Alpha V0.7.23test5
This commit is contained in:
99
paint.lua
99
paint.lua
@@ -26,11 +26,13 @@ local modeLevelColor={
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NORMAL=color.green,
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HARD=color.magenta,
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LUNATIC=color.red,
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EXTRA=color.lightMagenta,
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ULTIMATE=color.lightYellow,
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FINAL=color.lightGrey,
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["EASY+"]=color.darkCyan,
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["NORMAL+"]=color.darkGreen,
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["HARD+"]=color.darkMagenta,
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["LUNATIC+"]=color.darkRed,
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EXTRA=color.lightMagenta,
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ULTIMATE=color.lightYellow,
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MESS=color.lightGrey,
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GM=color.blue,
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@@ -109,7 +111,7 @@ FX={
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shake=0,--Screen shake(frame)
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attack={},--Attack beam
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badge={},--badge thrown
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appear=function(t,a)
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setFont(t.font)
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gc.setColor(1,1,1,a)
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@@ -246,27 +248,27 @@ end,
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game1=function()
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gc.setColor(1,1,1)
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gc.draw(background1,640,360,Timer()*.15,12,nil,64,64)
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end,
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end,--Rainbow
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game2=function()
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gc.setColor(1,.5,.5)
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gc.draw(background1,640,360,Timer()*.2,12,nil,64,64)
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end,
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end,--Red rainbow
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game3=function()
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gc.setColor(.6,.6,1)
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gc.draw(background1,640,360,Timer()*.25,12,nil,64,64)
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end,
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end,--Blue rainbow
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game4=function()
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gc.setColor(.1,.5,.5)
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local x=Timer()%4*320
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gc.draw(background2,x,0,nil,10)
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gc.draw(background2,x-1280,0,nil,10)
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end,
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end,--Fast strap
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game5=function()
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local t=2.5-Timer()%20%6%2.5
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if t<.5 then gc.clear(t,t,t)
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else gc.clear(0,0,0)
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end
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end,
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end,--Lightning
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game6=function()
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local t=1.2-Timer()%10%3%1.2
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if t<.5 then gc.clear(t,t,t)
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@@ -275,7 +277,7 @@ game6=function()
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gc.setColor(.3,.3,.3)
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local r=7-int(Timer()*.5)%7
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gc.draw(mouseBlock[r],640,360,Timer()%3.1416*6,400,400,scs[r][2]-.5,#blocks[r][0]-scs[r][1]+.5)
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end,
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end,--Fast lightning&spining tetromino
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rgb=function()
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gc.clear(
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sin(Timer()*1.2)*.15+.5,
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@@ -361,19 +363,19 @@ function Pnt.mode()
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end
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function Pnt.music()
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gc.setColor(1,1,1,.3+sin(Timer()*5)*.2)
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gc.rectangle("fill",45,98+30*sel,237,30)
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gc.rectangle("fill",45,98+30*sel,250,30)
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gc.setColor(.8,.8,.8)
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gc.draw(drawableText.musicRoom,20,20)
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gc.setColor(1,1,1)
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gc.draw(drawableText.musicRoom,22,23)
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gc.draw(drawableText.nowPlaying,520,83)
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gc.draw(drawableText.nowPlaying,490,110)
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setFont(35)
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for i=1,#musicID do
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gc.print(musicID[i],50,90+30*i)
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end
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setFont(50)
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gc.setColor(sin(Timer()*.5)*.2+.8,sin(Timer()*.7)*.2+.8,sin(Timer())*.2+.8)
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gc.print(bgmPlaying or"",600,140)
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mStr(bgmPlaying or"",630,180)
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end
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function Pnt.custom()
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gc.setColor(1,1,1,.3+sin(Timer()*8)*.2)
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@@ -406,7 +408,7 @@ function Pnt.draw()
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local B=preField[y][x]
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if B>0 then
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drawPixel(y,x,B)
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elseif B==0 then
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elseif B==-1 then
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gc.line(30*x-25,605-30*y,30*x-5,625-30*y)
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gc.line(30*x-25,625-30*y,30*x-5,605-30*y)
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end
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@@ -424,7 +426,7 @@ function Pnt.draw()
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gc.setLineWidth(13)
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gc.setColor(blockColor[pen])
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gc.rectangle("line",945,605,70,70)
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elseif pen==0 then
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elseif pen==-1 then
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gc.setLineWidth(5)
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gc.setColor(.9,.9,.9)
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gc.line(960,620,1000,660)
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@@ -443,16 +445,11 @@ function Pnt.play()
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gc.push("transform")
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gc.origin()
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gc.setColor(1,1,1,P.result and max(20-P.endCounter,0)*.05 or 1)
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local h=#P.clearing
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local F=P.field
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for j=1,#F do
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if j==P.clearing[h]and P.falling>-1 then
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h=h-1
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else
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for i=1,10 do if F[j][i]>0 then
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gc.draw(blockSkinmini[F[j][i]],6*i-6,120-6*j)
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end end
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end
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for i=1,10 do if F[j][i]>0 then
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gc.draw(blockSkinmini[F[j][i]],6*i-6,120-6*j)
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end end
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end--Field
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if P.alive then
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gc.setLineWidth(2)
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@@ -471,6 +468,7 @@ function Pnt.play()
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end
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gc.pop()
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gc.setCanvas()
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--draw content
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end
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gc.setColor(1,1,1)
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gc.draw(P.canvas,P.x,P.y,nil,P.size*10)
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@@ -479,6 +477,7 @@ function Pnt.play()
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gc.setColor(1,0,0,min(P.endCounter,25)*.04)
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gc.circle("line",P.centerX,P.centerY,(840-20*min(P.endCounter,30))*P.size)
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end
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--draw Canvas
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else
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gc.push("transform")
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gc.translate(P.x,P.y)gc.scale(P.size)--Position
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@@ -497,26 +496,24 @@ function Pnt.play()
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end--Grid lines
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gc.translate(0,P.fieldBeneath)
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gc.setScissor(scr.x+P.absFieldX*scr.k,scr.y+P.absFieldY*scr.k,300*P.size*scr.k,610*P.size*scr.k)
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-- local dy=setting.smo and(P.y_img~=P.curY and min(P.dropDelay,8e98)/P.gameEnv.drop or min(P.lockDelay,8e98)/P.gameEnv.lock)^4*30 or 0
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local dy,stepY=0,setting.smo and (1-(P.falling/P.gameEnv.fall)^3)*30 or 0
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local h=#P.clearing
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local dy,stepY=0,setting.smo and(P.falling/(P.gameEnv.fall+1))^2.5*30 or 30
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local h=1
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for j=int(P.fieldBeneath/30+1),#P.field do
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if j==P.clearing[h]and P.falling>-1 then
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h=h-1
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while j==P.clearing[h]and P.falling>-1 do
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h=h+1
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dy=dy+stepY
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gc.translate(0,stepY)
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gc.translate(0,-stepY)
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gc.setColor(1,1,1,P.falling/P.gameEnv.fall)
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gc.rectangle("fill",0,600-30*j,320,30-stepY)
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else
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for i=1,10 do
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if P.field[j][i]>0 then
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gc.setColor(1,1,1,min(P.visTime[j][i]*.05,1))
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drawPixel(j,i,P.field[j][i])
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end
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gc.rectangle("fill",0,630-30*j,320,stepY)
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end
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for i=1,10 do
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if P.field[j][i]>0 then
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gc.setColor(1,1,1,min(P.visTime[j][i]*.05,1))
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drawPixel(j,i,P.field[j][i])
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end
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end
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end--Field
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gc.translate(0,-dy)
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gc.translate(0,dy)
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for i=1,#P.shade do
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local S=P.shade[i]
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gc.setColor(1,1,1,S[1]*.12)
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@@ -535,10 +532,28 @@ function Pnt.play()
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end
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end end
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end--Ghost
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local dy=setting.smo and(P.y_img~=P.curY and min(P.dropDelay,8e98)/P.gameEnv.drop or min(P.lockDelay,8e98)/P.gameEnv.lock)^4*30 or 0
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-- local dy=setting.smo and(P.y_img~=P.curY and or 1)^4*30 or 0
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local dy
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if setting.smo then
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if P.y_img~=P.curY then
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dy=(min(P.dropDelay,1e99)/P.gameEnv.drop-1)*30
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else
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dy=0
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end
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--[[
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if P.y_img~=P.curY then
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dy=(min(P.dropDelay,8e98)/P.gameEnv.drop)^4*30
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else
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dy=(min(P.lockDelay,8e98)/P.gameEnv.lock)^(P.gameEnv._20G and 3 or 7)*30
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end
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]]
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else
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dy=0
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end
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gc.translate(0,-dy)
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local trans=P.lockDelay/P.gameEnv.lock
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if P.gameEnv.block then
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gc.setColor(1,1,1,P.lockDelay/P.gameEnv.lock)
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gc.setColor(1,1,1,trans)
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for i=1,P.r do for j=1,P.c do
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if P.cur.bk[i][j]then
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gc.rectangle("fill",30*(j+P.curX-1)-33,597-30*(i+P.curY-1),36,36)
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@@ -552,7 +567,7 @@ function Pnt.play()
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end end--Block
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end
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if P.gameEnv.center then
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gc.setColor(1,1,1)
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gc.setColor(1,1,1,trans)
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local x=30*(P.curX+P.sc[2]-1)-30+15
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gc.draw(spinCenter,x,600-30*(P.curY+P.sc[1]-1)+15,nil,nil,nil,4,4)
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gc.translate(0,dy)
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@@ -761,10 +776,10 @@ function Pnt.pause()
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end
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setFont(40)
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if system~="Android"then
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mStr(text.space.."/"..text.enter,640,300)
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gc.print("ESC",610,598)
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mStr(text.space.."/"..text.enter,640,335)
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gc.print("ESC",610,509)
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end
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mDraw(gamefinished and drawableText.finish or drawableText.pause,640,140-12*(5-pauseTimer*.1)^2)
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mDraw(gamefinished and drawableText.finish or drawableText.pause,640,60-10*(5-pauseTimer*.1)^1.5)
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end
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function Pnt.setting()
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gc.setColor(1,1,1)
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