同场景代码整合到scenes.lua
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@@ -1,337 +1,10 @@
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local gc=love.graphics
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local int,abs=math.floor,math.abs
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local max,log=math.max,math.log
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local rnd,sin,cos=math.random,math.sin,math.cos
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local format=string.format
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local abs=math.abs
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local scr=scr
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local sceneInit={}
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sceneInit,sceneBack={},{}
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local sceneInit,sceneBack=sceneInit,sceneBack
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sceneInit.quit=love.event.quit
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function sceneInit.calculator()
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sceneTemp={
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reg=false,
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val=0,
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sym=false,
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pass=false,
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tip=require("parts/getTip"),
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}
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end
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function sceneInit.p15()
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sceneTemp={
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board={{1,2,3,4},{5,6,7,8},{9,10,11,12},{13,14,15,16}},
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x=4,y=4,
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startTime=0,
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time=0,
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move=0,
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state=2,
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color=true,
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blind=false,
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}
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end
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function sceneInit.load()
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sceneTemp={
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phase=1,--Loading stage
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cur=1,--Counter
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tar=#VOC.name,--Loading bar length(current)
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tip=setting.appLock or require("parts/getTip"),
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list={
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#VOC.name,
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#BGM.list,
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#SFX.list,
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IMG.getCount(),
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#Modes,
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1,
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},
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skip=false,--If skipped
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}
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end
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function sceneInit.intro()
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BG.set("space")
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sceneTemp={
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t1=0,--Timer 1
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t2=0,--Timer 2
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r={},--Random animation type
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}
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for i=1,8 do
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sceneTemp.r[i]=rnd(5)
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end
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BGM.play("blank")
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end
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function sceneInit.main()
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BG.set("space")
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BGM.play("blank")
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modeEnv={}
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--Create demo player
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destroyPlayers()
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PLY.newDemoPlayer(1,900,35,1.1)
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end
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function sceneInit.music()
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if BGM.nowPlay then
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for i=1,BGM.len do
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if BGM.list[i]==BGM.nowPlay then
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sceneTemp=i--Music selected
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return
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end
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end
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else
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sceneTemp=1
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end
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end
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function sceneInit.mode(org)
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BG.set("space")
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BGM.play("blank")
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destroyPlayers()
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local cam=mapCam
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cam.zoomK=org=="main"and 5 or 1
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if cam.sel then
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local M=Modes[cam.sel]
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cam.x,cam.y=M.x*cam.k+180,M.y*cam.k
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cam.x1,cam.y1=cam.x,cam.y
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end
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end
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function sceneInit.custom()
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sceneTemp=1--Option selected
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destroyPlayers()
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BG.set(customRange.bg[customSel[12]])
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BGM.play(customRange.bgm[customSel[13]])
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end
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function sceneInit.sequence()
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sceneTemp={cur=#preBag,sure=0}
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end
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function sceneInit.draw()
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BG.set("space")
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sceneTemp={
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sure=0,
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pen=1,
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x=1,y=1,
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demo=false,
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}
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end
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function sceneInit.play()
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love.keyboard.setKeyRepeat(false)
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restartCount=0
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if needResetGameData then
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resetGameData()
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needResetGameData=nil
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end
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BG.set(modeEnv.bg)
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end
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function sceneInit.pause(org)
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if
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org=="setting_game"or
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org=="setting_video"or
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org=="setting_sound"
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then
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TEXT.show(text.needRestart,640,440,50,"fly",.6)
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end
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local S=players[1].stat
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sceneTemp={
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timer=org=="play"and 0 or 50,
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list={
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toTime(S.time),
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format("%d/%d/%d",S.key,S.rotate,S.hold),
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format("%d %.2fPPS",S.piece,S.piece/S.time),
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format("%d(%d) %.2fLPM",S.row,S.dig,S.row/S.time*60),
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format("%d(%d) %.2fAPM",S.atk,S.digatk,S.atk/S.time*60),
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format("%d(%d-%d)",S.pend,S.recv,S.recv-S.pend),
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format("%d/%d/%d/%d",S.clears[1],S.clears[2],S.clears[3],S.clears[4]),
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format("(%d)/%d/%d/%d",S.spins[1],S.spins[2],S.spins[3],S.spins[4]),
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format("%d/%d ; %d/%d",S.b2b,S.b3b,S.pc,S.hpc),
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format("%d [%.2f%%]",S.extraPiece,100*max(1-S.extraRate/S.piece,0)),
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},
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--From right-down, 60 degree each
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radar={
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(S.off+S.dig)/S.time*60,--DefPM
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(S.send+S.dig)/S.time*60,--ADPM
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S.atk/S.time*60, --AtkPM
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S.send/S.time*60, --SendPM
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S.piece/S.time*24, --LinePM
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S.dig/S.time*60, --DigPM
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},
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val={1/80,1/80,1/80,1/60,1/100,1/40},
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timing=org=="play",
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}
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local _=sceneTemp
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local A,B=_.radar,_.val
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--Normalize Values
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for i=1,6 do
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B[i]=B[i]*A[i]if B[i]>1.26 then B[i]=1.26+log(B[i]-.26,10)end
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end
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for i=1,6 do
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A[i]=format("%.2f",A[i])..text.radarData[i]
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end
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local f=1
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for i=1,6 do
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if B[i]>.5 then f=2 end
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if B[i]>1 then f=3 break end
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end
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if f==1 then _.color,f={.4,.9,.5},1.25 --Vegetable
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elseif f==2 then _.color,f={.4,.7,.9},1 --Normal
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elseif f==3 then _.color,f={1,.3,.3},.626 --Diao
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end
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A={
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120*.5*f, 120*3^.5*.5*f,
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120*-.5*f, 120*3^.5*.5*f,
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120*-1*f, 120*0*f,
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120*-.5*f, 120*-3^.5*.5*f,
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120*.5*f, 120*-3^.5*.5*f,
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120*1*f, 120*0*f,
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}
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_.scale=f
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_.standard=A
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for i=6,1,-1 do
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B[2*i-1],B[2*i]=B[i]*A[2*i-1],B[i]*A[2*i]
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end
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_.val=B
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end
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function sceneInit.setting_game()
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BG.set("space")
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end
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function sceneInit.setting_video()
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BG.set("space")
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end
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function sceneInit.setting_sound()
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sceneTemp={
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last=0,--Last sound time
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jump=0,--Animation timer(10 to 0)
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}
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BG.set("space")
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end
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function sceneInit.setting_control()
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sceneTemp={
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das=setting.das,
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arr=setting.arr,
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pos=0,
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dir=1,
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wait=30,
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}
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BG.set("bg1")
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end
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function sceneInit.setting_key()
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sceneTemp={
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board=1,
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kb=1,js=1,
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kS=false,jS=false,
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}
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end
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function sceneInit.setting_touch()
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BG.set("rainbow")
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sceneTemp={
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default=1,
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snap=1,
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sel=nil,
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}
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end
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function sceneInit.setting_touchSwitch()
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BG.set("matrix")
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end
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function sceneInit.help()
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BG.set("space")
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end
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function sceneInit.staff()
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sceneTemp={
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time=0,
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v=1,
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}
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BG.set("space")
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end
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function sceneInit.stat()
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local S=stat
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local X1,X2,Y1,Y2={0,0,0,0},{0,0,0,0},{},{}
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for i=1,7 do
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local S,C=S.spin[i],S.clear[i]
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Y1[i]=S[1]+S[2]+S[3]+S[4]
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Y2[i]=C[1]+C[2]+C[3]+C[4]
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for j=1,4 do
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X1[j]=X1[j]+S[j]
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X2[j]=X2[j]+C[j]
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end
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end
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sceneTemp={
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chart={
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A1=S.spin,A2=S.clear,
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X1=X1,X2=X2,
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Y1=Y1,Y2=Y2,
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},
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item={
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S.run,
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S.game,
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toTime(S.time),
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S.key.." "..S.rotate.." "..S.hold,
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S.piece.." "..S.row.." "..int(S.atk),
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S.recv.." "..S.off.." "..S.pend,
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S.dig.." "..int(S.digatk),
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format("%.2f %.2f",S.atk/S.row,S.digatk/S.dig),
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format("%d/%.3f%%",S.extraPiece,100*max(1-S.extraRate/S.piece,0)),
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S.b2b.." "..S.b3b,
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S.pc.." "..S.hpc,
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},
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}
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for i=1,11 do
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sceneTemp.item[i]=text.stat[i].."\t"..sceneTemp.item[i]
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end
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end
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function sceneInit.history()
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BG.set("rainbow")
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sceneTemp={
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text=require("parts/updateLog"),--Text list
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pos=1,--Scroll pos
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}
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if newVersionLaunch then
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newVersionLaunch=nil
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sceneTemp.pos=4
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end
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end
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function sceneInit.debug()
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sceneTemp={
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reset=false,
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}
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end
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function sceneInit.quit()
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if rnd()>.000626 then
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love.timer.sleep(.3)
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love.event.quit()
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else
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error("So lucky! 0.0626 precent to get this!!! You can quit the game now.")
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end
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end
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local sceneBack={}
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function sceneBack.load()
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love.event.quit()
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end
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function sceneBack.pause()
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love.keyboard.setKeyRepeat(true)
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if not game.replaying then
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mergeStat(stat,players[1].stat)
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end
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FILE.saveData()
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TASK.clear("play")
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end
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function sceneBack.setting_game()
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FILE.saveSetting()
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end
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function sceneBack.setting_video()
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FILE.saveSetting()
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end
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function sceneBack.setting_sound()
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FILE.saveSetting()
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end
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function sceneBack.setting_touch()
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FILE.saveVK()
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end
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function sceneBack.setting_key()
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FILE.saveKeyMap()
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end
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function sceneBack.setting_lang()
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FILE.saveSetting()
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end
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local SCN={
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cur="load",--Current scene
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