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Merge pull request #13 from SashLilac/arbitrary-widths
Init arbitrary widths functionality.
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commit
08da67c434
@ -50,9 +50,28 @@ function GameScene:render()
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)
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-- game frame
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love.graphics.draw(misc_graphics["frame"], 48, 64)
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-- love.graphics.draw(misc_graphics["frame"], 48, 64)
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love.graphics.setColor(0, 0, 0, 200)
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love.graphics.rectangle("fill", 64, 80, 160, 320)
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love.graphics.rectangle("fill", 64, 80, 16 * self.game.grid.width, 320)
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love.graphics.setColor(174/255, 83/255, 76/255, 1)
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love.graphics.setLineWidth(8)
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love.graphics.line(
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60,76,
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68+16*self.game.grid.width,76,
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68+16*self.game.grid.width,404,
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60,404,
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60,76
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)
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love.graphics.setColor(203/255, 137/255, 111/255, 1)
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love.graphics.setLineWidth(4)
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love.graphics.line(
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60,76,
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68+16*self.game.grid.width,76,
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68+16*self.game.grid.width,404,
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60,404,
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60,76
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)
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self.game:drawGrid()
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self.game:drawPiece()
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@ -6,13 +6,14 @@ local empty = { skin = "", colour = "" }
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local oob = { skin = "", colour = "" }
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local block = { skin = "2tie", colour = "A" }
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function Grid:new()
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function Grid:new(width)
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self.grid = {}
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self.grid_age = {}
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self.width = width
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for y = 1, 24 do
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self.grid[y] = {}
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self.grid_age[y] = {}
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for x = 1, 10 do
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for x = 1, self.width do
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self.grid[y][x] = empty
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self.grid_age[y][x] = 0
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end
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@ -21,7 +22,7 @@ end
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function Grid:clear()
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for y = 1, 24 do
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for x = 1, 10 do
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for x = 1, self.width do
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self.grid[y][x] = empty
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self.grid_age[y][x] = 0
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end
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@ -29,7 +30,7 @@ function Grid:clear()
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end
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function Grid:getCell(x, y)
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if x < 1 or x > 10 or y > 24 then return oob
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if x < 1 or x > self.width 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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@ -109,7 +110,7 @@ end
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function Grid:markClearedRows()
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for row = 1, 24 do
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if self:isRowFull(row) then
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for x = 1, 10 do
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for x = 1, self.width do
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self.grid[row][x] = {
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skin = self.grid[row][x].skin,
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colour = "X"
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@ -128,8 +129,12 @@ function Grid:clearClearedRows()
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self.grid[above_row] = self.grid[above_row - 1]
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self.grid_age[above_row] = self.grid_age[above_row - 1]
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end
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self.grid[1] = {empty, empty, empty, empty, empty, empty, empty, empty, empty, empty}
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self.grid_age[1] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
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self.grid[1] = {}
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self.grid_age[1] = {}
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for i = 1, self.width do
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self.grid[1][i] = empty
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self.grid_age[1][i] = 0
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end
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end
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end
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return true
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@ -140,10 +145,11 @@ function Grid:copyBottomRow()
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self.grid[row] = self.grid[row+1]
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self.grid_age[row] = self.grid_age[row+1]
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end
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self.grid[24] = {empty, empty, empty, empty, empty, empty, empty, empty, empty, empty}
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self.grid_age[24] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
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for col = 1, 10 do
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self.grid[24][col] = (self.grid[23][col] == empty) and empty or block
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self.grid[24] = {}
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self.grid_age[24] = {}
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for i = 1, self.width do
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self.grid[24][i] = (self.grid[23][i] == empty) and empty or block
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self.grid_age[24][i] = 0
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end
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return true
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end
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@ -153,13 +159,15 @@ function Grid:garbageRise(row_vals)
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self.grid[row] = self.grid[row+1]
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self.grid_age[row] = self.grid_age[row+1]
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end
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self.grid[24] = {empty, empty, empty, empty, empty, empty, empty, empty, empty, empty}
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self.grid_age[24] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
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for col = 1, 10 do
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self.grid[24][col] = (row_vals[col] == "e") and empty or block
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self.grid[24] = {}
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self.grid_age[24] = {}
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for i = 1, self.width do
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self.grid[24][i] = (row_vals[i] == "e") and empty or block
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self.grid_age[24][i] = 0
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end
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end
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-- may be outdated soon
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function Grid:applyFourWide()
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for row = 1, 24 do
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local x = self.grid[row]
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@ -172,16 +180,17 @@ function Grid:applyFourWide()
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end
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end
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-- may be outdated soon
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function Grid:applyCeiling(lines)
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for row = 1, lines do
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for col = 1, 9 do
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for col = 1, self.width - 1 do
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self.grid[row][col] = block
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end
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end
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end
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function Grid:clearSpecificRow(row)
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for col = 1, 10 do
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for col = 1, self.width do
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self.grid[row][col] = empty
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end
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end
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@ -224,7 +233,7 @@ end
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function Grid:checkForBravo(cleared_row_count)
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for i = 0, 23 - cleared_row_count do
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for j = 0, 9 do
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for j = 0, self.width - 1 do
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if self:isOccupied(j, i) then return false end
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end
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end
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@ -233,7 +242,7 @@ end
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function Grid:checkStackHeight()
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for i = 0, 23 do
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for j = 0, 9 do
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for j = 0, self.width - 1 do
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if self:isOccupied(j, i) then return 24 - i end
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end
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end
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@ -276,7 +285,7 @@ end
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function Grid:hasGemBlocks()
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for y = 1, 24 do
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for x = 1, 10 do
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for x = 1, self.width do
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if self.grid[y][x].skin == "gem" then
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return true
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end
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@ -289,13 +298,13 @@ function Grid:mirror()
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local new_grid = {}
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for y = 1, 24 do
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new_grid[y] = {}
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for x = 1, 10 do
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for x = 1, self.width do
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new_grid[y][x] = empty
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end
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end
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for y = 1, 24 do
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for x = 1, 10 do
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for x = 1, self.width do
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new_grid[y][x] = self.grid[y][11 - x]
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end
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end
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@ -313,7 +322,7 @@ end
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function Grid:update()
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for y = 1, 24 do
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for x = 1, 10 do
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for x = 1, self.width do
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if self.grid[y][x] ~= empty then
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self.grid_age[y][x] = self.grid_age[y][x] + 1
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end
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@ -323,7 +332,7 @@ end
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function Grid:draw()
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for y = 5, 24 do
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for x = 1, 10 do
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for x = 1, self.width do
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if self.grid[y][x] ~= empty then
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if self.grid_age[y][x] < 2 then
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love.graphics.setColor(1, 1, 1, 1)
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@ -351,7 +360,7 @@ function Grid:draw()
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if x > 1 and self.grid[y][x-1] == empty then
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love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
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end
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if x < 10 and self.grid[y][x+1] == empty then
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if x < self.width and self.grid[y][x+1] == empty then
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love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
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end
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end
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@ -362,7 +371,7 @@ end
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function Grid:drawOutline()
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for y = 5, 24 do
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for x = 1, 10 do
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for x = 1, self.width do
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if self.grid[y][x].colour == "X" then
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love.graphics.setColor(0.5, 0.5, 0.5, 1 - self.grid_age[y][x] / 15)
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love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
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@ -380,7 +389,7 @@ function Grid:drawOutline()
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if x > 1 and self.grid[y][x-1] == empty then
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love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
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end
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if x < 10 and self.grid[y][x+1] == empty then
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if x < self.width and self.grid[y][x+1] == empty then
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love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
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end
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end
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@ -392,7 +401,7 @@ function Grid:drawInvisible(opacity_function, garbage_opacity_function, lock_fla
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lock_flash = lock_flash == nil and true or lock_flash
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brightness = brightness == nil and 0.5 or brightness
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for y = 5, 24 do
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for x = 1, 10 do
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for x = 1, self.width do
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if self.grid[y][x] ~= empty then
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if self.grid[y][x].colour == "X" then
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opacity = 1 - self.grid_age[y][x] / 15
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@ -417,7 +426,7 @@ function Grid:drawInvisible(opacity_function, garbage_opacity_function, lock_fla
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if x > 1 and self.grid[y][x-1] == empty then
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love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
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end
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if x < 10 and self.grid[y][x+1] == empty then
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if x < self.width and self.grid[y][x+1] == empty then
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love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
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end
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end
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@ -437,7 +446,7 @@ function Grid:drawCustom(colour_function, gamestate)
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gamestate: the gamemode instance itself to pass in colour_function
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]]
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for y = 5, 24 do
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for x = 1, 10 do
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for x = 1, self.width do
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local block = self.grid[y][x]
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if block ~= empty then
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local R, G, B, A, outline = colour_function(gamestate, block, x, y, self.grid_age[y][x])
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@ -459,7 +468,7 @@ function Grid:drawCustom(colour_function, gamestate)
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if x > 1 and self.grid[y][x-1] == empty then
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love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
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end
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if x < 10 and self.grid[y][x+1] == empty then
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if x < self.width and self.grid[y][x+1] == empty then
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love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
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end
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end
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@ -13,7 +13,7 @@ local GameMode = Object:extend()
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GameMode.rollOpacityFunction = function(age) return 0 end
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function GameMode:new(secret_inputs)
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self.grid = Grid()
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self.grid = Grid(10)
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self.randomizer = Randomizer()
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self.piece = nil
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self.ready_frames = 100
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@ -2,6 +2,7 @@ require 'funcs'
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local GameMode = require 'tetris.modes.gamemode'
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local Piece = require 'tetris.components.piece'
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local Grid = require 'tetris.components.grid'
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local History4RollsRandomizer = require 'tetris.randomizers.history_4rolls'
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@ -16,6 +17,8 @@ MarathonA1Game.tagline = "Can you score enough points to reach the title of Gran
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function MarathonA1Game:new()
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MarathonA1Game.super:new()
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self.grid = Grid(8)
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self.roll_frames = 0
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self.combo = 1
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self.bravos = 0
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