重构模式环境的dropPiece和task事件为更强大的自定义和未来联网任意模式做准备

整理出所有模式的这两个事件独立到一个文件夹并整理所有模式引用它们的方式
警告:很可能有错误,需要他人帮助测试
This commit is contained in:
MrZ626
2021-08-26 23:49:20 +08:00
parent a4c9bdef4a
commit 7ad386d28f
127 changed files with 1504 additions and 1334 deletions

View File

@@ -1,74 +1,11 @@
local death_lock={12,11,10,9,8, 7,7,7,7,6}
local death_wait={10,9, 8, 7,6, 6,6,5,5,4}
local death_fall={10,9, 8, 7,6, 6,5,5,4,4}
local function score(P)
local D=P.modeData
local c=#P.clearedRow
if c==0 and D.pt%100==99 then return end
local s=c<3 and c+1 or c==3 and 5 or 7
if P.combo>7 then s=s+2
elseif P.combo>3 then s=s+1
end
D.pt=D.pt+s
if D.pt%100==99 then
SFX.play('blip_1')
elseif D.pt>=D.target then--Level up!
s=D.target/100
local E=P.gameEnv
E.lock=death_lock[s]
E.wait=death_wait[s]
E.fall=death_fall[s]
if s==2 then
E.das=5
BG.set('rainbow')
elseif s==4 then
E.das=4
BG.set('rainbow2')
elseif s==5 then
if P.stat.frame>183*60 then
D.pt=500
P:win('finish')
return
else
E.bone=true
P.gameEnv.freshLimit=10
BG.set('glow')
BGM.play('secret7th remix')
end
elseif s==6 then
E.das=3
BG.set('lightning')
elseif s==7 then
E.bone=true
elseif s==10 then
D.pt=1000
P:win('finish')
return
end
D.target=D.target+100
P:_showText(text.stage:gsub("$1",s),0,-120,80,'beat')
SFX.play('reach')
end
end
return{
color=COLOR.red,
env={
noTele=true,
das=6,arr=1,
drop=0,
lock=death_lock[1],
wait=death_wait[1],
fall=death_fall[1],
dropPiece=score,
task=function(P)
P.modeData.pt=0
P.modeData.target=100
end,
freshLimit=15,
noInitSZO=true,
eventSet='master_h',
bg='bg2',bgm='secret7th',
},
slowMark=true,