pc训练代码整理,开局就能看到关卡并且没有提前硬降不会死的bug了

This commit is contained in:
MrZ626
2021-11-17 15:21:27 +08:00
parent 9efe0e62d5
commit da3ef1c2a6
2 changed files with 29 additions and 31 deletions

View File

@@ -1,35 +1,33 @@
local pc_drop={50,45,40,35,30,26,22,18,15,12} local pc_drop={50,45,40,35,30,26,22,18,15,12}
local pc_lock={55,50,46,42,39,36,33,31,29,27} local pc_lock={55,50,46,42,40,38,36,34,32,30}
local pc_fall={18,16,14,12,10,9,8,7,6,5} local pc_fall={18,16,14,12,10,9,8,7,6,5}
local PCbase=require"parts.modes.PCbase" local PCbase=require"parts.modes.PCbase"
local PClist=require"parts.modes.PClist" local PClist=require"parts.modes.PClist"
local function task_PC(P) local function task_PC(P)
if P.frameRun>180 then local difficulty=P.stat.pc<10 and 4 or 5
P.control=false local L=PClist[difficulty][P.holeRND:random(#PClist[difficulty])]
for _=1,26 do YIELD()end local symmetry=P.holeRND:random()>.5
P.control=true P:pushNextList(L,symmetry)
end
local base=PCbase[P.modeData.type] P.control=false
P:pushLineList(base[P.holeRND:random(#base)],P.modeData.symmetry) if P.frameRun>180 then for _=1,26 do YIELD()end end
P.control=true
local base=PCbase[difficulty]
P:pushLineList(base[P.holeRND:random(#base)],symmetry)
end end
local function _check(P) local function _check(P)
local f=P.field if #P.field>0 then
if #f>0 then if #P.field+P.stat.row%4>4 then
if #f+P.stat.row%4>4 then
P:lose() P:lose()
end end
else else
local type=P.stat.pc<10 and 4 or 5
local L=PClist[type][P.holeRND:random(#PClist[type])]
local symmetry=P.holeRND:random()>.5
P.modeData.type=type
P.modeData.symmetry=symmetry
P:pushNextList(L,symmetry)
P:newTask(task_PC) P:newTask(task_PC)
if P.frameRun<180 then P.fieldBeneath=0 end
local s=P.stat.pc*.25 if P.stat.pc%4==0 and P.stat.pc>0 then
if math.floor(s)==s and s>0 then local s=P.stat.pc/4
P.gameEnv.drop=pc_drop[s]or 10 P.gameEnv.drop=pc_drop[s]or 10
P.gameEnv.lock=pc_lock[s]or 25 P.gameEnv.lock=pc_lock[s]or 25
P.gameEnv.fall=pc_fall[s]or 4 P.gameEnv.fall=pc_fall[s]or 4

View File

@@ -8,26 +8,26 @@ local PCtype={
1,2,3, 1,2,3,
} }
local function task_PC(P) local function task_PC(P)
local difficulty=PCtype[P.stat.pc+1]or 3
local L=PClist[difficulty][P.holeRND:random(#PClist[difficulty])]
local symmetry=P.holeRND:random()>.5
P:pushNextList(L,symmetry)
P.control=false P.control=false
for _=1,26 do YIELD()end if P.frameRun>180 then for _=1,26 do YIELD()end end
P.control=true P.control=true
local base=PCbase[P.modeData.type]
P:pushLineList(base[P.holeRND:random(#base)],P.modeData.symmetry) local base=PCbase[difficulty]
P:pushLineList(base[P.holeRND:random(#base)],symmetry)
end end
local function _check(P) local function _check(P)
local r=P.field if #P.field>0 then
if #r>0 then if #P.field+P.stat.row%4>4 then
if #r+P.stat.row%4>4 then
P:lose() P:lose()
end end
else else
local type=PCtype[P.stat.pc+1]or 3
local L=PClist[type][P.holeRND:random(#PClist[type])]
local symmetry=P.holeRND:random()>.5
P.modeData.type=type
P.modeData.symmetry=symmetry
P:pushNextList(L,symmetry)
P:newTask(task_PC) P:newTask(task_PC)
if P.frameRun<180 then P.fieldBeneath=0 end
end end
end end
return{ return{