加入帮助页轮播框架未完善(实则一坨)
This commit is contained in:
+54
-4
@@ -789,6 +789,19 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
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shouldRefresh = true;
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}
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if (IsRogueSkillDemoMode())
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{
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if (TickRogueSkillDemo())
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{
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shouldRefresh = true;
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}
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if (shouldRefresh)
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{
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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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if (currentMode == MODE_ROGUE && rogueStats.feverTicks > 0)
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{
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rogueStats.feverTicks--;
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@@ -990,8 +1003,16 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
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if (IsPointInRect(GetHelpOptionRect(hWnd, i), mouseX, mouseY))
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{
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helpState.selectedIndex = i;
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helpState.currentPage = i + 1;
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helpScrollOffset = 0;
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if (i == 3)
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{
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StartRogueSkillDemo();
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ResetGameTimer(hWnd);
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}
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else
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{
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helpState.currentPage = i + 1;
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helpScrollOffset = 0;
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}
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InvalidateRect(hWnd, nullptr, FALSE);
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break;
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}
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@@ -1259,8 +1280,16 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
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case VK_SPACE:
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if (helpState.currentPage == 0)
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{
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helpState.currentPage = helpState.selectedIndex + 1;
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helpScrollOffset = 0;
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if (helpState.selectedIndex == 3)
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{
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StartRogueSkillDemo();
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ResetGameTimer(hWnd);
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}
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else
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{
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helpState.currentPage = helpState.selectedIndex + 1;
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helpScrollOffset = 0;
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}
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InvalidateRect(hWnd, nullptr, FALSE);
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}
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break;
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@@ -1398,6 +1427,27 @@ 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 (IsRogueSkillDemoMode())
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{
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if (wParam == VK_RETURN || wParam == VK_SPACE)
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{
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AdvanceRogueSkillDemo();
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InvalidateRect(hWnd, nullptr, FALSE);
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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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ResetGameTimer(hWnd);
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InvalidateRect(hWnd, nullptr, FALSE);
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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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if (wParam == 'M')
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{
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ReturnToMainMenu();
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@@ -10,6 +10,7 @@ bool gameOverFlag = false;
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bool suspendFlag = false;
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bool targetFlag = false;
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bool reviveAvailable = false;
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bool rogueDemoMode = false;
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int workRegion[20][10] = { 0 };
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Point point = { 0, 0 };
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Point target = { 0, 0 };
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@@ -518,6 +518,7 @@ void ReviveAfterVideo()
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*/
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void StartGameWithMode(int mode)
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{
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rogueDemoMode = false;
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currentMode = mode;
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currentScreen = SCREEN_PLAYING;
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upgradeListScrollOffset = 0;
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@@ -531,6 +532,7 @@ void StartGameWithMode(int mode)
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*/
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void ReturnToMainMenu()
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{
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rogueDemoMode = false;
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currentScreen = SCREEN_MENU;
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suspendFlag = false;
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gameOverFlag = false;
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@@ -558,10 +560,11 @@ void ReturnToMainMenu()
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*/
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void OpenRulesScreen()
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{
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rogueDemoMode = false;
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currentScreen = SCREEN_RULES;
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suspendFlag = false;
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helpState.selectedIndex = 0;
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helpState.optionCount = 3;
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helpState.optionCount = 4;
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helpState.currentPage = 0;
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helpScrollOffset = 0;
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creditPageIndex = 0;
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@@ -574,10 +577,11 @@ void OpenRulesScreen()
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*/
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void OpenCreditScreen()
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{
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rogueDemoMode = false;
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currentScreen = SCREEN_RULES;
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suspendFlag = false;
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helpState.selectedIndex = 0;
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helpState.optionCount = 3;
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helpState.optionCount = 4;
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helpState.currentPage = 4;
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helpScrollOffset = 0;
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creditPageIndex = 0;
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@@ -658,17 +658,19 @@ void TDrawScreen(HDC hdc, HWND hWnd)
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if (helpState.currentPage == 0)
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{
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const TCHAR* optionTitles[3] =
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const TCHAR* optionTitles[4] =
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{
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_T("\u6e38\u620f\u4ecb\u7ecd"),
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_T("\u64cd\u4f5c\u8bf4\u660e"),
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_T("\u5f3a\u5316\u56fe\u9274")
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_T("\u5f3a\u5316\u56fe\u9274"),
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_T("\u6280\u80fd\u6f14\u793a")
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};
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const TCHAR* optionDetails[3] =
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const TCHAR* optionDetails[4] =
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{
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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("\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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};
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int optionHeight = SS(100);
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@@ -109,6 +109,58 @@ static constexpr int kExplosiveBaseInterval = 6;
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static constexpr int kExplosiveMinInterval = 3;
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static int pendingUpgradeShockwaveRows = 0;
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static bool pendingEvolutionImpactShockwave = false;
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static int rogueDemoStepIndex = 0;
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static int rogueDemoTicks = 0;
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enum RogueDemoKind
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{
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DEMO_HOLD = 0,
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DEMO_BLACK_HOLE,
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DEMO_SCREEN_BOMB,
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DEMO_AIR_RESHAPE,
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DEMO_EXPLOSIVE,
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DEMO_CHAIN_BOMB,
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DEMO_LASER,
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DEMO_CROSS,
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DEMO_RAINBOW,
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DEMO_VOID_CORE,
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DEMO_SWEEPER,
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DEMO_LAST_CHANCE,
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DEMO_TIME_DILATION,
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DEMO_UPGRADE_SHOCKWAVE,
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DEMO_BLOCK_STORM,
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DEMO_STABLE_STRUCTURE
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};
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struct RogueDemoStep
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{
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int kind;
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const TCHAR* name;
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const TCHAR* detail;
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};
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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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};
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static constexpr int kRogueDemoStepCount = sizeof(kRogueDemoSteps) / sizeof(kRogueDemoSteps[0]);
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static constexpr int kRogueDemoStepTicks = 7;
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static int GetUpgradeCurrentLevel(int upgradeId);
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static bool IsUpgradePrerequisiteConsumed(int upgradeId);
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@@ -136,6 +188,12 @@ static void FillUpgradeOptions();
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static void ApplyUpgradeById(int upgradeId, int targetPieceType, int applyCount);
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static void ApplyDestinyCurse();
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static void ClearLockedRows();
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static void ApplyRogueSkillDemoStep();
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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 SetRogueDemoCurrentPiece(int pieceType, int pieceState, int x, int y);
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/**
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* @brief 限制 Rogue 模式的下一方块预览数量。
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@@ -2705,3 +2763,367 @@ void UseAirReshape()
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SetFeedbackMessage(_T("空中换形"), detail, 12);
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ComputeTarget();
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}
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/**
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* @brief 判断当前是否处于 Rogue 技能自动演示模式。
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*/
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bool IsRogueSkillDemoMode()
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{
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return rogueDemoMode;
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}
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/**
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* @brief 从帮助页进入 Rogue 技能演示,并播放第一段技能展示。
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*/
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void StartRogueSkillDemo()
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{
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currentMode = MODE_ROGUE;
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currentScreen = SCREEN_PLAYING;
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rogueDemoMode = true;
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rogueDemoStepIndex = 0;
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rogueDemoTicks = 0;
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Restart();
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rogueDemoMode = true;
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reviveAvailable = false;
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suspendFlag = false;
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gameOverFlag = false;
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targetFlag = true;
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upgradeListScrollOffset = 0;
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currentFallInterval = 500;
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ApplyRogueSkillDemoStep();
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}
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/**
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* @brief 推进 Rogue 技能演示计时,到点后切换到下一项技能。
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*/
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bool TickRogueSkillDemo()
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{
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if (!rogueDemoMode)
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{
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return false;
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}
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rogueDemoTicks++;
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if (rogueDemoTicks >= kRogueDemoStepTicks)
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{
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AdvanceRogueSkillDemo();
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}
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return true;
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}
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/**
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* @brief 立刻切换到下一项 Rogue 技能演示。
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*/
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void AdvanceRogueSkillDemo()
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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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rogueDemoStepIndex++;
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if (rogueDemoStepIndex >= kRogueDemoStepCount)
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{
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rogueDemoStepIndex = 0;
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}
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rogueDemoTicks = 0;
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ApplyRogueSkillDemoStep();
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}
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/**
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* @brief 清空棋盘和演示状态,为单个技能配置专用局面。
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*/
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static void ResetRogueDemoBoard()
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{
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for (int y = 0; y < nGameHeight; y++)
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{
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for (int x = 0; x < nGameWidth; x++)
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{
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workRegion[y][x] = 0;
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}
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}
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ResetPlayerStats(rogueStats, true);
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ResetUpgradeUiState();
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ResetPendingRogueVisualEvents();
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ResetVisualEffects();
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pendingLineClearEffectTicks = 0;
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pendingLineClearEffectRowCount = 0;
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pendingLineClearEffectLineCount = 0;
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clearEffectState.ticks = 0;
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currentPieceIsExplosive = false;
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currentPieceIsLaser = false;
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currentPieceIsCross = false;
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currentPieceIsRainbow = false;
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holdType = -1;
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holdUsedThisTurn = false;
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tScore = 0;
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currentScreen = SCREEN_PLAYING;
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currentMode = MODE_ROGUE;
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gameOverFlag = false;
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suspendFlag = false;
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reviveAvailable = false;
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currentFallInterval = 500;
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ResetNextQueue();
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SetRogueDemoCurrentPiece(1, 0, 3, 0);
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}
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/**
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* @brief 在棋盘中央显示当前演示技能名称。
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*/
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static void ShowRogueDemoFloatingName(const TCHAR* name)
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{
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floatingTextEffects[0].ticks = 56;
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floatingTextEffects[0].totalTicks = 56;
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floatingTextEffects[0].boardX = 500;
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floatingTextEffects[0].boardY = 980;
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floatingTextEffects[0].color = RGB(255, 248, 250);
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lstrcpyn(floatingTextEffects[0].text, name, sizeof(floatingTextEffects[0].text) / sizeof(TCHAR));
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}
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/**
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* @brief 安全写入演示棋盘中的一个固定方块格。
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*/
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static void FillRogueDemoCell(int y, int x, int value)
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{
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if (y < 0 || y >= nGameHeight || x < 0 || x >= nGameWidth)
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{
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return;
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}
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workRegion[y][x] = value;
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}
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/**
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* @brief 按交错颜色填充演示棋盘中的连续行。
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*/
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static void FillRogueDemoRows(int firstRow, int lastRow, int baseValue)
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{
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if (firstRow < 0)
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{
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firstRow = 0;
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}
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if (lastRow >= nGameHeight)
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{
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lastRow = nGameHeight - 1;
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}
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for (int y = firstRow; y <= lastRow; y++)
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{
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for (int x = 0; x < nGameWidth; x++)
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{
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workRegion[y][x] = 1 + ((baseValue + y + 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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static void SetRogueDemoCurrentPiece(int pieceType, int pieceState, int x, int y)
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{
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type = pieceType;
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nType = 0;
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state = pieceState;
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point.x = x;
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point.y = y;
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target = point;
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nextTypes[0] = 0;
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nextTypes[1] = 0;
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nextTypes[2] = 0;
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ComputeTarget();
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}
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/**
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* @brief 配置并触发当前 Rogue 技能演示步骤。
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*/
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static void ApplyRogueSkillDemoStep()
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{
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ResetRogueDemoBoard();
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const RogueDemoStep& demoStep = kRogueDemoSteps[rogueDemoStepIndex];
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ShowRogueDemoFloatingName(demoStep.name);
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SetFeedbackMessage(demoStep.name, demoStep.detail, 12);
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switch (demoStep.kind)
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{
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case DEMO_HOLD:
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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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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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for (int y = 8; y < nGameHeight; y++)
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||||
{
|
||||
for (int x = 0; x < nGameWidth; x += 3)
|
||||
{
|
||||
workRegion[y][x] = 2;
|
||||
}
|
||||
}
|
||||
UseBlackHole();
|
||||
break;
|
||||
|
||||
case DEMO_SCREEN_BOMB:
|
||||
rogueStats.screenBombLevel = 1;
|
||||
rogueStats.screenBombCount = 1;
|
||||
FillRogueDemoRows(12, 19, 0);
|
||||
UseScreenBomb();
|
||||
break;
|
||||
|
||||
case DEMO_AIR_RESHAPE:
|
||||
rogueStats.reshapeLevel = 1;
|
||||
rogueStats.reshapeCharges = 1;
|
||||
FillRogueDemoRows(15, 19, 3);
|
||||
SetRogueDemoCurrentPiece(1, 0, 3, 4);
|
||||
UseAirReshape();
|
||||
break;
|
||||
|
||||
case DEMO_EXPLOSIVE:
|
||||
FillRogueDemoRows(11, 17, 1);
|
||||
currentPieceIsExplosive = true;
|
||||
SetRogueDemoCurrentPiece(5, 0, 3, 8);
|
||||
ClearExplosiveAreaAt(14, 5);
|
||||
ApplyBoardGravity();
|
||||
break;
|
||||
|
||||
case DEMO_CHAIN_BOMB:
|
||||
rogueStats.chainBombLevel = 1;
|
||||
FillRogueDemoRows(10, 18, 4);
|
||||
currentPieceIsExplosive = true;
|
||||
SetRogueDemoCurrentPiece(5, 0, 3, 8);
|
||||
ClearExplosiveAreaAt(14, 5);
|
||||
ApplyBoardGravity();
|
||||
break;
|
||||
|
||||
case DEMO_LASER:
|
||||
for (int y = 4; y < nGameHeight; y++)
|
||||
{
|
||||
FillRogueDemoCell(y, 5, 4);
|
||||
if (y >= 12)
|
||||
{
|
||||
FillRogueDemoCell(y, 3, 2);
|
||||
FillRogueDemoCell(y, 7, 6);
|
||||
}
|
||||
}
|
||||
currentPieceIsLaser = true;
|
||||
SetRogueDemoCurrentPiece(0, 1, 3, 4);
|
||||
ClearColumnAt(5);
|
||||
ApplyBoardGravity();
|
||||
break;
|
||||
|
||||
case DEMO_CROSS:
|
||||
FillRogueDemoRows(13, 17, 5);
|
||||
for (int y = 6; y < nGameHeight; y++)
|
||||
{
|
||||
FillRogueDemoCell(y, 4, 3);
|
||||
}
|
||||
currentPieceIsCross = true;
|
||||
SetRogueDemoCurrentPiece(1, 0, 3, 8);
|
||||
ClearRowAt(14);
|
||||
ClearColumnAtWithColor(4, RGB(196, 255, 132));
|
||||
ApplyBoardGravity();
|
||||
break;
|
||||
|
||||
case DEMO_RAINBOW:
|
||||
FillRogueDemoRows(10, 16, 2);
|
||||
for (int x = 0; x < nGameWidth; x++)
|
||||
{
|
||||
workRegion[13][x] = (x < 6) ? 3 : 5;
|
||||
}
|
||||
currentPieceIsRainbow = true;
|
||||
SetRogueDemoCurrentPiece(1, 0, 3, 8);
|
||||
{
|
||||
int recoloredCount = 0;
|
||||
TriggerRainbowColorShift(13, 11, 15, recoloredCount);
|
||||
}
|
||||
ApplyBoardGravity();
|
||||
break;
|
||||
|
||||
case DEMO_VOID_CORE:
|
||||
rogueStats.blackHoleLevel = 1;
|
||||
rogueStats.blackHoleCharges = 1;
|
||||
rogueStats.voidCoreLevel = 1;
|
||||
FillRogueDemoRows(8, 19, 6);
|
||||
for (int y = 8; y < nGameHeight; y++)
|
||||
{
|
||||
for (int x = 1; x < nGameWidth; x += 3)
|
||||
{
|
||||
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);
|
||||
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);
|
||||
break;
|
||||
|
||||
case DEMO_LAST_CHANCE:
|
||||
rogueStats.lastChanceUpgradeLevel = 1;
|
||||
rogueStats.lastChanceCount = 1;
|
||||
FillRogueDemoRows(2, 7, 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);
|
||||
break;
|
||||
|
||||
case DEMO_TIME_DILATION:
|
||||
rogueStats.timeDilationLevel = 1;
|
||||
rogueStats.timeDilationTicks = 8;
|
||||
FillRogueDemoRows(3, 19, 4);
|
||||
currentFallInterval = GetRogueFallInterval();
|
||||
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);
|
||||
break;
|
||||
|
||||
case DEMO_BLOCK_STORM:
|
||||
rogueStats.blockStormLevel = 1;
|
||||
rogueStats.blockStormPiecesRemaining = 5;
|
||||
FillRogueDemoRows(15, 19, 0);
|
||||
SetRogueDemoCurrentPiece(0, 0, 3, 2);
|
||||
nextTypes[0] = 0;
|
||||
nextTypes[1] = 0;
|
||||
nextTypes[2] = 0;
|
||||
SetFeedbackMessage(_T("方块风暴"), _T("当前和后续预览全部变为 I 块,方便制造四消。"), 12);
|
||||
break;
|
||||
|
||||
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);
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
ComputeTarget();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user