优化开局倒计时画面效果
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@@ -1,6 +1,6 @@
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local gc=love.graphics
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local gc=love.graphics
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local gc_push,gc_pop,gc_clear,gc_origin=gc.push,gc.pop,gc.clear,gc.origin
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local gc_push,gc_pop,gc_clear,gc_origin=gc.push,gc.pop,gc.clear,gc.origin
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local gc_translate,gc_scale,gc_rotate=gc.translate,gc.scale,gc.rotate
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local gc_translate,gc_scale,gc_rotate,gc_shear=gc.translate,gc.scale,gc.rotate,gc.shear
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local gc_setCanvas,gc_setShader=gc.setCanvas,gc.setShader
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local gc_setCanvas,gc_setShader=gc.setCanvas,gc.setShader
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local gc_draw,gc_line,gc_rectangle=gc.draw,gc.line,gc.rectangle
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local gc_draw,gc_line,gc_rectangle=gc.draw,gc.line,gc.rectangle
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local gc_print,gc_printf=gc.print,gc.printf
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local gc_print,gc_printf=gc.print,gc.printf
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@@ -449,19 +449,21 @@ local function drawStartCounter(P)
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local count=179-P.frameRun
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local count=179-P.frameRun
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gc_push('transform')
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gc_push('transform')
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gc_translate(300,300)
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gc_translate(300,300)
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if P.gameEnv.initSkip then
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local num=int(count/60+1)
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gc_setColor(.6,.8,1)
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local d=count%60-45
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if count%60>45 then
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if num==3 then
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gc_rotate((count%60-45)^2*.00355)
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gc_setColor(.7,.9,1)
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end
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if d>0 then gc_scale(1+d^2*.01,1)end
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else
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elseif num==2 then
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gc_setColor(1,1,1)
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gc_setColor(1,.95,.7)
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if count%60>45 then
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if d>0 then gc_shear(-(d/15)^2,0)end
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gc_scale(1+(count%60-45)^2*.01,1)
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elseif num==1 then
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end
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gc_setColor(1,.8,.8)
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if d>0 then gc_rotate(d^2*.00355)end
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end
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end
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setFont(100)
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setFont(100)
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mStr(int(count/60+1),0,-70)
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mStr(num,0,-70)
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--P.gameEnv.initSkip
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gc_pop()
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gc_pop()
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end
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end
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