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
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@@ -14,7 +14,7 @@ local repRateStrings={[0]="pause",[.125]="0.125x",[.5]="0.5x",[1]="1x",[2]="2x",
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local scene={}
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local function updateMenuButtons()
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local function _updateMenuButtons()
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WIDGET.active.restart.hide=replaying
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local pos=(tasMode or replaying)and'right'or SETTING.menuPos
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@@ -32,7 +32,7 @@ local function updateMenuButtons()
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modeTextPos=1200-drawableText.modeName:getWidth()
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end
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end
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local function updateRepButtons()
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local function _updateRepButtons()
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local L=scene.widgetList
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if replaying or tasMode then
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for i=1,6 do L[i].hide=false end L[7].hide=true
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@@ -54,64 +54,64 @@ local function updateRepButtons()
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for i=1,7 do L[i].hide=true end
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end
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end
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local function speedUp()
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local function _speedUp()
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if gameRate==.125 then gameRate=.5
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elseif gameRate==.5 then gameRate=1
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elseif gameRate==1 then gameRate=2
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elseif gameRate==2 then gameRate=5
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end
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updateRepButtons()
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_updateRepButtons()
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end
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local function speedDown()
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local function _speedDown()
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if gameRate==.5 then gameRate=.125
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elseif gameRate==1 then gameRate=.5
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elseif gameRate==2 then gameRate=1
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elseif gameRate==5 then gameRate=2
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end
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updateRepButtons()
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_updateRepButtons()
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end
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local function _rep0()
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scene.widgetList[1].hide=true
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scene.widgetList[7].hide=false
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gameRate=0
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updateRepButtons()
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_updateRepButtons()
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end
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local function _repP8()
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scene.widgetList[2].hide=true
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gameRate=.125
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updateRepButtons()
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_updateRepButtons()
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end
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local function _repP2()
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scene.widgetList[3].hide=true
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gameRate=.5
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updateRepButtons()
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_updateRepButtons()
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end
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local function _rep1()
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scene.widgetList[4].hide=true
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gameRate=1
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updateRepButtons()
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_updateRepButtons()
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end
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local function _rep2()
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scene.widgetList[5].hide=true
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gameRate=2
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updateRepButtons()
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_updateRepButtons()
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end
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local function _rep5()
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scene.widgetList[6].hide=true
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gameRate=5
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updateRepButtons()
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_updateRepButtons()
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end
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local function _step()floatGameRate=floatGameRate+1 end
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local function restart()
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local function _restart()
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resetGameData(PLAYERS[1].frameRun<240 and'q')
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noKey=replaying
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noTouch=replaying
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tasMode=false
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floatGameRate,gameRate=0,1
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updateRepButtons()
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_updateRepButtons()
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end
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local function checkGameKeyDown(key)
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local function _checkGameKeyDown(key)
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local k=keyMap.keyboard[key]
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if k then
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if k>0 then
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@@ -120,7 +120,7 @@ local function checkGameKeyDown(key)
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VK.press(k)
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return
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elseif not GAME.fromRepMenu then
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restart()
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_restart()
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return
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end
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end
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@@ -148,8 +148,8 @@ function scene.sceneInit(org)
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end
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end
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updateRepButtons()
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updateMenuButtons()
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_updateRepButtons()
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_updateMenuButtons()
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end
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scene.mouseDown=NULL
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@@ -198,16 +198,16 @@ function scene.keyDown(key,isRep)
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if replaying then
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if key=="space"then
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if not isRep then gameRate=gameRate==0 and 1 or 0 end
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updateRepButtons()
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_updateRepButtons()
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elseif key=="left"then
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if not isRep then
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speedDown()
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_speedDown()
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end
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elseif key=="right"then
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if gameRate==0 then
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_step()
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elseif not isRep then
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speedUp()
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_speedUp()
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end
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elseif key=="escape"then
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pauseGame()
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@@ -215,20 +215,20 @@ function scene.keyDown(key,isRep)
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else
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if isRep then
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return
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elseif checkGameKeyDown(key)then
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elseif _checkGameKeyDown(key)then
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if tasMode then
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if key=="f1"then
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if not isRep then gameRate=gameRate==0 and .125 or 0 end
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updateRepButtons()
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_updateRepButtons()
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elseif key=='f2'then
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if not isRep then
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speedDown()
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_speedDown()
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end
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elseif key=='f3'then
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if gameRate==0 then
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_step()
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elseif not isRep then
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speedUp()
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_speedUp()
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end
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end
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end
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@@ -256,7 +256,7 @@ function scene.gamepadDown(key)
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PLAYERS[1]:pressKey(k)
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VK.press(k)
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else
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restart()
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_restart()
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end
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elseif key=="back"then
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pauseGame()
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@@ -273,7 +273,7 @@ function scene.gamepadUp(key)
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end
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end
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local function update_replay(repPtr)
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local function _update_replay(repPtr)
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local P1=PLAYERS[1]
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local L=GAME.rep
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while P1.frameRun==L[repPtr]do
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@@ -290,7 +290,7 @@ local function update_replay(repPtr)
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end
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GAME.replaying=repPtr
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end
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local function update_common(dt)
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local function _update_common(dt)
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--Update control
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touchMoveLastFrame=false
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VK.update()
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@@ -310,13 +310,13 @@ function scene.update(dt)
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floatGameRate=floatGameRate+gameRate
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while floatGameRate>=1 do
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floatGameRate=floatGameRate-1
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if GAME.replaying then update_replay(GAME.replaying)end
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update_common(dt)
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if GAME.replaying then _update_replay(GAME.replaying)end
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_update_common(dt)
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end
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end
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local tasText=gc.newText(getFont(100),"TAS")
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local function drawAtkPointer(x,y)
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local function _drawAtkPointer(x,y)
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local t=TIME()
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local a=t*3%1*.8
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t=sin(t*20)
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@@ -358,12 +358,12 @@ function scene.draw()
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end
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if P.atkMode~=4 then
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if P.atking then
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drawAtkPointer(P.atking.centerX,P.atking.centerY)
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_drawAtkPointer(P.atking.centerX,P.atking.centerY)
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end
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else
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for i=1,#P.atker do
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local p=P.atker[i]
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drawAtkPointer(p.centerX,p.centerY)
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_drawAtkPointer(p.centerX,p.centerY)
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end
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end
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end
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@@ -393,7 +393,7 @@ scene.widgetList={
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WIDGET.newKey{name="rep2", x=300,y=50,w=60,code=_rep2,fText=TEXTURE.rep.rep2},
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WIDGET.newKey{name="rep5", x=365,y=50,w=60,code=_rep5,fText=TEXTURE.rep.rep5},
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WIDGET.newKey{name="step", x=430,y=50,w=60,code=_step,fText=TEXTURE.rep.step},
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WIDGET.newKey{name="restart", x=0,y=45,w=60,code=restart,fText=TEXTURE.game.restart},
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WIDGET.newKey{name="restart", x=0,y=45,w=60,code=_restart,fText=TEXTURE.game.restart},
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WIDGET.newKey{name="pause", x=0,y=45,w=60,code=pauseGame,fText=TEXTURE.game.pause},
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}
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