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Square mode update
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4e9cea7dda
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11
funcs.lua
11
funcs.lua
@ -66,4 +66,13 @@ end
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function Mod1(n, m)
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-- returns a number congruent to n modulo m in the range [1;m] (as opposed to [0;m-1])
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return ((n-1) % m) + 1
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end
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end
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function table.contains(table, element)
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for _, value in pairs(table) do
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if value == element then
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return true
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end
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end
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return false
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end
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@ -61,6 +61,11 @@ blocks = {
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F = love.graphics.newImage("res/img/gem9.png"),
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A = love.graphics.newImage("res/img/gem9.png"),
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X = love.graphics.newImage("res/img/gem9.png"),
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},
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["square"] = {
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F = love.graphics.newImage("res/img/squares.png"),
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Y = love.graphics.newImage("res/img/squareg.png"),
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X = love.graphics.newImage("res/img/squares.png"),
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}
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}
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BIN
res/img/squareg.png
Normal file
BIN
res/img/squareg.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 708 B |
BIN
res/img/squares.png
Normal file
BIN
res/img/squares.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 639 B |
@ -100,12 +100,14 @@ end
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function Grid:getClearedRowCount()
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local count = 0
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local cleared_row_table = {}
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for row = 1, self.height do
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if self:isRowFull(row) then
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count = count + 1
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table.insert(cleared_row_table, row)
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end
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end
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return count
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return count, cleared_row_table
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end
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function Grid:markClearedRows()
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@ -299,6 +301,80 @@ function Grid:applyMap(map)
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end
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end
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-- inefficient algorithm for squares
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function Grid:markSquares()
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-- goes up by 1 for silver, 2 for gold
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local square_count = 0
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for i = 1, 2 do
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for y = 5, self.height - 3 do
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for x = 1, self.width - 3 do
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local age_table = {}
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local age_count = 0
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local colour_table = {}
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local is_square = true
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for j = 0, 3 do
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for k = 0, 3 do
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if self.grid[y+j][x+k].skin == "" or self.grid[y+j][x+k].skin == "square" then
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is_square = false
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end
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if age_table[self.grid_age[y+j][x+k]] == nil then
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age_table[self.grid_age[y+j][x+k]] = 1
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age_count = age_count + 1
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else
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age_table[self.grid_age[y+j][x+k]] = age_table[self.grid_age[y+j][x+k]] + 1
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end
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if age_count > 4 or age_table[self.grid_age[y+j][x+k]] > 4 then
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is_square = false
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end
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if not table.contains(colour_table, self.grid[y+j][x+k].colour) then
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table.insert(colour_table, self.grid[y+j][x+k].colour)
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end
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end
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end
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if is_square then
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if i == 1 and #colour_table == 1 then
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for j = 0, 3 do
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for k = 0, 3 do
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self.grid[y+j][x+k].colour = "Y"
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self.grid[y+j][x+k].skin = "square"
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end
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end
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square_count = square_count + 2
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elseif i == 2 then
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for j = 0, 3 do
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for k = 0, 3 do
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self.grid[y+j][x+k].colour = "F"
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self.grid[y+j][x+k].skin = "square"
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end
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end
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square_count = square_count + 1
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end
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end
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end
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end
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end
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return square_count
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end
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-- square scan
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function Grid:scanForSquares()
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local table = {}
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for row = 1, self.height do
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local silver = 0
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local gold = 0
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for col = 1, self.width do
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local colour = self.grid[row][col].colour
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if self.grid[row][col].skin == "square" then
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if colour == "Y" then gold = gold + 1
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else silver = silver + 1 end
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end
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end
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table[row] = gold * 2.5 + silver * 1.25
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end
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return table
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end
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function Grid:update()
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for y = 1, self.height do
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for x = 1, self.width do
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