mirror of
https://github.com/SashLilac/cambridge.git
synced 2024-11-22 17:49:02 -06:00
Fixed an issue where first piece IHS was possible when it shouldn't have been
This commit is contained in:
parent
b85de17e51
commit
0453a3db97
@ -69,6 +69,7 @@ function GameMode:new(secret_inputs)
|
|||||||
self.used_randomizer = nil
|
self.used_randomizer = nil
|
||||||
self.hold_queue = nil
|
self.hold_queue = nil
|
||||||
self.held = false
|
self.held = false
|
||||||
|
self.bgm_progression = 0
|
||||||
self.section_start_time = 0
|
self.section_start_time = 0
|
||||||
self.section_times = { [0] = 0 }
|
self.section_times = { [0] = 0 }
|
||||||
self.secondary_section_times = { [0] = 0 }
|
self.secondary_section_times = { [0] = 0 }
|
||||||
@ -287,6 +288,10 @@ function GameMode:update(inputs, ruleset)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
-- end-of-frame actions, including music swap
|
||||||
|
self:swapMusic(self.level)
|
||||||
|
|
||||||
self.prev_inputs = inputs
|
self.prev_inputs = inputs
|
||||||
end
|
end
|
||||||
|
|
||||||
@ -317,6 +322,8 @@ function GameMode:afterLineClear(cleared_row_count) end
|
|||||||
function GameMode:onPieceEnter() end
|
function GameMode:onPieceEnter() end
|
||||||
function GameMode:onHold() end
|
function GameMode:onHold() end
|
||||||
|
|
||||||
|
function GameMode:swapMusic(level) end
|
||||||
|
|
||||||
function GameMode:onSoftDrop(dropped_row_count)
|
function GameMode:onSoftDrop(dropped_row_count)
|
||||||
self.drop_bonus = self.drop_bonus + 1 * dropped_row_count
|
self.drop_bonus = self.drop_bonus + 1 * dropped_row_count
|
||||||
end
|
end
|
||||||
@ -478,7 +485,7 @@ end
|
|||||||
|
|
||||||
function GameMode:initializeOrHold(inputs, ruleset)
|
function GameMode:initializeOrHold(inputs, ruleset)
|
||||||
if (
|
if (
|
||||||
self.frames == 0 or (ruleset.are and self:getARE() ~= 0) and self.ihs or false
|
(self.frames == 0 or (ruleset.are and self:getARE() ~= 0)) and self.ihs or false
|
||||||
) and self.enable_hold and inputs["hold"] == true then
|
) and self.enable_hold and inputs["hold"] == true then
|
||||||
self:hold(inputs, ruleset, true)
|
self:hold(inputs, ruleset, true)
|
||||||
else
|
else
|
||||||
@ -571,11 +578,16 @@ function GameMode:getHighScoreData()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function GameMode:animation(x, y, skin, colour)
|
function GameMode:animation(x, y, skin, colour)
|
||||||
|
local p = 0.5
|
||||||
|
local l = (
|
||||||
|
(self.last_lcd - self.lcd) / self.last_lcd
|
||||||
|
)
|
||||||
|
local dx = l * (x - (1 + self.grid.width) / 2)
|
||||||
|
local dy = l * (y - (1 + self.grid.height) / 2)
|
||||||
return {
|
return {
|
||||||
1, 1, 1,
|
1, 1, 1, 1, skin, colour,
|
||||||
-0.25 + 1.25 * (self.lcd / self.last_lcd),
|
48 + (x + dx) * 16,
|
||||||
skin, colour,
|
(y + dy) * 16 + (464 / (p - 1)) * l * (p - l)
|
||||||
48 + x * 16, y * 16
|
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user