新增小游戏:Don't touch white
This commit is contained in:
@@ -759,7 +759,7 @@ return{
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{"Minigame",
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"minigame",
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"other",
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"Type the following codes in the search bar of this dictionary for some fun minigames!\n\n15-Puzzle: 15p\nSchulte Grid: grid\nPong: pong\nAtoZ: atoz\nUltimate Tic-tac-toe: uttt\nCubefield: cube\n2048: 2048\nJust get ten: ten\nTapping speed test: tap",
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"Type the following codes in the search bar of this dictionary for some fun minigames!\n\n15-Puzzle: 15p\nSchulte Grid: grid\nPong: pong\nAtoZ: atoz\nUltimate Tic-tac-toe: uttt\nCubefield: cube\n2048: 2048\nJust get ten: ten\nTapping speed test: tap\nDon't touch white: dtw",
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},
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--English
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@@ -131,7 +131,7 @@ return{
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{"Tetris Effect",
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"tec tetriseffectconnect",
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"game",
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"一个win/ps4平台方块,特效方块游戏,只有单机模式,手感不算太好,想看特效的可以一试,只是去玩方块的不是很建议\n有一个拓展版本Tetris Effect: Connect增加了联网对战,包含普通对战,zone对战,经典对战和boss战四个模式",
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"一个win/ps4平台方块,特效方块游戏,只有单机模式,手感不算太好,想看特效的可以一试,只是去玩方块的不是很建议\n有一个拓展版本Tetris Effect: Connected增加了联网对战,包含普通对战,zone对战,经典对战和boss战四个模式",
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},
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{"Techmino",
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"techmino tieke",
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@@ -770,7 +770,7 @@ return{
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{"小游戏",
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"minigame xiaoyouxi",
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"other",
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"输入以下词语,小游戏免费玩!\n\n15-Puzzle: 15p\nSchulte Grid: grid\nPong: pong\nAtoZ: atoz\nUltimate Tic-tac-toe: uttt\nCubefield: cube\n2048: 2048\nJust get ten: ten\nTapping speed test: tap",
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"输入以下词语,小游戏免费玩!\n\n15-Puzzle: 15p\nSchulte Grid: grid\nPong: pong\nAtoZ: atoz\nUltimate Tic-tac-toe: uttt\nCubefield: cube\n2048: 2048\nJust get ten: ten\nTapping speed test: tap\nDon't touch white: dtw",
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},
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--英文
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@@ -646,6 +646,10 @@ return{
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next="Next",
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blind="Blind",
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},
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mg_dtw={
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reset="Reset",
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mode="Mode",
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},
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savedata={
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exportUnlock="Export progress",
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exportData="Export statistics",
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@@ -560,6 +560,10 @@ return{
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next="Prévisualisations",
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blind="Aveugler",
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},
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mg_dtw={
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reset="Réinitialiser",
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-- mode="Mode",
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},
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help={
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manual="Manuel",
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dict="Little Z",
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@@ -645,6 +645,10 @@ return{
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next="Próxima",
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blind="Cego",
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},
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mg_dtw={
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reset="Resetar",
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-- mode="Mode",
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},
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savedata={
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exportUnlock="Exportar progresso",
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exportData="Exportar estatística",
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@@ -562,6 +562,10 @@ return{
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next="Siguiente",
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blind="A ciegas",
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},
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mg_dtw={
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reset="Reiniciar",
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-- mode="Mode",
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},
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savedata={
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-- exportUnlock="Export Unlock",
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-- exportData="Export Data",
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@@ -489,6 +489,10 @@ return{
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next="→",
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blind="???",
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},
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mg_dtw={
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reset="R",
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mode="?",
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},
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},
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getTip=function()
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local L="!@#$%^&*()-=_+[]{}\\|;:\'\",<.>/?"
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@@ -648,6 +648,10 @@ return{
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next="预览",
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blind="盲打",
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},
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mg_dtw={
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reset="重置",
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mode="模式",
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},
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savedata={
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exportUnlock="导出地图进度",
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exportData="导出统计数据",
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@@ -47,6 +47,7 @@ local eggInput={
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["2048"]=goScene"mg_2048",
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ten=goScene"mg_ten",
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tap=goScene"mg_tap",
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dtw=goScene"mg_dtw",
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flag=function()
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BG.setDefault("none")
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BGM.setDefault(false)
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201
parts/scenes/mg_dtw.lua
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201
parts/scenes/mg_dtw.lua
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@@ -0,0 +1,201 @@
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local gc=love.graphics
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local int,rnd=math.floor,math.random
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local format=string.format
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local ins,rem=table.insert,table.remove
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local targets={
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[40]=true,
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[100]=true,
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[200]=true,
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[400]=true,
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[620]=true,
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[1000]=true,
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[2600]=true,
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[5000]=true,
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[10000]=true,
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[26000]=true,
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}
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local state,progress
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local startTime,time
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local modeName={
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"Normal",
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"Split",
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"Mess",
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"Short",
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"Stairs",
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}
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local mode=1
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local score
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local pos,height
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local diePos
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local function newTile()
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local r
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if mode==1 then
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r=rnd(4)
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elseif mode==2 then
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r=pos[#pos]<=2 and rnd(3,4)or rnd(2)
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elseif mode==3 then
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r=rnd(3)
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if r>=pos[#pos]then r=r+1 end
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elseif mode==4 then
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if pos[#pos]==pos[#pos-1]then
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r=rnd(3)
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if r>=pos[#pos]then r=r+1 end
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else
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r=rnd(4)
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end
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elseif mode==5 then
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r=pos[#pos]+(rnd(2)*2-3)
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if r<1 then
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r=r+2
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elseif r>4 then
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r=r-2
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end
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end
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ins(pos,r)
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end
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local function reset()
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progress={}
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state,time=0,0
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score=0
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pos={rnd(4)}for _=1,5 do newTile()end
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height=0
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diePos=false
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end
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local scene={}
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function scene.sceneInit()
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BG.set("grey")
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BGM.play("way")
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mode=1
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reset()
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end
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local function touch(n)
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if state==0 then
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state=1
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startTime=TIME()
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end
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if n==pos[1]then
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rem(pos,1)
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newTile()
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score=score+1
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if targets[score]then
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ins(progress,format("%s - %.3fs",score,TIME()-startTime))
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if score==26000 then
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for i=1,#pos do
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pos[i]=626
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end
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time=TIME()-startTime
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state=2
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SFX.play("win")
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else
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SFX.play("reach",.5)
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end
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end
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height=height+120
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SFX.play("lock")
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else
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time=TIME()-startTime
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state=2
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diePos=n
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SFX.play("fail")
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end
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end
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function scene.keyDown(key)
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if key=="r"then reset()
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elseif key=="escape"then SCN.back()
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elseif state~=2 then
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if key=="d"or key=="c"then touch(1)
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elseif key=="f"or key=="v"then touch(2)
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elseif key=="j"or key=="n"then touch(3)
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elseif key=="k"or key=="m"then touch(4)
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elseif key=="q"and state==0 then
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mode=mode%#modeName+1
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reset()
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end
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end
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end
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function scene.mouseDown(x)
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scene.touchDown(x)
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end
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function scene.touchDown(x)
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if state==2 then return end
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x=int((x-300)/170+1)
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if x>=1 and x<=4 then
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touch(x)
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end
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end
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function scene.update()
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if state==1 then
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time=TIME()-startTime
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end
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height=height*.6
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end
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function scene.draw()
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--Draw mode
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gc.setColor(1,1,1)
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setFont(50)
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mStr(modeName[mode],155,320)
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--Draw time
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setFont(40)
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gc.print(format("%.3f",time),1030,70)
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--Progress time list
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setFont(25)
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gc.setColor(.6,.6,.6)
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for i=1,#progress do
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gc.print(progress[i],1030,120+25*i)
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end
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--Draw tiles
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gc.setColor(1,1,1)
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gc.rectangle("fill",300,0,680,720)
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gc.setColor(0,0,0)
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for i=1,#pos do
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gc.rectangle("fill",130+170*pos[i]+8,720-i*120-height+8,170-16,120-16)
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end
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--Draw track line
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gc.setLineWidth(4)
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for x=1,5 do
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x=130+170*x
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gc.line(x,0,x,720)
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end
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for y=0,6 do
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y=720-120*y-height
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gc.line(300,y,980,y)
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end
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--Draw red tile
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if diePos then
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gc.setColor(1,.2,.2)
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gc.rectangle("fill",130+170*diePos+6,600-height+6,170-12,120-12)
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end
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--Draw score
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setFont(100)
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gc.push("transform")
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gc.translate(640,26)
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gc.scale(1.6)
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gc.setColor(.5,.5,.5,.6)
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mStr(score,0,0)
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gc.pop()
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end
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scene.widgetList={
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WIDGET.newButton{name="reset", x=155,y=100,w=180,h=100,color="lGreen",font=40,code=pressKey"r"},
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WIDGET.newButton{name="mode", x=155,y=220,w=180,h=100,font=40,code=pressKey"q",hide=function()return state~=0 end},
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WIDGET.newButton{name="back", x=1140,y=640,w=170,h=80,font=40,code=backScene},
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}
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return scene
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