mirror of
https://github.com/SashLilac/cambridge-modpack.git
synced 2025-05-13 20:21:24 -05:00
Updated modpack for graphics commit in main game
This commit is contained in:
@@ -57,7 +57,7 @@ end
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function CreditsA3Game:onLineClear(cleared_row_count)
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if not self.clear then
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self.norm = self.norm + (cleared_row_count == 4 and 10 or cleared_row_count)
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self.norm = self.norm + cleared_row_count + (cleared_row_count >= 4 and 6 or 0)
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end
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end
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@@ -84,12 +84,14 @@ function CreditsA3Game:drawScoringInfo()
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strTrueValues(self.prev_inputs)
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)
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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love.graphics.printf("ROLLS COMPLETED", 240, 170, 120, "left")
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love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
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love.graphics.printf("NORM", 240, 320, 40, "left")
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self:drawSectionTimesWithSplits(self.section)
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(self.section, 240, 190, 160, "left")
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-- draw time left, flash red if necessary
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local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0)
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@@ -113,7 +115,7 @@ function CreditsA3Game:drawScoringInfo()
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end
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function CreditsA3Game:getBackground()
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return self.section
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return self.section % 20
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end
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return CreditsA3Game
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@@ -2033,7 +2033,7 @@ local function parseMap(str, map)
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elseif char == "Z" then
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insert_this = { skin = "2tie", colour = "R" }
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elseif char == "C" then
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insert_this = { skin = "gem", colour = "F" }
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insert_this = { skin = "gem", colour = "W" }
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end
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row_array[col] = insert_this
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end
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@@ -93,7 +93,7 @@ end
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function Minesweeper:mainGameLoop(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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self.grid.grid[self.cursor.y+4][self.cursor.x].colour ~= "F" 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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playSE("lock")
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if not self:isMine(self.cursor.x, self.cursor.y) then
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@@ -136,7 +136,7 @@ end
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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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self.grid.grid[y+4][x].colour ~= "F" 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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skin = "gem", colour = "A"
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}
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@@ -165,7 +165,7 @@ function Minesweeper:uncoverCell(x, y)
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local x = current.x
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local y = current.y
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self.grid.grid[y+4][x] = { skin = "2tie", colour = "F" }
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self.grid.grid[y+4][x] = { skin = "2tie", colour = "W" }
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if self:getSurroundingMineCount(x, y) == 0 then
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for dy = -1, 1 do
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@@ -173,7 +173,7 @@ function Minesweeper:uncoverCell(x, y)
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if not (dx == 0 and dy == 0) and
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x+dx >= 1 and x+dx <= width and
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y+dy >= 1 and y+dy <= height and
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self.grid.grid[y+4+dy][x+dx].colour ~= "F"
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self.grid.grid[y+4+dy][x+dx].colour ~= "W"
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then
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table.insert(stack, {
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x = x + dx,
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@@ -187,7 +187,7 @@ function Minesweeper:uncoverCell(x, y)
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for y = 5, height + 4 do
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for x = 1, width do
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if self.grid.grid[y][x].colour ~= "F" and
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if self.grid.grid[y][x].colour ~= "W" and
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not self:isMine(x, y-4) then
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return
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end
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@@ -215,7 +215,7 @@ function Minesweeper:onGameOver()
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if self:isMine(x, y-4) then
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self.grid.grid[y][x] = { skin = "gem", colour = "R" }
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else
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self.grid.grid[y][x] = { skin = "2tie", colour = "F" }
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self.grid.grid[y][x] = { skin = "2tie", colour = "W" }
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end
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end
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end
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@@ -233,7 +233,7 @@ function Minesweeper:onGameComplete()
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end
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local function opacityFunction(game, block, x, y, age)
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if block.colour == "F" then
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if block.colour == "W" then
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return 0.5, 0.5, 0.5, 1, 1
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else
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return 1, 1, 1, 1, 1
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@@ -251,7 +251,7 @@ function Minesweeper:drawGrid()
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love.graphics.rectangle("line", 48+x*16, y*16, 16, 16)
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end
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if self:getSurroundingMineCount(x, y-4) ~= 0 and
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self.grid.grid[y][x].colour == "F" then
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self.grid.grid[y][x].colour == "W" then
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love.graphics.print(self:getSurroundingMineCount(x, y-4), 50+x*16, -2+y*16)
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end
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end
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@@ -75,7 +75,7 @@ function SurvivalAXHGame:drawGrid()
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if self:getHiddenDelay() then
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for i = 1, self.hidden_rows do
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for j = 1, 10 do
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love.graphics.draw(blocks["2tie"]["F"], 48+j*16, (24-i+1)*16)
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love.graphics.draw(blocks["2tie"]["W"], 48+j*16, (24-i+1)*16)
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end
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end
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end
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@@ -24,7 +24,7 @@ function SurvivalGTEGame:getGravity() return 20 end
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function SurvivalGTEGame:getARR() return 2 end
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function SurvivalGTEGame:getDasLimit()
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return math.min(self:getLockDelay() - 2, 10)
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return math.min(math.floor(self:getLockDelay() * 2/3), 10)
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end
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function SurvivalGTEGame:getLockDelay()
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@@ -51,8 +51,8 @@ function SurvivalGTEGame:getLineClearDelay()
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end
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function SurvivalGTEGame:onLineClear(cleared_row_count)
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self.lines = math.min(self.lines + cleared_row_count, 300)
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self.completed = self.lines == 300
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self.lines = self.lines + cleared_row_count
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self.completed = self.lines >= 300
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end
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function SurvivalGTEGame:advanceOneFrame()
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