diff --git a/tetris/modes/interval_training.lua b/tetris/modes/interval_training.lua index f8ad8fa..810250c 100644 --- a/tetris/modes/interval_training.lua +++ b/tetris/modes/interval_training.lua @@ -59,12 +59,7 @@ function IntervalTrainingGame:getSection() end function IntervalTrainingGame:advanceOneFrame(inputs, ruleset) - if self.clear then - self.roll_frames = self.roll_frames + 1 - if self.roll_frames > 2968 then - self.completed = true - end - elseif self.ready_frames == 0 then + if self.ready_frames == 0 then self.frames = self.frames + 1 if self:getSectionTime() >= self.section_time_limit then self.game_over = true @@ -76,21 +71,16 @@ function IntervalTrainingGame:advanceOneFrame(inputs, ruleset) end function IntervalTrainingGame:onPieceEnter() - if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then + if (self.level % 100 ~= 99) and self.frames ~= 0 then self.level = self.level + 1 end end function IntervalTrainingGame:onLineClear(cleared_row_count) local cleared_level_bonus = {1, 2, 4, 6} - if not self.clear then - local new_level = self.level + cleared_level_bonus[cleared_row_count] - self:updateSectionTimes(self.level, new_level) - self.level = math.min(new_level, 999) - if self.level == 999 then - self.clear = true - end - end + local new_level = self.level + cleared_level_bonus[cleared_row_count] + self:updateSectionTimes(self.level, new_level) + self.level = new_level end function IntervalTrainingGame:getSectionTime() @@ -126,7 +116,7 @@ function IntervalTrainingGame:drawScoringInfo() strTrueValues(self.prev_inputs) ) love.graphics.printf("NEXT", 64, 40, 40, "left") - if not self.clear then love.graphics.printf("TIME LEFT", 240, 250, 80, "left") end + love.graphics.printf("TIME LEFT", 240, 250, 80, "left") love.graphics.printf("LEVEL", 240, 320, 40, "left") local current_section = math.floor(self.level / 100) + 1 @@ -140,19 +130,18 @@ function IntervalTrainingGame:drawScoringInfo() if not self.game_over and time_left < frameTime(0,10) and time_left % 4 < 2 then love.graphics.setColor(1, 0.3, 0.3, 1) end - if not self.clear then love.graphics.printf(formatTime(time_left), 240, 270, 160, "left") end + love.graphics.printf(formatTime(time_left), 240, 270, 160, "left") love.graphics.setColor(1, 1, 1, 1) love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right") end function IntervalTrainingGame:getSectionEndLevel() - if self.level >= 900 then return 999 - else return math.floor(self.level / 100 + 1) * 100 end + return math.floor(self.level / 100 + 1) * 100 end function IntervalTrainingGame:getBackground() - return math.floor(self.level / 100) + return math.floor(self.level / 100) % 20 end return IntervalTrainingGame