强化水印&系统优化
This commit is contained in:
110
parts/player.lua
110
parts/player.lua
@@ -226,7 +226,7 @@ end
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local function Pupdate_alive(P,dt)
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if P.timing then P.stat.time=P.stat.time+dt end
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if P.keyRec then
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local _=frame
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local _=game.frame
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local v=0
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for i=2,10 do v=v+i*(i-1)*7.2/(_-P.keyTime[i])end P.keySpeed=P.keySpeed*.99+v*.1
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v=0
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@@ -518,7 +518,6 @@ local function Pdraw_norm(P)
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end
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end--Grid
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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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for j=int(P.fieldBeneath/30+1),#P.field do
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for i=1,10 do
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@@ -599,57 +598,54 @@ local function Pdraw_norm(P)
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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.translate(0,-P.fieldBeneath)
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gc.setBlendMode("replace","alphamultiply")--SPEED UPUP(?)
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gc.setLineWidth(2)
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gc.setColor(1,1,1)
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gc.rectangle("line",-1,-11,302,612)--Draw boarder
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gc.rectangle("line",301,0,15,601)--Draw atkBuffer boarder
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local h=0
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for i=1,#P.atkBuffer do
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local A=P.atkBuffer[i]
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local bar=A.amount*30
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if h+bar>600 then bar=600-h end
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if not A.sent then
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if A.time<20 then
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bar=bar*(20*A.time)^.5*.05
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--Appear
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end
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if A.countdown>0 then
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gc.setColor(attackColor[A.lv][1])
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gc.rectangle("fill",303,599-h,11,-bar+3)
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gc.setColor(attackColor[A.lv][2])
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gc.rectangle("fill",303,599-h+(-bar+3),11,-(-bar+3)*(1-A.countdown/A.cd0))
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--Timing
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else
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local t=math.sin((Timer()-i)*30)*.5+.5
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local c1,c2=attackColor[A.lv][1],attackColor[A.lv][2]
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gc.setColor(c1[1]*t+c2[1]*(1-t),c1[2]*t+c2[2]*(1-t),c1[3]*t+c2[3]*(1-t))
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gc.rectangle("fill",303,599-h,11,-bar+3)
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--Warning
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end
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else
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gc.setColor(attackColor[A.lv][1])
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bar=bar*(20-A.time)*.05
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gc.rectangle("fill",303,599-h,11,-bar+2)
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--Disappear
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gc.setLineWidth(2)
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gc.setColor(1,1,1)
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gc.rectangle("line",-1,-11,302,612)--Draw boarder
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gc.rectangle("line",301,0,15,601)--Draw atkBuffer boarder
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local h=0
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for i=1,#P.atkBuffer do
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local A=P.atkBuffer[i]
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local bar=A.amount*30
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if h+bar>600 then bar=600-h end
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if not A.sent then
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if A.time<20 then
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bar=bar*(20*A.time)^.5*.05
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--Appear
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end
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h=h+bar
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end--Buffer line
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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.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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gc.rectangle("fill",-15,b<40 and 578.5 or 98.5,13,3)
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if A.countdown>0 then
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gc.setColor(attackColor[A.lv][1])
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gc.rectangle("fill",303,599-h,11,-bar+3)
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gc.setColor(attackColor[A.lv][2])
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gc.rectangle("fill",303,599-h+(-bar+3),11,-(-bar+3)*(1-A.countdown/A.cd0))
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--Timing
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else
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local t=math.sin((Timer()-i)*30)*.5+.5
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local c1,c2=attackColor[A.lv][1],attackColor[A.lv][2]
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gc.setColor(c1[1]*t+c2[1]*(1-t),c1[2]*t+c2[2]*(1-t),c1[3]*t+c2[3]*(1-t))
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gc.rectangle("fill",303,599-h,11,-bar+3)
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--Warning
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end
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else
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gc.setColor(attackColor[A.lv][1])
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bar=bar*(20-A.time)*.05
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gc.rectangle("fill",303,599-h,11,-bar+2)
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--Disappear
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end
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gc.rectangle("line",-16,-3,15,604)--Draw b2b bar boarder
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--B2B indictator
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gc.translate(-P.fieldOff.x,-P.fieldOff.y)
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gc.setBlendMode("alpha")
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h=h+bar
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end--Buffer line
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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.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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gc.rectangle("fill",-15,b<40 and 578.5 or 98.5,13,3)
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end
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gc.rectangle("line",-16,-3,15,604)--Draw b2b bar boarder
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--B2B indictator
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gc.translate(-P.fieldOff.x,-P.fieldOff.y)
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if P.gameEnv.hold then
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mText(drawableText.hold,-81,-15)
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@@ -691,8 +687,8 @@ local function Pdraw_norm(P)
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gc.draw(drawableText.modeName,-135,-65)
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gc.draw(drawableText.levelName,437-drawableText.levelName:getWidth(),-65)
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gc.setColor(1,1,1)
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if frame<180 then
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local count=179-frame
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if game.frame<180 then
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local count=179-game.frame
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gc.push("transform")
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gc.translate(155,220)
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setFont(95)
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@@ -1349,7 +1345,7 @@ end
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function player.drop(P)--Place piece
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local _
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local CHN=VOC.getFreeChannel()
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P.dropTime[11]=ins(P.dropTime,1,frame)--update speed dial
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P.dropTime[11]=ins(P.dropTime,1,game.frame)--update speed dial
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local cmb=P.combo
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P.waiting=P.gameEnv.wait
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local STAT=P.stat
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@@ -1771,17 +1767,17 @@ function player.pressKey(P,i)
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P.act[i](P)
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if P.control then
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if P.keyRec then
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ins(P.keyTime,1,frame)
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ins(P.keyTime,1,game.frame)
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P.keyTime[11]=nil
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end
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P.stat.key=P.stat.key+1
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end
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--ins(rec,{i,frame})
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--ins(rec,{i,game.frame})
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end
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function player.releaseKey(P,i)
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if P.keyPressing[i]then
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P.keyPressing[i]=false
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-- if recording then ins(rec,{-i,frame})end
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-- if recording then ins(rec,{-i,game.frame})end
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end
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end
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--------------------------</Methods>--------------------------
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@@ -2146,7 +2142,7 @@ function player.act.func(P)
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P.gameEnv.Fkey(P)
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end
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function player.act.restart(P)
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if P.gameEnv.quickR or frame<180 then
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if P.gameEnv.quickR or game.frame<180 then
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TASK.clear("play")
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resetPartGameData()
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end
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