攻击特效和徽章特效并入sysFX

This commit is contained in:
MrZ626
2020-08-31 16:52:26 +08:00
parent 91b2e0b9db
commit f162733f82
4 changed files with 86 additions and 15 deletions

View File

@@ -321,8 +321,6 @@ function resetGameData()
BGM.play(modeEnv.bgm)
TEXT.clear()
FX_badge={}
FX_attack={}
if modeEnv.royaleMode then
for i=1,#players do
players[i]:changeAtk(randomTarget(players[i]))

View File

@@ -1130,17 +1130,7 @@ function player.createBeam(P,R,send,time,target,color,clear,spin,combo)
radius=radius*.4
a=.35
end
ins(FX_attack,{
x=x1,y=y1,--Current pos
x1=x1,y1=y1,--Start pos
x2=x2,y2=y2,--End pos
rad=radius*(setting.atkFX+3)*.12,
corner=corner,
type=type==1 and"fill"or"line",
r=r,g=g,b=b,a=a*(setting.atkFX+5)*.1,
t=0,
drag={},--Afterimage coordinate list
})
sysFX.newAttack(x1,y1,x2,y2,radius*(setting.atkFX+3)*.12,corner,type==1 and"fill"or"line",r,g,b,a*(setting.atkFX+5)*.1)
end
function player.newTask(P,code,data)
local L=P.tasks

View File

@@ -57,7 +57,7 @@ function Tick.throwBadge(data)--{ifAI,Sender,timer}
end
--Generate badge object
FX_badge[#FX_badge+1]={x1,y1,x2,y2,t=0}
sysFX.newBadge(x1,y1,x2,y2)
if not data[1]and data[3]%8==0 then
SFX.play("collect")