移除节奏模式,准备之后添加音游模式
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@@ -1,53 +0,0 @@
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local gc=love.graphics
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local dropSpeed={[0]=40,33,27,20,16,12,11,10,9,8,7,6,5,4,3,3,2,2,1,1}
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return{
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drop=40,
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lock=1e99,
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wait=20,
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fall=90,
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mesDisp=function(P)
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PLY.draw.drawProgress(P.stat.row,P.modeData.target)
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setFont(30)
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mStr(P.modeData.bpm,63,178)
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gc.setLineWidth(4)
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gc.circle('line',63,200,30)
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local beat=P.modeData.counter/P.modeData.beatFrame
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gc.setColor(1,1,1,1-beat)
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gc.setLineWidth(3)
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gc.circle('line',63,200,30+45*beat)
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end,
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dropPiece=function(P)
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if P.stat.row>=P.modeData.target then
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if P.modeData.target==200 then
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P:win('finish')
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else
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P.modeData.bpm=40+2*P.modeData.target/10
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P.modeData.beatFrame=math.floor(3600/P.modeData.bpm)
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P.gameEnv.fall=P.modeData.beatFrame
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P.gameEnv.wait=math.max(P.gameEnv.wait-2,0)
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P.gameEnv.drop=dropSpeed[P.modeData.target/10]
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P.modeData.target=P.modeData.target+10
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SFX.play('reach')
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end
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end
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end,
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task=function(P)
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P.modeData.target=10
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P.modeData.bpm=40
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P.modeData.beatFrame=90
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P.modeData.counter=90
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while true do
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YIELD()
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P.modeData.counter=P.modeData.counter-1
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if P.modeData.counter==0 then
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P.modeData.counter=P.modeData.beatFrame
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SFX.play('click',.3)
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P:act_hardDrop()
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end
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end
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end,
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}
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@@ -1,53 +0,0 @@
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local gc=love.graphics
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local dropSpeed={[0]=30,26,23,20,17,14,12,10,8,6,5,4,3,2,1,1,.5,.5,.25,.25}
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return{
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drop=30,
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lock=1e99,
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wait=10,
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fall=60,
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mesDisp=function(P)
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PLY.draw.drawProgress(P.stat.row,P.modeData.target)
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setFont(30)
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mStr(P.modeData.bpm,63,178)
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gc.setLineWidth(4)
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gc.circle('line',63,200,30)
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local beat=P.modeData.counter/P.modeData.beatFrame
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gc.setColor(1,1,1,1-beat)
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gc.setLineWidth(3)
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gc.circle('line',63,200,30+45*beat)
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end,
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dropPiece=function(P)
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if P.stat.row>=P.modeData.target then
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if P.modeData.target==200 then
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P:win('finish')
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else
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P.modeData.bpm=60+3*P.modeData.target/10
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P.modeData.beatFrame=math.floor(3600/P.modeData.bpm)
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P.gameEnv.fall=P.modeData.beatFrame
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P.gameEnv.wait=math.max(P.gameEnv.wait-1,0)
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P.gameEnv.drop=dropSpeed[P.modeData.target/10]
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P.modeData.target=P.modeData.target+10
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SFX.play('reach')
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end
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end
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end,
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task=function(P)
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P.modeData.target=10
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P.modeData.bpm=60
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P.modeData.beatFrame=60
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P.modeData.counter=60
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while true do
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YIELD()
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P.modeData.counter=P.modeData.counter-1
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if P.modeData.counter==0 then
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P.modeData.counter=P.modeData.beatFrame
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SFX.play('click',.3)
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P:act_hardDrop()
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end
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end
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end,
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}
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@@ -1,58 +0,0 @@
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local gc=love.graphics
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return{
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drop=.5,
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lock=1e99,
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wait=5,
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fall=30,
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mesDisp=function(P)
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PLY.draw.drawProgress(P.stat.row,P.modeData.target)
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setFont(30)
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mStr(P.modeData.bpm,63,178)
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gc.setLineWidth(4)
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gc.circle('line',63,200,30)
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local beat=P.modeData.counter/P.modeData.beatFrame
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gc.setColor(1,1,1,1-beat)
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gc.setLineWidth(3)
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gc.circle('line',63,200,30+45*beat)
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end,
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dropPiece=function(P)
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if P.stat.row>=P.modeData.target then
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if P.modeData.target==200 then
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P:win('finish')
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else
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P.modeData.bpm=120+2*P.modeData.target/10
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P.modeData.beatFrame=math.floor(3600/P.modeData.bpm)
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P.gameEnv.fall=P.modeData.beatFrame
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P.gameEnv.wait=math.max(P.gameEnv.wait-1,0)
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if P.modeData.target==50 then
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P.gameEnv.das=5
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P.gameEnv.drop=.25
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elseif P.modeData.target==100 then
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P.gameEnv.das=4
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P:set20G(true)
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end
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P.modeData.target=P.modeData.target+10
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SFX.play('reach')
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end
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end
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end,
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task=function(P)
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P.modeData.target=10
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P.modeData.bpm=120
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P.modeData.beatFrame=30
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P.modeData.counter=30
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while true do
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YIELD()
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P.modeData.counter=P.modeData.counter-1
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if P.modeData.counter==0 then
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P.modeData.counter=P.modeData.beatFrame
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SFX.play('click',.3)
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P:act_hardDrop()
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end
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end
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end,
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}
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