0.9.2:调试界面,新背景,布局微调
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@@ -44,21 +44,6 @@ back.rgb={
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)
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end,
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}--Changing pure color
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back.strap={
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init=function()
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t=0
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end,
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update=function(dt)
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t=t+dt
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end,
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draw=function()
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SHADER.strap:send("t",t*.626)
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gc.setColor(.4,.626,.626)
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gc.setShader(SHADER.strap)
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gc.rectangle("fill",0,0,scr.w,scr.h)
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gc.setShader()
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end,
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}--Horizonal ranbow
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back.flink={
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init=function()
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t=0
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@@ -95,63 +80,58 @@ back.aura={
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back.game1={
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init=function()
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t=0
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BG.resize(scr.w,scr.h)
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BG.resize(scr.w)
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end,
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resize=function(w,h)
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SHADER.rainbow:send("w",w*scr.dpi)
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SHADER.rainbow:send("h",h*scr.dpi)
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resize=function(w)
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SHADER.gradient1:send("w",w*scr.dpi)
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end,
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update=function(dt)
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t=t+dt
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end,
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draw=function()
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SHADER.rainbow:send("t",t)
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gc.setColor(.6,.6,.6)
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gc.setShader(SHADER.rainbow)
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SHADER.gradient1:send("t",t)
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gc.setShader(SHADER.gradient1)
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gc.rectangle("fill",0,0,scr.w,scr.h)
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gc.setShader()
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end,
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}--Rolling rainbow
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}--Horizonal red-blue gradient
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back.game2={
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init=function()
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t=0
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BG.resize(scr.w,scr.h)
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BG.resize(nil,scr.h)
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end,
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resize=function(w,h)
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SHADER.rainbow:send("w",w*scr.dpi)
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SHADER.rainbow:send("h",h*scr.dpi)
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SHADER.gradient2:send("h",h*scr.dpi)
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end,
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update=function(dt)
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t=t+dt
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end,
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draw=function()
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SHADER.rainbow:send("t",t)
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gc.setColor(.7,.4,.4)
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gc.setShader(SHADER.rainbow)
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SHADER.gradient2:send("t",t)
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gc.setShader(SHADER.gradient2)
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gc.rectangle("fill",0,0,scr.w,scr.h)
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gc.setShader()
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end,
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}--Red rolling rainbow
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}--Vertical red-green gradient
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back.game3={
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init=function()
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t=0
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BG.resize(scr.w,scr.h)
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end,
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resize=function(w,h)
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SHADER.rainbow:send("w",w*scr.dpi)
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SHADER.rainbow:send("h",h*scr.dpi)
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SHADER.gradient3:send("w",w*scr.dpi)
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SHADER.gradient3:send("h",h*scr.dpi)
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end,
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update=function(dt)
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t=t+dt
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end,
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draw=function()
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SHADER.rainbow:send("t",t)
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gc.setColor(.5,.5,.8)
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gc.setShader(SHADER.rainbow)
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SHADER.gradient3:send("t",t)
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gc.setShader(SHADER.gradient3)
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gc.rectangle("fill",0,0,scr.w,scr.h)
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gc.setShader()
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end,
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}--Blue rolling rainbow
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}--beautiful RGB
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back.game4={
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init=function()
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t=0
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@@ -160,11 +140,7 @@ back.game4={
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t=t+dt
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end,
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draw=function()
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SHADER.strap:send("t",t*1.26)
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gc.setColor(.5,.626,.74)
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gc.setShader(SHADER.strap)
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gc.rectangle("fill",0,0,scr.w,scr.h)
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gc.setShader()
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end,
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}--Blue strap
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back.game5={
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@@ -189,7 +165,7 @@ back.game6={
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t=0
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colorLib=_G.SKIN.libColor
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colorSet=_G.setting.skin
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miniBlock=_G.miniBlock
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blockImg=_G.TEXTURE.miniBlock
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end,
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update=function(dt)
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t=t+dt
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@@ -202,7 +178,7 @@ back.game6={
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local R=7-int(t*.5)%7
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local _=colorLib[colorSet[R]]
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gc.setColor(_[1],_[2],_[3],.1)
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gc.draw(miniBlock[R],640,360,t%3.1416*6,400,400,scs[R][0][2]-.5,#blocks[R][0]-scs[R][0][1]+.5)
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gc.draw(blockImg[R],640,360,t%3.1416*6,400,400,scs[R][0][2]-.5,#blocks[R][0]-scs[R][0][1]+.5)
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end,
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}--Fast lightning + spining tetromino
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@@ -284,7 +260,7 @@ BG={
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update=NULL,
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draw=back.none.draw,
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}
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function BG.set(bg)
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function BG.set(bg,data)
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if bg==BG.cur or not setting.bg then return end
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if BG.discard then
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BG.discard()
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