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341
modules/scene.lua
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341
modules/scene.lua
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local gc=love.graphics
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local int,log=math.floor,math.log
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local sin,cos=math.sin,math.cos
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local max,format=math.max,string.format
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local scr=scr
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local SCN={
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cur="load",--Current scene
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swapping=false,--ifSwapping
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swap={
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tar=nil, --Swapping target
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style=nil, --Swapping style
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mid=nil, --Loading point
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time=nil, --Full swap time
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draw=nil, --Swap draw func
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},
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seq={"quit","slowFade"},--Back sequence
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}--scene datas,returned
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local sceneInit={}
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sceneInit.quit=love.event.quit
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function sceneInit.load()
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sceneTemp={
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phase=1,--Loading stage
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cur=1,--Counter
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tar=#VOC.name,--Loading bar lenth(current)
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tip=require("parts/getTip"),
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list={
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#VOC.name,
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#BGM.list,
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#SFX.list,
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IMG.getCount(),
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#Modes,
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1,
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},
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skip=false,--if skipping
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}
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end
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function sceneInit.intro()
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BG.set("space")
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sceneTemp=0--animation timer
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BGM.play("blank")
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end
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function sceneInit.main()
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BG.set("space")
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BGM.play("blank")
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destroyPlayers()
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modeEnv={}
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if not players[1]then
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PLY.newDemoPlayer(1,900,35,1.1)
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end--create demo player
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end
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function sceneInit.music()
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if BGM.nowPlay then
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for i=1,BGM.len do
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if BGM.list[i]==BGM.nowPlay then
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sceneTemp=i--music select
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return
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end
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end
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else
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sceneTemp=1
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end
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end
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function sceneInit.mode(org)
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BG.set("space")
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BGM.play("blank")
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destroyPlayers()
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local cam=mapCam
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cam.zoomK=org=="main"and 5 or 1
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if cam.sel then
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local M=Modes[cam.sel]
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cam.x,cam.y=M.x*cam.k+180,M.y*cam.k
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cam.x1,cam.y1=cam.x,cam.y
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end
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end
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function sceneInit.custom()
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sceneTemp=1--option select
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destroyPlayers()
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BG.set(customRange.bg[customSel[12]])
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BGM.play(customRange.bgm[customSel[13]])
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end
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function sceneInit.draw()
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BG.set("space")
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sceneTemp={
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sure=0,
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pen=1,
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x=1,y=1,
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demo=false,
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}
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end
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function sceneInit.play()
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love.keyboard.setKeyRepeat(false)
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restartCount=0
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if needResetGameData then
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resetGameData()
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needResetGameData=nil
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end
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BG.set(modeEnv.bg)
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end
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function sceneInit.pause(org)
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if
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org=="setting_game"or
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org=="setting_video"or
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org=="setting_sound"
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then
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TEXT.show(text.needRestart,640,440,50,"fly",.6)
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end
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local S=players[1].stat
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sceneTemp={
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timer=org=="play"and 0 or 50,
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list={
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toTime(S.time),
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S.key.."/"..S.rotate.."/"..S.hold,
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format("%d %.2fPPS",S.piece,S.piece/S.time),
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format("%d(%d) %.2fLPM",S.row,S.dig,S.row/S.time*60),
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format("%d(%d)",S.atk,S.digatk),
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format("%d(%d-%d)",S.pend,S.recv,S.recv-S.pend),
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format("%d/%d/%d/%d",S.clear_S[1],S.clear_S[2],S.clear_S[3],S.clear_S[4]),
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format("(%d)/%d/%d/%d",S.spin_S[1],S.spin_S[2],S.spin_S[3],S.spin_S[4]),
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format("%d(+%d)/%d(%d)",S.b2b,S.b3b,S.pc,S.hpc),
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format("%d[%.2f%%]",S.extraPiece,100*max(1-S.extraRate/S.piece,0)),
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},
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--from right-down, 60 degree each
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radar={
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(S.off+S.dig)/S.time*60,--DefPM
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(S.off)/S.time*60, --OffPM
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S.atk/S.time*60, --AtkPM
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S.send/S.time*60, --SendPM
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S.piece/S.time*24, --LinePM
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S.dig/S.time*60, --DigPM
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},
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val={1/80,1/40,1/60,1/60,1/100,1/40},
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timing=org=="play",
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}
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local _=sceneTemp
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local A,B=_.radar,_.val
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for i=1,6 do
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B[i]=B[i]*A[i]if B[i]>1.26 then B[i]=1.26+(B[i]-1.26)*.26 end
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end--normalize vals
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for i=1,6 do
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A[i]=format("%.2f",A[i])..text.radarData[i]
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end
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local f=1
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for i=1,6 do
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if B[i]>.5 then f=2 end
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if B[i]>1 then f=3 break end
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end
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if f==1 then _.color,f={.4,.9,.5},1.25 --Vegetable
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elseif f==2 then _.color,f={.4,.7,.9},1 --Normal
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elseif f==3 then _.color,f={1,.3,.3},.626 --Diao
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end
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A={
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120*.5*f, 120*3^.5*.5*f,
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120*-.5*f, 120*3^.5*.5*f,
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120*-1*f, 120*0*f,
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120*-.5*f, 120*-3^.5*.5*f,
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120*.5*f, 120*-3^.5*.5*f,
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120*1*f, 120*0*f,
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}
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_.scale=f
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_.standard=A
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for i=6,1,-1 do
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B[2*i-1],B[2*i]=B[i]*A[2*i-1],B[i]*A[2*i]
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end
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_.val=B
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end
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function sceneInit.setting_game()
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BG.set("space")
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end
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function sceneInit.setting_video()
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BG.set("space")
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end
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function sceneInit.setting_sound()
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sceneTemp={last=0,jump=0}--last sound time,animation count(10 to 0)
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BG.set("space")
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end
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function sceneInit.setting_control()
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sceneTemp={
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das=setting.das,
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arr=setting.arr,
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pos=0,
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dir=1,
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wait=30,
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}
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BG.set("strap")
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end
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function sceneInit.setting_key()
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sceneTemp={
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board=1,
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kb=1,js=1,
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kS=false,jS=false,
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}
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end
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function sceneInit.setting_touch()
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BG.set("game2")
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sceneTemp={
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default=1,
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snap=1,
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sel=nil,
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}
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end
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function sceneInit.setting_touchSwitch()
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BG.set("matrix")
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end
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function sceneInit.help()
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sceneTemp={
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pw=0,
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}
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BG.set("space")
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end
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function sceneInit.staff()
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sceneTemp={
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time=0,
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v=1,
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ct=0,
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}
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BG.set("space")
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end
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function sceneInit.stat()
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local S=stat
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sceneTemp={
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chart={
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A1=S.spin,A2=S.clear,
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X1=S.spin_S,X2=S.clear_S,
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Y1=S.spin_B,Y2=S.clear_B,
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},
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item={
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S.run,
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S.game,
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toTime(S.time),
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S.key.." "..S.rotate.." "..S.hold,
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S.piece.." "..S.row.." "..int(S.atk),
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S.recv.." "..S.off.." "..S.pend,
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S.dig.." "..int(S.digatk),
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format("%.2f %.2f",S.atk/S.row,S.digatk/S.dig),
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format("%d/%.3f%%",S.extraPiece,100*max(1-S.extraRate/S.piece,0)),
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S.b2b.." "..S.b3b,
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S.pc.." "..S.hpc,
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}
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}
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for i=1,11 do
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sceneTemp.item[i]=text.stat[i].."\t"..sceneTemp.item[i]
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end
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end
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function sceneInit.history()
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BG.set("strap")
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sceneTemp={require("parts/updateLog"),1}--scroll pos
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end
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function sceneInit.quit()
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love.timer.sleep(.3)
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love.event.quit()
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end
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local swap={
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none={1,0,NULL},
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flash={8,1,function()gc.clear(1,1,1)end},
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fade={30,15,function(t)
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local t=t>15 and 2-t/15 or t/15
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gc.setColor(0,0,0,t)
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gc.rectangle("fill",0,0,scr.w*scr.dpi,scr.h*scr.dpi)
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end},
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fade_togame={120,20,function(t)
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local t=t>20 and (120-t)/100 or t/20
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gc.setColor(0,0,0,t)
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gc.rectangle("fill",0,0,scr.w*scr.dpi,scr.h*scr.dpi)
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end},
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slowFade={180,90,function(t)
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local t=t>90 and 2-t/90 or t/90
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gc.setColor(0,0,0,t)
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gc.rectangle("fill",0,0,scr.w*scr.dpi,scr.h*scr.dpi)
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end},
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}--Scene swapping animations
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local backFunc={
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load=love.event.quit,
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pause=function()
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love.keyboard.setKeyRepeat(true)
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mergeStat(stat,players[1].stat)
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TASK.clear("play")
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end,
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setting_game= function()FILE.saveSetting()end,
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setting_video= function()FILE.saveSetting()end,
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setting_sound= function()FILE.saveSetting()end,
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setting_touch= function()FILE.saveVK()end,
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setting_key= function()FILE.saveKeyMap()end,
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setting_lang= function()FILE.saveSetting()end,
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}
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function SCN.swapUpdate()
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local S=SCN.swap
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S.time=S.time-1
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if S.time==S.mid then
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SCN.init(S.tar,SCN.cur)
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SCN.cur=S.tar
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WIDGET.set(Widgets[S.tar])
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collectgarbage()
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--Scene swapped this moment
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end
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if S.time==0 then
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SCN.swapping=false
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end
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end
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function SCN.init(s,org)
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if sceneInit[s]then sceneInit[s](org)end
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end
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function SCN.push(tar,style)
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if not SCN.swapping then
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local m=#SCN.seq
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SCN.seq[m+1]=tar or SCN.cur
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SCN.seq[m+2]=style or"fade"
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end
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end
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function SCN.pop()
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local _=SCN.seq
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_[#_-1]=nil
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end
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function SCN.swapTo(tar,style)
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local S=SCN.swap
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if not SCN.swapping and tar~=SCN.cur then
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SCN.swapping=true
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if not style then style="fade"end
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S.tar=tar
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S.style=style
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local swap=swap[style]
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S.time=swap[1]
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S.mid=swap[2]
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S.draw=swap[3]
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end
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end
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function SCN.back()
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if backFunc[SCN.cur] then backFunc[SCN.cur]()end
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--func when scene end
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local m=#SCN.seq
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if m>0 then
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SCN.swapTo(SCN.seq[m-1],SCN.seq[m])
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SCN.seq[m],SCN.seq[m-1]=nil
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--Poll&Back to preScene
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end
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end
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return SCN
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