整理代码
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@@ -77,7 +77,7 @@ end
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function FXdraw.tap(S)
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local t=S.t
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gc_setColor(1,1,1,(1-t)*.4)
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gc_circle('fill',S.x,S.y,(900-900*t)^.5)
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gc_circle('fill',S.x,S.y,30*(1-t)^.5)
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end
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function FXdraw.ripple(S)
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local t=S.t
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@@ -9,15 +9,15 @@ function back.init()
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BG.resize(SCR.w,SCR.h)
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end
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function back.resize(_,h)
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shader:send("w",SCR.W)
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shader:send("h",h*SCR.dpi)
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shader:send('w',SCR.W)
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shader:send('h',h*SCR.dpi)
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end
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function back.update(dt)
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t=t+dt
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end
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function back.draw()
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gc.clear(.1,.1,.1)
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shader:send("t",t)
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shader:send('t',t)
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gc.setShader(shader)
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gc.rectangle('fill',0,0,SCR.w,SCR.h)
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gc.setShader()
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@@ -9,14 +9,14 @@ function back.init()
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back.resize()
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end
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function back.resize()
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shader:send("w",SCR.W)
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shader:send('w',SCR.W)
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end
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function back.update(dt)
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t=t+dt
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end
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function back.draw()
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gc.clear(.1,.1,.1)
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shader:send("t",t)
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shader:send('t',t)
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gc.setShader(shader)
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gc.rectangle('fill',0,0,SCR.w,SCR.h)
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gc.setShader()
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@@ -9,14 +9,14 @@ function back.init()
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BG.resize(nil,SCR.h)
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end
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function back.resize(_,h)
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shader:send("h",h*SCR.dpi)
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shader:send('h',h*SCR.dpi)
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end
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function back.update(dt)
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t=t+dt
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end
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function back.draw()
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gc.clear(.1,.1,.1)
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shader:send("t",t)
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shader:send('t',t)
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gc.setShader(shader)
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gc.rectangle('fill',0,0,SCR.w,SCR.h)
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gc.setShader()
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@@ -9,15 +9,15 @@ function back.init()
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BG.resize(SCR.w,SCR.h)
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end
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function back.resize(_,h)
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shader:send("w",SCR.W)
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shader:send("h",h*SCR.dpi)
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shader:send('w',SCR.W)
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shader:send('h',h*SCR.dpi)
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end
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function back.update(dt)
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t=t+dt
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end
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function back.draw()
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gc.clear(.1,.1,.1)
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shader:send("t",t)
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shader:send('t',t)
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gc.setShader(shader)
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gc.rectangle('fill',0,0,SCR.w,SCR.h)
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gc.setShader()
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@@ -9,15 +9,15 @@ function back.init()
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BG.resize(SCR.w,SCR.h)
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end
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function back.resize(_,h)
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shader:send("w",SCR.W)
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shader:send("h",h*SCR.dpi)
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shader:send('w',SCR.W)
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shader:send('h',h*SCR.dpi)
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end
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function back.update(dt)
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t=t+dt
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end
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function back.draw()
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gc.clear(.1,.1,.1)
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shader:send("t",t)
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shader:send('t',t)
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gc.setShader(shader)
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gc.rectangle('fill',0,0,SCR.w,SCR.h)
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gc.setShader()
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@@ -618,7 +618,7 @@ do--function drawWarning()
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if SETTING.warn and GAME.warnLVL>0 then
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gc_push('transform')
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gc_origin()
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shader_warning:send("level",GAME.warnLVL)
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shader_warning:send('level',GAME.warnLVL)
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gc_setShader(shader_warning)
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gc_rectangle('fill',0,0,SCR.w,SCR.h)
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gc_setShader()
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@@ -268,7 +268,7 @@ local drawGhost={
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end,
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}
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local function drawBlockOutline(P,texture,trans)
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shader_alpha:send("a",trans)
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shader_alpha:send('a',trans)
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gc_setShader(shader_alpha)
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local CB=P.cur.bk
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for i=1,#CB do for j=1,#CB[1]do
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@@ -1,5 +1,4 @@
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extern float w;
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extern float level;
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extern float w,level;
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vec4 effect(vec4 color,Image tex,vec2 tex_coords,vec2 scr_coords){
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float dx=abs(scr_coords.x/w-0.5);
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float a=(dx*2.6-.626)*level;
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