增强彩虹方块 重新设计效果
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+79
-30
@@ -89,8 +89,8 @@ static const UpgradeEntry kUpgradePool[] =
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{ UPGRADE_CROSS_PIECE, -1, 84, true, _T("十字方块"), _T("爆发"), _T("大幅提高十字方块出现率。十字方块落地后清除所在行与所在列。") },
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{ UPGRADE_BLACK_HOLE, 1, 88, false, _T("黑洞奇点"), _T("特殊"), _T("获得 2 次黑洞。按 Z 吞噬棋盘上数量最多的一种固定方块。") },
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{ UPGRADE_AIR_RESHAPE, 1, 82, false, _T("空中换形"), _T("操作"), _T("获得 2 次换形。按 V 将正在下落的方块重塑为 I 块。") },
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{ UPGRADE_RAINBOW_PIECE, 1, 84, false, _T("彩虹方块"), _T("爆发"), _T("更高概率生成彩虹方块。落地后在覆盖行中清除数量最多的一种颜色,形成棱彩爆发。") },
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{ UPGRADE_VOID_CORE, 1, 112, false, _T("虚空核心"), _T("进化"), _T("黑洞后额外生成 1 个彩虹方块;彩虹消行时撕开小型黑洞。") },
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{ UPGRADE_RAINBOW_PIECE, 1, 84, false, _T("彩虹方块"), _T("爆发"), _T("更高概率生成彩虹方块。落地后清除自身中心行最多的颜色,并把覆盖行染成场上最多的颜色。") },
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{ UPGRADE_VOID_CORE, 1, 112, false, _T("虚空核心"), _T("进化"), _T("黑洞后额外生成 1 个彩虹方块;彩虹生效后追加一次小型黑洞。") },
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{ UPGRADE_STABLE_STRUCTURE, -1, 72, true, _T("稳定结构"), _T("特殊"), _T("落地后有小概率填补邻近空洞,让阵型更加稳固。") },
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{ UPGRADE_DOUBLE_GROWTH, 1, 84, false, _T("成长核心"), _T("成长"), _T("永久获得 +15% 得分与 +15% EXP;每局只能选择一次。") },
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{ UPGRADE_PIECE_TUNING, -1, 64, true, _T("方块改造"), _T("特殊"), _T("固定提高 I 方块的生成概率。") },
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@@ -746,7 +746,7 @@ static bool RollCrossPiece()
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}
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/**
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* @brief 根据彩虹强化等级随机判定当前方块是否获得棱彩爆发特性。
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* @brief 根据彩虹强化等级随机判定当前方块是否获得行清除与染色特性。
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*/
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static bool RollRainbowPiece()
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{
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@@ -963,14 +963,23 @@ int ClearRowAt(int row)
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}
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/**
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* @brief 让彩虹方块清除覆盖行内最常见的固定方块颜色。
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* @brief 触发彩虹方块行清除与覆盖行染色效果。
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*/
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int TriggerRainbowPrismBurst(int minRow, int maxRow)
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int TriggerRainbowColorShift(int anchorRow, int minRow, int maxRow, int& recoloredCount)
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{
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int colorCounts[8] = {};
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recoloredCount = 0;
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int clearedCellCount = 0;
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Point clearedCells[40] = {};
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Point clearedCells[10] = {};
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Point recoloredCells[40] = {};
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if (anchorRow < 0)
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{
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anchorRow = 0;
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}
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if (anchorRow >= GetRoguePlayableHeight())
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{
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anchorRow = GetRoguePlayableHeight() - 1;
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}
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if (minRow < 0)
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{
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minRow = 0;
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@@ -980,52 +989,92 @@ int TriggerRainbowPrismBurst(int minRow, int maxRow)
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maxRow = GetRoguePlayableHeight() - 1;
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}
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for (int row = minRow; row <= maxRow; row++)
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int rowColorCounts[8] = {};
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for (int x = 0; x < nGameWidth; x++)
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{
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for (int x = 0; x < nGameWidth; x++)
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int cell = workRegion[anchorRow][x];
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if (cell >= 1 && cell <= 7)
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{
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int cell = workRegion[row][x];
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if (cell >= 1 && cell <= 7)
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{
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colorCounts[cell]++;
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}
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rowColorCounts[cell]++;
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}
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}
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int targetColor = 0;
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int targetColorCount = 0;
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int rowTargetColor = 0;
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int rowTargetCount = 0;
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for (int cell = 1; cell <= 7; cell++)
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{
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if (colorCounts[cell] > targetColorCount)
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if (rowColorCounts[cell] > rowTargetCount)
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{
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targetColor = cell;
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targetColorCount = colorCounts[cell];
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rowTargetColor = cell;
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rowTargetCount = rowColorCounts[cell];
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}
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}
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if (targetColor == 0)
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{
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return 0;
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}
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for (int row = minRow; row <= maxRow; row++)
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if (rowTargetColor > 0)
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{
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for (int x = 0; x < nGameWidth; x++)
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{
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if (workRegion[row][x] == targetColor)
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if (workRegion[anchorRow][x] == rowTargetColor)
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{
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if (clearedCellCount < 40)
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if (clearedCellCount < 10)
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{
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clearedCells[clearedCellCount].x = x;
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clearedCells[clearedCellCount].y = row;
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clearedCells[clearedCellCount].y = anchorRow;
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}
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workRegion[row][x] = 0;
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workRegion[anchorRow][x] = 0;
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clearedCellCount++;
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}
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}
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}
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TriggerColoredCellClearEffect(clearedCells, clearedCellCount < 40 ? clearedCellCount : 40, RGB(186, 126, 255), true);
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int boardColorCounts[8] = {};
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for (int y = 0; y < GetRoguePlayableHeight(); y++)
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{
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for (int x = 0; x < nGameWidth; x++)
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{
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int cell = workRegion[y][x];
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if (cell >= 1 && cell <= 7)
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{
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boardColorCounts[cell]++;
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}
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}
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}
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int boardTargetColor = 0;
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int boardTargetCount = 0;
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for (int cell = 1; cell <= 7; cell++)
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{
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if (boardColorCounts[cell] > boardTargetCount)
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{
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boardTargetColor = cell;
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boardTargetCount = boardColorCounts[cell];
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}
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}
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if (boardTargetColor == 0)
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{
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boardTargetColor = rowTargetColor > 0 ? rowTargetColor : 1;
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}
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for (int y = minRow; y <= maxRow; y++)
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{
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for (int x = 0; x < nGameWidth; x++)
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{
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if (workRegion[y][x] != 0 && workRegion[y][x] != boardTargetColor)
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{
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workRegion[y][x] = boardTargetColor;
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if (recoloredCount < 40)
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{
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recoloredCells[recoloredCount].x = x;
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recoloredCells[recoloredCount].y = y;
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}
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recoloredCount++;
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}
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}
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}
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TriggerColoredCellClearEffect(clearedCells, clearedCellCount, RGB(186, 126, 255), true);
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TriggerColoredCellClearEffect(recoloredCells, recoloredCount < 40 ? recoloredCount : 40, RGB(218, 178, 255), false);
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return clearedCellCount;
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}
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