Alpha V0.4
This commit is contained in:
348
paint.lua
348
paint.lua
@@ -43,14 +43,15 @@ function drawButton()
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gc.setColor(B.rgb[1],B.rgb[2],B.rgb[3],B.alpha)
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gc.rectangle("fill",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
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local t=B.t
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if type(t)=="function"then t=t()
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end
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if type(t)=="function"then t=t()end
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gc.setColor(B.rgb[1],B.rgb[2],B.rgb[3],.3)
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gc.setLineWidth(5)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
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mStr(t,B.x-1,B.y-1-currentFont*.5)
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mStr(t,B.x-1,B.y+1-currentFont*.5)
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mStr(t,B.x+1,B.y-1-currentFont*.5)
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mStr(t,B.x+1,B.y+1-currentFont*.5)
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local y0=B.y-1-currentFont*.5
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mStr(t,B.x-1,y0)
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mStr(t,B.x+1,y0)
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mStr(t,B.x-1,y0+2)
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mStr(t,B.x+1,y0+2)
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gc.setColor(B.rgb)
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gc.setLineWidth(3)gc.rectangle("line",B.x-B.w*.5,B.y-B.h*.5,B.w,B.h)
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mStr(t,B.x,B.y-currentFont*.5)
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@@ -62,15 +63,9 @@ function drawDial(x,y,speed)
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gc.translate(x,y)
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gc.setColor(1,1,1)
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mStr(int(speed),0,-14)
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gc.setColor(.6,.6,.6)gc.setLineWidth(5)
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gc.circle("line",0,0,30)
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gc.setColor(1,1,1)gc.setLineWidth(2)
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gc.circle("line",0,0,30)
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gc.rotate(2.0944+(speed<=175 and .020944*speed or 4.712389-52.35988/(speed-125)))
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gc.setColor(.4,.4,.4,.5)gc.setLineWidth(5)
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gc.line(0,0,22,0)
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gc.setColor(.6,.6,.6,.5)gc.setLineWidth(3)
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gc.line(0,0,22,0)
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gc.draw(dialCircle,0,0,nil,nil,nil,32,32)
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gc.setColor(1,1,1,.6)
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gc.draw(dialNeedle,0,0,2.0944+(speed<=175 and .020944*speed or 4.712389-52.35988/(speed-125)),nil,nil,5,4)
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gc.pop()
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end
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function drawPixel(y,x,id,alpha)
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@@ -135,7 +130,7 @@ end
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function Pnt.main()
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gc.setColor(1,1,1)
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setFont(30)
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gc.print("Alpha V0.3",370,150)
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gc.print("Alpha V0.4",370,150)
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if system==2 then
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gc.print("Android",530,110)
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end
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@@ -145,28 +140,27 @@ function Pnt.play()
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for p=1,#players do
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P=players[p]
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setmetatable(_G,P.index)
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gc.push("transform")
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gc.translate(x,y)gc.scale(size)--Scale
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gc.setColor(0,0,0,.7)gc.rectangle("fill",0,0,600,690)--Black Background
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gc.setLineWidth(3)
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gc.setColor(1,1,1)gc.rectangle("line",0,0,600,690)--Big frame
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gc.translate(150,70)
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gc.stencil(stencil_field, "replace", 1)
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gc.translate(0,fieldBeneath)
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love.graphics.setStencilTest("equal",1)
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for j=1,#field do
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if falling<=0 or without(clearing,j)then
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for i=1,10 do
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if field[j][i]>0 then
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drawPixel(j,i,field[j][i],min(visTime[j][i],20)*.05)
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if P.small then
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gc.push("transform")
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gc.translate(x,y)gc.scale(size)--Scale
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gc.setColor(0,0,0,.5)gc.rectangle("fill",0,0,300,600)--Black Background
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gc.setLineWidth(3)
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gc.translate(10,15)
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gc.stencil(stencil_field, "replace", 1)
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gc.translate(0,fieldBeneath)
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gc.setStencilTest("equal",1)
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for j=1,#field do
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if falling<=0 or without(clearing,j)then
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for i=1,10 do
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if field[j][i]>0 then
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drawPixel(j,i,field[j][i],min(visTime[j][i],20)*.05)
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end
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end
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else
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gc.setColor(1,1,1,falling/gameEnv.fall)
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gc.rectangle("fill",0,600-30*j,320,30)
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end
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else
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gc.setColor(1,1,1,falling/gameEnv.fall)
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gc.rectangle("fill",0,600-30*j,320,30)
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end
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end--Field
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if waiting<=0 then
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end--Field
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if gameEnv.ghost then
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for i=1,r do for j=1,c do
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if cb[i][j]>0 then
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@@ -174,106 +168,189 @@ function Pnt.play()
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end
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end end
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end--Ghost
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gc.setColor(1,1,1,lockDelay/gameEnv.lock)
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for i=1,r do for j=1,c do
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if cb[i][j]>0 then
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gc.rectangle("fill",30*(j+cx-1)-34,596-30*(i+cy-1),38,38)
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end
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end end--BlockShade(lockdelay indicator)
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for i=1,r do for j=1,c do
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if cb[i][j]>0 then
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drawPixel(i+cy-1,j+cx-1,bn,1)
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end
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end end--Block
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if gameEnv.center then
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local x=30*(cx+sc[2]-1)-30+15
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gc.circle("fill",x,600-30*(cy+sc[1]-1)+15,4)
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gc.setColor(1,1,1,.5)
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gc.circle("fill",x,600-30*(y_img+sc[1]-1)+15,4)
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end--Rotate center
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end
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gc.setColor(1,1,1)
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gc.draw(PTC.dust[p])--Draw game field
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love.graphics.setStencilTest()--In-playField mask
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gc.translate(0,-fieldBeneath)
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gc.setColor(1,1,1)gc.rectangle("line",-2,-12,304,614)--Draw boarder
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local h=0
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for i=1,#atkBuffer do
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local a=atkBuffer[i]
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local bar=a.amount*30
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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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if waiting<=0 then
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gc.setColor(2,2,2)
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for i=1,r do for j=1,c do
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if cb[i][j]>0 then
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drawPixel(i+cy-1,j+cx-1,bn,1)
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end
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end end--Block
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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",305,600-h,8,-bar+5)
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gc.setColor(attackColor[a.lv][2])
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gc.rectangle("fill",305,600-h+(-bar+5),8,-(-bar+5)*(1-a.countdown/a.cd0))
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--Timing
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else
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attackColor.animate[a.lv]((sin((Timer()-i)*20)+1)*.5)
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gc.rectangle("fill",305,600-h,8,-bar+5)
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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",305,600-h,8,-bar+5)
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--Disappear
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end
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h=h+bar
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if h>600 then break end
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end--Buffer line
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gc.setColor(1,1,1)
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gc.rectangle("fill",-15,600,10,-b2b1)
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gc.setColor(1,.4,.4)
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gc.rectangle("line",-20,600-100,15,2)
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gc.setColor(.4,.4,1)
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gc.rectangle("line",-20,600-480,15,2)
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--B2B bar
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setFont(40)
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if gameEnv.hold then
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gc.setColor(1,1,1)
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gc.print("Hold",-113,0)
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for i=1,#hb do
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for j=1,#hb[1] do
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if hb[i][j]>0 then
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drawPixel(i+17.5-#hb*.5,j-2.5-#hb[1]*.5,holded and 13 or hn,1)
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end
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end
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end
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end--Hold
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for N=1,gameEnv.next do
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gc.setColor(1,1,1)
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gc.print("Next",336,0)
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local b=nb[N]
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for i=1,#b do
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for j=1,#b[1] do
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if b[i][j]>0 then
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drawPixel(i+20-2.4*N-#b*.5,j+12.5-#b[1]*.5,nxt[N],1)
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end
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end
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end
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end--Next
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if count then
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gc.push("transform")
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gc.translate(155,220)
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gc.setColor(1,1,1)
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setFont(100)
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if count%60>45 then gc.scale(1+(count%60-45)^2*.01,1)end
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mStr(int(count/60+1),0,0)
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gc.pop()
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end--Draw starting counter
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for i=1,#bonus do
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bonus[i]:draw()
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end--Effects
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gc.draw(PTC.dust[p])--Draw game field
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gc.setStencilTest()--In-playField mask
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gc.translate(0,-fieldBeneath)
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gc.setColor(1,1,1)gc.rectangle("line",-2,-12,304,614)--Draw boarder
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local h=0
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for i=1,#atkBuffer do
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local a=atkBuffer[i]
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local bar=a.amount*30
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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",305,600-h,8,-bar+5)
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gc.setColor(attackColor[a.lv][2])
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gc.rectangle("fill",305,600-h+(-bar+5),8,-(-bar+5)*(1-a.countdown/a.cd0))
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--Timing
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else
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attackColor.animate[a.lv]((sin((Timer()-i)*20)+1)*.5)
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gc.rectangle("fill",305,600-h,8,-bar+5)
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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",305,600-h,8,-bar+5)
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--Disappear
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end
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h=h+bar
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if h>600 then break end
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end--Buffer line
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gc.setColor(b2b<100 and color.white or b2b<=480 and color.lightRed or color.lightBlue)
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gc.rectangle("fill",-15,600,10,-b2b1)
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--B2B bar
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for i=1,#bonus do
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local a=#field>9-bonus[i].dy*.03333 and .6 or 1
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bonus[i]:draw(a)
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end--Effects
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gc.pop()
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else
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gc.push("transform")
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gc.translate(x,y)gc.scale(size)--Scale
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gc.setColor(0,0,0,.7)gc.rectangle("fill",0,0,600,690)--Black Background
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gc.setLineWidth(3)
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gc.setColor(1,1,1)gc.rectangle("line",0,0,600,690)--Big frame
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gc.translate(150,70)
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gc.stencil(stencil_field, "replace", 1)
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gc.translate(0,fieldBeneath)
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gc.setStencilTest("equal",1)
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for j=1,#field do
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if falling<=0 or without(clearing,j)then
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for i=1,10 do
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if field[j][i]>0 then
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drawPixel(j,i,field[j][i],min(visTime[j][i],20)*.05)
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end
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end
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else
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gc.setColor(1,1,1,falling/gameEnv.fall)
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gc.rectangle("fill",0,600-30*j,320,30)
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end
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end--Field
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if waiting<=0 then
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if gameEnv.ghost then
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for i=1,r do for j=1,c do
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if cb[i][j]>0 then
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drawPixel(i+y_img-1,j+cx-1,bn,.3)
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end
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end end
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end--Ghost
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gc.setColor(1,1,1,lockDelay/gameEnv.lock)
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for i=1,r do for j=1,c do
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if cb[i][j]>0 then
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gc.rectangle("fill",30*(j+cx-1)-34,596-30*(i+cy-1),38,38)
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end
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end end--BlockShade(lockdelay indicator)
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for i=1,r do for j=1,c do
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if cb[i][j]>0 then
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drawPixel(i+cy-1,j+cx-1,bn,1)
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end
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end end--Block
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if gameEnv.center then
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local x=30*(cx+sc[2]-1)-30+15
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gc.draw(spinCenter,x,600-30*(cy+sc[1]-1)+15,nil,nil,nil,4,4)
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gc.setColor(1,1,1,.5)
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gc.draw(spinCenter,x,600-30*(y_img+sc[1]-1)+15,nil,nil,nil,4,4)
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end--Rotate center
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end
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gc.setColor(1,1,1)
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gc.draw(PTC.dust[p])--Draw game field
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gc.setStencilTest()--In-playField mask
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gc.translate(0,-fieldBeneath)
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gc.setColor(1,1,1)gc.rectangle("line",-2,-12,304,614)--Draw boarder
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local h=0
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for i=1,#atkBuffer do
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local a=atkBuffer[i]
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local bar=a.amount*30
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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",305,600-h,8,-bar+5)
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gc.setColor(attackColor[a.lv][2])
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gc.rectangle("fill",305,600-h+(-bar+5),8,-(-bar+5)*(1-a.countdown/a.cd0))
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--Timing
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else
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attackColor.animate[a.lv]((sin((Timer()-i)*20)+1)*.5)
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gc.rectangle("fill",305,600-h,8,-bar+5)
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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",305,600-h,8,-bar+5)
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--Disappear
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end
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h=h+bar
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if h>600 then break end
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end--Buffer line
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gc.setColor(b2b<100 and color.white or b2b<=480 and color.lightRed or color.lightBlue)
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gc.rectangle("fill",-15,600,10,-b2b1)
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gc.setColor(color.red)
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gc.rectangle("line",-20,600-100,15,2)
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gc.setColor(color.blue)
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gc.rectangle("line",-20,600-480,15,2)
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--B2B bar
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setFont(40)
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if gameEnv.hold then
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gc.setColor(1,1,1)
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gc.print("Hold",-113,0)
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for i=1,#hb do
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for j=1,#hb[1] do
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if hb[i][j]>0 then
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drawPixel(i+17.5-#hb*.5,j-2.5-#hb[1]*.5,holded and 13 or hn,1)
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end
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end
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end
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end--Hold
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for N=1,gameEnv.next do
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gc.setColor(1,1,1)
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gc.print("Next",336,0)
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local b=nb[N]
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for i=1,#b do
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for j=1,#b[1] do
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if b[i][j]>0 then
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drawPixel(i+20-2.4*N-#b*.5,j+12.5-#b[1]*.5,nxt[N],1)
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end
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end
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end
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end--Next
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if count then
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gc.push("transform")
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gc.translate(155,220)
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gc.setColor(1,1,1)
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setFont(100)
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if count%60>45 then gc.scale(1+(count%60-45)^2*.01,1)end
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mStr(int(count/60+1),0,0)
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gc.pop()
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end--Draw starting counter
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for i=1,#bonus do
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local a=#field>(9-bonus[i].dy*.03333)and .7 or 1
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bonus[i]:draw(a)
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end--Effects
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if P.size>.3 then
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gc.setColor(1,1,1)
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setFont(40)
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gc.print(format("%0.2f",time),-125,530)--Draw time
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@@ -287,15 +364,15 @@ function Pnt.play()
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drawDial(350,520,dropSpeed)
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drawDial(400,570,keySpeed)
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--Speed dials
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gc.pop()
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end
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gc.pop()
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end--Draw players
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gc.setColor(1,1,1)
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for i=1,3 do
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gc.draw(PTC.attack[i])
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end
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setmetatable(_G,nil)
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if system==2 then
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if setting.virtualkeySwitch then
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drawVirtualkey()
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end
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end
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@@ -307,6 +384,7 @@ function Pnt.setting2()
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setFont(35)
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mStr("DAS:"..setting.das,828,73)
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mStr("ARR:"..setting.arr,1043,73)
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gc.print("Keyboard Joystick",223,10)
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for i=1,9 do
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gc.printf(actName_show[i]..":",0,60*i-8,180,"right")
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end
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Reference in New Issue
Block a user