防守模式改为缓冲超过一定数量后就不再生成新的攻击
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@@ -13,34 +13,36 @@ return {
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coroutine.yield()
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if P.control then
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local D=P.modeData
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D.counter=D.counter+1
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local t=
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D.wave<=60 and 240-2*D.wave or
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D.wave<=120 and 120-(D.wave-60) or
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D.wave<=180 and math.floor(60-(D.wave-120)*.5) or
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30
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if D.counter>=t then
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D.counter=0
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for _=1,4 do
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table.insert(P.atkBuffer,{line=generateLine(P.holeRND:random(10)),amount=1,countdown=5*t,cd0=5*t,time=0,sent=false,lv=2})
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D.timer=D.timer+1
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if P.atkBufferSum<30 then
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local t=
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D.wave<=60 and 240-2*D.wave or
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D.wave<=120 and 120-(D.wave-60) or
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D.wave<=180 and math.floor(60-(D.wave-120)*.5) or
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30
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if D.timer>=t then
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D.timer=0
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for _=1,4 do
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table.insert(P.atkBuffer,{line=generateLine(P.holeRND:random(10)),amount=1,countdown=5*t,cd0=5*t,time=0,sent=false,lv=2})
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end
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P.atkBufferSum=P.atkBufferSum+4
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P.stat.recv=P.stat.recv+4
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D.wave=D.wave+1
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D.rpm=math.floor(144e3/t)*.1
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if D.wave==60 then
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P:_showText(text.great,0,-140,100,'appear',.6)
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P.gameEnv.pushSpeed=3
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P.dropDelay,P.gameEnv.drop=4,4
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elseif D.wave==120 then
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P:_showText(text.awesome,0,-140,100,'appear',.6)
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P.gameEnv.pushSpeed=4
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P.dropDelay,P.gameEnv.drop=3,3
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elseif D.wave==180 then
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P:_showText(text.maxspeed,0,-140,100,'appear',.6)
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P.dropDelay,P.gameEnv.drop=2,2
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end
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P:shakeField(3)
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end
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P.atkBufferSum=P.atkBufferSum+4
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P.stat.recv=P.stat.recv+4
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D.wave=D.wave+1
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D.rpm=math.floor(144e3/t)*.1
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if D.wave==60 then
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P:_showText(text.great,0,-140,100,'appear',.6)
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P.gameEnv.pushSpeed=3
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P.dropDelay,P.gameEnv.drop=4,4
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elseif D.wave==120 then
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P:_showText(text.awesome,0,-140,100,'appear',.6)
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P.gameEnv.pushSpeed=4
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P.dropDelay,P.gameEnv.drop=3,3
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elseif D.wave==180 then
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P:_showText(text.maxspeed,0,-140,100,'appear',.6)
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P.dropDelay,P.gameEnv.drop=2,2
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end
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P:shakeField(3)
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end
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end
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end
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@@ -13,34 +13,36 @@ return {
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coroutine.yield()
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if P.control then
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local D=P.modeData
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D.counter=D.counter+1
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local t=
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D.wave<=40 and 360-D.wave*4 or
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D.wave<=80 and 200-(D.wave-40)*2 or
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D.wave<=140 and 120-(D.wave-80) or
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60
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if D.counter>=t then
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D.counter=0
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for _=1,3 do
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table.insert(P.atkBuffer,{line=generateLine(P.holeRND:random(10)),amount=1,countdown=2*t,cd0=2*t,time=0,sent=false,lv=1})
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D.timer=D.timer+1
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if P.atkBufferSum<20 then
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local t=
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D.wave<=40 and 360-D.wave*4 or
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D.wave<=80 and 200-(D.wave-40)*2 or
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D.wave<=140 and 120-(D.wave-80) or
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60
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if D.timer>=t then
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D.timer=0
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for _=1,3 do
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table.insert(P.atkBuffer,{line=generateLine(P.holeRND:random(10)),amount=1,countdown=2*t,cd0=2*t,time=0,sent=false,lv=1})
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end
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P.atkBufferSum=P.atkBufferSum+3
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P.stat.recv=P.stat.recv+3
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D.wave=D.wave+1
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D.rpm=math.floor(108e3/t)*.1
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if D.wave==60 then
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P:_showText(text.great,0,-140,100,'appear',.6)
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P.gameEnv.pushSpeed=2
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P.dropDelay,P.gameEnv.drop=20,20
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elseif D.wave==120 then
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P:_showText(text.awesome,0,-140,100,'appear',.6)
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P.gameEnv.pushSpeed=3
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P.dropDelay,P.gameEnv.drop=10,10
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elseif D.wave==180 then
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P.dropDelay,P.gameEnv.drop=5,5
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P:_showText(text.maxspeed,0,-140,100,'appear',.6)
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end
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P:shakeField(3)
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end
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P.atkBufferSum=P.atkBufferSum+3
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P.stat.recv=P.stat.recv+3
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D.wave=D.wave+1
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D.rpm=math.floor(108e3/t)*.1
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if D.wave==60 then
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P:_showText(text.great,0,-140,100,'appear',.6)
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P.gameEnv.pushSpeed=2
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P.dropDelay,P.gameEnv.drop=20,20
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elseif D.wave==120 then
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P:_showText(text.awesome,0,-140,100,'appear',.6)
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P.gameEnv.pushSpeed=3
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P.dropDelay,P.gameEnv.drop=10,10
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elseif D.wave==180 then
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P.dropDelay,P.gameEnv.drop=5,5
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P:_showText(text.maxspeed,0,-140,100,'appear',.6)
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end
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P:shakeField(3)
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end
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end
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end
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