0.8.13
This commit is contained in:
@@ -3,8 +3,8 @@
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--https://github.com/mattdesl/lwjgl-basics/wiki/2D-Pixel-Perfect-Shadows
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local gc=love.graphics
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local C=gc.clear
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local shadowMapShader=gc.newShader("parts/shader/shadowMap.cs")--Shader for caculating the 1D shadow map.
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local lightRenderShader=gc.newShader("parts/shader/lightRender.cs")--Shader for rendering blurred lights and shadows.
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local shadowMapShader=gc.newShader("shader/shadowMap.cs")--Shader for caculating the 1D shadow map.
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local lightRenderShader=gc.newShader("shader/lightRender.cs")--Shader for rendering blurred lights and shadows.
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Lights={}--Lightsource objects
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local Lights=Lights
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--Private--
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@@ -32,6 +32,7 @@ color={
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darkCyan={0,.6,.6},
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darkGrey={.3,.3,.3},
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black={0,0,0},
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orange={1,.6,0},
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pink={1,0,.6},
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grass={.6,1,0},
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@@ -1,2 +1,2 @@
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gc=love.graphics
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shader_glow=gc.newShader("parts/shader/glow.cs")
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shader_glow=gc.newShader("shader/glow.cs")
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@@ -1,5 +0,0 @@
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extern float X;extern float Y;extern float W;extern float H;
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vec4 effect(vec4 C,Image Tx,vec2 Tcd,vec2 Pcd){
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C[3]=min((Pcd.x-X)/W*.3+(Pcd.y-Y)/H*.1,.3)+.5;
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return C;
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}
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@@ -1,30 +0,0 @@
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#define PI 3.14
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extern float xresolution;
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//从1D距离map采样
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float samp(vec2 coord,float r,Image u_texture){
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return step(r,Texel(u_texture,coord).r);
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}
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vec4 effect(vec4 color,Image texture,vec2 texture_coords,vec2 screen_coords){
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//直角转极坐标,用于采样1D材质的y总是0
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vec2 norm=texture_coords.st*2.-1.;
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float r=length(norm);
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vec2 tc=vec2((atan(norm.y,norm.x)+PI)/(2.*PI),0.);
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//根据离光源距离放大模糊系数,模拟影子淡出
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float blur=(1./xresolution)*smoothstep(0.,1.,r);
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//简易高斯模糊
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float sum=
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samp(vec2(tc.x-4.*blur,tc.y),r,texture)*.5
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+samp(vec2(tc.x-3.*blur,tc.y),r,texture)*.9
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+samp(vec2(tc.x-2.*blur,tc.y),r,texture)*.12
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+samp(vec2(tc.x-1.*blur,tc.y),r,texture)*.15
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+samp(tc,r,texture)*.16//The center tex coord,which gives us hard shadows.
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+samp(vec2(tc.x+1.*blur,tc.y),r,texture)*.15
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+samp(vec2(tc.x+2.*blur,tc.y),r,texture)*.12
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+samp(vec2(tc.x+3.*blur,tc.y),r,texture)*.9
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+samp(vec2(tc.x+4.*blur,tc.y),r,texture)*.5;
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//sum值为亮度(0~1)
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//乘上距离得到逐渐变淡的光线
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return vec4(vec3(1.),sum*smoothstep(1.,.1,r));
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}
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@@ -1,16 +0,0 @@
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#define PI 3.14
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extern float yresolution;
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vec4 effect(vec4 color,Image texture,vec2 texture_coords,vec2 screen_coords){
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//Iterate through the occluder map's y-axis.
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for(float y=0.;y<yresolution;y++){
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//直角转极坐标
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vec2 norm=vec2(texture_coords.s,y/yresolution)*2.-1.;
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float theta=PI*1.5+norm.x*PI;
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float r=(1.+norm.y)*.5;
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//y/yresolution为到光源的距离(0~1)
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//遮光物采样
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vec4 data=Texel(texture,(vec2(-r*sin(theta),-r*cos(theta))*.5+.5));//vec2()..是遮光物采样的coord
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if(data.a>.1)return vec4(vec3(y/yresolution),1.);//碰撞检测,像素透明度>.1即透光
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}
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return vec4(1,1,1,1);//返回最远距离1
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}
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@@ -34,7 +34,7 @@ skin.libColor={
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color.purple,
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color.magenta,
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color.pink,
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color.darkGreen,
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color.darkGrey,
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color.grey,
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color.lightGrey,
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color.darkPurple,
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@@ -70,14 +70,14 @@ function skin.load()
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gc.setLineWidth(3)
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for i=1,11 do
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puzzleMark[i]=C(30,30)
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local _=blockColor[i]
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local _=skin.libColor[i]
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gc.setColor(_[1],_[2],_[3],.6)
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gc.rectangle("line",5,5,20,20)
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gc.rectangle("line",10,10,10,10)
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end
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for i=12,17 do
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puzzleMark[i]=C(30,30)
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gc.setColor(blockColor[i])
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gc.setColor(skin.libColor[i])
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gc.rectangle("line",7,7,16,16)
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end
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local _=C(30,30)
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@@ -109,30 +109,17 @@ end
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function skin.prev(i)--prev skin for [i]
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local _=setting.skin
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_[i]=(_[i]-2)%11+1
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skin.adjust(i,_[i])
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end
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function skin.next(i)--next skin for [i]
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local _=setting.skin
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_[i]=_[i]%11+1
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skin.adjust(i,_[i])
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end
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function skin.rotate(i)--change direction of [i]
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setting.face[i]=(setting.face[i]+1)%4
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SFX.play("rotate")
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end
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function skin.change(i)--change to skin_set[i]
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for _=1,7 do
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skin.adjust(_,setting.skin[_])
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end
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for _=8,13 do
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blockSkin[_]=skin.lib[i][_+4]
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blockSkinMini[_]=skin.libMini[i][_+4]
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end
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end
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function skin.adjust(i,id)--load color/image/image_mini of [i] from lib
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local S=setting.skinSet
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blockSkin[i]=skin.lib[S][id]
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blockSkinMini[i]=skin.libMini[S][id]
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blockColor[i]=skin.libColor[id]
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blockSkin=skin.lib[i]
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blockSkinMini=skin.libMini[i]
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end
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return skin
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@@ -13,8 +13,9 @@ local function newPlanet()
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planet.y=H*.5+sin(a)*(R+r)
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planet.vx=-cos(a+rnd()-.5)*.0626
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planet.vy=-sin(a+rnd()-.5)*.0626
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planet.R=.7+rnd()*.2
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planet.G=.7+rnd()*.1
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planet.R=.7+rnd()*.22
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planet.G=planet.R+rnd()*.16-.1
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planet.B=.7+rnd()*.2
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end
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local space={}--LIB
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@@ -50,9 +51,9 @@ function space.draw()
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if not stars[1]then return end
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gc.translate(-50,-50)
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gc.setLineWidth(7)
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gc.setColor(planet.R,planet.G,.6,.1626)
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gc.setColor(planet.R,planet.G,planet.B,.1626)
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gc.circle("line",planet.x,planet.y,planet.r+1)
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gc.setColor(planet.R,planet.G,.6,.26)
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gc.setColor(planet.R,.6,planet.B,.26)
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gc.circle("fill",planet.x,planet.y,planet.r)
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gc.setColor(.9,.9,.9)
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for i=1,2600,5 do
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@@ -1,19 +1,6 @@
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local min=math.min
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local mini=love.window.isMinimized
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local task={}
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function task.pauseGame()
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if not mini()then
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pauseTimer=pauseTimer+1
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end
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return pauseTimer==50
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end
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function task.resumeGame()
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pauseTimer=pauseTimer-1
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if pauseTimer==0 then
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scene.swapTo("play","none")
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return true
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end
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end
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function task.finish(P)
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if scene.cur~="play"then return true end
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P.endCounter=P.endCounter+1
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@@ -81,15 +68,4 @@ function task.bgmFadeIn(_,id)
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src:setVolume(v)
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if v>=setting.bgm*.1 then return true end
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end
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function task.settingSaved(_,T)
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T[1]=T[1]-1
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if T[1]==0 then
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if scene.cur=="main"then
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TEXT(text.settingSaved,370,330,28,"appear")
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else
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TEXT(text.needRestart,1130,130,28,"appear")
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end
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return true
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end
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end
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return task
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