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C88 update: v0.3-beta1
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@ -16,7 +16,6 @@ function MarathonC88Game:new()
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self.level_timer = 0
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self.level_lines = 0
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self.last_cleared = 0
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self.tetrises = 0
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self.line_clears = 0
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@ -28,7 +27,22 @@ function MarathonC88Game:new()
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self.next_queue_length = 1
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self.irs = false
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self.grid:applyCeiling(4)
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self.grid.getCell = function(_, x, y)
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if x < 1 or x > 10 or y < 5 or y > 24 then return oob
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elseif y < 1 then return empty
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else return self.grid[y][x]
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end
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end
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end
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function MarathonC88Game:initialize(ruleset)
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self.super:initialize(ruleset)
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for _, p in pairs(ruleset.spawn_positions) do
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while p.y < 4 do
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p.y = p.y + 2
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end
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end
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end
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function MarathonC88Game:getARE() return 30 end
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@ -81,11 +95,6 @@ function MarathonC88Game:advanceOneFrame()
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end
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end
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function MarathonC88Game:onPieceEnter()
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for row = 5, 4 + self.last_cleared do self.grid:clearSpecificRow(row) end
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self.grid:applyCeiling(4)
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end
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local score_table = {[0] = 0, 1, 4, 9, 20}
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function MarathonC88Game:updateScore(level, drop_bonus, cleared_lines)
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@ -100,19 +109,10 @@ function MarathonC88Game:updateScore(level, drop_bonus, cleared_lines)
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self.level_lines = 0
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self.level_timer = 0
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end
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self.last_cleared = cleared_lines
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end
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MarathonC88Game.opacityFunction = function(age)
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return 1
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end
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MarathonC88Game.ceilingOpacityFunction = function(age)
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return 0
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end
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function MarathonC88Game:drawGrid()
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self.grid:drawInvisible(self.opacityFunction, self.ceilingOpacityFunction, false, 0.75)
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self.grid:draw()
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end
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function MarathonC88Game:drawScoringInfo()
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@ -142,7 +142,7 @@ function MarathonC88Game:drawScoringInfo()
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end
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function MarathonC88Game:getBackground()
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return math.min(math.floor(self.level / 2), 19)
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return math.floor(self.level / 2) % 20
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end
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function MarathonC88Game:getHighscoreData()
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