0.9.3:性能优化,细节修改
This commit is contained in:
@@ -476,17 +476,17 @@ end
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--------------------------<Paint>--------------------------
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local frameColor={
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[0]=color.white,
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color.lightGreen,
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color.lightBlue,
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color.lightPurple,
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color.lightOrange,
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color.lGreen,
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color.lBlue,
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color.lPurple,
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color.lOrange,
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}
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local attackColor={
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{color.darkGrey,color.white},
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{color.dGrey,color.white},
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{color.grey,color.white},
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{color.lightPurple,color.white},
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{color.lightRed,color.white},
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{color.darkGreen,color.cyan},
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{color.lPurple,color.white},
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{color.lRed,color.white},
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{color.dGreen,color.cyan},
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}
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local RCPB={10,33,200,33,105,5,105,60}
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local function drawPixel(y,x,id)
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@@ -541,10 +541,15 @@ end
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local function Pdraw_norm(P)
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local _
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gc.push("transform")
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gc.translate(P.x,P.y)gc.scale(P.size)
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--Camera
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gc.translate(P.x,P.y)gc.scale(P.size)
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--Fill field
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gc.translate(150+P.fieldOff.x,70+P.fieldOff.y)
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gc.setColor(0,0,0,.6)gc.rectangle("fill",0,-10,300,610)
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--Grid
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if P.gameEnv.grid then
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gc.setLineWidth(1)
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gc.setColor(1,1,1,.2)
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@@ -553,11 +558,13 @@ local function Pdraw_norm(P)
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y=30*(y-int(P.fieldBeneath/30))+P.fieldBeneath
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gc.line(0,y,300,y)
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end
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end--Grid
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end
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--In-field things
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gc.setLineWidth(2)
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gc.translate(0,P.fieldBeneath)
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gc.setScissor(scr.x+(P.absFieldX+P.fieldOff.x)*scr.k,scr.y+(P.absFieldY+P.fieldOff.y)*scr.k,300*P.size*scr.k,610*P.size*scr.k)
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if P.falling==-1 then
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if P.falling==-1 then--field block only
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for j=int(P.fieldBeneath/30+1),#P.field do
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for i=1,10 do
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if P.field[j][i]>0 then
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@@ -566,7 +573,7 @@ local function Pdraw_norm(P)
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end
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end
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end
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else--field block only
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else--Field with falling animation
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local dy,stepY=0,P.gameEnv.smooth and(P.falling/(P.gameEnv.fall+1))^2.5*30 or 30
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local A=P.falling/P.gameEnv.fall
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local h,H=1,#P.field
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@@ -586,12 +593,14 @@ local function Pdraw_norm(P)
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end
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end
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gc.translate(0,dy)
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end--Field with falling animation
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end
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drawFXs(P)
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if P.cur and P.waiting==-1 then
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local curColor=P.cur.color
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--Ghost
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if P.gameEnv.ghost then
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gc.setColor(1,1,1,.3)
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for i=1,P.r do for j=1,P.c do
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@@ -599,12 +608,13 @@ local function Pdraw_norm(P)
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drawPixel(i+P.y_img-1,j+P.curX-1,curColor)
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end
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end end
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end--Ghost
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end
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local dy=P.gameEnv.smooth and P.y_img~=P.curY and (min(P.dropDelay,1e99)/P.gameEnv.drop-1)*30 or 0
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gc.translate(0,-dy)
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local trans=P.lockDelay/P.gameEnv.lock
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if P.gameEnv.block then
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--White Boarder(indicate lockdelay)
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SHADER.alpha:send("a",trans)
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gc.setShader(SHADER.alpha)
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_=blockSkin[curColor]
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@@ -616,14 +626,18 @@ local function Pdraw_norm(P)
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gc.draw(_,x+6,y)gc.draw(_,x,y+6)
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end
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end end
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gc.setShader()--White Boarder(indicate lockdelay)
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gc.setShader()
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--Block
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gc.setColor(1,1,1)
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for i=1,P.r do for j=1,P.c do
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if P.cur.bk[i][j]then
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drawPixel(i+P.curY-1,j+P.curX-1,curColor)
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end
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end end--Block
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end end
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end
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--Rotate center
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if P.gameEnv.center then
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gc.setColor(1,1,1,trans)
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local x=30*(P.curX+P.sc[2]-1)-15
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@@ -634,11 +648,11 @@ local function Pdraw_norm(P)
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gc.draw(IMG.spinCenter,x,600-30*(P.y_img+P.sc[1]-1)+15,nil,nil,nil,4,4)
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goto E
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end
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end--Rotate center
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end
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gc.translate(0,dy)
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end
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::E::
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gc.setScissor()--In-playField things
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gc.setScissor()
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gc.translate(0,-P.fieldBeneath)
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gc.setColor(1,1,1)
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gc.rectangle("line",-1,-11,302,612)--Boarder
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@@ -682,7 +696,7 @@ local function Pdraw_norm(P)
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local a,b=P.b2b,P.b2b1 if a>b then a,b=b,a end
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gc.setColor(.8,1,.2)
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gc.rectangle("fill",-14,599,11,-b*.5)
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gc.setColor(P.b2b<40 and color.white or P.b2b<=1e3 and color.lightRed or color.lightBlue)
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gc.setColor(P.b2b<40 and color.white or P.b2b<=1e3 and color.lRed or color.lBlue)
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gc.rectangle("fill",-14,599,11,-a*.5)
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gc.setColor(1,1,1)
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if Timer()%.5<.3 then
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@@ -1171,6 +1185,7 @@ function player.pushLine(P,L,mir)
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P.fieldBeneath=P.fieldBeneath+120
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P.curY=P.curY+#L
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P.y_img=P.y_img+#L
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P:freshgho()
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end
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function player.pushNext(P,L,mir)
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for i=1,#L do
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@@ -38,12 +38,12 @@ SKIN.libColor={
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color.purple,
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color.magenta,
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color.pink,
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color.darkGrey,
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color.dGrey,
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color.grey,
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color.lightGrey,
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color.darkPurple,
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color.darkRed,
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color.darkGreen,
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color.lGrey,
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color.dPurple,
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color.dRed,
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color.dGreen,
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}
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function SKIN.load()
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local _
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@@ -4,6 +4,7 @@ local S=[=[
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那没事了(T6300) 加油啊,钉钉动了的大哥哥(T3228)
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弥佑瑶 Alan 幽灵3383
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靏鸖龘龘 込余 saki
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模电
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[rmb10+]:
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八零哥 蕴空之灵 gggf127 dtg
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ThTsOd Fireboos 金巧 10元
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@@ -17,7 +18,7 @@ local S=[=[
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HAGE KANOBU 闪电和拐棍 葡萄味的曼妥思
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世界沃德 蓝绿 天生的魔法师 琳雨空
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T8779.易缄 吃水榴莲 诗情画意 星姐阿夸双推Man暗炎
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[*Y] [*炎]
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[*炎] [*Y] aaa222
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Thanks!!!
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Future outlook:
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@@ -48,7 +49,7 @@ Future outlook:
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field hidden
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up-hidden
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low-hidden
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next hidden
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next[1] hidden
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field flip(LR/UD)
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no fail(∞ lives)
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mini games:
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@@ -56,9 +57,10 @@ Future outlook:
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2048 (with next (with deadly mode))
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mine sweeper
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tank battle
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简易防沉迷系统
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简易防沉迷系统(GMT+8限定)
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new AI: task-Z
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full-key control
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touch-drag control
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drag control for mobile device
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cool backgrounds
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'Encrypt'(compile to byte code)
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better drop FX
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@@ -69,7 +71,19 @@ Future outlook:
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splashing block
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more graphic FXs & 3D features & animations
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network game
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new AI: task-Z
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0.9.3: Details Update
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新内容:
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中文更新说明
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改动:
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模电吉备历史性同框
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暂停界面数据显示格式微调
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代码:
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性能优化,部分老设备运行更流畅
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修复:
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自定义序列相关的闪退
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pc训练方块ghost浮空
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0.9.2: Global Update
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new:
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independent spawning volume setting
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