注释后加空格

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This commit is contained in:
MrZ_26
2022-10-03 02:43:51 +08:00
parent 06f4bb4e1a
commit f8d17b23b6
121 changed files with 1628 additions and 1622 deletions

View File

@@ -15,11 +15,11 @@ return{
P:win('finish')
else
if D.wave<20 then
local t=1500-30*D.wave--1500~900
local t=1500-30*D.wave-- 1500~900
table.insert(P.atkBuffer,{line=generateLine(P.holeRND:random(4,7)),amount=12,countdown=t,cd0=t,time=0,sent=false,lv=3})
table.insert(P.atkBuffer,{line=generateLine(P.holeRND:random(3,8)),amount=10,countdown=t,cd0=t,time=0,sent=false,lv=4})
else
local t=900-10*(D.wave-20)--900~600
local t=900-10*(D.wave-20)-- 900~600
table.insert(P.atkBuffer,{line=generateLine(P.holeRND:random(10)),amount=14,countdown=t,cd0=t,time=0,sent=false,lv=4})
table.insert(P.atkBuffer,{line=generateLine(P.holeRND:random(4,7)),amount=8,countdown=t,cd0=t,time=0,sent=false,lv=5})
end

View File

@@ -15,7 +15,7 @@ return{
P:win('finish')
else
local s
local t=800-10*D.wave--800~700~600~500
local t=800-10*D.wave-- 800~700~600~500
if D.wave<10 then
table.insert(P.atkBuffer,{line=generateLine(P.holeRND:random(5,6)),amount=9,countdown=t,cd0=t,time=0,sent=false,lv=3})
table.insert(P.atkBuffer,{line=generateLine(P.holeRND:random(4,7)),amount=11,countdown=t,cd0=t+62,time=0,sent=false,lv=4})

View File

@@ -62,9 +62,9 @@ return{
local D=P.modeData
D.drought=P.lastPiece.id==7 and 0 or D.drought+1
if P.stat.row>=D.target then
--if D.target>=200 then
-- if D.target>=200 then
D.lvl=D.lvl+1
--end
-- end
local dropSpd=GetGravity(D.lvl)
if dropSpd~=P.gameEnv.drop then
P.gameEnv.drop,P.gameEnv.lock=dropSpd,dropSpd

View File

@@ -2,7 +2,7 @@ local dropSpeed={
50,42,35,30,25,20,16,13,11,10,
9,8,7,6,5,5,4,4,3,3,
3,2,2,2,2,1,1,1,1,1,
.5,.5,.5,.5,.25,.25,.25,.125,.125,--Total 39 numbers, switch to 20G when reach 400 lines
.5,.5,.5,.5,.25,.25,.25,.125,.125,-- Total 39 numbers, switch to 20G when reach 400 lines
}
local lockDelay={
57,54,51,48,46,44,42,40,38,36,
@@ -17,7 +17,7 @@ local lockDelay={
4,4,4,4,4,4,4,4,4,4,
3,3,3,3,3,3,3,3,3,3,
2,2,2,2,2,2,2,2,2,2,
1,1,1,1,1,1,1,1,1,--Finish at 1700
1,1,1,1,1,1,1,1,1,-- Finish at 1700
}
return

View File

@@ -40,10 +40,10 @@ return{
PLY.draw.drawTargetLine(P,getRollGoal(P))
end,
hook_drop=function(P)
if P.modeData.rankPoint<140-passPoint then--If Less then X
if P.modeData.rankPoint<140-passPoint then-- If Less then X
local R=#P.clearedRow
if R>0 then
if R==4 then R=10 end--Techrash +10
if R==4 then R=10 end-- Techrash +10
P.modeData.rankPoint=math.min(P.modeData.rankPoint+R,140-passPoint)
P.modeData.rankName=sectionName[math.floor(P.modeData.rankPoint/10)+1]
end

View File

@@ -21,12 +21,12 @@ return{
if D.pt%100==99 then
SFX.play('warn_1')
elseif D.pt>=D.target then--Level up!
s=D.target/100--range from 1 to 9
elseif D.pt>=D.target then-- Level up!
s=D.target/100-- range from 1 to 9
local E=P.gameEnv
if s<4 then
P:stageComplete(s)
--First 300
-- First 300
if s~=1 then E.lock=E.lock-1 end
if s~=2 then E.wait=E.wait-1 end
if s~=3 then E.fall=E.fall-1 end

View File

@@ -18,8 +18,8 @@ local isInRoll=false
local rollGrades=0
local cool_time={3120,3120,2940,2700,2700,2520,2520,2280,2280,0}
local reg_time= {5400,4500,4500,4080,3600,3600,3000,3000,3000,3000}
local prevDrop70=false --determines if previous piece has level less than __70
local nextSpeedUp=false --determines if the next section speed should be boosted by 100
local prevDrop70=false -- determines if previous piece has level less than __70
local nextSpeedUp=false -- determines if the next section speed should be boosted by 100
local isInRollTrans=false
local function getGrav(l)
return
@@ -220,7 +220,7 @@ return{
if D.pt+1==D.target then
SFX.play('warn_1')
elseif D.pt>=D.target then--Level up!
elseif D.pt>=D.target then-- Level up!
spd_lvl=nextSpeedUp and spd_lvl+100 or spd_lvl
nextSpeedUp=false
prevDrop70=false
@@ -301,7 +301,7 @@ return{
end
if isInRollTrans then
if P.waiting>=220 then
--Make field invisible
-- Make field invisible
for y=1,#P.field do for x=1,10 do
P.visTime[y][x]=P.waiting-220
end end

View File

@@ -25,7 +25,7 @@ return{
if D.pt%100==99 then
SFX.play('warn_1')
elseif D.pt>=D.target then--Level up!
elseif D.pt>=D.target then-- Level up!
s=D.target/100
local E=P.gameEnv
E.lock=death_lock[s]

View File

@@ -40,7 +40,7 @@ return{
if D.pt%100==99 then
SFX.play('warn_1')
elseif D.pt>=D.target then--Level up!
elseif D.pt>=D.target then-- Level up!
s=D.target/100
local E=P.gameEnv
E.lock=inv_lock[s]

View File

@@ -25,7 +25,7 @@ return{
if D.pt%100==99 then
SFX.play('warn_1')
elseif D.pt>=D.target then--Level up!
elseif D.pt>=D.target then-- Level up!
s=D.target/100
local E=P.gameEnv
E.lock=rush_lock[s]

View File

@@ -18,8 +18,8 @@ return
if p>=P.modeData.target then
local ENV=P.gameEnv
local T=P.modeData.target
--Stage 1: clear 3 techrash
if T==12 then--Stage 2: swap color of S/Z & J/L
-- Stage 1: clear 3 techrash
if T==12 then-- Stage 2: swap color of S/Z & J/L
P:stageComplete(2)
P.waiting=30
P.curMission=false
@@ -34,9 +34,9 @@ return
P.modeData.target=26
SFX.play('reach')
elseif T==26 then--Stage 3: dig to bottom
elseif T==26 then-- Stage 3: dig to bottom
P:stageComplete(3)
if not P.holdQueue[1] then--1 up if ban hold
if not P.holdQueue[1] then-- 1 up if ban hold
P.life=P.life+1
end
P.waiting=45
@@ -79,7 +79,7 @@ return
P.modeData.target=42
SFX.play('reach')
elseif T==42 then--Stage 4: survive in high speed
elseif T==42 then-- Stage 4: survive in high speed
if P.garbageBeneath==0 then
P:stageComplete(4)
P.waiting=30
@@ -93,7 +93,7 @@ return
else
p=41
end
elseif T==62 then--Stage 5: survive without easy-fresh rule
elseif T==62 then-- Stage 5: survive without easy-fresh rule
P:stageComplete(5)
P.life=P.life+1
ENV.lock=13
@@ -104,7 +104,7 @@ return
P.modeData.target=126
SFX.play('reach')
elseif T==126 then--Stage 6: speed up
elseif T==126 then-- Stage 6: speed up
P:stageComplete(6)
P.life=P.life+1
@@ -114,7 +114,7 @@ return
P.modeData.target=162
SFX.play('reach')
elseif T==162 then--Stage 7: speed up+++
elseif T==162 then-- Stage 7: speed up+++
P:stageComplete(7)
P.life=P.life+1
@@ -125,7 +125,7 @@ return
P.modeData.target=226
SFX.play('reach')
elseif T==226 then--Stage 8: final invisible
elseif T==226 then-- Stage 8: final invisible
P:stageComplete(8)
P.life=P.life+1
@@ -134,7 +134,7 @@ return
P.modeData.target=259
SFX.play('reach')
elseif T==259 then--Stage 9: ending
elseif T==259 then-- Stage 9: ending
P:stageComplete(9)
P.life=P.life+1
for i=1,7 do ENV.skin[i]=P.holeRND:random(16) end

View File

@@ -50,5 +50,5 @@ return{
mText(TEXTOBJ.pc,63,330)
end,
hook_drop=_check,
task=_check,--Just run one time at first to start first level
task=_check,-- Just run one time at first to start first level
}

View File

@@ -43,5 +43,5 @@ return{
mText(TEXTOBJ.pc,63,330)
end,
hook_drop=_check,
task=_check,--Just run one time at first to start first level
task=_check,-- Just run one time at first to start first level
}

View File

@@ -6,7 +6,7 @@ end
local F={}
-- local ranks={"10","9","8","7","6","5","4","3","2","1","S1","S2","S3","S4","S5","S6","S7","S8","S9","GM","GM+","TM","TM+","TM+₂","TM+₃", "TM+₄","TM+₅"}
-- lines: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26
-- lines: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26
local function getSmallNum(num)
local smalldigit={[0]="","","","","","","","","",""}