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Part 2 to the last commit (read comments)
The later changes didn't save for some reason...
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@ -59,12 +59,7 @@ function IntervalTrainingGame:getSection()
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end
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end
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function IntervalTrainingGame:advanceOneFrame(inputs, ruleset)
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function IntervalTrainingGame:advanceOneFrame(inputs, ruleset)
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if self.clear then
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if self.ready_frames == 0 then
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self.roll_frames = self.roll_frames + 1
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if self.roll_frames > 2968 then
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self.completed = true
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end
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elseif self.ready_frames == 0 then
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self.frames = self.frames + 1
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self.frames = self.frames + 1
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if self:getSectionTime() >= self.section_time_limit then
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if self:getSectionTime() >= self.section_time_limit then
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self.game_over = true
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self.game_over = true
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@ -76,21 +71,16 @@ function IntervalTrainingGame:advanceOneFrame(inputs, ruleset)
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end
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end
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function IntervalTrainingGame:onPieceEnter()
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function IntervalTrainingGame:onPieceEnter()
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if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
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if (self.level % 100 ~= 99) and self.frames ~= 0 then
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self.level = self.level + 1
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self.level = self.level + 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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function IntervalTrainingGame:onLineClear(cleared_row_count)
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function IntervalTrainingGame:onLineClear(cleared_row_count)
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local cleared_level_bonus = {1, 2, 4, 6}
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local cleared_level_bonus = {1, 2, 4, 6}
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if not self.clear then
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local new_level = self.level + cleared_level_bonus[cleared_row_count]
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local new_level = self.level + cleared_level_bonus[cleared_row_count]
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self:updateSectionTimes(self.level, new_level)
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self:updateSectionTimes(self.level, new_level)
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self.level = math.min(new_level, 999)
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self.level = new_level
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if self.level == 999 then
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self.clear = true
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end
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end
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end
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end
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function IntervalTrainingGame:getSectionTime()
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function IntervalTrainingGame:getSectionTime()
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@ -126,7 +116,7 @@ function IntervalTrainingGame:drawScoringInfo()
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strTrueValues(self.prev_inputs)
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strTrueValues(self.prev_inputs)
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)
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)
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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if not self.clear then love.graphics.printf("TIME LEFT", 240, 250, 80, "left") end
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love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
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love.graphics.printf("LEVEL", 240, 320, 40, "left")
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love.graphics.printf("LEVEL", 240, 320, 40, "left")
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local current_section = math.floor(self.level / 100) + 1
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local current_section = math.floor(self.level / 100) + 1
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@ -140,19 +130,18 @@ function IntervalTrainingGame:drawScoringInfo()
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if not self.game_over and time_left < frameTime(0,10) and time_left % 4 < 2 then
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if not self.game_over and time_left < frameTime(0,10) and time_left % 4 < 2 then
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love.graphics.setColor(1, 0.3, 0.3, 1)
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love.graphics.setColor(1, 0.3, 0.3, 1)
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end
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end
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if not self.clear then love.graphics.printf(formatTime(time_left), 240, 270, 160, "left") end
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love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
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love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
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end
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end
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function IntervalTrainingGame:getSectionEndLevel()
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function IntervalTrainingGame:getSectionEndLevel()
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if self.level >= 900 then return 999
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return math.floor(self.level / 100 + 1) * 100
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else return math.floor(self.level / 100 + 1) * 100 end
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end
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end
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function IntervalTrainingGame:getBackground()
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function IntervalTrainingGame:getBackground()
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return math.floor(self.level / 100)
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return math.floor(self.level / 100) % 20
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end
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end
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return IntervalTrainingGame
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return IntervalTrainingGame
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