演示调整
This commit is contained in:
@@ -282,6 +282,7 @@ void ReturnToMainMenu();
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void ReviveAfterVideo();
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void StartRogueSkillDemo();
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void StartRogueSkillDemoAt(int demoIndex);
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void RestartCurrentRogueSkillDemo();
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bool IsRogueSkillDemoMode();
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bool TickRogueSkillDemo();
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void AdvanceRogueSkillDemo();
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@@ -1523,33 +1523,35 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
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if (IsRogueSkillDemoMode())
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{
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if (wParam == VK_RETURN || wParam == VK_SPACE)
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if (wParam == 'N')
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{
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AdvanceRogueSkillDemo();
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InvalidateRect(hWnd, nullptr, FALSE);
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break;
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}
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else if (wParam == 'R')
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{
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StartRogueSkillDemo();
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RestartCurrentRogueSkillDemo();
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ResetGameTimer(hWnd);
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InvalidateRect(hWnd, nullptr, FALSE);
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break;
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}
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else if (wParam == VK_ESCAPE || wParam == VK_BACK || wParam == 'M')
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{
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ReturnToMainMenu();
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InvalidateRect(hWnd, nullptr, FALSE);
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}
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break;
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}
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}
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if (wParam == 'M')
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if (!IsRogueSkillDemoMode() && wParam == 'M')
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{
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ReturnToMainMenu();
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InvalidateRect(hWnd, nullptr, FALSE);
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break;
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}
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if (wParam == 'R')
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if (!IsRogueSkillDemoMode() && wParam == 'R')
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{
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StartGameWithMode(currentMode);
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ResetGameTimer(hWnd);
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@@ -1557,7 +1559,7 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
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break;
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}
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if (wParam == 'P')
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if (!IsRogueSkillDemoMode() && wParam == 'P')
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{
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suspendFlag = !suspendFlag;
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InvalidateRect(hWnd, nullptr, FALSE);
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@@ -683,7 +683,7 @@ void TDrawScreen(HDC hdc, HWND hWnd)
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_T("\u7ecf\u5178\u6a21\u5f0f\u3001Rogue \u6a21\u5f0f\u548c\u590d\u6d3b\u89c4\u5219\u6982\u89c8\u3002"),
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_T("\u79fb\u52a8\u3001\u65cb\u8f6c\u3001\u786c\u964d\u3001Hold \u4e0e\u6280\u80fd\u5feb\u6377\u952e\u3002"),
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_T("\u67e5\u770b Rogue \u6a21\u5f0f\u5168\u90e8\u5f3a\u5316\u7684\u7b80\u8981\u6548\u679c\u3002"),
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_T("\u8fdb\u5165\u81ea\u52a8\u8f6e\u64ad\u6f14\u793a\uff0c\u4f9d\u6b21\u5c55\u793a Rogue \u4e3b\u8981\u6280\u80fd\u548c\u68cb\u76d8\u6548\u679c\u3002")
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_T("\u9009\u62e9\u4e00\u4e2a\u9884\u8bbe\u573a\u666f\uff0c\u4eb2\u81ea\u64cd\u4f5c\u89e6\u53d1 Rogue \u6280\u80fd\u6548\u679c\u3002")
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};
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int optionHeight = SS(100);
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@@ -1232,7 +1232,7 @@ void TDrawScreen(HDC hdc, HWND hWnd)
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: (helpState.currentPage == 4
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? _T("\u5de6\u53f3\u65b9\u5411\u952e / A D \u5207\u6362\uff0cEsc / Backspace / M \u8fd4\u56de\u4e3b\u83dc\u5355")
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: (helpState.currentPage == 5
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? _T("\u70b9\u51fb\u6280\u80fd\u540d\u79f0\u6216 Enter \u6f14\u793a\uff0c\u6eda\u8f6e\u7ffb\u52a8\uff0cEsc / Backspace / M \u8fd4\u56de\u5e2e\u52a9")
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? _T("\u70b9\u51fb\u6280\u80fd\u540d\u79f0\u6216 Enter \u8fdb\u5165\u64cd\u4f5c\u573a\u666f\uff0c\u6eda\u8f6e\u7ffb\u52a8\uff0cEsc / Backspace / M \u8fd4\u56de\u5e2e\u52a9")
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: _T("\u9f20\u6807\u6eda\u8f6e\u4e0a\u4e0b\u7ffb\u52a8\uff0cEsc / Backspace / M \u8fd4\u56de\u5e2e\u52a9")));
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DrawText(hdc, helpHint, -1, &backHintRect, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
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@@ -2425,6 +2425,20 @@ void TDrawScreen(HDC hdc, HWND hWnd)
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controlRect.bottom - SS(22)
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};
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if (currentMode == MODE_ROGUE)
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{
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if (IsRogueSkillDemoMode())
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{
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DrawText(
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hdc,
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_T("\u79fb\u52a8\uff1a\u2190/\u2192 \u6216 A/D\r\n")
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_T("\u65cb\u8f6c/\u4e0b\u843d\uff1a\u2191/W\u3001\u2193/S\u3001Space\r\n")
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_T("演示:R 重置当前 N 下一个 M 菜单\r\n")
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_T("技能:C 备用仓 Z 黑洞 X 炸弹 V 换形"),
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-1,
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&controlBodyRect,
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DT_LEFT | DT_TOP | DT_WORDBREAK);
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}
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else
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{
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DrawText(
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hdc,
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@@ -2436,6 +2450,7 @@ void TDrawScreen(HDC hdc, HWND hWnd)
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&controlBodyRect,
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DT_LEFT | DT_TOP | DT_WORDBREAK);
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}
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}
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else
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{
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DrawText(
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+131
-71
@@ -142,22 +142,22 @@ struct RogueDemoStep
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static const RogueDemoStep kRogueDemoSteps[] =
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{
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{ DEMO_HOLD, _T("备用仓"), _T("演示 C / Shift 暂存当前方块,并换出备用方块。") },
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{ DEMO_BLACK_HOLE, _T("黑洞奇点"), _T("吞噬棋盘中数量最多的一种固定方块。") },
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{ DEMO_SCREEN_BOMB, _T("清屏炸弹"), _T("主动引爆后清理可玩区域底部 5 行。") },
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{ DEMO_AIR_RESHAPE, _T("空中换形"), _T("把正在下落的方块重塑为 I 块。") },
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{ DEMO_EXPLOSIVE, _T("爆破核心"), _T("爆破方块落地后清除 3x3 区域。") },
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{ DEMO_CHAIN_BOMB, _T("连环炸弹"), _T("爆破范围进化为 5x5。") },
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{ DEMO_LASER, _T("棱镜激光"), _T("激光方块落地后清除整列。") },
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{ DEMO_CROSS, _T("十字方块"), _T("十字方块同时清除所在行与所在列。") },
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{ DEMO_RAINBOW, _T("彩虹方块"), _T("按中心行主色清除,并把覆盖行染成主色。") },
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{ DEMO_VOID_CORE, _T("虚空核心"), _T("黑洞生效后追加召来彩虹方块。") },
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{ DEMO_SWEEPER, _T("底线清道夫"), _T("消行充能后自动清扫底部。") },
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{ DEMO_LAST_CHANCE, _T("最后一搏"), _T("濒死时自动清理底部 3 行。") },
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{ DEMO_TIME_DILATION, _T("时间缓流"), _T("堆叠过高时临时降低下落速度。") },
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{ DEMO_UPGRADE_SHOCKWAVE, _T("升级冲击波"), _T("升级后清除底部多行。") },
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{ DEMO_BLOCK_STORM, _T("方块风暴"), _T("接下来多个方块固定变为 I 块。") },
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{ DEMO_STABLE_STRUCTURE, _T("稳定结构"), _T("落地后填补局部空洞,让结构更平整。") }
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{ DEMO_HOLD, _T("备用仓"), _T("按 C / Shift 换出备用 I 块,再用 Space 填平底行缺口。") },
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{ DEMO_BLACK_HOLE, _T("黑洞奇点"), _T("按 Z 吞噬场上最多的粉色方块,观察棋盘重力补位。") },
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{ DEMO_SCREEN_BOMB, _T("清屏炸弹"), _T("按 X 主动引爆,清理底部 5 行高压区。") },
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{ DEMO_AIR_RESHAPE, _T("空中换形"), _T("按 V 把当前方块变为 I 块,再用 Space 完成四消。") },
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{ DEMO_EXPLOSIVE, _T("爆破核心"), _T("用方向键微调红框方块,Space 落地后清除 3x3 区域。") },
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{ DEMO_CHAIN_BOMB, _T("连环炸弹"), _T("Space 落下红框方块,演示更大的连环爆破范围。") },
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{ DEMO_LASER, _T("棱镜激光"), _T("把青色边框方块落到中列,落地后贯穿整列。") },
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{ DEMO_CROSS, _T("十字方块"), _T("把绿色边框方块落到交叉点,清除一行一列。") },
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{ DEMO_RAINBOW, _T("彩虹方块"), _T("把紫色边框方块落到彩色层,按中心行主色触发清除。") },
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{ DEMO_VOID_CORE, _T("虚空核心"), _T("按 Z 释放黑洞后,下一枚方块会被召唤成彩虹方块。") },
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{ DEMO_SWEEPER, _T("底线清道夫"), _T("Space 消去底行,充能满后自动再清扫底部。") },
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{ DEMO_LAST_CHANCE, _T("最后一搏"), _T("Space 固定触顶方块,濒死时自动清理底部 3 行。") },
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{ DEMO_TIME_DILATION, _T("时间缓流"), _T("高堆叠开局会自动减速,玩家可用慢速窗口整理局面。") },
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{ DEMO_UPGRADE_SHOCKWAVE, _T("升级冲击波"), _T("Space 消一行立刻升级,不弹强化菜单并清除底部 2 行。") },
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{ DEMO_BLOCK_STORM, _T("方块风暴"), _T("连续用 I 块清理竖井,后续预览也固定为 I 块。") },
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{ DEMO_STABLE_STRUCTURE, _T("稳定结构"), _T("Space 落地后只触发稳定结构,自动填补局部空洞。") }
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};
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static constexpr int kRogueDemoStepCount = sizeof(kRogueDemoSteps) / sizeof(kRogueDemoSteps[0]);
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@@ -194,6 +194,7 @@ static void ResetRogueDemoBoard();
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static void ShowRogueDemoFloatingName(const TCHAR* name);
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static void FillRogueDemoCell(int y, int x, int value);
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static void FillRogueDemoRows(int firstRow, int lastRow, int baseValue);
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static void FillRogueDemoRowExcept(int row, int gapStart, int gapWidth, int baseValue);
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static void SetRogueDemoCurrentPiece(int pieceType, int pieceState, int x, int y);
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static void StartRogueSkillDemoInternal(int demoIndex, bool autoAdvance);
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@@ -1379,6 +1380,10 @@ int TryStabilizeBoard()
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{
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triggerChance = 70;
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}
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if (rogueDemoMode && kRogueDemoSteps[rogueDemoStepIndex].kind == DEMO_STABLE_STRUCTURE)
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{
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triggerChance = 100;
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}
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if ((rand() % 100) >= triggerChance)
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{
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@@ -1891,7 +1896,7 @@ void AwardRogueSkillClearRewards(int clearedCells, int& scoreGain, int& expGain,
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}
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}
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if (allowLevelProgress)
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if (allowLevelProgress && !rogueDemoMode)
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{
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int levelUps = ApplyLevelProgress(rogueStats);
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if (levelUps > 0)
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@@ -1911,6 +1916,10 @@ void CheckRogueLevelProgress()
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{
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return;
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}
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if (rogueDemoMode)
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{
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return;
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}
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int levelUps = ApplyLevelProgress(rogueStats);
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if (levelUps <= 0)
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@@ -2227,7 +2236,6 @@ void ApplyLineClearResult(int linesCleared)
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}
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int levelUps = ApplyLevelProgress(rogueStats);
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upgradeUiState.pendingCount += levelUps;
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tScore = rogueStats.score;
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if (levelUps > 0)
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@@ -2253,16 +2261,35 @@ void ApplyLineClearResult(int linesCleared)
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TCHAR feedbackTitle[64];
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TCHAR feedbackDetail[128];
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_stprintf_s(feedbackTitle, _T("灵感涌现 x%d"), levelUps);
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if (rogueDemoMode)
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{
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_stprintf_s(
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feedbackDetail,
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_T("演示升级 Lv.%d,普通强化菜单已关闭。"),
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rogueStats.level);
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}
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else
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{
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_stprintf_s(
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feedbackDetail,
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_T("等级 Lv.%d EXP %d/%d 选择新的强化"),
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rogueStats.level,
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rogueStats.exp,
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rogueStats.requiredExp);
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}
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SetFeedbackMessage(feedbackTitle, feedbackDetail, 10);
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if (rogueDemoMode)
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{
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ResolvePendingUpgradeShockwave();
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PlayPendingLineClearEffect();
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}
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else
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{
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upgradeUiState.pendingCount += levelUps;
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OpenUpgradeMenu();
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}
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}
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currentFallInterval = GetRogueFallInterval();
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}
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@@ -2830,7 +2857,7 @@ const TCHAR* GetCurrentRogueSkillDemoName()
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*/
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void StartRogueSkillDemo()
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{
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StartRogueSkillDemoInternal(0, true);
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StartRogueSkillDemoInternal(0, false);
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}
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/**
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@@ -2841,6 +2868,20 @@ void StartRogueSkillDemoAt(int demoIndex)
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StartRogueSkillDemoInternal(demoIndex, false);
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}
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/**
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* @brief 重置当前 Rogue 技能演示场景,保留当前选中的技能条目。
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*/
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void RestartCurrentRogueSkillDemo()
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{
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if (!rogueDemoMode)
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{
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StartRogueSkillDemoAt(0);
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return;
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}
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StartRogueSkillDemoInternal(rogueDemoStepIndex, false);
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}
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/**
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* @brief 进入 Rogue 技能演示并配置起始条目和是否自动轮播。
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*/
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@@ -2996,6 +3037,29 @@ static void FillRogueDemoRows(int firstRow, int lastRow, int baseValue)
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}
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}
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/**
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* @brief 填满演示棋盘中的一行,并在指定范围留下空位。
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*/
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static void FillRogueDemoRowExcept(int row, int gapStart, int gapWidth, int baseValue)
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{
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if (row < 0 || row >= nGameHeight)
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{
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return;
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}
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for (int x = 0; x < nGameWidth; x++)
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{
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if (x >= gapStart && x < gapStart + gapWidth)
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{
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workRegion[row][x] = 0;
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}
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else
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{
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workRegion[row][x] = 1 + ((baseValue + row + x) % 7);
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}
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}
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}
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/**
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* @brief 设置演示模式下当前下落方块的类型、旋转和位置。
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*/
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@@ -3030,54 +3094,62 @@ static void ApplyRogueSkillDemoStep()
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rogueStats.holdUnlocked = 1;
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rogueStats.controlMasterLevel = 1;
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holdType = 0;
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SetRogueDemoCurrentPiece(2, 0, 3, 1);
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HoldCurrentPiece();
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FillRogueDemoRows(16, 18, 1);
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FillRogueDemoRowExcept(19, 3, 4, 1);
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SetRogueDemoCurrentPiece(2, 0, 3, 0);
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break;
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case DEMO_BLACK_HOLE:
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rogueStats.blackHoleLevel = 1;
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rogueStats.blackHoleCharges = 1;
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FillRogueDemoRows(8, 19, 2);
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FillRogueDemoRows(9, 19, 2);
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for (int y = 8; y < nGameHeight; y++)
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{
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for (int x = 0; x < nGameWidth; x += 3)
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for (int x = 1; x < nGameWidth; x += 3)
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{
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workRegion[y][x] = 2;
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}
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}
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UseBlackHole();
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SetRogueDemoCurrentPiece(1, 0, 3, 0);
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break;
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case DEMO_SCREEN_BOMB:
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rogueStats.screenBombLevel = 1;
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rogueStats.screenBombCount = 1;
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FillRogueDemoRows(12, 19, 0);
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UseScreenBomb();
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FillRogueDemoRows(11, 19, 0);
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SetRogueDemoCurrentPiece(4, 0, 4, 0);
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break;
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case DEMO_AIR_RESHAPE:
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rogueStats.reshapeLevel = 1;
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rogueStats.reshapeCharges = 1;
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FillRogueDemoRows(15, 19, 3);
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SetRogueDemoCurrentPiece(1, 0, 3, 4);
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UseAirReshape();
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FillRogueDemoRows(16, 19, 3);
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for (int y = 10; y < nGameHeight; y++)
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{
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FillRogueDemoCell(y, 9, 0);
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}
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SetRogueDemoCurrentPiece(1, 0, 6, 0);
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break;
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case DEMO_EXPLOSIVE:
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FillRogueDemoRows(11, 17, 1);
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FillRogueDemoRows(12, 19, 1);
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FillRogueDemoCell(14, 4, 0);
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FillRogueDemoCell(15, 5, 0);
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FillRogueDemoCell(16, 4, 0);
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currentPieceIsExplosive = true;
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SetRogueDemoCurrentPiece(5, 0, 3, 8);
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ClearExplosiveAreaAt(14, 5);
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ApplyBoardGravity();
|
||||
SetRogueDemoCurrentPiece(1, 0, 3, 0);
|
||||
break;
|
||||
|
||||
case DEMO_CHAIN_BOMB:
|
||||
rogueStats.chainBombLevel = 1;
|
||||
FillRogueDemoRows(10, 18, 4);
|
||||
FillRogueDemoRows(10, 19, 4);
|
||||
for (int y = 13; y <= 17; y++)
|
||||
{
|
||||
FillRogueDemoCell(y, 3, 0);
|
||||
FillRogueDemoCell(y, 6, 0);
|
||||
}
|
||||
currentPieceIsExplosive = true;
|
||||
SetRogueDemoCurrentPiece(5, 0, 3, 8);
|
||||
ClearExplosiveAreaAt(14, 5);
|
||||
ApplyBoardGravity();
|
||||
SetRogueDemoCurrentPiece(1, 0, 3, 0);
|
||||
break;
|
||||
|
||||
case DEMO_LASER:
|
||||
@@ -3091,9 +3163,7 @@ static void ApplyRogueSkillDemoStep()
|
||||
}
|
||||
}
|
||||
currentPieceIsLaser = true;
|
||||
SetRogueDemoCurrentPiece(0, 1, 3, 4);
|
||||
ClearColumnAt(5);
|
||||
ApplyBoardGravity();
|
||||
SetRogueDemoCurrentPiece(0, 1, 3, 0);
|
||||
break;
|
||||
|
||||
case DEMO_CROSS:
|
||||
@@ -3103,10 +3173,7 @@ static void ApplyRogueSkillDemoStep()
|
||||
FillRogueDemoCell(y, 4, 3);
|
||||
}
|
||||
currentPieceIsCross = true;
|
||||
SetRogueDemoCurrentPiece(1, 0, 3, 8);
|
||||
ClearRowAt(14);
|
||||
ClearColumnAtWithColor(4, RGB(196, 255, 132));
|
||||
ApplyBoardGravity();
|
||||
SetRogueDemoCurrentPiece(1, 0, 3, 0);
|
||||
break;
|
||||
|
||||
case DEMO_RAINBOW:
|
||||
@@ -3116,12 +3183,7 @@ static void ApplyRogueSkillDemoStep()
|
||||
workRegion[13][x] = (x < 6) ? 3 : 5;
|
||||
}
|
||||
currentPieceIsRainbow = true;
|
||||
SetRogueDemoCurrentPiece(1, 0, 3, 8);
|
||||
{
|
||||
int recoloredCount = 0;
|
||||
TriggerRainbowColorShift(13, 11, 15, recoloredCount);
|
||||
}
|
||||
ApplyBoardGravity();
|
||||
SetRogueDemoCurrentPiece(1, 0, 3, 0);
|
||||
break;
|
||||
|
||||
case DEMO_VOID_CORE:
|
||||
@@ -3136,29 +3198,22 @@ static void ApplyRogueSkillDemoStep()
|
||||
workRegion[y][x] = 6;
|
||||
}
|
||||
}
|
||||
UseBlackHole();
|
||||
SetFeedbackMessage(_T("虚空核心"), _T("黑洞吞噬后,下一枚特殊方块将变为彩虹方块。"), 12);
|
||||
SetRogueDemoCurrentPiece(1, 0, 3, 0);
|
||||
break;
|
||||
|
||||
case DEMO_SWEEPER:
|
||||
rogueStats.sweeperLevel = 4;
|
||||
FillRogueDemoRows(13, 19, 1);
|
||||
ClearRowAt(GetRoguePlayableHeight() - 1);
|
||||
ApplyBoardGravity();
|
||||
SetFeedbackMessage(_T("底线清道夫"), _T("清道夫完成充能,自动扫掉底部压力行。"), 12);
|
||||
FillRogueDemoRows(15, 18, 1);
|
||||
FillRogueDemoRowExcept(19, 3, 4, 3);
|
||||
SetRogueDemoCurrentPiece(0, 0, 3, 0);
|
||||
break;
|
||||
|
||||
case DEMO_LAST_CHANCE:
|
||||
rogueStats.lastChanceUpgradeLevel = 1;
|
||||
rogueStats.lastChanceCount = 1;
|
||||
FillRogueDemoRows(2, 7, 5);
|
||||
FillRogueDemoRows(0, 5, 5);
|
||||
FillRogueDemoRows(14, 19, 3);
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
DeleteOneLine(GetRoguePlayableHeight() - 1);
|
||||
}
|
||||
TriggerLineClearEffect(nullptr, 0, 3);
|
||||
SetFeedbackMessage(_T("最后一搏"), _T("触顶前自动清除底部 3 行,保留继续操作空间。"), 12);
|
||||
SetRogueDemoCurrentPiece(4, 0, 3, -1);
|
||||
break;
|
||||
|
||||
case DEMO_TIME_DILATION:
|
||||
@@ -3166,22 +3221,28 @@ static void ApplyRogueSkillDemoStep()
|
||||
rogueStats.timeDilationTicks = 8;
|
||||
FillRogueDemoRows(3, 19, 4);
|
||||
currentFallInterval = GetRogueFallInterval();
|
||||
SetRogueDemoCurrentPiece(0, 1, 3, 0);
|
||||
SetFeedbackMessage(_T("时间缓流"), _T("堆叠高度危险,短时间内下落速度降低。"), 12);
|
||||
break;
|
||||
|
||||
case DEMO_UPGRADE_SHOCKWAVE:
|
||||
rogueStats.upgradeShockwaveLevel = 1;
|
||||
FillRogueDemoRows(12, 19, 2);
|
||||
TriggerUpgradeShockwave(2);
|
||||
ApplyBoardGravity();
|
||||
SetFeedbackMessage(_T("升级冲击波"), _T("升级完成后,冲击波清除底部 2 行。"), 12);
|
||||
rogueStats.exp = 0;
|
||||
rogueStats.requiredExp = 12;
|
||||
FillRogueDemoRows(12, 18, 2);
|
||||
FillRogueDemoRowExcept(19, 3, 4, 6);
|
||||
SetRogueDemoCurrentPiece(0, 0, 3, 0);
|
||||
break;
|
||||
|
||||
case DEMO_BLOCK_STORM:
|
||||
rogueStats.blockStormLevel = 1;
|
||||
rogueStats.blockStormPiecesRemaining = 5;
|
||||
FillRogueDemoRows(15, 19, 0);
|
||||
SetRogueDemoCurrentPiece(0, 0, 3, 2);
|
||||
for (int y = 8; y < nGameHeight; y++)
|
||||
{
|
||||
FillRogueDemoCell(y, 5, 0);
|
||||
}
|
||||
SetRogueDemoCurrentPiece(0, 1, 3, 0);
|
||||
nextTypes[0] = 0;
|
||||
nextTypes[1] = 0;
|
||||
nextTypes[2] = 0;
|
||||
@@ -3191,11 +3252,10 @@ static void ApplyRogueSkillDemoStep()
|
||||
case DEMO_STABLE_STRUCTURE:
|
||||
rogueStats.stableStructureLevel = 4;
|
||||
FillRogueDemoRows(14, 19, 1);
|
||||
workRegion[13][3] = 2;
|
||||
workRegion[15][4] = 0;
|
||||
workRegion[16][6] = 0;
|
||||
TryStabilizeBoard();
|
||||
SetFeedbackMessage(_T("稳定结构"), _T("自动填补局部空洞,让堆叠更稳。"), 12);
|
||||
workRegion[17][5] = 0;
|
||||
SetRogueDemoCurrentPiece(1, 0, 3, 0);
|
||||
break;
|
||||
|
||||
default:
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 572 KiB |
Reference in New Issue
Block a user