modeData地位提升,模式环境变量target移入其中,大规模整理代码,可读性增强
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@@ -1,21 +1,19 @@
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local gc=love.graphics
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local int=math.floor
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local function score(P)
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local MD=P.modeData
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local D=P.modeData
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local c=#P.clearedRow
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if c==0 and MD.point%100==99 then return end
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if c==0 and D.pt%100==99 then return end
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local s=c<3 and c+1 or c==3 and 5 or 7
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if P.combo>7 then s=s+2
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elseif P.combo>3 then s=s+1
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end
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MD.point=MD.point+s
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D.pt=D.pt+s
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if MD.point%100==99 then SFX.play("blip_1")end
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if int(MD.point*.01)>MD.event then
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--Level up!
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s=MD.event+1
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MD.event=s
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if D.pt%100==99 then
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SFX.play("blip_1")
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elseif D.pt>=D.target then--Level up!
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s=D.target/100
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local E=P.gameEnv
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if s<4 then
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P:showTextF(text.stage:gsub("$1",s),0,-120,80,"fly")
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@@ -23,6 +21,7 @@ local function score(P)
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if s~=1 then E.lock=E.lock-1 end
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if s~=2 then E.wait=E.wait-1 end
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if s~=3 then E.fall=E.fall-1 end
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D.target=D.target+100
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elseif s<10 then
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P:showTextF(text.stage:gsub("$1",s),0,-120,60,"fly",1.26)
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if s==4 or s==7 then E.das=E.das-1 end
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@@ -31,8 +30,9 @@ local function score(P)
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elseif s==1 then E.wait=E.wait-1
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elseif s==2 then E.fall=E.fall-1
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end
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D.target=D.target+100
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else
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MD.point,MD.event=1000,9
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D.pt=1000
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P:win("finish")
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end
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SFX.play("reach")
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@@ -47,6 +47,10 @@ return{
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drop=0,lock=12,
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wait=10,fall=10,
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dropPiece=score,
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task=function(P)
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P.modeData.pt=0
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P.modeData.target=100
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end,
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freshLimit=15,
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easyFresh=false,bone=true,
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bg="lightning",bgm="distortion",
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@@ -57,15 +61,15 @@ return{
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end,
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mesDisp=function(P)
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setFont(45)
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mStr(P.modeData.point,69,320)
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mStr((P.modeData.event+1)*100,69,370)
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mStr(P.modeData.pt,69,320)
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mStr(P.modeData.target,69,370)
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gc.rectangle("fill",25,375,90,4)
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end,
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score=function(P)return{P.modeData.point,P.stat.time}end,
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score=function(P)return{P.modeData.pt,P.stat.time}end,
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scoreDisp=function(D)return D[1].."P "..TIMESTR(D[2])end,
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comp=function(a,b)return a[1]>b[1]or a[1]==b[1]and a[2]<b[2]end,
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getRank=function(P)
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local S=P.modeData.point
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local S=P.modeData.pt
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return
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S>=1000 and 5 or
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S>=800 and 4 or
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