sysFX模块改名SYSFX
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@@ -11,7 +11,7 @@ LIGHT= require("Zframework/light")
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BG= require("Zframework/background")
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WIDGET= require("Zframework/widget")
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TEXT= require("Zframework/text")
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sysFX= require("Zframework/sysFX")
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SYSFX= require("Zframework/sysFX")
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IMG= require("Zframework/image")
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BGM= require("Zframework/bgm")
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@@ -108,7 +108,7 @@ function love.mousepressed(x,y,k,touch)
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WIDGET.press(mx,my)
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end
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lastX,lastY=mx,my
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sysFX.newRipple(.3,mx,my,30)
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SYSFX.newRipple(.3,mx,my,30)
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end
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function love.mousemoved(x,y,dx,dy,t)
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if t then return end
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@@ -191,7 +191,7 @@ function love.touchreleased(id,x,y)
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if touchClick[SCN.cur]then
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touchClick[SCN.cur](x,y)
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end
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sysFX.newRipple(.3,x,y,30)
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SYSFX.newRipple(.3,x,y,30)
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end
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end
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@@ -504,7 +504,7 @@ function love.run()
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TASK.update()
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VOC.update()
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BG.update(dt)
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sysFX.update(dt)
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SYSFX.update(dt)
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TEXT.update()
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_=Tmr[SCN.cur]if _ then _(dt)end--Scene Updater
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if SCN.swapping then SCN.swapUpdate()end--Scene swapping animation
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@@ -538,7 +538,7 @@ function love.run()
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gc.setColor(1,1,1,.5)gc.circle("fill",mx,my,5)
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gc.setColor(1,1,1)gc.circle("fill",mx,my,3)
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end
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sysFX.draw()
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SYSFX.draw()
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TEXT.draw()
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gc.pop()
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@@ -79,21 +79,21 @@ function FXdraw.shade(S)
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gc.rectangle("fill",S.x,S.y,S.w,S.h,2)
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end
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local sysFX={}
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function sysFX.update(dt)
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local SYSFX={}
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function SYSFX.update(dt)
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for i=#fx,1,-1 do
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if fx[i]:update(dt) then
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rem(fx,i)
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end
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end
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end
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function sysFX.draw()
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function SYSFX.draw()
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for i=1,#fx do
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fx[i]:draw()
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end
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end
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function sysFX.newBadge(x1,y1,x2,y2)
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function SYSFX.newBadge(x1,y1,x2,y2)
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fx[#fx+1]={
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update=FXupdate.badge,
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draw=FXdraw.badge,
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@@ -103,7 +103,7 @@ function sysFX.newBadge(x1,y1,x2,y2)
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x2=x2,y2=y2,
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}
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end
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function sysFX.newAttack(rate,x1,y1,x2,y2,wid,r,g,b,a)
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function SYSFX.newAttack(rate,x1,y1,x2,y2,wid,r,g,b,a)
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fx[#fx+1]={
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update=FXupdate.attack,
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draw=FXdraw.attack,
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@@ -115,7 +115,7 @@ function sysFX.newAttack(rate,x1,y1,x2,y2,wid,r,g,b,a)
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r=r,g=g,b=b,a=a,
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}
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end
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function sysFX.newRipple(duration,x,y,r)
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function SYSFX.newRipple(duration,x,y,r)
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fx[#fx+1]={
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update=FXupdate.ripple,
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draw=FXdraw.ripple,
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@@ -124,7 +124,7 @@ function sysFX.newRipple(duration,x,y,r)
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x=x,y=y,r=r,
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}
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end
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function sysFX.newRectRipple(duration,x,y,w,h)
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function SYSFX.newRectRipple(duration,x,y,w,h)
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fx[#fx+1]={
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update=FXupdate.rectRipple,
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draw=FXdraw.rectRipple,
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@@ -133,7 +133,7 @@ function sysFX.newRectRipple(duration,x,y,w,h)
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x=x,y=y,w=w,h=h,
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}
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end
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function sysFX.newShade(duration,r,g,b,x,y,w,h)
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function SYSFX.newShade(duration,r,g,b,x,y,w,h)
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fx[#fx+1]={
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update=FXupdate.shade,
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draw=FXdraw.shade,
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@@ -143,4 +143,4 @@ function sysFX.newShade(duration,r,g,b,x,y,w,h)
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x=x,y=y,w=w,h=h,
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}
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end
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return sysFX
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return SYSFX
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@@ -102,7 +102,7 @@ function button:getCenter()
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end
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function button:FX()
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local ATV=self.ATV
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sysFX.newRectRipple(
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SYSFX.newRectRipple(
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.16,
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self.x-ATV,
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self.y-ATV,
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@@ -605,12 +605,12 @@ function selector:press(x)
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if x<self.x+self.w*.5 then
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if s>1 then
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s=s-1
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sysFX.newShade(.3,1,1,1,self.x,self.y,self.w*.5,60)
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SYSFX.newShade(.3,1,1,1,self.x,self.y,self.w*.5,60)
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end
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else
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if s<#self.list then
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s=s+1
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sysFX.newShade(.3,1,1,1,self.x+self.w*.5,self.y,self.w*.5,60)
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SYSFX.newShade(.3,1,1,1,self.x+self.w*.5,self.y,self.w*.5,60)
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end
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end
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if self.select~=s then
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@@ -626,10 +626,10 @@ function selector:arrowKey(isLeft)
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if isLeft and s==1 or not isLeft and s==#self.list then return end
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if isLeft then
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s=s-1
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sysFX.newShade(.3,1,1,1,self.x,self.y,self.w*.5,60)
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SYSFX.newShade(.3,1,1,1,self.x,self.y,self.w*.5,60)
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else
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s=s+1
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sysFX.newShade(.3,1,1,1,self.x+self.w*.5,self.y,self.w*.5,60)
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SYSFX.newShade(.3,1,1,1,self.x+self.w*.5,self.y,self.w*.5,60)
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end
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self.code(self.list[s])
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self.select=s
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@@ -38,7 +38,7 @@ local function checkClear(P)
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P.field[_],P.visTime[_]=nil
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end
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setField(P,P.modeData.point+1)
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sysFX.newShade(.7,.6,.8,.6,P.x+150*P.size,P.y+60*P.size,300*P.size,610*P.size)
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SYSFX.newShade(.7,.6,.8,.6,P.x+150*P.size,P.y+60*P.size,300*P.size,610*P.size)
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SFX.play("blip_1")
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else
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P:win("finish")
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@@ -22,7 +22,7 @@ local function puzzleCheck(P)
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FREEROW.discard(P.visTime[_])
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P.field[_],P.visTime[_]=nil
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end
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sysFX.newShade(.7,.3,1,.3,P.x+150*P.size,P.y+60*P.size,300*P.size,610*P.size)
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SYSFX.newShade(.7,.3,1,.3,P.x+150*P.size,P.y+60*P.size,300*P.size,610*P.size)
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SFX.play("reach")
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P.modeData.event=0
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else
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@@ -52,7 +52,7 @@ local function check_LVup(P)
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for i=1,10 do
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P:createClearingFX(i,1.5)
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end
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sysFX.newShade(.4,1,1,1,P.x+150*P.size,P.y+370*P.size,300*P.size,300*P.size)
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SYSFX.newShade(.4,1,1,1,P.x+150*P.size,P.y+370*P.size,300*P.size,300*P.size)
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ENV.lock=13
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ENV.wait=6
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@@ -97,7 +97,7 @@ function Player.createBeam(P,R,send,color)
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r,g,b=r*2,g*2,b*2
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local a=modeEnv.royaleMode and not(P.human or R.human)and .2 or 1
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sysFX.newAttack(1-SETTING.atkFX*.1,x1,y1,x2,y2,wid,r,g,b,a*(SETTING.atkFX+2)*.0626)
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SYSFX.newAttack(1-SETTING.atkFX*.1,x1,y1,x2,y2,wid,r,g,b,a*(SETTING.atkFX+2)*.0626)
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end
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--------------------------</FX>--------------------------
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@@ -1381,9 +1381,9 @@ function Player.lose(P,force)
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for i=1,21 do
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P:createClearingFX(i,1.5)
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end
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sysFX.newShade(.7,1,1,1,P.x+150*P.size,P.y+60*P.size,300*P.size,610*P.size)
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sysFX.newRectRipple(.5,P.x+150*P.size,P.y+60*P.size,300*P.size,610*P.size)
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sysFX.newRipple(.5,P.x+(475+25*(P.life<3 and P.life or 0)+12)*P.size,P.y+(665+12)*P.size,20)
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SYSFX.newShade(.7,1,1,1,P.x+150*P.size,P.y+60*P.size,300*P.size,610*P.size)
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SYSFX.newRectRipple(.5,P.x+150*P.size,P.y+60*P.size,300*P.size,610*P.size)
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SYSFX.newRipple(.5,P.x+(475+25*(P.life<3 and P.life or 0)+12)*P.size,P.y+(665+12)*P.size,20)
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--300+25*i,595
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SFX.play("clear_3")
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SFX.play("emit")
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@@ -99,8 +99,8 @@ function keyDown.custom_field(key)
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for j=1,10 do
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if F[i][j]<=0 then goto L end
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end
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sysFX.newShade(.3,1,1,1,200,660-30*i,300,30)
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sysFX.newRectRipple(.3,200,660-30*i,300,30)
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SYSFX.newShade(.3,1,1,1,200,660-30*i,300,30)
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SYSFX.newRectRipple(.3,200,660-30*i,300,30)
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rem(F,i)
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::L::
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end
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@@ -133,14 +133,14 @@ function keyDown.custom_field(key)
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ins(FIELD,S.page+1,newBoard(FIELD[S.page]))
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S.page=S.page+1
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SFX.play("blip_1",.8)
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sysFX.newShade(.3,.5,1,.5,200,60,300,600)
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SYSFX.newShade(.3,.5,1,.5,200,60,300,600)
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elseif key=="m"then
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rem(FIELD,S.page)
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S.page=max(S.page-1,1)
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if not FIELD[1]then
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ins(FIELD,newBoard())
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end
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sysFX.newShade(.3,1,.5,.5,200,60,300,600)
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SYSFX.newShade(.3,1,.5,.5,200,60,300,600)
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SFX.play("clear_4",.8)
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SFX.play("fall",.8)
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else
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@@ -73,7 +73,7 @@ local function tapBoard(x,y,key)
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if S.state<2 then
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if not key then
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if S.pathVis then
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sysFX.newRipple(.16,x,y,10)
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SYSFX.newRipple(.16,x,y,10)
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end
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x,y=int((x-320)/160)+1,int((y-40)/160)+1
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end
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@@ -60,12 +60,12 @@ local function tapBoard(x,y)
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SFX.play("reach")
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end
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if S.tapFX then
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sysFX.newShade(.3,.6,.8,1,320+640/R*X,40+640/R*Y,640/R,640/R)
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SYSFX.newShade(.3,.6,.8,1,320+640/R*X,40+640/R*Y,640/R,640/R)
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end
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else
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S.error=S.error+1
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if S.tapFX then
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sysFX.newShade(.5,1,.4,.5,320+640/R*X,40+640/R*Y,640/R,640/R)
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SYSFX.newShade(.5,1,.4,.5,320+640/R*X,40+640/R*Y,640/R,640/R)
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end
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SFX.play("finesseError")
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end
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@@ -56,7 +56,7 @@ function Tick.throwBadge(data)--{ifAI,Sender,timer}
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end
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--Generate badge object
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sysFX.newBadge(x1,y1,x2,y2)
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SYSFX.newBadge(x1,y1,x2,y2)
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if not data[1]and data[3]%8==0 then
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SFX.play("collect")
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