修改SYSFX.newShade用法
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@@ -143,14 +143,14 @@ function SYSFX.newRectRipple(rate,x,y,w,h)
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x=x,y=y,w=w,h=h,
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}
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end
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function SYSFX.newShade(rate,r,g,b,x,y,w,h)
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function SYSFX.newShade(rate,x,y,w,h,r,g,b)
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fx[#fx+1]={
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update=FXupdate.shade,
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draw=FXdraw.shade,
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t=0,
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rate=rate,
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r=r,g=g,b=b,
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x=x,y=y,w=w,h=h,
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r=r or 1,g=g or 1,b=b or 1,
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}
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end
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function SYSFX.newCell(rate,image,size,x,y,vx,vy,ax,ay)
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@@ -620,12 +620,12 @@ function selector:press(x)
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if x<self.x+self.w*.5 then
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if s>1 then
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s=s-1
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SYSFX.newShade(3,1,1,1,self.x,self.y,self.w*.5,60)
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SYSFX.newShade(3,self.x,self.y,self.w*.5,60)
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end
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else
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if s<#self.list then
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s=s+1
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SYSFX.newShade(3,1,1,1,self.x+self.w*.5,self.y,self.w*.5,60)
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SYSFX.newShade(3,self.x+self.w*.5,self.y,self.w*.5,60)
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end
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end
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if self.select~=s then
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@@ -641,10 +641,10 @@ function selector:arrowKey(isLeft)
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if isLeft and s==1 or not isLeft and s==#self.list then return end
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if isLeft then
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s=s-1
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SYSFX.newShade(3,1,1,1,self.x,self.y,self.w*.5,60)
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SYSFX.newShade(3,self.x,self.y,self.w*.5,60)
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else
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s=s+1
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SYSFX.newShade(3,1,1,1,self.x+self.w*.5,self.y,self.w*.5,60)
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SYSFX.newShade(3,self.x+self.w*.5,self.y,self.w*.5,60)
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end
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self.code(self.list[s])
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self.select=s
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@@ -38,7 +38,7 @@ local function checkClear(P)
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P.field[_],P.visTime[_]=nil
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end
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setField(P,P.modeData.point+1)
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SYSFX.newShade(1.4,.6,.8,.6,P.absFieldX,P.absFieldY,300*P.size,610*P.size)
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SYSFX.newShade(1.4,P.absFieldX,P.absFieldY,300*P.size,610*P.size,.6,.8,.6)
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SFX.play("blip_1")
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else
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P:win("finish")
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@@ -22,7 +22,7 @@ local function puzzleCheck(P)
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FREEROW.discard(P.visTime[_])
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P.field[_],P.visTime[_]=nil
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end
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SYSFX.newShade(1.4,.3,1,.3,P.absFieldX,P.absFieldY,300*P.size,610*P.size)
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SYSFX.newShade(1.4,P.absFieldX,P.absFieldY,300*P.size,610*P.size,.3,1,.3)
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SFX.play("reach")
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P.modeData.event=0
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else
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@@ -52,7 +52,7 @@ local function check_LVup(P)
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for i=1,10 do
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P:createClearingFX(i,1.5)
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end
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SYSFX.newShade(2.5,1,1,1,P.absFieldX,P.y+300*P.size,300*P.size,300*P.size)
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SYSFX.newShade(2.5,P.absFieldX,P.y+300*P.size,300*P.size,300*P.size)
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ENV.lock=13
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ENV.wait=6
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@@ -1622,7 +1622,7 @@ function Player.lose(P,force)
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for i=1,h do
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P:createClearingFX(i,1.5)
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end
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SYSFX.newShade(1.4,1,1,1,P.fieldX,P.fieldY,300*P.size,610*P.size)
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SYSFX.newShade(1.4,P.fieldX,P.fieldY,300*P.size,610*P.size)
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SYSFX.newRectRipple(2,P.fieldX,P.fieldY,300*P.size,610*P.size)
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SYSFX.newRipple(2,P.x+(475+25*(P.life<3 and P.life or 0)+12)*P.size,P.y+(665+12)*P.size,20)
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--300+25*i,595
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@@ -102,7 +102,7 @@ function scene.keyDown(key)
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for j=1,10 do
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if F[i][j]<=0 then goto L end
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end
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SYSFX.newShade(3,1,1,1,200,660-30*i,300,30)
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SYSFX.newShade(3,200,660-30*i,300,30)
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SYSFX.newRectRipple(3,200,660-30*i,300,30)
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rem(F,i)
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::L::
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@@ -136,14 +136,14 @@ function scene.keyDown(key)
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ins(FIELD,S.page+1,newBoard(FIELD[S.page]))
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S.page=S.page+1
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SFX.play("blip_1",.8)
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SYSFX.newShade(3,.5,1,.5,200,60,300,600)
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SYSFX.newShade(3,200,60,300,600,.5,1,.5)
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elseif key=="m"then
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rem(FIELD,S.page)
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S.page=max(S.page-1,1)
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if not FIELD[1]then
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ins(FIELD,newBoard())
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end
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SYSFX.newShade(3,1,.5,.5,200,60,300,600)
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SYSFX.newShade(3,200,60,300,600,1,.5,.5)
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SFX.play("clear_4",.8)
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SFX.play("fall",.8)
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else
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@@ -62,12 +62,12 @@ local function tapBoard(x,y)
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SFX.play("reach")
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end
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if S.tapFX then
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SYSFX.newShade(3,.6,.8,1,320+640/R*X,40+640/R*Y,640/R,640/R)
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SYSFX.newShade(3,320+640/R*X,40+640/R*Y,640/R,640/R,.6,.8,1)
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end
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else
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S.error=S.error+1
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if S.tapFX then
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SYSFX.newShade(2,1,.4,.5,320+640/R*X,40+640/R*Y,640/R,640/R)
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SYSFX.newShade(2,320+640/R*X,40+640/R*Y,640/R,640/R,1,.4,.5)
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end
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SFX.play("finesseError")
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end
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