Part 2 to the last commit (read comments)

The later changes didn't save for some reason...
pull/4/head
Ishaan Bhardwaj 2021-02-03 22:56:25 -05:00
parent 489c215638
commit 443901ec89
1 changed files with 9 additions and 20 deletions

View File

@ -59,12 +59,7 @@ function IntervalTrainingGame:getSection()
end end
function IntervalTrainingGame:advanceOneFrame(inputs, ruleset) function IntervalTrainingGame:advanceOneFrame(inputs, ruleset)
if self.clear then if self.ready_frames == 0 then
self.roll_frames = self.roll_frames + 1
if self.roll_frames > 2968 then
self.completed = true
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1 self.frames = self.frames + 1
if self:getSectionTime() >= self.section_time_limit then if self:getSectionTime() >= self.section_time_limit then
self.game_over = true self.game_over = true
@ -76,21 +71,16 @@ function IntervalTrainingGame:advanceOneFrame(inputs, ruleset)
end end
function IntervalTrainingGame:onPieceEnter() 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 self.level = self.level + 1
end end
end end
function IntervalTrainingGame:onLineClear(cleared_row_count) function IntervalTrainingGame:onLineClear(cleared_row_count)
local cleared_level_bonus = {1, 2, 4, 6} local cleared_level_bonus = {1, 2, 4, 6}
if not self.clear then local new_level = self.level + cleared_level_bonus[cleared_row_count]
local new_level = self.level + cleared_level_bonus[cleared_row_count] self:updateSectionTimes(self.level, new_level)
self:updateSectionTimes(self.level, new_level) self.level = new_level
self.level = math.min(new_level, 999)
if self.level == 999 then
self.clear = true
end
end
end end
function IntervalTrainingGame:getSectionTime() function IntervalTrainingGame:getSectionTime()
@ -126,7 +116,7 @@ function IntervalTrainingGame:drawScoringInfo()
strTrueValues(self.prev_inputs) strTrueValues(self.prev_inputs)
) )
love.graphics.printf("NEXT", 64, 40, 40, "left") 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") love.graphics.printf("LEVEL", 240, 320, 40, "left")
local current_section = math.floor(self.level / 100) + 1 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 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) love.graphics.setColor(1, 0.3, 0.3, 1)
end 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.setColor(1, 1, 1, 1)
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right") love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
end end
function IntervalTrainingGame:getSectionEndLevel() function IntervalTrainingGame:getSectionEndLevel()
if self.level >= 900 then return 999 return math.floor(self.level / 100 + 1) * 100
else return math.floor(self.level / 100 + 1) * 100 end
end end
function IntervalTrainingGame:getBackground() function IntervalTrainingGame:getBackground()
return math.floor(self.level / 100) return math.floor(self.level / 100) % 20
end end
return IntervalTrainingGame return IntervalTrainingGame