[Z-framework stand alone ready]
This commit is contained in:
326
toolfunc.lua
326
toolfunc.lua
@@ -1,11 +1,26 @@
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local tm,gc=love.timer,love.graphics
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local kb,data=love.keyboard,love.data
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local int,abs,rnd=math.floor,math.abs,math.random
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local max,min=math.max,math.min
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local sub,find=string.sub,string.find
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local format,char,byte=string.format,string.char,string.byte
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local ins,rem=table.insert,table.remove
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local gc=love.graphics
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local fontData=love.filesystem.newFile("font.ttf")
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local newFont=gc.setNewFont
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local setNewFont=gc.setFont
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local fontCache,currentFontSize={}
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function setFont(s)
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local f=fontCache[s]
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if s~=currentFontSize then
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if f then
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setNewFont(f)
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else
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f=newFont(fontData,s)
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fontCache[s]=f
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setNewFont(f)
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end
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currentFontSize=s
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end
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return f
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end
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local int=math.floor
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local format=string.format
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function toTime(s)
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if s<60 then
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return format("%.3fs",s)
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@@ -24,301 +39,4 @@ function mText(s,x,y)
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end
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function mDraw(s,x,y,a,k)
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gc.draw(s,x,y,a,k,nil,s:getWidth()*.5,s:getHeight()*.5)
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end
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function destroyPlayers()
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for i=#players,1,-1 do
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local P=players[i]
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if P.canvas then P.canvas:release()end
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while P.field[1]do
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freeRow.discard(rem(P.field))
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freeRow.discard(rem(P.visTime))
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end
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if P.AI_mode=="CC"then
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BOT.free(P.bot_opt)
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BOT.free(P.bot_wei)
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BOT.destroy(P.AI_bot)
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P.AI_mode=nil
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end
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players[i]=nil
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end
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for i=#players.alive,1,-1 do
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players.alive[i]=nil
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end
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players.human=0
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collectgarbage()
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end
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--Single-usage funcs
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function restoreVirtualKey()
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for i=1,#VK_org do
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local B,O=virtualkey[i],VK_org[i]
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B.ava=O.ava
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B.x=O.x
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B.y=O.y
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B.r=O.r
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B.isDown=false
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B.pressTime=0
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end
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if not modeEnv.Fkey then
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virtualkey[9].ava=false
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end
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end
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function copyBoard()
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local str=""
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local H=0
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for y=20,1,-1 do
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for x=1,10 do
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if preField[y][x]~=0 then
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H=y
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goto L
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end
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end
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end
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::L::
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for y=1,H do
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local S=""
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local L=preField[y]
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for x=1,10 do
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S=S..char(L[x]+1)
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end
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str=str..S
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end
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love.system.setClipboardText("Techmino sketchpad:"..data.encode("string","base64",data.compress("string","deflate",str)))
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TEXT.show(text.copySuccess,350,360,40,"appear",.5)
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end
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function pasteBoard()
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local str=love.system.getClipboardText()
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local fX,fY=1,1--*ptr for Field(r*10+(c-1))
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local _,Bid
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local p=find(str,":")--ptr*
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if p then str=sub(str,p+1)end
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_,str=pcall(data.decode,"string","base64",str)
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if not _ then goto ERROR end
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_,str=pcall(data.decompress,"string","deflate",str)
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if not _ then goto ERROR end
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p=1
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while true do
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_=byte(str,p)--1byte
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if not _ then
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if fX~=1 then goto ERROR
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else break
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end
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end--str end
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__=_%32-1--block id
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if __>17 then goto ERROR end--illegal blockid
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_=int(_/32)--mode id
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preField[fY][fX]=__
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if fX<10 then
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fX=fX+1
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else
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if fY==20 then break end
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fX=1;fY=fY+1
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end
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p=p+1
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end
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for y=fY+1,20 do
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for x=1,10 do
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preField[y][x]=0
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end
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end
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do return end
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::ERROR::TEXT.show(text.dataCorrupted,350,360,35,"flicker",.5)
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end
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function mergeStat(stat,delta)
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for k,v in next,delta do
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if type(v)=="table"then
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mergeStat(stat[k],v)
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else
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stat[k]=stat[k]+v
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end
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end
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end
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function randomTarget(P)
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if #players.alive>1 then
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local R
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repeat
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R=players.alive[rnd(#players.alive)]
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until R~=P
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return R
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end
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end--return a random opponent for P
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function freshMostDangerous()
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game.mostDangerous,game.secDangerous=nil
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local m,m2=0,0
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for i=1,#players.alive do
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local h=#players.alive[i].field
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if h>=m then
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game.mostDangerous,game.secDangerous=players.alive[i],game.mostDangerous
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m,m2=h,m
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elseif h>=m2 then
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game.secDangerous=players.alive[i]
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m2=h
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end
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end
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end
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function freshMostBadge()
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game.mostBadge,game.secBadge=nil
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local m,m2=0,0
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for i=1,#players.alive do
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local h=players.alive[i].badge
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if h>=m then
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game.mostBadge,game.secBadge=players.alive[i],game.mostBadge
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m,m2=h,m
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elseif h>=m2 then
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game.secBadge=players.alive[i]
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m2=h
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end
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end
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end
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function royaleLevelup()
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game.stage=game.stage+1
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local spd
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TEXT.show(text.royale_remain(#players.alive),640,200,40,"beat",.3)
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if game.stage==2 then
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spd=30
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elseif game.stage==3 then
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spd=15
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game.garbageSpeed=.6
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if players[1].alive then BGM.play("cruelty")end
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elseif game.stage==4 then
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spd=10
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local _=players.alive
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for i=1,#_ do
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_[i].gameEnv.pushSpeed=3
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end
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elseif game.stage==5 then
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spd=5
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game.garbageSpeed=1
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elseif game.stage==6 then
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spd=3
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if players[1].alive then BGM.play("final")end
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end
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for i=1,#players.alive do
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players.alive[i].gameEnv.drop=spd
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end
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if curMode.lv==3 then
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for i=1,#players.alive do
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local P=players.alive[i]
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P.gameEnv.drop=int(P.gameEnv.drop*.3)
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if P.gameEnv.drop==0 then
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P.curY=P.y_img
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P.gameEnv._20G=true
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if P.AI_mode=="CC"then CC_switch20G(P)end--little cheating,never mind
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end
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end
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end
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end
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function pauseGame()
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if not SCN.swapping then
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restartCount=0--Avoid strange darkness
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if not game.result then
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game.pauseCount=game.pauseCount+1
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end
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for i=1,#players do
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local l=players[i].keyPressing
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for j=1,#l do
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if l[j]then
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players[i]:releaseKey(j)
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end
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end
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end
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SCN.swapTo("pause","none")
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end
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end
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function resumeGame()
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SCN.swapTo("play","none")
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end
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function loadGame(M)
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--rec={}
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stat.lastPlay=M
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curMode=modes[M]
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local lang=setting.lang
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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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needResetGameData=true
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SCN.swapTo("play","fade_togame")
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SFX.play("enter")
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end
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function resetPartGameData()
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game={
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result=false,
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pauseTime=0,
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pauseCount=0,
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garbageSpeed=1,
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warnLVL0=0,
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warnLVL=0,
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}
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frame=150-setting.reTime*15
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destroyPlayers()
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curMode.load()
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TEXT.clear()
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if modeEnv.task then
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for i=1,#players do
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TASK.new(modeEnv.task,players[i])
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end
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end
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if modeEnv.royaleMode then
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for i=1,#players do
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players[i]:changeAtk(randomTarget(players[i]))
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end
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end
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BG.set(modeEnv.bg)
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BGM.play(modeEnv.bgm)
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if modeEnv.royaleMode then
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for i=1,#players do
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players[i]:changeAtk(randomTarget(players[i]))
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end
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game.stage=1
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game.garbageSpeed=.3
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end
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restoreVirtualKey()
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collectgarbage()
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end
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function resetGameData()
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game={
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result=false,
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pauseTime=0,--Time paused
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pauseCount=0,--Pausing count
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garbageSpeed=1,--garbage timing speed
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warnLVL0=0,
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warnLVL=0,
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}
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frame=150-setting.reTime*15
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destroyPlayers()
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modeEnv=curMode.env
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curMode.load()--bg/bgm need redefine in custom,so up here
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if modeEnv.task then
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for i=1,#players do
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TASK.new(modeEnv.task,players[i])
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end
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end
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BG.set(modeEnv.bg)
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BGM.play(modeEnv.bgm)
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TEXT.clear()
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FX_badge={}
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FX_attack={}
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if modeEnv.royaleMode then
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for i=1,#players do
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players[i]:changeAtk(randomTarget(players[i]))
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end
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game.stage=1
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game.garbageSpeed=.3
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end
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restoreVirtualKey()
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stat.game=stat.game+1
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freeRow.reset(30*#players)
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SFX.play("ready")
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collectgarbage()
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end
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function gameStart()
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SFX.play("start")
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for P=1,#players do
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P=players[P]
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P:popNext()
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P.timing=true
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P.control=true
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end
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end
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