修复合并的pr里一些小问题,整理代码,美化未解锁的模式图标显示

This commit is contained in:
MrZ626
2021-08-12 19:30:06 +08:00
parent c81850cb36
commit f0b12799b8

View File

@@ -23,6 +23,7 @@ local mapCam={
zoomMethod=false,
zoomK=false,
}
local visibleModes
local touchDist
local scene={}
@@ -30,12 +31,14 @@ local scene={}
function scene.sceneInit(org)
BG.set()
mapCam.zoomK=org=='main'and 5 or 1
VisibleModes = {} -- 1 for unlocked, 2 for locked but visible
visibleModes={}--1=unlocked, 2=locked but visible
for name,M in next,MODES do
if RANKS[name]and M.unlock and M.x then
VisibleModes[name] = 1
for _=1,#M.unlock do
VisibleModes[M.unlock[_]] = VisibleModes[M.unlock[_]] or 2
if RANKS[name]and M.x then
visibleModes[name]=1
if M.unlock then
for i=1,#M.unlock do
visibleModes[M.unlock[i]]=visibleModes[M.unlock[i]]or 2
end
end
end
end
@@ -50,7 +53,7 @@ end
local function onModeRaw(x,y)
for name,M in next,MODES do
if VisibleModes[name]and M.x then
if visibleModes[name]and M.x then
local s=M.size
if M.shape==1 then
if x>M.x-s and x<M.x+s and y>M.y-s and y<M.y+s then return name end
@@ -133,8 +136,8 @@ function scene.keyDown(key,isRep)
if isRep then return end
if key=="return"then
if mapCam.sel then
if VisibleModes[mapCam.sel] == 2 then
MES.new('info', text.unlockHint)
if visibleModes[mapCam.sel]==2 then
MES.new('info',text.unlockHint)
else
mapCam.keyCtrl=false
loadGame(mapCam.sel)
@@ -177,7 +180,7 @@ function scene.update()
else
moveMap(dx,dy)
local x,y=getPos()
local SEL = onModeRaw(x,y)
local SEL=onModeRaw(x,y)
if SEL and mapCam.sel~=SEL then
mapCam.sel=SEL
SFX.play('click')
@@ -197,7 +200,7 @@ function scene.update()
end
end
--No Rank/D/C/B/A/S/special/locked
--noRank/D/C/B/A/S
local baseRankColor={
[0]={0,0,0,.3},
{.4,.1,.1,.3},
@@ -205,8 +208,6 @@ local baseRankColor={
{.6,.4,.2,.3},
{.7,.75,.85,.3},
{.85,.8,.3,.3},
{.4,.7,.4,.3},
locked={.5,.5,.5,.9}
}
local rankColor=rankColor
local function drawModeShape(M,S,drawType)
@@ -245,26 +246,29 @@ function scene.draw()
setFont(80)
gc_setLineWidth(4)
for name,M in next,MODES do
if VisibleModes[name]then
local unlocked=visibleModes[name]
if unlocked then
local rank=R[name]
local S=M.size
--Draw shapes on map
gc_setColor(baseRankColor[rank or "locked"])
drawModeShape(M,S,'fill')
gc_setColor(1,1,sel==name and 0 or 1)
if unlocked==1 then
gc_setColor(baseRankColor[rank])
drawModeShape(M,S,'fill')
end
gc_setColor(1,1,sel==name and 0 or 1,unlocked==1 and .8 or .3)
drawModeShape(M,S,'line')
--Icon
local icon=M.icon
if icon then
gc_setColor(.8,.8,.8)
gc_setColor(unlocked==1 and COLOR.lH or COLOR.dH)
local length=icon:getWidth()*.5
gc_draw(icon,M.x,M.y,nil,S/length,nil,length,length)
end
--Rank
if VisibleModes[name]==1 then
if unlocked==1 then
name=text.ranks[rank]
if name then
gc_setColor(0,0,0,.8)
@@ -296,7 +300,7 @@ function scene.draw()
gc_rectangle('fill',940,290,320,280,5)--Highscore board
local L=M.records
gc_setColor(1,1,1)
if VisibleModes[sel] == 2 then
if visibleModes[sel]==2 then
mText(drawableText.modeLocked,1100,370)
elseif L[1]then
for i=1,#L do