代码规范:把所有的tab换成空格
This commit is contained in:
@@ -15,386 +15,386 @@ local repRateStrings={[0]="pause",[.125]="0.125x",[.5]="0.5x",[1]="1x",[2]="2x",
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local scene={}
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local function _updateMenuButtons()
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WIDGET.active.restart.hide=replaying
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WIDGET.active.restart.hide=replaying
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local pos=(tasMode or replaying)and'right'or SETTING.menuPos
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if GAME.replaying or pos=='right'then
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WIDGET.active.restart.x=1125
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WIDGET.active.pause.x=1195
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modeTextPos=1100-drawableText.modeName:getWidth()
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elseif pos=='middle'then
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WIDGET.active.restart.x=360
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WIDGET.active.pause.x=860
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modeTextPos=940
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elseif pos=='left'then
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WIDGET.active.restart.x=120
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WIDGET.active.pause.x=190
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modeTextPos=1200-drawableText.modeName:getWidth()
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end
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local pos=(tasMode or replaying)and'right'or SETTING.menuPos
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if GAME.replaying or pos=='right'then
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WIDGET.active.restart.x=1125
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WIDGET.active.pause.x=1195
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modeTextPos=1100-drawableText.modeName:getWidth()
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elseif pos=='middle'then
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WIDGET.active.restart.x=360
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WIDGET.active.pause.x=860
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modeTextPos=940
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elseif pos=='left'then
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WIDGET.active.restart.x=120
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WIDGET.active.pause.x=190
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modeTextPos=1200-drawableText.modeName:getWidth()
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end
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end
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local function _updateRepButtons()
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local L=scene.widgetList
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if replaying or tasMode then
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for i=1,6 do L[i].hide=false end L[7].hide=true
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if gameRate==0 then
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L[1].hide=true
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L[7].hide=false
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elseif gameRate==.125 then
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L[2].hide=true
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elseif gameRate==.5 then
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L[3].hide=true
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elseif gameRate==1 then
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L[4].hide=true
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elseif gameRate==2 then
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L[5].hide=true
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elseif gameRate==5 then
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L[6].hide=true
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end
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else
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for i=1,7 do L[i].hide=true end
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end
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local L=scene.widgetList
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if replaying or tasMode then
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for i=1,6 do L[i].hide=false end L[7].hide=true
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if gameRate==0 then
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L[1].hide=true
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L[7].hide=false
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elseif gameRate==.125 then
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L[2].hide=true
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elseif gameRate==.5 then
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L[3].hide=true
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elseif gameRate==1 then
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L[4].hide=true
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elseif gameRate==2 then
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L[5].hide=true
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elseif gameRate==5 then
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L[6].hide=true
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end
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else
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for i=1,7 do L[i].hide=true end
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end
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end
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local function _speedUp()
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if gameRate==.125 then gameRate=.5
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elseif gameRate==.5 then gameRate=1
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elseif gameRate==1 then gameRate=2
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elseif gameRate==2 then gameRate=5
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end
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_updateRepButtons()
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if gameRate==.125 then gameRate=.5
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elseif gameRate==.5 then gameRate=1
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elseif gameRate==1 then gameRate=2
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elseif gameRate==2 then gameRate=5
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end
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_updateRepButtons()
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end
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local function _speedDown()
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if gameRate==.5 then gameRate=.125
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elseif gameRate==1 then gameRate=.5
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elseif gameRate==2 then gameRate=1
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elseif gameRate==5 then gameRate=2
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end
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_updateRepButtons()
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if gameRate==.5 then gameRate=.125
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elseif gameRate==1 then gameRate=.5
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elseif gameRate==2 then gameRate=1
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elseif gameRate==5 then gameRate=2
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end
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_updateRepButtons()
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end
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local function _rep0()
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scene.widgetList[1].hide=true
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scene.widgetList[7].hide=false
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gameRate=0
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_updateRepButtons()
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scene.widgetList[1].hide=true
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scene.widgetList[7].hide=false
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gameRate=0
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_updateRepButtons()
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end
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local function _repP8()
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scene.widgetList[2].hide=true
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gameRate=.125
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_updateRepButtons()
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scene.widgetList[2].hide=true
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gameRate=.125
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_updateRepButtons()
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end
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local function _repP2()
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scene.widgetList[3].hide=true
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gameRate=.5
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_updateRepButtons()
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scene.widgetList[3].hide=true
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gameRate=.5
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_updateRepButtons()
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end
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local function _rep1()
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scene.widgetList[4].hide=true
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gameRate=1
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_updateRepButtons()
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scene.widgetList[4].hide=true
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gameRate=1
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_updateRepButtons()
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end
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local function _rep2()
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scene.widgetList[5].hide=true
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gameRate=2
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_updateRepButtons()
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scene.widgetList[5].hide=true
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gameRate=2
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_updateRepButtons()
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end
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local function _rep5()
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scene.widgetList[6].hide=true
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gameRate=5
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_updateRepButtons()
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scene.widgetList[6].hide=true
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gameRate=5
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_updateRepButtons()
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end
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local function _step()floatGameRate=floatGameRate+1 end
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local function _restart()
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resetGameData(PLAYERS[1].frameRun<240 and'q')
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noKey=replaying
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noTouch=replaying
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tasMode=false
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floatGameRate,gameRate=0,1
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_updateRepButtons()
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resetGameData(PLAYERS[1].frameRun<240 and'q')
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noKey=replaying
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noTouch=replaying
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tasMode=false
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floatGameRate,gameRate=0,1
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_updateRepButtons()
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end
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local function _checkGameKeyDown(key)
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local k=keyMap.keyboard[key]
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if k then
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if k>0 then
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if noKey then return end
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PLAYERS[1]:pressKey(k)
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VK.press(k)
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return
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elseif not GAME.fromRepMenu then
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_restart()
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return
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end
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end
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return true--No key pressed
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local k=keyMap.keyboard[key]
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if k then
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if k>0 then
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if noKey then return end
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PLAYERS[1]:pressKey(k)
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VK.press(k)
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return
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elseif not GAME.fromRepMenu then
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_restart()
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return
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end
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end
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return true--No key pressed
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end
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function scene.sceneInit(org)
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if GAME.init then
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resetGameData()
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GAME.init=false
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end
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if GAME.init then
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resetGameData()
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GAME.init=false
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end
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tasMode=GAME.tasUsed
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replaying=GAME.replaying
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noKey=replaying
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noTouch=not SETTING.VKSwitch or replaying
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tasMode=GAME.tasUsed
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replaying=GAME.replaying
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noKey=replaying
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noTouch=not SETTING.VKSwitch or replaying
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if org~='depause'and org~='pause'then
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floatGameRate,gameRate=0,1
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elseif not replaying then
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if tasMode then
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floatGameRate,gameRate=0,0
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else
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floatGameRate,gameRate=0,1
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end
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end
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if org~='depause'and org~='pause'then
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floatGameRate,gameRate=0,1
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elseif not replaying then
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if tasMode then
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floatGameRate,gameRate=0,0
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else
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floatGameRate,gameRate=0,1
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end
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end
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_updateRepButtons()
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_updateMenuButtons()
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_updateRepButtons()
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_updateMenuButtons()
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end
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scene.mouseDown=NULL
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function scene.touchDown(x,y)
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if noTouch then return end
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if noTouch then return end
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local t=VK.on(x,y)
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if t then
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PLAYERS[1]:pressKey(t)
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VK.touch(t,x,y)
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end
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local t=VK.on(x,y)
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if t then
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PLAYERS[1]:pressKey(t)
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VK.touch(t,x,y)
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end
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end
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function scene.touchUp(x,y)
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if noTouch then return end
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if noTouch then return end
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local n=VK.on(x,y)
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if n then
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PLAYERS[1]:releaseKey(n)
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VK.release(n)
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end
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local n=VK.on(x,y)
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if n then
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PLAYERS[1]:releaseKey(n)
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VK.release(n)
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end
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end
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function scene.touchMove()
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if noTouch or touchMoveLastFrame then return end
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touchMoveLastFrame=true
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if noTouch or touchMoveLastFrame then return end
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touchMoveLastFrame=true
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local L=tc.getTouches()
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for i=#L,1,-1 do
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L[2*i-1],L[2*i]=SCR.xOy:inverseTransformPoint(tc.getPosition(L[i]))
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end
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local keys=VK.keys
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for n=1,#keys do
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local B=keys[n]
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if B.ava then
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for i=1,#L,2 do
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if(L[i]-B.x)^2+(L[i+1]-B.y)^2<=B.r^2 then
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goto CONTINUE_nextKey
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end
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end
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PLAYERS[1]:releaseKey(n)
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VK.release(n)
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end
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::CONTINUE_nextKey::
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end
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local L=tc.getTouches()
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for i=#L,1,-1 do
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L[2*i-1],L[2*i]=SCR.xOy:inverseTransformPoint(tc.getPosition(L[i]))
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end
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local keys=VK.keys
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for n=1,#keys do
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local B=keys[n]
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if B.ava then
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for i=1,#L,2 do
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if(L[i]-B.x)^2+(L[i+1]-B.y)^2<=B.r^2 then
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goto CONTINUE_nextKey
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end
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end
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PLAYERS[1]:releaseKey(n)
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VK.release(n)
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end
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::CONTINUE_nextKey::
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end
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end
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function scene.keyDown(key,isRep)
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if replaying then
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if key=="space"then
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if not isRep then gameRate=gameRate==0 and 1 or 0 end
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_updateRepButtons()
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elseif key=="left"then
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if not isRep then
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_speedDown()
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end
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elseif key=="right"then
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if gameRate==0 then
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_step()
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elseif not isRep then
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_speedUp()
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end
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elseif key=="escape"then
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pauseGame()
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end
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else
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if isRep then
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return
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elseif _checkGameKeyDown(key)then
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if tasMode then
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if key=="f1"then
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if not isRep then gameRate=gameRate==0 and .125 or 0 end
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_updateRepButtons()
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elseif key=='f2'then
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if not isRep then
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_speedDown()
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end
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elseif key=='f3'then
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if gameRate==0 then
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_step()
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elseif not isRep then
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_speedUp()
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end
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end
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end
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if key=="escape"then
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pauseGame()
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end
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end
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end
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if replaying then
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if key=="space"then
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if not isRep then gameRate=gameRate==0 and 1 or 0 end
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_updateRepButtons()
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elseif key=="left"then
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if not isRep then
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_speedDown()
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end
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elseif key=="right"then
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if gameRate==0 then
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_step()
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elseif not isRep then
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_speedUp()
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end
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elseif key=="escape"then
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pauseGame()
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end
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else
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if isRep then
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return
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elseif _checkGameKeyDown(key)then
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if tasMode then
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if key=="f1"then
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if not isRep then gameRate=gameRate==0 and .125 or 0 end
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_updateRepButtons()
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elseif key=='f2'then
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if not isRep then
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_speedDown()
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end
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elseif key=='f3'then
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if gameRate==0 then
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_step()
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elseif not isRep then
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_speedUp()
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end
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end
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end
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if key=="escape"then
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pauseGame()
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end
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end
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end
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end
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function scene.keyUp(key)
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if noKey then return end
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local k=keyMap.keyboard[key]
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if k then
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if k>0 then
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PLAYERS[1]:releaseKey(k)
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VK.release(k)
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end
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end
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if noKey then return end
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local k=keyMap.keyboard[key]
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if k then
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if k>0 then
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PLAYERS[1]:releaseKey(k)
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VK.release(k)
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end
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end
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end
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function scene.gamepadDown(key)
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if noKey then return end
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local k=keyMap.joystick[key]
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if k then
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if k>0 then
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PLAYERS[1]:pressKey(k)
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VK.press(k)
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else
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_restart()
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end
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elseif key=="back"then
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pauseGame()
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end
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if noKey then return end
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local k=keyMap.joystick[key]
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if k then
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if k>0 then
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PLAYERS[1]:pressKey(k)
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VK.press(k)
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else
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_restart()
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end
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elseif key=="back"then
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pauseGame()
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end
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end
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function scene.gamepadUp(key)
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if noKey then return end
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local k=keyMap.joystick[key]
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if k then
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if k>0 then
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PLAYERS[1]:releaseKey(k)
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VK.release(k)
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end
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end
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if noKey then return end
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local k=keyMap.joystick[key]
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if k then
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if k>0 then
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PLAYERS[1]:releaseKey(k)
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VK.release(k)
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end
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end
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end
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local function _update_replay(repPtr)
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local P1=PLAYERS[1]
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local L=GAME.rep
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while P1.frameRun==L[repPtr]do
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local key=L[repPtr+1]
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if key==0 then--Just wait
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elseif key<=32 then--Press key
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P1:pressKey(key)
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VK.press(key)
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elseif key<=64 then--Release key
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P1:releaseKey(key-32)
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VK.release(key-32)
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end
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repPtr=repPtr+2
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end
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GAME.replaying=repPtr
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local P1=PLAYERS[1]
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local L=GAME.rep
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while P1.frameRun==L[repPtr]do
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local key=L[repPtr+1]
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if key==0 then--Just wait
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elseif key<=32 then--Press key
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P1:pressKey(key)
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VK.press(key)
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elseif key<=64 then--Release key
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P1:releaseKey(key-32)
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VK.release(key-32)
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end
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repPtr=repPtr+2
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end
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GAME.replaying=repPtr
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end
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local function _update_common(dt)
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--Update control
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touchMoveLastFrame=false
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VK.update()
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--Update control
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touchMoveLastFrame=false
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VK.update()
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--Update players
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for p=1,#PLAYERS do PLAYERS[p]:update(dt)end
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--Update players
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for p=1,#PLAYERS do PLAYERS[p]:update(dt)end
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--Fresh royale target
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if GAME.modeEnv.royaleMode and PLAYERS[1].frameRun%120==0 then
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freshMostDangerous()
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end
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--Fresh royale target
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if GAME.modeEnv.royaleMode and PLAYERS[1].frameRun%120==0 then
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freshMostDangerous()
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end
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||||
--Warning check
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checkWarning()
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--Warning check
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checkWarning()
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end
|
||||
function scene.update(dt)
|
||||
floatGameRate=floatGameRate+gameRate
|
||||
while floatGameRate>=1 do
|
||||
floatGameRate=floatGameRate-1
|
||||
if GAME.replaying then _update_replay(GAME.replaying)end
|
||||
_update_common(dt)
|
||||
end
|
||||
floatGameRate=floatGameRate+gameRate
|
||||
while floatGameRate>=1 do
|
||||
floatGameRate=floatGameRate-1
|
||||
if GAME.replaying then _update_replay(GAME.replaying)end
|
||||
_update_common(dt)
|
||||
end
|
||||
end
|
||||
|
||||
local tasText=gc.newText(getFont(100),"TAS")
|
||||
local function _drawAtkPointer(x,y)
|
||||
local t=TIME()
|
||||
local a=t*3%1*.8
|
||||
t=sin(t*20)
|
||||
local t=TIME()
|
||||
local a=t*3%1*.8
|
||||
t=sin(t*20)
|
||||
|
||||
gc.setColor(.2,.7+t*.2,1,.6+t*.4)
|
||||
gc.circle('fill',x,y,25,6)
|
||||
gc.setColor(.2,.7+t*.2,1,.6+t*.4)
|
||||
gc.circle('fill',x,y,25,6)
|
||||
|
||||
gc.setColor(0,.6,1,.8-a)
|
||||
gc.circle('line',x,y,30*(1+a),6)
|
||||
gc.setColor(0,.6,1,.8-a)
|
||||
gc.circle('line',x,y,30*(1+a),6)
|
||||
end
|
||||
function scene.draw()
|
||||
if tasMode then
|
||||
gc.push('transform')
|
||||
gc.scale(4)
|
||||
setFont(100)
|
||||
gc.setColor(.4,.4,.4,.5)
|
||||
gc.draw(tasText,72,20)
|
||||
gc.pop()
|
||||
end
|
||||
if tasMode then
|
||||
gc.push('transform')
|
||||
gc.scale(4)
|
||||
setFont(100)
|
||||
gc.setColor(.4,.4,.4,.5)
|
||||
gc.draw(tasText,72,20)
|
||||
gc.pop()
|
||||
end
|
||||
|
||||
local repMode=GAME.replaying or tasMode
|
||||
local repMode=GAME.replaying or tasMode
|
||||
|
||||
--Players
|
||||
for p=1,#PLAYERS do
|
||||
PLAYERS[p]:draw(repMode)
|
||||
end
|
||||
--Players
|
||||
for p=1,#PLAYERS do
|
||||
PLAYERS[p]:draw(repMode)
|
||||
end
|
||||
|
||||
--Virtual keys
|
||||
VK.draw()
|
||||
--Virtual keys
|
||||
VK.draw()
|
||||
|
||||
--Attacking & Being attacked
|
||||
if GAME.modeEnv.royaleMode then
|
||||
local P=PLAYERS[1]
|
||||
gc.setLineWidth(5)
|
||||
gc.setColor(.8,1,0,.2)
|
||||
for i=1,#P.atker do
|
||||
local p=P.atker[i]
|
||||
gc.line(p.centerX,p.centerY,P.x+300*P.size,P.y+620*P.size)
|
||||
end
|
||||
if P.atkMode~=4 then
|
||||
if P.atking then
|
||||
_drawAtkPointer(P.atking.centerX,P.atking.centerY)
|
||||
end
|
||||
else
|
||||
for i=1,#P.atker do
|
||||
local p=P.atker[i]
|
||||
_drawAtkPointer(p.centerX,p.centerY)
|
||||
end
|
||||
end
|
||||
end
|
||||
--Attacking & Being attacked
|
||||
if GAME.modeEnv.royaleMode then
|
||||
local P=PLAYERS[1]
|
||||
gc.setLineWidth(5)
|
||||
gc.setColor(.8,1,0,.2)
|
||||
for i=1,#P.atker do
|
||||
local p=P.atker[i]
|
||||
gc.line(p.centerX,p.centerY,P.x+300*P.size,P.y+620*P.size)
|
||||
end
|
||||
if P.atkMode~=4 then
|
||||
if P.atking then
|
||||
_drawAtkPointer(P.atking.centerX,P.atking.centerY)
|
||||
end
|
||||
else
|
||||
for i=1,#P.atker do
|
||||
local p=P.atker[i]
|
||||
_drawAtkPointer(p.centerX,p.centerY)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--Mode info
|
||||
gc.setColor(1,1,1,.8)
|
||||
gc.draw(drawableText.modeName,modeTextPos,10)
|
||||
--Mode info
|
||||
gc.setColor(1,1,1,.8)
|
||||
gc.draw(drawableText.modeName,modeTextPos,10)
|
||||
|
||||
--Replaying
|
||||
if replaying or tasMode then
|
||||
setFont(20)
|
||||
gc.setColor(1,1,TIME()%.8>.4 and 1 or 0)
|
||||
mStr(text[replaying and'replaying'or'tasUsing'],770,6)
|
||||
gc.setColor(1,1,1,.8)
|
||||
mStr(("%s %sf"):format(repRateStrings[gameRate],PLAYERS[1].frameRun),770,31)
|
||||
end
|
||||
--Replaying
|
||||
if replaying or tasMode then
|
||||
setFont(20)
|
||||
gc.setColor(1,1,TIME()%.8>.4 and 1 or 0)
|
||||
mStr(text[replaying and'replaying'or'tasUsing'],770,6)
|
||||
gc.setColor(1,1,1,.8)
|
||||
mStr(("%s %sf"):format(repRateStrings[gameRate],PLAYERS[1].frameRun),770,31)
|
||||
end
|
||||
|
||||
--Warning
|
||||
drawWarning()
|
||||
--Warning
|
||||
drawWarning()
|
||||
end
|
||||
|
||||
scene.widgetList={
|
||||
WIDGET.newKey{name="rep0", x=40,y=50,w=60,code=_rep0,fText=TEXTURE.rep.rep0},
|
||||
WIDGET.newKey{name="repP8", x=105,y=50,w=60,code=_repP8,fText=TEXTURE.rep.repP8},
|
||||
WIDGET.newKey{name="repP2", x=170,y=50,w=60,code=_repP2,fText=TEXTURE.rep.repP2},
|
||||
WIDGET.newKey{name="rep1", x=235,y=50,w=60,code=_rep1,fText=TEXTURE.rep.rep1},
|
||||
WIDGET.newKey{name="rep2", x=300,y=50,w=60,code=_rep2,fText=TEXTURE.rep.rep2},
|
||||
WIDGET.newKey{name="rep5", x=365,y=50,w=60,code=_rep5,fText=TEXTURE.rep.rep5},
|
||||
WIDGET.newKey{name="step", x=430,y=50,w=60,code=_step,fText=TEXTURE.rep.step},
|
||||
WIDGET.newKey{name="restart", x=0,y=45,w=60,code=_restart,fText=TEXTURE.game.restart},
|
||||
WIDGET.newKey{name="pause", x=0,y=45,w=60,code=pauseGame,fText=TEXTURE.game.pause},
|
||||
WIDGET.newKey{name="rep0", x=40,y=50,w=60,code=_rep0,fText=TEXTURE.rep.rep0},
|
||||
WIDGET.newKey{name="repP8", x=105,y=50,w=60,code=_repP8,fText=TEXTURE.rep.repP8},
|
||||
WIDGET.newKey{name="repP2", x=170,y=50,w=60,code=_repP2,fText=TEXTURE.rep.repP2},
|
||||
WIDGET.newKey{name="rep1", x=235,y=50,w=60,code=_rep1,fText=TEXTURE.rep.rep1},
|
||||
WIDGET.newKey{name="rep2", x=300,y=50,w=60,code=_rep2,fText=TEXTURE.rep.rep2},
|
||||
WIDGET.newKey{name="rep5", x=365,y=50,w=60,code=_rep5,fText=TEXTURE.rep.rep5},
|
||||
WIDGET.newKey{name="step", x=430,y=50,w=60,code=_step,fText=TEXTURE.rep.step},
|
||||
WIDGET.newKey{name="restart",x=0,y=45,w=60,code=_restart,fText=TEXTURE.game.restart},
|
||||
WIDGET.newKey{name="pause", x=0,y=45,w=60,code=pauseGame,fText=TEXTURE.game.pause},
|
||||
}
|
||||
|
||||
return scene
|
||||
Reference in New Issue
Block a user