整理代码,调整local函数名规范(较边缘的代码不必遵守,比如外部的库和小程序):
特别临时性的用全大写字母缩写或者单字母 TASK模块用到的任务函数和检查函数开头分别为task_和check_ 其他函数开头添加下划线作为指示
This commit is contained in:
@@ -60,7 +60,7 @@ local gridLines do
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end
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local LDmarks=gc.newSpriteBatch(GC.DO{14,5,{'fRect',0,0,14,5,3}},15,'static')
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for i=0,14 do LDmarks:add(3+20*i,615)end
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local function boardTransform(mode)
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local function _boardTransform(mode)
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if mode then
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if mode=="U-D"then
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gc_translate(0,590)
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@@ -74,8 +74,8 @@ local function boardTransform(mode)
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end
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end
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end
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local function stencilBoard()gc_rectangle('fill',0,-10,300,610)end
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local function applyField(P)
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local function _stencilBoard()gc_rectangle('fill',0,-10,300,610)end
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local function _applyField(P)
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gc_push('transform')
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--Apply fieldOffset
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@@ -90,21 +90,21 @@ local function applyField(P)
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end
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--Apply stencil
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gc_stencil(stencilBoard)
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gc_stencil(_stencilBoard)
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gc_setStencilTest('equal',1)
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--Move camera
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gc_push('transform')
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boardTransform(P.gameEnv.flipBoard)
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_boardTransform(P.gameEnv.flipBoard)
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gc_translate(0,P.fieldBeneath+P.fieldUp)
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end
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local function cancelField()
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local function _cancelField()
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gc_setStencilTest()
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gc_pop()
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gc_pop()
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end
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local function drawRow(texture,h,V,L,showInvis)
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local function _drawRow(texture,h,V,L,showInvis)
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local t=TIME()*4
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for i=1,10 do
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if L[i]>0 then
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@@ -118,7 +118,7 @@ local function drawRow(texture,h,V,L,showInvis)
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end
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end
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end
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local function drawField(P,showInvis)
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local function _drawField(P,showInvis)
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local ENV=P.gameEnv
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local V,F=P.visTime,P.field
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local start=int((P.fieldBeneath+P.fieldUp)/30+1)
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@@ -128,14 +128,14 @@ local function drawField(P,showInvis)
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gc_setShader(shader_lighter)
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gc_translate(0,-4)
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--<drawRow>
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for j=start,min(start+21,#F)do drawRow(texture,j,V[j],F[j])end
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for j=start,min(start+21,#F)do _drawRow(texture,j,V[j],F[j])end
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--</drawRow>
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gc_setShader(shader_fieldSatur)
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gc_translate(0,4)
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end
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--<drawRow>
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for j=start,min(start+21,#F)do drawRow(texture,j,V[j],F[j],showInvis)end
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for j=start,min(start+21,#F)do _drawRow(texture,j,V[j],F[j],showInvis)end
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--</drawRow>
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else--With falling animation
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local stepY=ENV.smooth and(P.falling/(ENV.fall+1))^1.6*30 or 30
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@@ -151,7 +151,7 @@ local function drawField(P,showInvis)
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h=h+1
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gc_translate(0,-stepY)
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end
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drawRow(texture,j,V[j],F[j])
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_drawRow(texture,j,V[j],F[j])
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end
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--</drawRow>
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gc_setShader(shader_fieldSatur)
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@@ -168,14 +168,14 @@ local function drawField(P,showInvis)
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gc_setColor(1,1,1,alpha)
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gc_rectangle('fill',0,30-30*j,300,stepY)
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end
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drawRow(texture,j,V[j],F[j],showInvis)
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_drawRow(texture,j,V[j],F[j],showInvis)
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end
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--</drawRow>
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gc_pop()
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end
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gc_setShader()
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end
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local function drawFXs(P)
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local function _drawFXs(P)
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--LockFX
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for i=1,#P.lockFX do
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local S=P.lockFX[i]
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@@ -268,7 +268,7 @@ local drawGhost={
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end end
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end,
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}
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local function drawBlockOutline(CB,curX,curY,texture,trans)
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local function _drawBlockOutline(CB,curX,curY,texture,trans)
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shader_alpha:send('a',trans)
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gc_setShader(shader_alpha)
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for i=1,#CB do for j=1,#CB[1]do
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@@ -283,7 +283,7 @@ local function drawBlockOutline(CB,curX,curY,texture,trans)
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end end
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gc_setShader()
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end
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local function drawBlockShade(CB,curX,curY,alpha)
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local function _drawBlockShade(CB,curX,curY,alpha)
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gc_setColor(1,1,1,alpha)
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for i=1,#CB do for j=1,#CB[1]do
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if CB[i][j]then
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@@ -291,7 +291,7 @@ local function drawBlockShade(CB,curX,curY,alpha)
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end
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end end
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end
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local function drawBlock(CB,curX,curY,texture)
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local function _drawBlock(CB,curX,curY,texture)
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gc_setColor(1,1,1)
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gc_setShader(shader_blockSatur)
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for i=1,#CB do for j=1,#CB[1]do
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@@ -301,7 +301,7 @@ local function drawBlock(CB,curX,curY,texture)
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end end
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gc_setShader()
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end
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local function drawNextPreview(B,fieldH,fieldBeneath)
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local function _drawNextPreview(B,fieldH,fieldBeneath)
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gc_setColor(1,1,1,.8)
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local y=int(fieldH+1-modf(B.rs.centerPos[B.id][B.dir][1]))+ceil(fieldBeneath/30)
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B=B.bk
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@@ -313,7 +313,7 @@ local function drawNextPreview(B,fieldH,fieldBeneath)
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end
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end end
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end
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local function drawBuffer(atkBuffer,bufferWarn,atkBufferSum1,atkBufferSum)
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local function _drawBuffer(atkBuffer,bufferWarn,atkBufferSum1,atkBufferSum)
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local h=0
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for i=1,#atkBuffer do
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local A=atkBuffer[i]
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@@ -368,7 +368,7 @@ local function drawBuffer(atkBuffer,bufferWarn,atkBufferSum1,atkBufferSum)
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end
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end
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end
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local function drawB2Bbar(b2b,b2b1)
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local function _drawB2Bbar(b2b,b2b1)
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local a,b=b2b,b2b1
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if a>b then a,b=b,a end
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if b>0 then
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@@ -382,7 +382,7 @@ local function drawB2Bbar(b2b,b2b1)
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end
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end
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end
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local function drawLDI(easyFresh,length,freshTime)--Lock Delay Indicator
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local function _drawLDI(easyFresh,length,freshTime)--Lock Delay Indicator
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if easyFresh then
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gc_setColor(.97,.97,.97)
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else
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@@ -396,7 +396,7 @@ local function drawLDI(easyFresh,length,freshTime)--Lock Delay Indicator
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gc_draw(LDmarks)
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end
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end
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local function drawHold(holdQueue,holdCount,holdTime,skinLib)
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local function _drawHold(holdQueue,holdCount,holdTime,skinLib)
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local N=holdCount*72
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gc_push('transform')
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gc_translate(12,20)
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@@ -425,7 +425,7 @@ local function drawHold(holdQueue,holdCount,holdTime,skinLib)
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gc_pop()
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gc_pop()
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end
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local function drawDial(x,y,speed)
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local function _drawDial(x,y,speed)
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gc_setColor(1,1,1,.7)
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gc_draw(dialFrame,x,y)
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gc_setColor(1,1,1,.3)
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@@ -433,7 +433,7 @@ local function drawDial(x,y,speed)
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gc_setColor(.9,.9,.91)
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setFont(30)mStr(int(speed),x+40,y+19)
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end
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local function drawFinesseCombo_norm(P)
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local function _drawFinesseCombo_norm(P)
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if P.finesseCombo>2 then
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local S=P.stat
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local t=P.finesseComboTime
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@@ -454,7 +454,7 @@ local function drawFinesseCombo_norm(P)
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gc_print(str,20,600,nil,1+t*.08,nil,0,30)
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end
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end
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local function drawFinesseCombo_remote(P)
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local function _drawFinesseCombo_remote(P)
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if P.finesseCombo>2 then
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local S=P.stat
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if S.finesseRate==5*S.piece then
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@@ -467,7 +467,7 @@ local function drawFinesseCombo_remote(P)
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gc_print(P.finesseCombo.."x",20,570)
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end
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end
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local function drawLife(life)
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local function _drawLife(life)
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gc_setColor(.97,.97,.97)
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gc_draw(IMG.lifeIcon,475,595,nil,.8)
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if life>3 then
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@@ -478,7 +478,7 @@ local function drawLife(life)
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if life>2 then gc_draw(IMG.lifeIcon,525,595,nil,.8)end
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end
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end
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local function drawMission(curMission,L,missionkill)
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local function _drawMission(curMission,L,missionkill)
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--Draw current mission
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setFont(35)
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if missionkill then
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@@ -500,7 +500,7 @@ local function drawMission(curMission,L,missionkill)
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end
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end
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end
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local function drawStartCounter(time)
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local function _drawStartCounter(time)
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time=179-time
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gc_push('transform')
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gc_translate(300,300)
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@@ -524,8 +524,8 @@ end
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local draw={}
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draw.drawGhost=drawGhost
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draw.applyField=applyField
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draw.cancelField=cancelField
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draw.applyField=_applyField
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draw.cancelField=_cancelField
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function draw.drawNext_norm(P,repMode)
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local ENV=P.gameEnv
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local texture=P.skinLib
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@@ -653,11 +653,11 @@ function draw.drawTargetLine(P,r)
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if r<=20+(P.fieldBeneath+P.fieldUp+10)/30 and r>0 then
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gc_setLineWidth(3)
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gc_setColor(1,r>10 and 0 or .2+.8*rnd(),.5)
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applyField(P)
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_applyField(P)
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r=600-30*r
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if P.falling~=-1 then r=r-#P.clearingRow*(P.gameEnv.smooth and(P.falling/(P.gameEnv.fall+1))^1.6*30 or 30)end
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gc_line(0,r,300,r)
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cancelField()
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_cancelField()
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end
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end
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function draw.drawProgress(s1,s2)
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@@ -699,13 +699,13 @@ function draw.norm(P,repMode)
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--Draw HUD
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P:drawNext(repMode)
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if P.curMission then drawMission(P.curMission,ENV.mission,ENV.missionKill)end
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if ENV.holdCount>0 then drawHold(P.holdQueue,ENV.holdCount,P.holdTime,P.skinLib)end
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drawDial(499,505,P.dropSpeed)
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if P.life>0 then drawLife(P.life)end
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if P.curMission then _drawMission(P.curMission,ENV.mission,ENV.missionKill)end
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if ENV.holdCount>0 then _drawHold(P.holdQueue,ENV.holdCount,P.holdTime,P.skinLib)end
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_drawDial(499,505,P.dropSpeed)
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if P.life>0 then _drawLife(P.life)end
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--Field-related things
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applyField(P)
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_applyField(P)
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--Fill field
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gc_setColor(0,0,0,.6)
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gc_rectangle('fill',0,-10-camDY,300,610)
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@@ -727,7 +727,7 @@ function draw.norm(P,repMode)
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end
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--Draw field
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drawField(P,repMode)
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_drawField(P,repMode)
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--Draw line number
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if ENV.fieldH>20 and ENV.lineNum then
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@@ -756,7 +756,7 @@ function draw.norm(P,repMode)
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gc_rectangle('fill',0,-ENV.heightLimit*30-FBN-2,300,4)
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--Draw FXs
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drawFXs(P)
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_drawFXs(P)
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--Draw current block
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if P.cur and P.waiting==-1 then
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@@ -783,21 +783,21 @@ function draw.norm(P,repMode)
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gc_translate(0,-dy)
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--Draw block & rotation center
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if ENV.block then
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drawBlockOutline(P.cur.bk,P.curX,P.curY,P.skinLib[curColor],trans)
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drawBlock(P.cur.bk,P.curX,P.curY,P.skinLib[curColor])
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_drawBlockOutline(P.cur.bk,P.curX,P.curY,P.skinLib[curColor],trans)
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_drawBlock(P.cur.bk,P.curX,P.curY,P.skinLib[curColor])
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if centerDisp then
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gc_setColor(1,1,1,ENV.center)
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gc_draw(C.rs.centerTex,centerX,-30*(P.curY+centerPos[1])+10)
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end
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elseif repMode then
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drawBlockShade(P.cur.bk,P.curX,P.curY,trans*.3)
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_drawBlockShade(P.cur.bk,P.curX,P.curY,trans*.3)
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end
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gc_translate(0,dy)
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end
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--Draw next preview
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if ENV.nextPos and P.nextQueue[1]then
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drawNextPreview(P.nextQueue[1],ENV.fieldH,P.fieldBeneath)
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_drawNextPreview(P.nextQueue[1],ENV.fieldH,P.fieldBeneath)
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end
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--Draw AI's drop destination
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@@ -833,9 +833,9 @@ function draw.norm(P,repMode)
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--Draw Frame and buffers
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gc_setColor(P.frameColor)
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gc_draw(playerBoarder,-17,-12)
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drawBuffer(P.atkBuffer,ENV.bufferWarn,P.atkBufferSum1,P.atkBufferSum)
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drawB2Bbar(P.b2b,P.b2b1)
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drawLDI(ENV.easyFresh,P.lockDelay/ENV.lock,P.freshTime)
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_drawBuffer(P.atkBuffer,ENV.bufferWarn,P.atkBufferSum1,P.atkBufferSum)
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_drawB2Bbar(P.b2b,P.b2b1)
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_drawLDI(ENV.easyFresh,P.lockDelay/ENV.lock,P.freshTime)
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--Draw target selecting pad
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if GAME.modeEnv.royaleMode then
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@@ -888,7 +888,7 @@ function draw.norm(P,repMode)
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gc_print(tm,20,540)
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--FinesseCombo
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;(P.type=='remote'and drawFinesseCombo_remote or drawFinesseCombo_norm)(P)
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;(P.type=='remote'and _drawFinesseCombo_remote or _drawFinesseCombo_norm)(P)
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--Mode informations
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if GAME.curMode.mesDisp then
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@@ -896,7 +896,7 @@ function draw.norm(P,repMode)
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GAME.curMode.mesDisp(P,repMode)
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end
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if P.frameRun<180 then drawStartCounter(P.frameRun)end
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if P.frameRun<180 then _drawStartCounter(P.frameRun)end
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gc_pop()
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end
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function draw.small(P)
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@@ -963,21 +963,21 @@ function draw.demo(P)
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gc_scale(P.size)
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gc_translate(-150,0)
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applyField(P)
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_applyField(P)
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gc_setStencilTest()
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gc_setColor(0,0,0,.6)
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gc_rectangle('fill',0,0,300,600,3)
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gc_push('transform')
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gc_translate(0,600)
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drawField(P)
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drawFXs(P)
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_drawField(P)
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_drawFXs(P)
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if P.cur and P.waiting==-1 then
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if ENV.ghost then drawGhost[ENV.ghostType](P.cur.bk,P.curX,P.ghoY,ENV.ghost,P.skinLib,curColor)end
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if ENV.block then
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local dy=ENV.smooth and P.ghoY~=P.curY and(P.dropDelay/ENV.drop-1)*30 or 0
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gc_translate(0,-dy)
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drawBlockOutline(P.cur.bk,P.curX,P.curY,P.skinLib[curColor],P.lockDelay/ENV.lock)
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drawBlock(P.cur.bk,P.curX,P.curY,P.skinLib[curColor])
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_drawBlockOutline(P.cur.bk,P.curX,P.curY,P.skinLib[curColor],P.lockDelay/ENV.lock)
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_drawBlock(P.cur.bk,P.curX,P.curY,P.skinLib[curColor])
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gc_translate(0,dy)
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end
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end
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Block a user