整理代码习惯,常量字符串改用单引号,可能有遗漏

This commit is contained in:
MrZ626
2021-04-30 01:00:22 +08:00
parent 7676f32cf2
commit eda6c0d746
213 changed files with 2503 additions and 2499 deletions

View File

@@ -47,21 +47,21 @@ function Player:createMoveFX(dir)
local CB=self.cur.bk
local x=self.curX-1
local y=self.gameEnv.smooth and self.curY+self.dropDelay/self.gameEnv.drop-2 or self.curY-1
if dir=="left"then
if dir=='left'then
for i=1,#CB do for j=#CB[1],1,-1 do
if self.cur.bk[i][j]then
ins(self.moveFX,{C,x+j,y+i,0,T})
break
end
end end
elseif dir=="right"then
elseif dir=='right'then
for i=1,#CB do for j=1,#CB[1]do
if self.cur.bk[i][j]then
ins(self.moveFX,{C,x+j,y+i,0,T})
break
end
end end
elseif dir=="down"then
elseif dir=='down'then
for j=1,#CB[1]do for i=#CB,1,-1 do
if self.cur.bk[i][j]then
ins(self.moveFX,{C,x+j,y+i,0,T})
@@ -109,7 +109,7 @@ function Player:createBeam(R,send,power,color)
local c=minoColor[color]
local r,g,b=c[1]*2,c[2]*2,c[3]*2
local a=GAME.modeEnv.royaleMode and not(self.type=="human"or R.type=="human")and .2 or 1
local a=GAME.modeEnv.royaleMode and not(self.type=='human'or R.type=='human')and .2 or 1
SYSFX.newAttack(1-power*.1,x1,y1,x2,y2,int(send^.7*(4+power)),r,g,b,a*(power+2)*.0626)
end
--------------------------</FX>--------------------------
@@ -122,7 +122,7 @@ end
function Player:newTask(code,...)
local thread=coroutine.create(code)
resume(thread,self,...)
if status(thread)~="dead"then
if status(thread)~='dead'then
self.tasks[#self.tasks+1]={
thread=thread,
code=code,
@@ -171,14 +171,14 @@ function Player:switchKey(id,on)
if not on then
self:releaseKey(id)
end
if self.type=="human"then
if self.type=='human'then
VK.switchKey(id,on)
end
end
function Player:set20G(if20g)
self._20G=if20g
self:switchKey(7,not if20g)
if if20g and self.AI_mode=="CC"then CC.switch20G(self)end
if if20g and self.AI_mode=='CC'then CC.switch20G(self)end
end
function Player:setHold(count)--Set hold count (false/true as 0/1)
if not count then
@@ -239,7 +239,7 @@ function Player:garbageRelease()--Check garbage buffer and try to release them
break
end
end
if flag and self.AI_mode=="CC"and self.AI_bot then CC.updateField(self)end
if flag and self.AI_mode=='CC'and self.AI_bot then CC.updateField(self)end
end
function Player:garbageRise(color,amount,line)--Release n-lines garbage to field
local _
@@ -260,7 +260,7 @@ function Player:garbageRise(color,amount,line)--Release n-lines garbage to field
for i=1,#self.clearingRow do
self.clearingRow[i]=self.clearingRow[i]+amount
end
self:freshBlock("push")
self:freshBlock('push')
for i=1,#self.lockFX do
_=self.lockFX[i]
_[2]=_[2]-30*amount--Shift 30px per line cleared
@@ -293,7 +293,7 @@ function Player:pushLineList(L,mir)--Push some lines to field
self.fieldBeneath=self.fieldBeneath+30*l
self.curY=self.curY+l
self.ghoY=self.ghoY+l
self:freshBlock("push")
self:freshBlock('push')
end
function Player:pushNextList(L,mir)--Push some nexts to nextQueue
for i=1,#L do
@@ -325,7 +325,7 @@ end
function Player:attack(R,send,time,line,fromStream)
local atkFX=self.gameEnv.atkFX
if GAME.net then
if self.type=="human"then--Local player attack others
if self.type=='human'then--Local player attack others
ins(GAME.rep,self.frameRun)
ins(GAME.rep,
R.sid+
@@ -338,7 +338,7 @@ function Player:attack(R,send,time,line,fromStream)
self:createBeam(R,send,atkFX,self.cur.color)
end
end
if fromStream and R.type=="human"then--Local player receiving lines
if fromStream and R.type=='human'then--Local player receiving lines
ins(GAME.rep,R.frameRun)
ins(GAME.rep,
self.sid+
@@ -378,7 +378,7 @@ function Player:receive(A,send,time,line)
B.sum=B.sum+send
self.stat.recv=self.stat.recv+send
if self.sound then
SFX.play(send<4 and"blip_1"or"blip_2",min(send+1,5)*.1)
SFX.play(send<4 and'blip_1'or'blip_2',min(send+1,5)*.1)
end
end
end
@@ -412,7 +412,7 @@ function Player:changeAtkMode(m)
end
end
function Player:changeAtk(R)
-- if self.type~="human"then R=PLAYERS[1]end--1vALL mode?
-- if self.type~='human'then R=PLAYERS[1]end--1vALL mode?
if self.atking then
local K=self.atking.atker
for i=1,#K do
@@ -432,7 +432,7 @@ end
function Player:freshBlock(mode)--string mode: push/move/fresh/newBlock
local ENV=self.gameEnv
--Fresh ghost
if(mode=="move"or mode=="newBlock"or mode=="push")and self.cur then
if(mode=='move'or mode=='newBlock'or mode=='push')and self.cur then
local CB=self.cur.bk
self.ghoY=min(#self.field+1,self.curY)
if self._20G or ENV.sdarr==0 and self.keyPressing[7]and self.downing>ENV.sddas then
@@ -466,11 +466,11 @@ function Player:freshBlock(mode)--string mode: push/move/fresh/newBlock
end
--Fresh delays
if mode=="move"or mode=="newBlock"or mode=="fresh"then
if mode=='move'or mode=='newBlock'or mode=='fresh'then
local d0,l0=ENV.drop,ENV.lock
if ENV.easyFresh then
if self.lockDelay<l0 and self.freshTime>0 then
if mode~="newBlock"then
if mode~='newBlock'then
self.freshTime=self.freshTime-1
end
self.lockDelay=l0
@@ -518,12 +518,12 @@ function Player:lock()
end
end
end
if has_dest and not dest and self.AI_mode=="CC"and self.AI_bot then
if has_dest and not dest and self.AI_mode=='CC'and self.AI_bot then
CC.updateField(self)
end
end
local spawnSFX_name={}for i=1,7 do spawnSFX_name[i]="spawn_"..i end
local spawnSFX_name={}for i=1,7 do spawnSFX_name[i]='spawn_'..i end
function Player:resetBlock()--Reset Block's position and execute I*S
local B=self.cur.bk
self.curX=int(6-#B[1]*.5)
@@ -570,12 +570,12 @@ end
function Player:spin(d,ifpre)
local kickData=self.RS[self.cur.id]
if type(kickData)=="table"then
if type(kickData)=='table'then
local idir=(self.cur.dir+d)%4
kickData=kickData[self.cur.dir*10+idir]
if not kickData then
self:freshBlock("move")
SFX.play(ifpre and"prerotate"or"rotate",nil,self:getCenterX()*.15)
self:freshBlock('move')
SFX.play(ifpre and'prerotate'or'rotate',nil,self:getCenterX()*.15)
return
end
local icb=BLOCKS[self.cur.id][idir]
@@ -594,7 +594,7 @@ function Player:spin(d,ifpre)
local t=self.freshTime
if not ifpre then
self:freshBlock("move")
self:freshBlock('move')
end
if kickData[test][2]>0 and self.freshTime==t and self.curY~=self.imgY then
self.freshTime=self.freshTime-1
@@ -603,9 +603,9 @@ function Player:spin(d,ifpre)
if self.sound then
local sfx
if ifpre then
sfx="prerotate"
sfx='prerotate'
elseif self:ifoverlap(icb,ix,iy+1)and self:ifoverlap(icb,ix-1,iy)and self:ifoverlap(icb,ix+1,iy)then
sfx="rotatekick"
sfx='rotatekick'
if self.gameEnv.shakeFX then
if d==1 or d==3 then
self.fieldOff.va=self.fieldOff.va+(2-d)*self.gameEnv.shakeFX*6e-3
@@ -614,7 +614,7 @@ function Player:spin(d,ifpre)
end
end
else
sfx="rotate"
sfx='rotate'
end
SFX.play(sfx,nil,self:getCenterX()*.15)
end
@@ -625,8 +625,8 @@ function Player:spin(d,ifpre)
elseif kickData then
kickData(self,d)
else
self:freshBlock("move")
SFX.play(ifpre and"prerotate"or"rotate",nil,self:getCenterX()*.15)
self:freshBlock('move')
SFX.play(ifpre and'prerotate'or'rotate',nil,self:getCenterX()*.15)
end
end
local phyHoldKickX={
@@ -669,7 +669,7 @@ function Player:hold(ifpre)
end
end
--<for-else> All test failed, interrupt with sound
SFX.play("finesseError")
SFX.play('finesseError')
do return end
--<for-end>
::BREAK_success::
@@ -696,7 +696,7 @@ function Player:hold(ifpre)
self:resetBlock()
end
self:freshBlock("move")
self:freshBlock('move')
self.dropDelay=ENV.drop
self.lockDelay=ENV.lock
if self:ifoverlap(self.cur.bk,self.curX,self.curY)then
@@ -711,10 +711,10 @@ function Player:hold(ifpre)
end
if self.sound then
SFX.play(ifpre and"prehold"or"hold")
SFX.play(ifpre and'prehold'or'hold')
end
if self.AI_mode=="CC"then
if self.AI_mode=='CC'then
local next=self.nextQueue[self.AIdata.nextCount]
if next then
CC.addNext(self.AI_bot,next.id)
@@ -761,7 +761,7 @@ function Player:popNext(ifhold)--Pop nextQueue to hand
self.newNext()
if self.cur then
self.pieceCount=self.pieceCount+1
if self.AI_mode=="CC"then
if self.AI_mode=='CC'then
local next=self.nextQueue[self.AIdata.next]
if next then
CC.addNext(self.AI_bot,next.id)
@@ -787,7 +787,7 @@ function Player:popNext(ifhold)--Pop nextQueue to hand
self:lock()
self:lose()
end
self:freshBlock("newBlock")
self:freshBlock('newBlock')
end
--IHdS
@@ -838,11 +838,11 @@ do--Player.drop(self)--Place piece
local reAtk={0,0,1,1,1,2,2,3,3}
local reDef={0,1,1,2,3,3,4,4,5}
local spinVoice={"zspin","sspin","jspin","lspin","tspin","ospin","ispin","zspin","sspin","pspin","qspin","fspin","espin","tspin","uspin","vspin","wspin","xspin","jspin","lspin","rspin","yspin","hspin","nspin","ispin"}
local clearVoice={"single","double","triple","techrash","pentcrash","hexcrash"}
local spinSFX={[0]="spin_0","spin_1","spin_2"}
local clearSFX={"clear_1","clear_2","clear_3"}
local renSFX={}for i=1,11 do renSFX[i]="ren_"..i end
local spinVoice={'zspin','sspin','jspin','lspin','tspin','ospin','ispin','zspin','sspin','pspin','qspin','fspin','espin','tspin','uspin','vspin','wspin','xspin','jspin','lspin','rspin','yspin','hspin','nspin','ispin'}
local clearVoice={'single','double','triple','techrash','pentcrash','hexcrash'}
local spinSFX={[0]='spin_0','spin_1','spin_2'}
local clearSFX={'clear_1','clear_2','clear_3'}
local renSFX={}for i=1,11 do renSFX[i]='ren_'..i end
local finesseList={
{
{1,2,1,0,1,2,2,1},
@@ -933,9 +933,9 @@ do--Player.drop(self)--Place piece
},--O1
}
for k,v in next,finesseList do
if type(v)=="table"then
if type(v)=='table'then
for d,l in next,v do
if type(l)=="number"then
if type(l)=='number'then
v[d]=v[l]
end
end
@@ -1128,15 +1128,15 @@ do--Player.drop(self)--Place piece
end
if self.sound then
if ENV.fineKill then
SFX.play("finesseError_long",.6)
SFX.play('finesseError_long',.6)
elseif ENV.fine then
SFX.play("finesseError",.8)
SFX.play('finesseError',.8)
else
SFX.play("lock",nil,self:getCenterX()*.15)
SFX.play('lock',nil,self:getCenterX()*.15)
end
end
elseif self.sound then
SFX.play("lock",nil,self:getCenterX()*.15)
SFX.play('lock',nil,self:getCenterX()*.15)
end
if finePts<=1 then
@@ -1156,35 +1156,35 @@ do--Player.drop(self)--Place piece
if dospin then
cscore=(spinSCR[C.name]or spinSCR[8])[cc]
if self.b2b>800 then
self:showText(text.b3b..text.block[C.name]..text.spin.." "..text.clear[cc],0,-30,35,"stretch")
self:showText(text.b3b..text.block[C.name]..text.spin.." "..text.clear[cc],0,-30,35,'stretch')
atk=b2bATK[cc]+cc*.5
exblock=exblock+1
cscore=cscore*2
Stat.b3b=Stat.b3b+1
if self.sound then
VOC.play("b3b",CHN)
VOC.play('b3b',CHN)
end
elseif self.b2b>=50 then
self:showText(text.b2b..text.block[C.name]..text.spin.." "..text.clear[cc],0,-30,35,"spin")
self:showText(text.b2b..text.block[C.name]..text.spin.." "..text.clear[cc],0,-30,35,'spin')
atk=b2bATK[cc]
cscore=cscore*1.2
Stat.b2b=Stat.b2b+1
if self.sound then
VOC.play("b2b",CHN)
VOC.play('b2b',CHN)
end
else
self:showText(text.block[C.name]..text.spin.." "..text.clear[cc],0,-30,45,"spin")
self:showText(text.block[C.name]..text.spin.." "..text.clear[cc],0,-30,45,'spin')
atk=2*cc
end
sendTime=20+atk*20
if mini then
self:showText(text.mini,0,-80,35,"appear")
self:showText(text.mini,0,-80,35,'appear')
atk=atk*.25
sendTime=sendTime+60
cscore=cscore*.5
self.b2b=self.b2b+b2bPoint[cc]*.5
if self.sound then
VOC.play("mini",CHN)
VOC.play('mini',CHN)
end
else
self.b2b=self.b2b+b2bPoint[cc]
@@ -1192,32 +1192,32 @@ do--Player.drop(self)--Place piece
piece.mini=mini
piece.special=true
if self.sound then
SFX.play(spinSFX[cc]or"spin_3")
SFX.play(spinSFX[cc]or'spin_3')
VOC.play(spinVoice[C.name],CHN)
end
elseif cc>=4 then
cscore=cc==4 and 1000 or cc==5 and 1500 or 2000
if self.b2b>800 then
self:showText(text.b3b..text.clear[cc],0,-30,50,"fly")
self:showText(text.b3b..text.clear[cc],0,-30,50,'fly')
atk=4*cc-10
sendTime=100
exblock=exblock+1
cscore=cscore*1.8
Stat.b3b=Stat.b3b+1
if self.sound then
VOC.play("b3b",CHN)
VOC.play('b3b',CHN)
end
elseif self.b2b>=50 then
self:showText(text.b2b..text.clear[cc],0,-30,50,"drive")
self:showText(text.b2b..text.clear[cc],0,-30,50,'drive')
sendTime=80
atk=3*cc-7
cscore=cscore*1.3
Stat.b2b=Stat.b2b+1
if self.sound then
VOC.play("b2b",CHN)
VOC.play('b2b',CHN)
end
else
self:showText(text.clear[cc],0,-30,70,"stretch")
self:showText(text.clear[cc],0,-30,70,'stretch')
sendTime=60
atk=2*cc-4
end
@@ -1236,7 +1236,7 @@ do--Player.drop(self)--Place piece
if self.b2b<50 and ENV.b2bKill then
finish=true
end
self:showText(text.clear[cc],0,-30,35,"appear",(8-cc)*.3)
self:showText(text.clear[cc],0,-30,35,'appear',(8-cc)*.3)
atk=cc-.5
sendTime=20+int(atk*20)
cscore=cscore+clearSCR[cc]
@@ -1249,14 +1249,14 @@ do--Player.drop(self)--Place piece
if cmb>=3 then
atk=atk+1
end
self:showText(text.cmb[min(cmb,21)],0,25,15+min(cmb,15)*5,cmb<10 and"appear"or"flicker")
self:showText(text.cmb[min(cmb,21)],0,25,15+min(cmb,15)*5,cmb<10 and'appear'or'flicker')
cscore=cscore+min(50*cmb,500)*(2*cc-1)
end
--PC/HPC
if clear then
if #self.field==0 then
self:showText(text.PC,0,-80,50,"flicker")
self:showText(text.PC,0,-80,50,'flicker')
atk=max(atk,min(8+Stat.pc*2,16))
exblock=exblock+2
sendTime=sendTime+120
@@ -1268,13 +1268,13 @@ do--Player.drop(self)--Place piece
end
Stat.pc=Stat.pc+1
if self.sound then
SFX.play("clear")
VOC.play("perfect_clear",CHN)
SFX.play('clear')
VOC.play('perfect_clear',CHN)
end
piece.pc=true
piece.special=true
elseif cc>=#C.bk and(cc>1 or #self.field==self.garbageBeneath)then
self:showText(text.HPC,0,-80,50,"fly")
self:showText(text.HPC,0,-80,50,'fly')
atk=atk+4
exblock=exblock+2
sendTime=sendTime+60
@@ -1282,8 +1282,8 @@ do--Player.drop(self)--Place piece
cscore=cscore+626
Stat.hpc=Stat.hpc+1
if self.sound then
SFX.play("clear")
VOC.play("half_clear",CHN)
SFX.play('clear')
VOC.play('half_clear',CHN)
end
piece.hpc=true
piece.special=true
@@ -1306,11 +1306,11 @@ do--Player.drop(self)--Place piece
send=atk
if exblock>0 then
exblock=int(exblock*(1+self.strength*.25))--Badge Buff
self:showText("+"..exblock,0,53,20,"fly")
self:showText("+"..exblock,0,53,20,'fly')
off=off+self:cancel(exblock)
end
if send>=1 then
self:showText(send,0,80,35,"zoomout")
self:showText(send,0,80,35,'zoomout')
_=self:cancel(send)
send=send-_
off=off+_
@@ -1337,14 +1337,14 @@ do--Player.drop(self)--Place piece
self:attack(T,send,sendTime,generateLine(self:RND(10)))
end
end
if self.sound and send>3 then SFX.play("emit",min(send,7)*.1)end
if self.sound and send>3 then SFX.play('emit',min(send,7)*.1)end
end
--SFX & Vibrate
if self.sound then
SFX.play(clearSFX[cc]or"clear_4")
SFX.play(clearSFX[cc]or'clear_4')
SFX.play(renSFX[min(cmb,11)])
if cmb>14 then SFX.play("ren_mega",(cmb-10)*.1)end
if cmb>14 then SFX.play('ren_mega',(cmb-10)*.1)end
VIB(cc+1)
end
else--No lines clear
@@ -1352,10 +1352,10 @@ do--Player.drop(self)--Place piece
--Spin bonus
if dospin then
self:showText(text.block[C.name]..text.spin,0,-30,45,"appear")
self:showText(text.block[C.name]..text.spin,0,-30,45,'appear')
self.b2b=self.b2b+20
if self.sound then
SFX.play("spin_0")
SFX.play('spin_0')
VOC.play(spinVoice[C.name],CHN)
end
cscore=30
@@ -1388,7 +1388,7 @@ do--Player.drop(self)--Place piece
(self.curX+C.sc[2]-5.5)*30,
(10-self.curY-C.sc[1])*30+self.fieldBeneath+self.fieldUp,
40-600/(cscore+20),
"score",
'score',
2
)
end
@@ -1421,14 +1421,14 @@ do--Player.drop(self)--Place piece
end
if success then
self.curMission=self.curMission+1
SFX.play("reach")
SFX.play('reach')
if self.curMission>#ENV.mission then
self.curMission=false
if not finish then finish="finish"end
if not finish then finish='finish'end
end
elseif ENV.missionKill then
self:showText(text.missionFailed,0,140,40,"flicker",.5)
SFX.play("finesseError_long",.6)
self:showText(text.missionFailed,0,140,40,'flicker',.5)
SFX.play('finesseError_long',.6)
finish=true
end
end
@@ -1474,7 +1474,7 @@ do--Player.drop(self)--Place piece
end
function Player:loadAI(data)--Load AI params
if not CC then
data.type="9S"
data.type='9S'
data.delta=int(data.delta*.3)
end
self.AI_mode=data.type
@@ -1492,13 +1492,13 @@ function Player:loadAI(data)--Load AI params
bag=data.bag,
node=data.node,
}
if self.AI_mode=="CC"then
self:setRS("SRS")
if self.AI_mode=='CC'then
self:setRS('SRS')
local opt,wei=CC.getConf()
CC.fastWeights(wei)
CC.setHold(opt,self.AIdata.hold)
CC.set20G(opt,self.AIdata._20G)
CC.setBag(opt,self.AIdata.bag=="bag")
CC.setBag(opt,self.AIdata.bag=='bag')
CC.setNode(opt,self.AIdata.node)
self.AI_bot=CC.new(opt,wei)
CC.free(opt)CC.free(wei)
@@ -1509,7 +1509,7 @@ function Player:loadAI(data)--Load AI params
self:setHold(1)
end
else
self:setRS("TRS")
self:setRS('TRS')
end
self.AI_thread=coroutine.wrap(AIFUNC[data.type])
self.AI_thread(self,self.AI_keys)
@@ -1539,7 +1539,7 @@ local function tick_throwBadge(ifAI,sender,time)
SYSFX.newBadge(x1,y1,x2,y2)
if not ifAI and time%8==0 then
SFX.play("collect")
SFX.play('collect')
end
end
if time<=0 then return end
@@ -1596,7 +1596,7 @@ local function tick_autoPause()
while true do
yield()
time=time+1
if SCN.cur~="game"or PLAYERS[1].frameRun<180 then
if SCN.cur~='game'or PLAYERS[1].frameRun<180 then
return
elseif time==120 then
pauseGame()
@@ -1639,7 +1639,7 @@ local function gameOver()--Save record
end
end
if needSave then
FILE.save(RANKS,"conf/unlock","q")
FILE.save(RANKS,"conf/unlock",'q')
end
end
local D=M.score(P)
@@ -1653,12 +1653,12 @@ local function gameOver()--Save record
end
if p<10 then
if p==0 then
P:showTextF(text.newRecord,0,-100,100,"beat",.5)
P:showTextF(text.newRecord,0,-100,100,'beat',.5)
end
D.date=os.date("%Y/%m/%d %H:%M")
ins(L,p+1,D)
if L[11]then L[11]=nil end
FILE.save(L,"record/"..M.name..".rec","lq")
FILE.save(L,"record/"..M.name..".rec",'lq')
end
end
end
@@ -1688,7 +1688,7 @@ function Player:die()--Called both when win/lose!
ins(GAME.rep,0)
else
if self.lastRecv and self.lastRecv.id==1 then
SFX.play("collect")
SFX.play('collect')
end
end
end
@@ -1696,25 +1696,25 @@ end
function Player:win(result)
if self.result then return end
self:die()
self.result="WIN"
self.result='win'
if GAME.modeEnv.royaleMode then
self.modeData.place=1
self:changeAtk()
end
if self.type=="human"then
GAME.result=result or"win"
SFX.play("win")
VOC.play("win")
if self.type=='human'then
GAME.result=result or'win'
SFX.play('win')
VOC.play('win')
if GAME.modeEnv.royaleMode then
BGM.play("8-bit happiness")
BGM.play('8-bit happiness')
end
end
if GAME.curMode.id=="custom_puzzle"then
self:showTextF(text.win,0,0,90,"beat",.4)
if GAME.curMode.id=='custom_puzzle'then
self:showTextF(text.win,0,0,90,'beat',.4)
else
self:showTextF(text.win,0,0,90,"beat",.5,.2)
self:showTextF(text.win,0,0,90,'beat',.5,.2)
end
if self.type=="human"then
if self.type=='human'then
gameOver()
TASK.new(tick_autoPause)
end
@@ -1722,7 +1722,7 @@ function Player:win(result)
end
function Player:lose(force)
if self.result then return end
if self.type=="remote"and not force then self.waiting=1e99 return end
if self.type=='remote'and not force then self.waiting=1e99 return end
if self.life>0 and not force then
self.waiting=62
local h=#self.field
@@ -1733,7 +1733,7 @@ function Player:lose(force)
end
self.garbageBeneath=0
if self.AI_mode=="CC"then
if self.AI_mode=='CC'then
CC.destroy(self.AI_bot)
TABLE.cut(self.holdQueue)
self:loadAI(self.AIdata)
@@ -1757,8 +1757,8 @@ function Player:lose(force)
SYSFX.newShade(1.4,self.fieldX,self.fieldY,300*self.size,610*self.size)
SYSFX.newRectRipple(2,self.fieldX,self.fieldY,300*self.size,610*self.size)
SYSFX.newRipple(2,self.x+(475+25*(self.life<3 and self.life or 0)+12)*self.size,self.y+(665+12)*self.size,20)
SFX.play("clear_3")
SFX.play("emit")
SFX.play('clear_3')
SFX.play('emit')
return
end
@@ -1769,7 +1769,7 @@ function Player:lose(force)
break
end
end
self.result="K.O."
self.result='lose'
if GAME.modeEnv.royaleMode then
self:changeAtk()
self.modeData.place=#PLY_ALIVE+1
@@ -1792,7 +1792,7 @@ function Player:lose(force)
end
self.lastRecv=A
if self.id==1 or A.id==1 then
TASK.new(tick_throwBadge,not A.type=="human",self,max(3,self.badge)*4)
TASK.new(tick_throwBadge,not A.type=='human',self,max(3,self.badge)*4)
end
end
else
@@ -1804,16 +1804,16 @@ function Player:lose(force)
if #PLY_ALIVE==ROYALEDATA.stage[GAME.stage]then
royaleLevelup()
end
self:showTextF(self.modeData.place,0,120,60,"appear",.26,.9)
self:showTextF(self.modeData.place,0,120,60,'appear',.26,.9)
end
self.gameEnv.keepVisible=self.gameEnv.visible~="show"
self:showTextF(text.gameover,0,0,60,"appear",.26,.9)
if self.type=="human"then
GAME.result="gameover"
SFX.play("fail")
VOC.play("lose")
self.gameEnv.keepVisible=self.gameEnv.visible~='show'
self:showTextF(text.gameover,0,0,60,'appear',.26,.9)
if self.type=='human'then
GAME.result='gameover'
SFX.play('fail')
VOC.play('lose')
if GAME.modeEnv.royaleMode then
BGM.play("end")
BGM.play('end')
end
gameOver()
self:newTask(#PLAYERS>1 and tick_lose or tick_finish)
@@ -1845,11 +1845,11 @@ function Player:act_moveLeft(auto)
elseif self.control and self.waiting==-1 then
if self.cur and not self:ifoverlap(self.cur.bk,self.curX-1,self.curY)then
if self.gameEnv.moveFX and self.gameEnv.block then
self:createMoveFX("left")
self:createMoveFX('left')
end
self.curX=self.curX-1
self:freshBlock("move")
if self.sound and self.curY==self.ghoY then SFX.play("move")end
self:freshBlock('move')
if self.sound and self.curY==self.ghoY then SFX.play('move')end
if not auto then self.moving=0 end
self.spinLast=false
else
@@ -1872,11 +1872,11 @@ function Player:act_moveRight(auto)
elseif self.control and self.waiting==-1 then
if self.cur and not self:ifoverlap(self.cur.bk,self.curX+1,self.curY)then
if self.gameEnv.moveFX and self.gameEnv.block then
self:createMoveFX("right")
self:createMoveFX('right')
end
self.curX=self.curX+1
self:freshBlock("move")
if self.sound and self.curY==self.ghoY then SFX.play("move")end
self:freshBlock('move')
if self.sound and self.curY==self.ghoY then SFX.play('move')end
if not auto then self.moving=0 end
self.spinLast=false
else
@@ -1922,7 +1922,7 @@ function Player:act_hardDrop()
self.curY=self.ghoY
self.spinLast=false
if self.sound then
SFX.play("drop",nil,self:getCenterX()*.15)
SFX.play('drop',nil,self:getCenterX()*.15)
VIB(1)
end
end
@@ -1946,7 +1946,7 @@ function Player:act_softDrop()
if self.control and self.waiting==-1 and self.cur then
if self.curY>self.ghoY then
self.curY=self.curY-1
self:freshBlock("fresh")
self:freshBlock('fresh')
self.spinLast=false
elseif ENV.deepDrop then
local CB=self.cur.bk
@@ -1959,8 +1959,8 @@ function Player:act_softDrop()
self:createDropFX(self.curX,self.curY-1,#CB[1],self.curY-y-#CB+1)
end
self.curY=y
self:freshBlock("move")
SFX.play("swipe")
self:freshBlock('move')
SFX.play('swipe')
end
end
end
@@ -1983,10 +1983,10 @@ function Player:act_insLeft(auto)
local x0=self.curX
while not self:ifoverlap(self.cur.bk,self.curX-1,self.curY)do
if self.gameEnv.moveFX and self.gameEnv.block then
self:createMoveFX("left")
self:createMoveFX('left')
end
self.curX=self.curX-1
self:freshBlock("move")
self:freshBlock('move')
end
if self.curX~=x0 then
self.spinLast=false
@@ -2005,10 +2005,10 @@ function Player:act_insRight(auto)
local x0=self.curX
while not self:ifoverlap(self.cur.bk,self.curX+1,self.curY)do
if self.gameEnv.moveFX and self.gameEnv.block then
self:createMoveFX("right")
self:createMoveFX('right')
end
self.curX=self.curX+1
self:freshBlock("move")
self:freshBlock('move')
end
if self.curX~=x0 then
self.spinLast=false
@@ -2035,16 +2035,16 @@ function Player:act_insDown()
self.curY=self.ghoY
self.lockDelay=ENV.lock
self.spinLast=false
self:freshBlock("fresh")
self:freshBlock('fresh')
end
end
function Player:act_down1()
if self.cur and self.curY>self.ghoY then
if self.gameEnv.moveFX and self.gameEnv.block then
self:createMoveFX("down")
self:createMoveFX('down')
end
self.curY=self.curY-1
self:freshBlock("fresh")
self:freshBlock('fresh')
self.spinLast=false
end
end
@@ -2056,7 +2056,7 @@ function Player:act_down4()
self:createDropFX(self.curX,self.curY-1,#CB[1],self.curY-y-#CB+1)
end
self.curY=y
self:freshBlock("fresh")
self:freshBlock('fresh')
self.spinLast=false
end
end
@@ -2068,7 +2068,7 @@ function Player:act_down10()
self:createDropFX(self.curX,self.curY-1,#CB[1],self.curY-y-#CB+1)
end
self.curY=y
self:freshBlock("fresh")
self:freshBlock('fresh')
self.spinLast=false
end
end