整理玩家绘制代码,增加联网等待时文本

This commit is contained in:
MrZ626
2021-02-08 00:20:44 +08:00
parent db8ee5fc35
commit 5eaea39e74
8 changed files with 241 additions and 358 deletions

View File

@@ -96,7 +96,8 @@ return{
joinRoom="joined the room.",
leaveRoom="left the room.",
waiting="Waiting",
notReady="Waiting",
beReady="Ready",
chatRemain="Online: ",
chatStart="------Beginning of log------",
chatHistory="------New messages below------",

View File

@@ -98,7 +98,8 @@ return{
-- joinRoom="joined the room.",
-- leaveRoom="left the room.",
-- waiting="Waiting",
-- notReady="Waiting",
-- beReady="Ready",
-- chatRemain="Online: ",
-- chatStart="------Beginning of log------",
-- chatHistory="------New messages below------",

View File

@@ -96,7 +96,8 @@ return{
joinRoom="Entrou a sala.",
leaveRoom="Saiu da sala.",
-- waiting="Waiting",
-- notReady="Waiting",
-- beReady="Ready",
chatRemain="Online: ",
chatStart="------Começo do log------",
chatHistory="------Novas mensagens abaixo------",

View File

@@ -99,7 +99,8 @@ return{
-- joinRoom="joined the room.",
-- leaveRoom="left the room.",
-- waiting="Waiting",
-- notReady="Waiting",
-- beReady="Ready",
-- chatRemain="Online: ",
-- chatStart="------Beginning of log------",
-- chatHistory="------New messages below------",

View File

@@ -40,7 +40,8 @@ return{
diffPassword="字不认识?",
ranks={"","","","",""},
waiting="歇着",
notReady="没有准备好",
beReady="准备好了",
stat={
"开了几次:",

View File

@@ -97,7 +97,8 @@ return{
joinRoom="进入房间",
leaveRoom="离开房间",
waiting="等待中",
notReady="等待中",
beReady="准备",
chatRemain="人数:",
chatStart="------消息的开头------",
chatHistory="------以上是历史消息------",

View File

@@ -5,7 +5,6 @@ local gc_setColor,gc_setLineWidth=gc.setColor,gc.setLineWidth
local TIME=love.timer.getTime
local int,ceil,rnd=math.floor,math.ceil,math.random
local max,min,sin=math.max,math.min,math.sin
local format=string.format
local SCR=SCR
local setFont,mStr=setFont,mStr
@@ -17,20 +16,34 @@ local frameColorList={
COLOR.lOrange,
}
--local function drawCell(y,x,id)gc_draw(SKIN.curText[id],30*x-30,-30*y)end
local function drawGrid(P,alpha)
local FBN,FUP=P.fieldBeneath,P.fieldUp
local function drawGrid(P)
local d=P.fieldBeneath+P.fieldUp
gc_setLineWidth(1)
gc_setColor(1,1,1,alpha)
gc_setColor(1,1,1,P.gameEnv.grid)
for x=1,9 do
gc_line(30*x,-10,30*x,600)
end
gc_push("transform")
gc_translate(0,FBN+FUP-30*int((FBN+FUP)/30))
gc_translate(0,d-30*int(d/30))
for y=0,19 do
gc_line(0,30*y,300,30*y)
end
gc_pop()
end
local function boardTransform(mode)
if mode then
if mode=="U-D"then
gc_translate(0,590)
gc_scale(1,-1)
elseif mode=="L-R"then
gc_translate(300,0)
gc_scale(-1,1)
elseif mode=="180"then
gc_translate(300,590)
gc_scale(-1,-1)
end
end
end
local function drawField(P)
local V,F=P.visTime,P.field
local start=int((P.fieldBeneath+P.fieldUp)/30+1)
@@ -175,6 +188,173 @@ local function drawNextPreview(P,B)
end
end end
end
local attackColor={
{COLOR.dGrey,COLOR.white},
{COLOR.grey,COLOR.white},
{COLOR.lPurple,COLOR.white},
{COLOR.lRed,COLOR.white},
{COLOR.dGreen,COLOR.cyan},
}
local function drawBuffer(P)
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
--Appear
if A.time<20 then
bar=bar*(20*A.time)^.5*.05
end
if A.countdown>0 then
--Timing
gc_setColor(attackColor[A.lv][1])
gc_rectangle("fill",303,599-h,11,-bar)
gc_setColor(attackColor[A.lv][2])
gc_rectangle("fill",303,599-h-bar,11,bar*(1-A.countdown/A.cd0))
else
--Warning
local a=math.sin((TIME()-i)*30)*.5+.5
local c1,c2=attackColor[A.lv][1],attackColor[A.lv][2]
gc_setColor(c1[1]*a+c2[1]*(1-a),c1[2]*a+c2[2]*(1-a),c1[3]*a+c2[3]*(1-a))
gc_rectangle("fill",303,599-h,11,-bar)
end
else
gc_setColor(attackColor[A.lv][1])
bar=bar*(20-A.time)*.05
gc_rectangle("fill",303,599-h,11,-bar)
--Disappear
end
h=h+bar
end
end
local function drawB2Bbar(P)
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*.6)
gc_setColor(P.b2b<40 and COLOR.white or P.b2b<=800 and COLOR.lRed or COLOR.lBlue)
gc_rectangle("fill",-14,599,11,-a*.6)
if TIME()%.5<.3 then
gc_setColor(1,1,1)
gc_rectangle("fill",-15,b<40 and 568.5 or 118.5,13,3)
end
--LockDelay indicator
if P.gameEnv.easyFresh then
gc_setColor(1,1,1)
else
gc_setColor(1,.26,.26)
end
if P.lockDelay>=0 then
gc_rectangle("fill",0,602,300*P.lockDelay/P.gameEnv.lock,6)--Lock delay indicator
end
local x=3
for _=1,min(P.freshTime,15)do
gc_rectangle("fill",x,615,14,5)
x=x+20
end
end
local function drawFinesseCombo_norm(P)
if P.finesseCombo>2 then
local S=P.stat
local _=P.finesseComboTime
local str=P.finesseCombo.."x"
if S.finesseRate==5*S.piece then
gc_setColor(.9,.9,.3,_*.2)
gc_print(str,20,570)
gc_setColor(.9,.9,.3,1.2-_*.1)
elseif S.maxFinesseCombo==S.piece then
gc_setColor(.7,.7,1,_*.2)
gc_print(str,20,570)
gc_setColor(.7,.7,1,1.2-_*.1)
else
gc_setColor(1,1,1,_*.2)
gc_print(str,20,570)
gc_setColor(1,1,1,1.2-_*.1)
end
if _>0 then
gc_push("transform")
gc_translate(20,600)
gc_scale(1+_*.08)
gc_print(str,0,-30)
gc_pop()
else
gc_print(str,20,570)
end
end
end
local function drawFinesseCombo_remote(P)
if P.finesseCombo>2 then
local S=P.stat
local str=P.finesseCombo.."x"
if S.finesseRate==5*S.piece then
gc_setColor(.9,.9,.3)
elseif S.maxFinesseCombo==S.piece then
gc_setColor(.7,.7,1)
else
gc_setColor(1,1,1)
end
gc_print(str,20,570)
end
end
local function drawLife(life)
if life>3 then
gc_setColor(1,1,1)
gc_draw(IMG.lifeIcon,475,595,nil,.8)
setFont(20)
gc_print("x",503,595)
gc_print(life,517,595)
elseif life>0 then
gc_setColor(1,1,1)
for i=1,life do
gc_draw(IMG.lifeIcon,450+25*i,595,nil,.8)
end
end
end
local function drawMission(P)
if not P.curMission then return end
local missionEnum=missionEnum
local L=P.gameEnv.mission
local cur=P.curMission
--Draw current mission
setFont(35)
if P.gameEnv.missionkill then
gc_setColor(1,.7+.2*sin(TIME()*6.26),.4)
else
gc_setColor(1,1,1)
end
gc_print(missionEnum[L[cur]],85,110)
--Draw next mission
setFont(20)
for i=1,3 do
local m=L[cur+i]
if m then
m=missionEnum[m]
gc_print(m,87-28*i,117)
else
break
end
end
end
local function drawStartCounter(P)
gc_setColor(1,1,1)
if GAME.frame<180 then
if GAME.frame==0 then
setFont(70)
mStr(P.ready and text.beReady or text.notReady,305,220)
else
local count=179-GAME.frame
gc_push("transform")
gc_translate(305,220)
setFont(95)
if count%60>45 then gc_scale(1+(count%60-45)^2*.01,1)end
mStr(int(count/60+1),0,0)
gc_pop()
end
end
end
local draw={}
function draw.drawNext_norm(P)
@@ -312,16 +492,10 @@ function draw.drawTargetLine(P,r)
end
end
local attackColor={
{COLOR.dGrey,COLOR.white},
{COLOR.grey,COLOR.white},
{COLOR.lPurple,COLOR.white},
{COLOR.lRed,COLOR.white},
{COLOR.dGreen,COLOR.cyan},
}
local RCPB={5,33,195,33,100,5,100,60}
local function drawDial(x,y,speed)
gc_setColor(1,1,1)
setFont(25)
mStr(int(speed),x,y-18)
gc_setLineWidth(2)
@@ -339,7 +513,6 @@ local hideBoardStencil={
all=function()gc_rectangle("fill",0,0,300,600)end,
}
function draw.norm(P)
local _
local ENV=P.gameEnv
local FBN,FUP=P.fieldBeneath,P.fieldUp
local t=TIME()
@@ -359,22 +532,12 @@ function draw.norm(P)
gc_rectangle("fill",0,-10,300,610)
--Draw grid
if ENV.grid then drawGrid(P,ENV.grid)end
if ENV.grid then drawGrid(P)end
--In-field things
gc_push("transform")
if ENV.flipBoard then
if ENV.flipBoard=="U-D"then
gc_translate(0,590)
gc_scale(1,-1)
elseif ENV.flipBoard=="L-R"then
gc_translate(300,0)
gc_scale(-1,1)
elseif ENV.flipBoard=="180"then
gc_translate(300,590)
gc_scale(-1,-1)
end
end
boardTransform(ENV.flipBoard)
gc_translate(0,600+FBN+FUP)
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)
@@ -413,10 +576,10 @@ function draw.norm(P)
if ENV.block then
drawBlockOutline(P,SKIN.curText[curColor],trans)
drawBlock(P,curColor)
end
if ENV.center and ENV.block then
gc_setColor(1,1,1,ENV.center)
gc_draw(IMG.spinCenter,centerX,-30*(P.curY+P.sc[1])+15,nil,nil,nil,4,4)
if ENV.center then
gc_setColor(1,1,1,ENV.center)
gc_draw(IMG.spinCenter,centerX,-30*(P.curY+P.sc[1])+15,nil,nil,nil,4,4)
end
end
gc_translate(0,dy)
end
@@ -435,69 +598,9 @@ function draw.norm(P)
gc_rectangle("line",301,-3,15,604)--AtkBuffer boarder
gc_rectangle("line",-16,-3,15,604)--B2b bar boarder
--Buffer line
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
--Appear
if A.time<20 then
bar=bar*(20*A.time)^.5*.05
end
if A.countdown>0 then
--Timing
gc_setColor(attackColor[A.lv][1])
gc_rectangle("fill",303,599-h,11,-bar)
gc_setColor(attackColor[A.lv][2])
gc_rectangle("fill",303,599-h-bar,11,bar*(1-A.countdown/A.cd0))
else
--Warning
local a=math.sin((t-i)*30)*.5+.5
local c1,c2=attackColor[A.lv][1],attackColor[A.lv][2]
gc_setColor(c1[1]*a+c2[1]*(1-a),c1[2]*a+c2[2]*(1-a),c1[3]*a+c2[3]*(1-a))
gc_rectangle("fill",303,599-h,11,-bar)
end
else
gc_setColor(attackColor[A.lv][1])
bar=bar*(20-A.time)*.05
gc_rectangle("fill",303,599-h,11,-bar)
--Disappear
end
h=h+bar
end
--B2B indictator
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*.6)
gc_setColor(P.b2b<40 and COLOR.white or P.b2b<=800 and COLOR.lRed or COLOR.lBlue)
gc_rectangle("fill",-14,599,11,-a*.6)
if t%.5<.3 then
gc_setColor(1,1,1)
gc_rectangle("fill",-15,b<40 and 568.5 or 118.5,13,3)
end
--LockDelay indicator
if ENV.easyFresh then
gc_setColor(1,1,1)
else
gc_setColor(1,.26,.26)
end
if P.lockDelay>=0 then
gc_rectangle("fill",0,602,300*P.lockDelay/ENV.lock,6)--Lock delay indicator
end
local x=3
for _=1,min(P.freshTime,15)do
gc_rectangle("fill",x,615,14,5)
x=x+20
end
--Draw Hold
drawBuffer(P)
drawB2Bbar(P)
P:drawHold()
--Draw Next(s)
P:drawNext()
--Draw target selecting pad
@@ -533,123 +636,37 @@ function draw.norm(P)
-- if P.curY then gc_setColor(1,.4,0,.42)gc_line(0,611-P.curY*30,300,611-P.curY*30)end
-- if P.ghoY then gc_setColor(0,1,.4,.42)gc_line(0,615-P.ghoY*30,300,615-P.ghoY*30)end
-- if P.minY then gc_setColor(0,.4,1,.42)gc_line(0,619-P.minY*30,300,619-P.minY*30)end
-- gc_setColor(0,.4,1,.42)gc_line(0,600-P.garbageBeneath*30,300,600-P.garbageBeneath*30)
-- gc_setColor(0,.4,1,.42)gc_line(0,600-P.garbageBeneath*30,300,600-P.garbageBeneath*30)
gc_pop()
--Speed dials
setFont(25)
drawDial(510,510,P.dropSpeed)
drawDial(555,565,P.keySpeed)
gc_setColor(1,1,1)
gc_draw(drawableText.bpm,540,480)
gc_draw(drawableText.kpm,494,573)
local S=P.stat
--Score & Time
setFont(25)
local tm=int(P.stat.time*100)*.01
gc_setColor(0,0,0,.3)
gc_print(P.score1,18,509)
gc_print(format("%.2f",S.time),18,539)
gc_print(tm,18,539)
gc_setColor(COLOR.lYellow)gc_print(P.score1,20,510)
gc_setColor(COLOR.sky)gc_print(format("%.2f",S.time),20,540)
gc_setColor(COLOR.sky)gc_print(tm,20,540)
--FinesseCombo
if P.finesseCombo>2 then
_=P.finesseComboTime
local str=P.finesseCombo.."x"
if S.finesseRate==5*S.piece then
gc_setColor(.9,.9,.3,_*.2)
gc_print(str,20,570)
gc_setColor(.9,.9,.3,1.2-_*.1)
elseif S.maxFinesseCombo==S.piece then
gc_setColor(.7,.7,1,_*.2)
gc_print(str,20,570)
gc_setColor(.7,.7,1,1.2-_*.1)
else
gc_setColor(1,1,1,_*.2)
gc_print(str,20,570)
gc_setColor(1,1,1,1.2-_*.1)
end
if _>0 then
gc_push("transform")
gc_translate(20,600)
gc_scale(1+_*.08)
gc_print(str,0,-30)
gc_pop()
else
gc_print(str,20,570)
end
end
--Lives
if P.life>0 then
gc_setColor(1,1,1)
if P.life<=3 then
for i=1,P.life do
gc_draw(IMG.lifeIcon,450+25*i,595,nil,.8)
end
else
gc_draw(IMG.lifeIcon,475,595,nil,.8)
setFont(20)
gc_print("x",503,595)
gc_print(P.life,517,595)
end
end
--Other messages
gc_setColor(1,1,1)
--Mode informations
if GAME.curMode.mesDisp then
gc_setColor(1,1,1)
GAME.curMode.mesDisp(P)
end
--Missions
if P.curMission then
local missionEnum=missionEnum
local L=ENV.mission
--Draw current mission
setFont(35)
if ENV.missionKill then
gc_setColor(1,.7+.2*sin(t*6.26),.4)
else
gc_setColor(1,1,1)
end
gc_print(missionEnum[L[P.curMission]],85,110)
--Draw next mission
setFont(20)
for i=1,3 do
local m=L[P.curMission+i]
if m then
m=missionEnum[m]
gc_print(m,87-28*i,117)
else
break
end
end
end
--Draw starting counter
gc_setColor(1,1,1)
if GAME.frame<180 then
if GAME.net and GAME.frame==0 then
setFont(70)
mStr(text.waiting,305,220)
else
local count=179-GAME.frame
gc_push("transform")
gc_translate(305,220)
setFont(95)
if count%60>45 then gc_scale(1+(count%60-45)^2*.01,1)end
mStr(int(count/60+1),0,0)
gc_pop()
end
end
drawFinesseCombo_norm(P)
drawLife(P.life)
drawMission(P)
drawStartCounter(P)
gc_pop()
end
function draw.remote_norm(P)
local _
function draw.norm_remote(P)
local ENV=P.gameEnv
local FBN,FUP=P.fieldBeneath,P.fieldUp
local t=TIME()
@@ -674,22 +691,12 @@ function draw.remote_norm(P)
gc_rectangle("fill",0,-10,300,610)
--Draw grid
if ENV.grid then drawGrid(P,ENV.grid)end
if ENV.grid then drawGrid(P)end
--In-field things
gc_push("transform")
if ENV.flipBoard then
if ENV.flipBoard=="U-D"then
gc_translate(0,590)
gc_scale(1,-1)
elseif ENV.flipBoard=="L-R"then
gc_translate(300,0)
gc_scale(-1,1)
elseif ENV.flipBoard=="180"then
gc_translate(300,590)
gc_scale(-1,-1)
end
end
boardTransform(ENV.flipBoard)
gc_translate(0,600+FBN+FUP)
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)
@@ -728,10 +735,10 @@ function draw.remote_norm(P)
if ENV.block then
drawBlockOutline(P,SKIN.curText[curColor],trans)
drawBlock(P,curColor)
end
if ENV.center and ENV.block then
gc_setColor(1,1,1,ENV.center)
gc_draw(IMG.spinCenter,centerX,-30*(P.curY+P.sc[1])+15,nil,nil,nil,4,4)
if ENV.center then
gc_setColor(1,1,1,ENV.center)
gc_draw(IMG.spinCenter,centerX,-30*(P.curY+P.sc[1])+15,nil,nil,nil,4,4)
end
end
gc_translate(0,dy)
end
@@ -750,69 +757,9 @@ function draw.remote_norm(P)
gc_rectangle("line",301,-3,15,604)--AtkBuffer boarder
gc_rectangle("line",-16,-3,15,604)--B2b bar boarder
--Buffer line
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
--Appear
if A.time<20 then
bar=bar*(20*A.time)^.5*.05
end
if A.countdown>0 then
--Timing
gc_setColor(attackColor[A.lv][1])
gc_rectangle("fill",303,599-h,11,-bar)
gc_setColor(attackColor[A.lv][2])
gc_rectangle("fill",303,599-h-bar,11,bar*(1-A.countdown/A.cd0))
else
--Warning
local a=math.sin((t-i)*30)*.5+.5
local c1,c2=attackColor[A.lv][1],attackColor[A.lv][2]
gc_setColor(c1[1]*a+c2[1]*(1-a),c1[2]*a+c2[2]*(1-a),c1[3]*a+c2[3]*(1-a))
gc_rectangle("fill",303,599-h,11,-bar)
end
else
gc_setColor(attackColor[A.lv][1])
bar=bar*(20-A.time)*.05
gc_rectangle("fill",303,599-h,11,-bar)
--Disappear
end
h=h+bar
end
--B2B indictator
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*.6)
gc_setColor(P.b2b<40 and COLOR.white or P.b2b<=800 and COLOR.lRed or COLOR.lBlue)
gc_rectangle("fill",-14,599,11,-a*.6)
if t%.5<.3 then
gc_setColor(1,1,1)
gc_rectangle("fill",-15,b<40 and 568.5 or 118.5,13,3)
end
--LockDelay indicator
if ENV.easyFresh then
gc_setColor(1,1,1)
else
gc_setColor(1,.26,.26)
end
if P.lockDelay>=0 then
gc_rectangle("fill",0,602,300*P.lockDelay/ENV.lock,6)--Lock delay indicator
end
local x=3
for _=1,min(P.freshTime,15)do
gc_rectangle("fill",x,615,14,5)
x=x+20
end
--Draw Hold
drawBuffer(P)
drawB2Bbar(P)
P:drawHold()
--Draw Next(s)
P:drawNext()
--Draw target selecting pad
@@ -845,101 +792,29 @@ function draw.remote_norm(P)
gc_pop()
--Speed dials
setFont(25)
drawDial(510,510,P.dropSpeed)
drawDial(555,565,P.keySpeed)
local S=P.stat
drawDial(530,535,P.dropSpeed)
--Score & Time
setFont(25)
local tm=int(P.stat.time*100)*.01
gc_setColor(0,0,0,.3)
gc_print(P.score1,18,509)
gc_print(format("%.2f",S.time),18,539)
gc_print(tm,18,539)
gc_setColor(COLOR.lYellow)gc_print(P.score1,20,510)
gc_setColor(COLOR.sky)gc_print(format("%.2f",S.time),20,540)
gc_setColor(COLOR.sky)gc_print(tm,20,540)
--FinesseCombo
if P.finesseCombo>2 then
_=P.finesseComboTime
local str=P.finesseCombo.."x"
if S.finesseRate==5*S.piece then
gc_setColor(.9,.9,.3,_*.2)
elseif S.maxFinesseCombo==S.piece then
gc_setColor(.7,.7,1,_*.2)
else
gc_setColor(1,1,1,_*.2)
end
gc_print(str,20,570)
end
--Lives
if P.life>0 then
gc_setColor(1,1,1)
if P.life<=3 then
for i=1,P.life do
gc_draw(IMG.lifeIcon,450+25*i,595,nil,.8)
end
else
gc_draw(IMG.lifeIcon,475,595,nil,.8)
setFont(20)
gc_print("x",503,595)
gc_print(P.life,517,595)
end
end
--Other messages
gc_setColor(1,1,1)
--Mode informations
if GAME.curMode.mesDisp then
gc_setColor(1,1,1)
GAME.curMode.mesDisp(P)
end
--Missions
if P.curMission then
local missionEnum=missionEnum
local L=ENV.mission
--Draw current mission
setFont(35)
if ENV.missionKill then
gc_setColor(1,.7+.2*sin(t*6.26),.4)
else
gc_setColor(1,1,1)
end
gc_print(missionEnum[L[P.curMission]],85,110)
--Draw next mission
setFont(20)
for i=1,3 do
local m=L[P.curMission+i]
if m then
m=missionEnum[m]
gc_print(m,87-28*i,117)
else
break
end
end
end
--Draw starting counter
gc_setColor(1,1,1)
if GAME.frame<180 then
if GAME.frame==0 then
setFont(70)
mStr(text.waiting,305,220)
else
local count=179-GAME.frame
gc_push("transform")
gc_translate(305,220)
setFont(95)
if count%60>45 then gc_scale(1+(count%60-45)^2*.01,1)end
mStr(int(count/60+1),0,0)
gc_pop()
end
end
drawFinesseCombo_remote(P)
drawLife(P.life)
drawMission(P)
drawStartCounter(P)
gc_pop()
end
function draw.small(P)
--Draw content
P.frameWait=P.frameWait-1
@@ -995,7 +870,6 @@ function draw.small(P)
end
setFont(30)
end
function draw.demo(P)
local _
local ENV=P.gameEnv

View File

@@ -127,6 +127,9 @@ local function newEmptyPlayer(id,mini)
P.atkMode,P.swappingAtkMode=1,20
P.atker,P.atking,P.lastRecv={}
--Network-related
P.ready=false
P.dropDelay,P.lockDelay=0,0
P.showTime=false
P.keepVisible=true
@@ -358,7 +361,7 @@ function PLY.newRemotePlayer(id,mini,playerData)
P.type="remote"
P.update=PLY.update.remote_alive
P.draw=PLY.draw.remote_norm
P.draw=PLY.draw.norm_remote
P.stream={}
P.streamProgress=1