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v0.3-beta5
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39
tetris/modes/inversion_a2n.lua
Normal file
39
tetris/modes/inversion_a2n.lua
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@ -0,0 +1,39 @@
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local SurvivalA2Game = require "tetris.modes.survival_a2n"
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local InversionGame = SurvivalA2Game:extend()
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InversionGame.name = "Inversion A2N"
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InversionGame.hash = "InversionA2N"
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InversionGame.tagline = "What if the active piece was invisible?"
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function InversionGame:new()
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SurvivalA2Game:new()
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self.piece_active_time = 0
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end
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function InversionGame: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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self.level = self.level + 1
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end
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self.piece_active_time = 0
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end
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function InversionGame:onHold()
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self.piece_active_time = 0
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end
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function InversionGame:whilePieceActive()
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self.piece_active_time = self.piece_active_time + 1
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end
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function InversionGame:getPieceFadeoutTime()
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return math.ceil(self:getLockDelay() / 4)
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end
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function InversionGame:drawPiece()
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if self.piece ~= nil then
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self.piece:draw(1 - self.piece_active_time / self:getPieceFadeoutTime(), 1, grid)
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end
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end
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return InversionGame
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@ -41,10 +41,6 @@ RandomPieces.big_spawn_positions = {
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{ x=2, y=3 }
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{ x=2, y=3 }
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}
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}
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RandomPieces.draw_offsets = {
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{ x=0, y=0 }
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}
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RandomPieces.next_sounds = {
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RandomPieces.next_sounds = {
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"O"
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"O"
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}
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}
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@ -100,6 +100,7 @@ function Tetra:onPieceCreate(piece) piece.lowest_y = -math.huge end
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function Tetra:onPieceDrop(piece) self:checkNewLow(piece) end
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function Tetra:onPieceDrop(piece) self:checkNewLow(piece) end
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function Tetra:onPieceMove() end
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function Tetra:onPieceMove() end
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function Tetra:onPieceRotate() end
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function Tetra:onPieceRotate() end
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function Tetra:canPieceRotate() return true end
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function Tetra:get180RotationValue() return 2 end
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function Tetra:get180RotationValue() return 2 end
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return Tetra
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return Tetra
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