调整mod系统交互逻辑
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@@ -433,13 +433,6 @@ function loadGame(M,ifQuickPlay)
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STAT.lastPlay=M
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GAME.curMode=MODES[M]
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GAME.modeEnv=GAME.curMode.env
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GAME.unranked=false
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for _,mod in next,MODOPT do
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if mod.sel>0 and mod.unranked then
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GAME.unranked=true
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end
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end
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print(GAME.unranked)
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drawableText.modeName:set(text.modes[M][1])
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drawableText.levelName:set(text.modes[M][2])
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GAME.init=true
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@@ -510,4 +503,12 @@ function gameStart()
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P.timing=true
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P:popNext()
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end
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end
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function scoreValid()
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for _,v in next,GAME.mod do
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if v.unranked then
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return false
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end
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end
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return true
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end
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@@ -221,7 +221,7 @@ GAME={--Global game data
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rec={}, --Recording list, key,time,key,time...
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recording=false, --If recording
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replaying=false, --If replaying
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unranked=nil, --unranked if specific mod is on
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mod={}, --List of loaded mods
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rank=nil, --Rank reached
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prevBG=nil, --Previous background, for restore BG when quit setting page
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@@ -215,10 +215,8 @@ local function loadGameEnv(P)--Load gameEnv
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end
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end
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if not ENV.noMod then
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for _,M in next,MODOPT do
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if M.sel>0 then
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M.func(P,M)
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end
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for _,M in next,GAME.mod do
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M.func(P,M)
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end
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end
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end
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@@ -1345,7 +1345,7 @@ local function gameOver()--Save record
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if R>0 then
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GAME.rank=R
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end
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if not GAME.unranked then
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if scoreValid()then
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local r=RANKS[M.name]--Old rank
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local needSave
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if R>r then
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@@ -1,31 +1,37 @@
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local gc=love.graphics
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local ins,rem=table.insert,table.remove
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local function checkunranked()
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for _,M in next,MODOPT do
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if M.sel>0 and M.unranked then
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return true
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local function remMod(M)
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for i=1,#GAME.mod do
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if GAME.mod[i]==M then
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rem(GAME.mod,i)
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return
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end
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end
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end
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local function toggleMod(M)
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if M.sel==0 then
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ins(GAME.mod,M)
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end
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if M.list then
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M.sel=(M.sel+1)%(#M.list+1)
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else
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M.sel=1-M.sel
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end
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if M.sel>0 and M.conflict then
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if M.sel==0 then
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remMod(M)
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elseif M.conflict then
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for _,v in next,M.conflict do
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MODOPT[v].sel=0
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remMod(MODOPT[v])
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end
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end
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sceneTemp.unranked=checkunranked()
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SFX.play("move")
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end
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function sceneInit.mod()
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sceneTemp={
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sel=nil,--selected mod name
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unranked=checkunranked(),--if unranked
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}
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BG.set("tunnel")
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end
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@@ -33,7 +39,7 @@ end
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function mouseMove.mod(x,y)
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sceneTemp.sel=nil
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for N,M in next,MODOPT do
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if(x-M.x)^2+(y-M.y)^2<1600 then
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if(x-M.x)^2+(y-M.y)^2<2000 then
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sceneTemp.sel=N
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break
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end
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@@ -41,7 +47,7 @@ function mouseMove.mod(x,y)
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end
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function mouseDown.mod(x,y)
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for _,M in next,MODOPT do
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if(x-M.x)^2+(y-M.y)^2<1600 then
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if(x-M.x)^2+(y-M.y)^2<2000 then
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toggleMod(M)
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break
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end
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@@ -59,8 +65,10 @@ function keyDown.mod(key)
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for _,M in next,MODOPT do
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M.sel=0
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end
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while GAME.mod[1]do
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rem(GAME.mod)
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end
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SFX.play("hold")
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sceneTemp.unranked=false
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elseif #key==1 then
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for N,M in next,MODOPT do
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if key==M.key then
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@@ -124,7 +132,7 @@ end
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WIDGET.init("mod",{
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WIDGET.newText({name="title",x=80,y=50,font=70,align="L"}),
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WIDGET.newText({name="unranked",x=1200,y=60,color="lRed",font=50,align="R",hide=function()return not sceneTemp.unranked end}),
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WIDGET.newText({name="unranked",x=1200,y=60,color="lRed",font=50,align="R",hide=function()return scoreValid()end}),
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WIDGET.newButton({name="reset",x=1140,y=540,w=170,h=80,font=25,code=WIDGET.lnk_pressKey("tab")}),
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WIDGET.newButton({name="back",x=1140,y=640,w=170,h=80,font=40,code=WIDGET.lnk_BACK}),
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})
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