新增玩家排版函数,不再需要生成玩家同时指定坐标,添加动画位移方法;玩家task升级为同task模块

This commit is contained in:
MrZ626
2020-12-08 01:12:53 +08:00
parent fcac817f11
commit 9e1df8b804
89 changed files with 230 additions and 166 deletions

View File

@@ -72,7 +72,7 @@ local function releaseKey_Rec(P,keyID)
end
P.keyPressing[keyID]=false
end
local function newEmptyPlayer(id,x,y,size)
local function newEmptyPlayer(id,mini)
local P={id=id}
PLAYERS[id]=P
PLAYERS.alive[id]=P
@@ -90,23 +90,23 @@ local function newEmptyPlayer(id,x,y,size)
P.update=PLY.update.alive
P.fieldOff={x=0,y=0,vx=0,vy=0}--For shake FX
P.x,P.y,P.size=x,y,size or 1
P.x,P.y,P.size=0,0,1
P.frameColor=0
P.small=P.size<.1--If draw in small mode
if P.small then
P.fieldX,P.fieldY=P.x,P.y
P.centerX,P.centerY=P.x+300*P.size,P.y+600*P.size
P.mini=mini--If draw in small mode
--Set these at Player:setPosition()
-- P.fieldX,P.fieldY=...
-- P.centerX,P.centerY=...
-- P.absFieldX,P.absFieldY=...
if P.mini then
P.canvas=love.graphics.newCanvas(60,120)
P.frameWait=rnd(30,120)
P.draw=PLY.draw.small
else
P.keyRec=true--If calculate keySpeed
P.fieldX,P.fieldY=P.x+150*P.size,P.y+70*P.size
P.centerX,P.centerY=P.x+300*P.size,P.y+370*P.size
P.absFieldX,P.absFieldY=P.x+150*P.size,P.y+60*P.size
P.draw=PLY.draw.norm
P.bonus={}--Text objects
end
P.randGen=mt.newRandomGenerator(GAME.seed)
@@ -182,7 +182,7 @@ local function newEmptyPlayer(id,x,y,size)
P.finesseComboTime=0
P.dropFX,P.moveFX,P.lockFX,P.clearFX={},{},{},{}
P.tasks={}--Tasks
P.bonus={}--Texts
P.bonus={}--Text objects
P.endCounter=0--Used after gameover
P.result=nil--String:"WIN"/"K.O."
@@ -278,13 +278,14 @@ local function applyGameEnv(P)--Finish gameEnv processing
if ENV.nextCount==0 then ENV.nextPos=false end
if P.small then
if P.mini then
ENV.lockFX=nil
ENV.dropFX=nil
ENV.moveFX=nil
ENV.clearFX=nil
ENV.splashFX=nil
ENV.shakeFX=nil
ENV.text=nil
else
if ENV.lockFX==0 then ENV.lockFX=nil end
if ENV.dropFX==0 then ENV.dropFX=nil end
@@ -319,14 +320,11 @@ local DemoEnv={
life=1e99,
noMod=true,
}
function PLY.newDemoPlayer(id,x,y,size)
local P=newEmptyPlayer(id,x,y,size)
function PLY.newDemoPlayer(id)
local P=newEmptyPlayer(id)
P.sound=true
P.demo=true
-- rewrite some args
P.fieldX,P.fieldY=P.x,P.y
P.centerX,P.centerY=P.x+300*P.size,P.y+600*P.size
P.absFieldX,P.absFieldY=P.x+150*P.size,P.y+60*P.size
P.draw=PLY.draw.demo
P.control=true
GAME.modeEnv=DemoEnv
@@ -344,8 +342,8 @@ function PLY.newDemoPlayer(id,x,y,size)
}
P:popNext()
end
function PLY.newRemotePlayer(id,x,y,size)
local P=newEmptyPlayer(id,x,y,size)
function PLY.newRemotePlayer(id,mini)
local P=newEmptyPlayer(id,mini)
P.remote=true
-- P.updateAction=buildActionFunctionFromActions(P, actions)
@@ -355,8 +353,8 @@ function PLY.newRemotePlayer(id,x,y,size)
prepareSequence(P)
end
function PLY.newAIPlayer(id,x,y,size,AIdata)
local P=newEmptyPlayer(id,x,y,size)
function PLY.newAIPlayer(id,AIdata,mini)
local P=newEmptyPlayer(id,mini)
loadGameEnv(P)
local ENV=P.gameEnv
@@ -366,8 +364,8 @@ function PLY.newAIPlayer(id,x,y,size,AIdata)
prepareSequence(P)
P:loadAI(AIdata)
end
function PLY.newPlayer(id,x,y,size)
local P=newEmptyPlayer(id,x,y,size)
function PLY.newPlayer(id,mini)
local P=newEmptyPlayer(id,mini)
P.human=true
P.sound=true

View File

@@ -104,7 +104,7 @@ function Player.createClearingFX(P,y,spd)
end
function Player.createBeam(P,R,send,color)
local x1,y1,x2,y2
if P.small then x1,y1=P.centerX,P.centerY
if P.mini then x1,y1=P.centerX,P.centerY
else x1,y1=P.x+(30*(P.curX+P.sc[2])-30+15+150)*P.size,P.y+(600-30*(P.curY+P.sc[1])+15+70)*P.size
end
if R.small then x2,y2=R.centerX,R.centerY
@@ -125,11 +125,47 @@ function Player.RND(P,a,b)
local R=P.randGen
return R:random(a,b)
end
function Player.newTask(P,code)
local L=P.tasks
function Player.newTask(P,code,...)
local thread=ct.create(code)
ct.resume(thread,P)
L[#L+1]=thread
ct.resume(thread,P,...)
if ct.status(thread)~="dead"then
P.tasks[#P.tasks+1]={
thread=thread,
code=code,
args={...},
}
end
end
function Player.setPosition(P,x,y,size)
size=size or 1
P.x,P.y,P.size=x,y,size
if P.mini or P.demo then
P.fieldX,P.fieldY=x,y
P.centerX,P.centerY=x+300*size,y+600*size
else
P.fieldX,P.fieldY=x+150*size,y+70*size
P.centerX,P.centerY=x+300*size,y+370*size
P.absFieldX,P.absFieldY=x+150*size,y+60*size
end
end
local function task_movePosition(P,x,y,size)
local x1,y1,size1=P.x,P.y,P.size
while true do
coroutine.yield()
x1=x1*.93+x*.07
y1=y1*.93+y*.07
size1=size1*.93+size*.07
if(x1-x)^2+(y1-y)^2<6.26 then
P:setPosition(x,y,size)
return true
else
P:setPosition(x1,y1,size1)
end
end
end
function Player.movePosition(P,x,y,size)
P:newTask(task_movePosition,x,y,size or P.size)
end
function Player.set20G(P,if20g,init)--Only set init=true when initialize CC, do not use it

View File

@@ -97,8 +97,9 @@ end
local function updateTasks(P)
local L=P.tasks
for i=#L,1,-1 do
assert(ct.resume(L[i]))
if ct.status(L[i])=="dead"then
local tr=L[i].thread
assert(ct.resume(tr))
if ct.status(tr)=="dead"then
rem(L,i)
end
end