场地晃动加入旋转分量
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@@ -85,10 +85,17 @@ local function updateFXs(P,dt)
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--Field shaking
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if P.gameEnv.shakeFX then
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local O=P.fieldOff
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O.vx,O.vy=O.vx*.8-abs(O.x)^1.2*(O.x>0 and .1 or -.1),O.vy*.8-abs(O.y)^1.2*(O.y>0 and .1 or -.1)
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O.x,O.y=O.x+O.vx,O.y+O.vy
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if abs(O.x)<.3 then O.x=0 end
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if abs(O.y)<.3 then O.y=0 end
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O.vx=O.vx*.8-abs(O.x)^1.2*(O.x>0 and .1 or -.1)
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O.x=O.x+O.vx
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if abs(O.x)<.3 then O.x,O.vx=0,0 end
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O.vy=O.vy*.8-abs(O.y)^1.2*(O.y>0 and .1 or -.1)
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O.y=O.y+O.vy
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if abs(O.y)<.3 then O.y,O.vy=0,0 end
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O.va=O.va*.8-abs(O.a)^1.2*(O.a>0 and .1 or -.1)
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O.a=O.a+O.va
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-- if abs(O.a)<.3 then O.a,O.va=0,0 end
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end
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if P.bonus then
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@@ -247,7 +254,8 @@ function update.alive(P,dt)
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P:act_insDown()
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end
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if ENV.shakeFX then
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P.fieldOff.vy=ENV.shakeFX*.3
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P.fieldOff.vy=ENV.shakeFX*.2
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P.fieldOff.va=P:getCenterX()*P.gameEnv.shakeFX*2e-4
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end
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end
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else
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