修改Ospin的实现,O的旋转历史不再直接记录在玩家对象里而是放在方块数据中伴随方块刷新自动重置
两种方法各有缺点,暂时选择旋转系统不污染玩家的属性
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@@ -174,16 +174,19 @@ do
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end
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if P.gameEnv.ospin then
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local x,y=P.curX,P.curY
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local C=P.cur
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if y==P.ghoY and((P:solid(x-1,y)or P:solid(x-1,y+1)))and(P:solid(x+2,y)or P:solid(x+2,y+1))then
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if P.sound then
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SFX.play('rotatekick',nil,P:getCenterX()*.15)
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end
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P.spinSeq=P.spinSeq%100*10+d
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if P.spinSeq<100 then
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--[Warning] field spinSeq is a dirty data, TRS put this var into the block.
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C.spinSeq=(C.spinSeq or 0)%100*10+d
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if C.spinSeq<100 then
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return end
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for i=1,#OspinList do
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local L=OspinList[i]
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if P.spinSeq==L[1]then
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if C.spinSeq==L[1]then
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local id,dir=L[2],L[3]
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local bk=BLOCKS[id][dir]
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x,y=P.curX+L[4],P.curY+L[5]
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@@ -194,15 +197,13 @@ do
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L[6]==2 or(P:ifoverlap(bk,x,y-1)and P:ifoverlap(bk,x,y+1))
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)
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then
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local C=P.cur
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C.id=id
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C.bk=bk
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P.curX,P.curY=x,y
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P.cur.dir=dir
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C.dir=dir
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P.spinLast=2
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P.stat.rotate=P.stat.rotate+1
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P:freshBlock('move')
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P.spinSeq=0
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return
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end
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end
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@@ -211,7 +212,7 @@ do
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if P.sound then
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SFX.play('rotate',nil,P:getCenterX()*.15)
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end
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P.spinSeq=0
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C.spinSeq=nil
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end
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else
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if P.sound then
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