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Update black colored blocks in Minesweeper
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@ -94,7 +94,7 @@ function Minesweeper:mainGameLoop(inputs)
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self:moveCursor(inputs)
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self:moveCursor(inputs)
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if not self.prev_inputs.rotate_left and inputs.rotate_left and
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if not self.prev_inputs.rotate_left and inputs.rotate_left and
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self.grid.grid[self.cursor.y+4][self.cursor.x].colour ~= "W" and
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self.grid.grid[self.cursor.y+4][self.cursor.x].colour ~= "W" and
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self.grid.grid[self.cursor.y+4][self.cursor.x].colour ~= "A" then
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self.grid.grid[self.cursor.y+4][self.cursor.x].colour ~= "D" then
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playSE("lock")
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playSE("lock")
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if not self:isMine(self.cursor.x, self.cursor.y) then
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if not self:isMine(self.cursor.x, self.cursor.y) then
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self:uncoverCell(self.cursor.x, self.cursor.y)
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self:uncoverCell(self.cursor.x, self.cursor.y)
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@ -114,7 +114,7 @@ function Minesweeper:updateFlagCount()
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local flags = math.floor(0.15 * width * height)
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local flags = math.floor(0.15 * width * height)
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for y = 5, height + 4 do
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for y = 5, height + 4 do
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for x = 1, width do
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for x = 1, width do
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if self.grid.grid[y][x].colour == "A" then
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if self.grid.grid[y][x].colour == "D" then
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flags = flags - 1
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flags = flags - 1
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end
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end
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end
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end
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@ -138,7 +138,7 @@ function Minesweeper:flagCell(x, y)
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if self.flags > 0 and self.grid.grid[y+4][x].skin == "2tie" and
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if self.flags > 0 and self.grid.grid[y+4][x].skin == "2tie" and
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self.grid.grid[y+4][x].colour ~= "W" then
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self.grid.grid[y+4][x].colour ~= "W" then
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self.grid.grid[y+4][x] = {
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self.grid.grid[y+4][x] = {
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skin = "gem", colour = "A"
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skin = "gem", colour = "D"
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}
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}
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elseif self.grid.grid[y+4][x].skin == "gem" then
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elseif self.grid.grid[y+4][x].skin == "gem" then
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self.grid.grid[y+4][x] = {
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self.grid.grid[y+4][x] = {
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