attack power.
|
||||
Players can choose between four attack modes:
|
||||
1. Random: Every time you attack, 10% chance to lock onto a random player.
|
||||
2. Badges: After you attack or when your target dies, lock onto the player with the most badges.
|
||||
3. KOs: After you attack or when your target dies, lock onto the player with the highest field. (Refreshes every second)
|
||||
4. Attackers: attack all players locking onto yourself.
|
||||
Your attack will be sent to all of them. If you are not targetted, you attack a random player (not locking).
|
||||
When all opponents have been eliminated, the last player in the match is the winner.
|
||||
|
||||
Custom mode:
|
||||
You can freely adjust most parameters (not including special effects of other game modes).
|
||||
You can also draw a field to clear or make a template to build.
|
||||
In build (puzzle) mode, you can toggle template display with Function key:
|
||||
Cells with a X cannot have blocks;
|
||||
empty cells can be in any state;
|
||||
regular colored cells have to be made of the corresponding block;
|
||||
garbage-colored cells can be any block but not air.
|
||||
Once you make the shape, you will win.
|
||||
]=],"\n")
|
||||
74
parts/language/manual_zh.lua
Normal file
74
parts/language/manual_zh.lua
Normal file
@@ -0,0 +1,74 @@
|
||||
return splitStr([=[
|
||||
游戏方法:
|
||||
系统会提供的一个个四连骨牌("方块",总共7种)
|
||||
玩家需要控制(左右移动和旋转90,180,270度)这些骨牌直到下落到场地底部,锁定
|
||||
每填满场地的一行就会将其消除(如果有对手的话根据消除方式会给对手攻击)
|
||||
尝试存活更久,或者完成目标即胜利.
|
||||
|
||||
旋转系统:
|
||||
使用Techmino专属旋转系统,具体太复杂并且随时可能更改所以不写在这里,可以去parts/kicklist.lua看
|
||||
|
||||
spin判定:
|
||||
满足三角判定+2分
|
||||
满足不可移动判定+2分
|
||||
--满足以上之一就算是spin
|
||||
满足非第二个test+1分
|
||||
--如果分数只有2,方块是SZJLT之一,并且没有把当前方块整个消除那么就是mini
|
||||
|
||||
攻击系统:
|
||||
普通消除:
|
||||
消<4行打出[消行数-0.5]攻击
|
||||
特殊消除:
|
||||
如果是spin,打出[2*消行数]攻击,
|
||||
B2B攻击+[1/1/2/4/8(spin1~5)]
|
||||
B3B攻击在B2B基础上+消行数*0.5,+1额外抵挡
|
||||
mini减至25%
|
||||
不是spin但是单次消>=4行,打出[消行数]攻击,
|
||||
B2B攻击+1
|
||||
B3B攻击+50%,+1额外抵挡
|
||||
特殊消除会增加B2B点数,让之后的特殊消除获得B2B(B3B)增益(详细说明见下文)
|
||||
半全消("下方有剩余方块"的全消,如果是I消1行则必须不剩余玩家放置的方块):伤害+2,额外抵挡+2
|
||||
全消:将上述伤害之和减半,再+8~20(本局内递增2),+2额外抵挡(注:本局消行数>4时会将B2B点数拉满)
|
||||
连击:每次连击给予上述攻击[连击数*25%(上限12连)(如果只消一行就是15%)]的加成,>=3次时再额外加1攻击
|
||||
根据上述规则计算后,向下取整,攻击打出
|
||||
|
||||
分数系统:
|
||||
分数计算系统非常复杂,而且随时可能更改所以不写在这里,并且计算只跟消除方式等信息有关,和模式设定无关
|
||||
|
||||
攻击延迟:
|
||||
消2/3的攻击生效最快,消四其次,spin攻击生效较慢,高连击生效最慢
|
||||
B2B或者B3B增加攻击力的同时也会减缓一点生效速度,mini大幅减缓生效速度
|
||||
|
||||
抵消逻辑:
|
||||
发动攻击时,若缓冲条有攻击则先用额外抵挡再用攻击力1:1抵消最先受到的攻击
|
||||
没有用上的额外抵挡会被丢弃,最后剩下的攻击力会发送给对手
|
||||
|
||||
back to back(B2B)点数说明:
|
||||
B2B点数的范围在0~1000,在点数>=50时进行特殊消除为B2B,>800时特殊消除为B3B
|
||||
普通消除:-250
|
||||
spin1~5:+[50/100/180/800/1000](mini变为原来50%)
|
||||
消四/五:+[100/200]
|
||||
空spin:+20,此法得到的点数不能超过800
|
||||
当点数在800以上时空放一块-40(不低于800)
|
||||
|
||||
混战模式说明:
|
||||
许多玩家同时进行一局游戏(对手都是AI,不是真人).
|
||||
随着玩家数量的减少,方块下落/垃圾生效速度/垃圾升起速度都会增加.
|
||||
淘汰其它玩家后可以获得一个徽章和该玩家持有的徽章,增强自己的攻击力.
|
||||
玩家可选四个攻击模式:
|
||||
1.随机:每次攻击后10%随机挑选一个玩家锁定
|
||||
2.最多徽章:攻击后或者锁定玩家死亡时锁定徽章最多的玩家
|
||||
3.最高:攻击后或者锁定玩家死亡时锁定场地最高的玩家(每秒刷新)
|
||||
4.反击:攻击所有锁定自己的玩家(攻击AOE),若未被任何人锁定则攻击随机玩家(不锁定)
|
||||
坚持到最后的玩家就是胜利者.
|
||||
|
||||
自定义模式说明:
|
||||
玩家可以自由调整大多数参数(不包括上述各种游戏模式的特殊效果),
|
||||
也可以画一个场地去消除或者是作为提示模板来进行拼图模式.
|
||||
在拼图模式下可以按功能键切换是否展示提示,其中:
|
||||
打"X"的格子不允许有方块;
|
||||
空的格子可以是任何状态;
|
||||
普通的七种彩色方块必须颜色对应;
|
||||
垃圾行方块的为止只要有方块就可以,但是不能是空气.
|
||||
玩家拼出画的图后就会判定胜利.
|
||||
]=],"\n")
|
||||
@@ -41,10 +41,11 @@ end
|
||||
scene.widgetList={
|
||||
WIDGET.newImage{name="pay1", x=20, y=20},
|
||||
WIDGET.newImage{name="pay2", x=1014, y=20},
|
||||
WIDGET.newButton{name="dict", x=1140, y=410,w=220,h=70,font=35,code=goScene"dict"},
|
||||
WIDGET.newButton{name="staff", x=1140, y=490,w=220,h=70,font=35,code=goScene"staff"},
|
||||
WIDGET.newButton{name="his", x=1140, y=570,w=220,h=70,font=35,code=goScene"history"},
|
||||
WIDGET.newButton{name="qq", x=1140, y=650,w=220,h=70,font=35,code=function()love.system.openURL("tencent://message/?uin=1046101471&Site=&Menu=yes")end,hide=MOBILE},
|
||||
WIDGET.newButton{name="manual", x=1140, y=350,w=220,h=70,font=35,code=goScene"manual"},
|
||||
WIDGET.newButton{name="dict", x=1140, y=430,w=220,h=70,font=35,code=goScene"dict"},
|
||||
WIDGET.newButton{name="staff", x=1140, y=510,w=220,h=70,font=35,code=goScene"staff"},
|
||||
WIDGET.newButton{name="his", x=1140, y=590,w=220,h=70,font=35,code=goScene"history"},
|
||||
WIDGET.newButton{name="qq", x=1140, y=670,w=220,h=70,font=35,code=function()love.system.openURL("tencent://message/?uin=1046101471&Site=&Menu=yes")end,hide=MOBILE},
|
||||
WIDGET.newButton{name="back", x=640, y=600,w=170,h=80,font=35,code=backScene},
|
||||
}
|
||||
|
||||
|
||||
@@ -31,8 +31,8 @@ function scene.keyDown(k)
|
||||
end
|
||||
|
||||
scene.widgetList={
|
||||
WIDGET.newTextBox{name="texts", x=30,y=45,w=1000,h=640,font=20,fix=true},
|
||||
WIDGET.newButton{name="back", x=1140, y=640,w=170,h=80,font=40,code=backScene},
|
||||
WIDGET.newTextBox{name="texts",x=30,y=45,w=1000,h=640,font=20,fix=true},
|
||||
WIDGET.newButton{name="back",x=1140,y=640,w=170,h=80,font=40,code=backScene},
|
||||
}
|
||||
|
||||
return scene
|
||||
30
parts/scenes/manual.lua
Normal file
30
parts/scenes/manual.lua
Normal file
@@ -0,0 +1,30 @@
|
||||
local scene={}
|
||||
|
||||
function scene.sceneInit()
|
||||
BG.set("cubes")
|
||||
WIDGET.active.texts:setTexts(require("parts/language/manual_"..({"zh","zh","zh","en","en","en","en","en"})[SETTING.lang]))
|
||||
end
|
||||
|
||||
function scene.wheelMoved(_,y)
|
||||
wheelScroll(y)
|
||||
end
|
||||
function scene.keyDown(k)
|
||||
if k=="up"then
|
||||
WIDGET.active.texts:scroll(-5)
|
||||
elseif k=="down"then
|
||||
WIDGET.active.texts:scroll(5)
|
||||
elseif k=="pageup"then
|
||||
WIDGET.active.texts:scroll(-20)
|
||||
elseif k=="pagedown"then
|
||||
WIDGET.active.texts:scroll(20)
|
||||
elseif k=="escape"then
|
||||
SCN.back()
|
||||
end
|
||||
end
|
||||
|
||||
scene.widgetList={
|
||||
WIDGET.newTextBox{name="texts",x=30,y=45,w=1000,h=640,font=15,fix=true},
|
||||
WIDGET.newButton{name="back",x=1140,y=640,w=170,h=80,font=40,code=backScene},
|
||||
}
|
||||
|
||||
return scene
|
||||
Reference in New Issue
Block a user