强化水印&系统优化
This commit is contained in:
@@ -223,6 +223,7 @@ function loadGame(M)
|
||||
end
|
||||
function resetPartGameData()
|
||||
game={
|
||||
frame=150-setting.reTime*15,
|
||||
result=false,
|
||||
pauseTime=0,
|
||||
pauseCount=0,
|
||||
@@ -230,7 +231,6 @@ function resetPartGameData()
|
||||
warnLVL0=0,
|
||||
warnLVL=0,
|
||||
}
|
||||
frame=150-setting.reTime*15
|
||||
destroyPlayers()
|
||||
curMode.load()
|
||||
TEXT.clear()
|
||||
@@ -258,6 +258,7 @@ function resetPartGameData()
|
||||
end
|
||||
function resetGameData()
|
||||
game={
|
||||
frame=150-setting.reTime*15,
|
||||
result=false,
|
||||
pauseTime=0,--Time paused
|
||||
pauseCount=0,--Pausing count
|
||||
@@ -265,7 +266,6 @@ function resetGameData()
|
||||
warnLVL0=0,
|
||||
warnLVL=0,
|
||||
}
|
||||
frame=150-setting.reTime*15
|
||||
destroyPlayers()
|
||||
modeEnv=curMode.env
|
||||
curMode.load()--bg/bgm need redefine in custom,so up here
|
||||
|
||||
@@ -97,7 +97,7 @@ local TRS={
|
||||
[13]={{ 0,-1},{ 0, 1},{ 1, 0}},
|
||||
[31]={{ 0, 1},{ 0,-1},{-1, 0}},
|
||||
},--J
|
||||
{},--L
|
||||
{},--L
|
||||
{
|
||||
[01]={{-1, 0},{-1, 1},{ 0,-2},{-1,-2},{-1,-1}},
|
||||
[10]={{ 1, 0},{ 1,-1},{ 0, 2},{ 1, 2},{ 0,-1},{ 1, 1}},
|
||||
|
||||
110
parts/player.lua
110
parts/player.lua
@@ -226,7 +226,7 @@ end
|
||||
local function Pupdate_alive(P,dt)
|
||||
if P.timing then P.stat.time=P.stat.time+dt end
|
||||
if P.keyRec then
|
||||
local _=frame
|
||||
local _=game.frame
|
||||
local v=0
|
||||
for i=2,10 do v=v+i*(i-1)*7.2/(_-P.keyTime[i])end P.keySpeed=P.keySpeed*.99+v*.1
|
||||
v=0
|
||||
@@ -518,7 +518,6 @@ local function Pdraw_norm(P)
|
||||
end
|
||||
end--Grid
|
||||
gc.translate(0,P.fieldBeneath)
|
||||
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)
|
||||
if P.falling==-1 then
|
||||
for j=int(P.fieldBeneath/30+1),#P.field do
|
||||
for i=1,10 do
|
||||
@@ -599,57 +598,54 @@ local function Pdraw_norm(P)
|
||||
gc.translate(0,dy)
|
||||
end
|
||||
::E::
|
||||
gc.setScissor()--In-playField things
|
||||
gc.translate(0,-P.fieldBeneath)
|
||||
gc.setBlendMode("replace","alphamultiply")--SPEED UPUP(?)
|
||||
gc.setLineWidth(2)
|
||||
gc.setColor(1,1,1)
|
||||
gc.rectangle("line",-1,-11,302,612)--Draw boarder
|
||||
gc.rectangle("line",301,0,15,601)--Draw atkBuffer boarder
|
||||
local h=0
|
||||
for i=1,#P.atkBuffer do
|
||||
local A=P.atkBuffer[i]
|
||||
local bar=A.amount*30
|
||||
if h+bar>600 then bar=600-h end
|
||||
if not A.sent then
|
||||
if A.time<20 then
|
||||
bar=bar*(20*A.time)^.5*.05
|
||||
--Appear
|
||||
end
|
||||
if A.countdown>0 then
|
||||
gc.setColor(attackColor[A.lv][1])
|
||||
gc.rectangle("fill",303,599-h,11,-bar+3)
|
||||
gc.setColor(attackColor[A.lv][2])
|
||||
gc.rectangle("fill",303,599-h+(-bar+3),11,-(-bar+3)*(1-A.countdown/A.cd0))
|
||||
--Timing
|
||||
else
|
||||
local t=math.sin((Timer()-i)*30)*.5+.5
|
||||
local c1,c2=attackColor[A.lv][1],attackColor[A.lv][2]
|
||||
gc.setColor(c1[1]*t+c2[1]*(1-t),c1[2]*t+c2[2]*(1-t),c1[3]*t+c2[3]*(1-t))
|
||||
gc.rectangle("fill",303,599-h,11,-bar+3)
|
||||
--Warning
|
||||
end
|
||||
else
|
||||
gc.setColor(attackColor[A.lv][1])
|
||||
bar=bar*(20-A.time)*.05
|
||||
gc.rectangle("fill",303,599-h,11,-bar+2)
|
||||
--Disappear
|
||||
gc.setLineWidth(2)
|
||||
gc.setColor(1,1,1)
|
||||
gc.rectangle("line",-1,-11,302,612)--Draw boarder
|
||||
gc.rectangle("line",301,0,15,601)--Draw atkBuffer boarder
|
||||
local h=0
|
||||
for i=1,#P.atkBuffer do
|
||||
local A=P.atkBuffer[i]
|
||||
local bar=A.amount*30
|
||||
if h+bar>600 then bar=600-h end
|
||||
if not A.sent then
|
||||
if A.time<20 then
|
||||
bar=bar*(20*A.time)^.5*.05
|
||||
--Appear
|
||||
end
|
||||
h=h+bar
|
||||
end--Buffer line
|
||||
local a,b=P.b2b,P.b2b1 if a>b then a,b=b,a end
|
||||
gc.setColor(.8,1,.2)
|
||||
gc.rectangle("fill",-14,599,11,-b*.5)
|
||||
gc.setColor(P.b2b<40 and color.white or P.b2b<=1e3 and color.lightRed or color.lightBlue)
|
||||
gc.rectangle("fill",-14,599,11,-a*.5)
|
||||
gc.setColor(1,1,1)
|
||||
if Timer()%.5<.3 then
|
||||
gc.rectangle("fill",-15,b<40 and 578.5 or 98.5,13,3)
|
||||
if A.countdown>0 then
|
||||
gc.setColor(attackColor[A.lv][1])
|
||||
gc.rectangle("fill",303,599-h,11,-bar+3)
|
||||
gc.setColor(attackColor[A.lv][2])
|
||||
gc.rectangle("fill",303,599-h+(-bar+3),11,-(-bar+3)*(1-A.countdown/A.cd0))
|
||||
--Timing
|
||||
else
|
||||
local t=math.sin((Timer()-i)*30)*.5+.5
|
||||
local c1,c2=attackColor[A.lv][1],attackColor[A.lv][2]
|
||||
gc.setColor(c1[1]*t+c2[1]*(1-t),c1[2]*t+c2[2]*(1-t),c1[3]*t+c2[3]*(1-t))
|
||||
gc.rectangle("fill",303,599-h,11,-bar+3)
|
||||
--Warning
|
||||
end
|
||||
else
|
||||
gc.setColor(attackColor[A.lv][1])
|
||||
bar=bar*(20-A.time)*.05
|
||||
gc.rectangle("fill",303,599-h,11,-bar+2)
|
||||
--Disappear
|
||||
end
|
||||
gc.rectangle("line",-16,-3,15,604)--Draw b2b bar boarder
|
||||
--B2B indictator
|
||||
gc.translate(-P.fieldOff.x,-P.fieldOff.y)
|
||||
gc.setBlendMode("alpha")
|
||||
h=h+bar
|
||||
end--Buffer line
|
||||
local a,b=P.b2b,P.b2b1 if a>b then a,b=b,a end
|
||||
gc.setColor(.8,1,.2)
|
||||
gc.rectangle("fill",-14,599,11,-b*.5)
|
||||
gc.setColor(P.b2b<40 and color.white or P.b2b<=1e3 and color.lightRed or color.lightBlue)
|
||||
gc.rectangle("fill",-14,599,11,-a*.5)
|
||||
gc.setColor(1,1,1)
|
||||
if Timer()%.5<.3 then
|
||||
gc.rectangle("fill",-15,b<40 and 578.5 or 98.5,13,3)
|
||||
end
|
||||
gc.rectangle("line",-16,-3,15,604)--Draw b2b bar boarder
|
||||
--B2B indictator
|
||||
gc.translate(-P.fieldOff.x,-P.fieldOff.y)
|
||||
|
||||
if P.gameEnv.hold then
|
||||
mText(drawableText.hold,-81,-15)
|
||||
@@ -691,8 +687,8 @@ local function Pdraw_norm(P)
|
||||
gc.draw(drawableText.modeName,-135,-65)
|
||||
gc.draw(drawableText.levelName,437-drawableText.levelName:getWidth(),-65)
|
||||
gc.setColor(1,1,1)
|
||||
if frame<180 then
|
||||
local count=179-frame
|
||||
if game.frame<180 then
|
||||
local count=179-game.frame
|
||||
gc.push("transform")
|
||||
gc.translate(155,220)
|
||||
setFont(95)
|
||||
@@ -1349,7 +1345,7 @@ end
|
||||
function player.drop(P)--Place piece
|
||||
local _
|
||||
local CHN=VOC.getFreeChannel()
|
||||
P.dropTime[11]=ins(P.dropTime,1,frame)--update speed dial
|
||||
P.dropTime[11]=ins(P.dropTime,1,game.frame)--update speed dial
|
||||
local cmb=P.combo
|
||||
P.waiting=P.gameEnv.wait
|
||||
local STAT=P.stat
|
||||
@@ -1771,17 +1767,17 @@ function player.pressKey(P,i)
|
||||
P.act[i](P)
|
||||
if P.control then
|
||||
if P.keyRec then
|
||||
ins(P.keyTime,1,frame)
|
||||
ins(P.keyTime,1,game.frame)
|
||||
P.keyTime[11]=nil
|
||||
end
|
||||
P.stat.key=P.stat.key+1
|
||||
end
|
||||
--ins(rec,{i,frame})
|
||||
--ins(rec,{i,game.frame})
|
||||
end
|
||||
function player.releaseKey(P,i)
|
||||
if P.keyPressing[i]then
|
||||
P.keyPressing[i]=false
|
||||
-- if recording then ins(rec,{-i,frame})end
|
||||
-- if recording then ins(rec,{-i,game.frame})end
|
||||
end
|
||||
end
|
||||
--------------------------</Methods>--------------------------
|
||||
@@ -2146,7 +2142,7 @@ function player.act.func(P)
|
||||
P.gameEnv.Fkey(P)
|
||||
end
|
||||
function player.act.restart(P)
|
||||
if P.gameEnv.quickR or frame<180 then
|
||||
if P.gameEnv.quickR or game.frame<180 then
|
||||
TASK.clear("play")
|
||||
resetPartGameData()
|
||||
end
|
||||
|
||||
@@ -1,13 +1,10 @@
|
||||
local S=[=[
|
||||
"Patron"(time ordered,may not accurate):
|
||||
[rmb100+]:
|
||||
那没事了(T6300)
|
||||
加油啊,钉钉动了的大哥哥(T3228)
|
||||
弥佑瑶
|
||||
Alan
|
||||
幽灵3383
|
||||
靏鸖龘龘
|
||||
込余
|
||||
那没事了(T6300) 加油啊,钉钉动了的大哥哥(T3228)
|
||||
弥佑瑶 Alan
|
||||
幽灵3383 靏鸖龘龘
|
||||
込余 saki
|
||||
[rmb10+]:
|
||||
八零哥 蕴空之灵 gggf127 dtg
|
||||
ThTsOd Fireboos 金巧 10元
|
||||
@@ -19,7 +16,7 @@ local S=[=[
|
||||
PCX kagura77 呆喂 GlowingEmbers
|
||||
轩辕辚 HimuroAki TCV100 tech有养成系统了@7065
|
||||
HAGE KANOBU 闪电和拐棍 葡萄味的曼妥思 世界沃德
|
||||
蓝绿 天生的魔法师 saki 琳雨空 T8779.易缄
|
||||
蓝绿 天生的魔法师 琳雨空 T8779.易缄 吃水榴莲
|
||||
|
||||
Thanks!!!
|
||||
|
||||
@@ -83,14 +80,16 @@ Future outlook:
|
||||
new:
|
||||
--TODO: custom sequence
|
||||
many new tips
|
||||
better watermark
|
||||
changed:
|
||||
faster&harder attacker-ultimate
|
||||
faster & harder attacker-ultimate
|
||||
little easier to get S in PC challenge (easy mode)
|
||||
easier to get S in infinite mode, c4w, PC
|
||||
harder to unlock sprint 400/1000
|
||||
code:
|
||||
file sorted
|
||||
task system rewrited, now perfect
|
||||
task system rewrited, now perfect (maybe)
|
||||
remove scissors/blendMode setting in drawing players
|
||||
fixed:
|
||||
hard move won't deactive "spin"
|
||||
do not clear dead enemies' field
|
||||
|
||||
Reference in New Issue
Block a user