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synced 2024-11-22 12:39:01 -06:00
Fixed negative drop points
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parent
846013ce7a
commit
33f2a96ae8
@ -69,6 +69,7 @@ function GameMode:new(secret_inputs)
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self.used_randomizer = nil
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self.hold_queue = nil
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self.held = false
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self.bgm_progression = 0
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self.section_start_time = 0
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self.section_times = { [0] = 0 }
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self.secondary_section_times = { [0] = 0 }
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@ -218,7 +219,7 @@ function GameMode:update(inputs, ruleset)
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if inputs["up"] == true and
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self.piece:isDropBlocked(self.grid) and
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not self.hard_drop_locked then
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self:onHardDrop(piece_dy)
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self:onHardDrop(math.max(0, piece_dy))
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if self.lock_on_hard_drop then
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self.piece_hard_dropped = true
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self.piece.locked = true
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@ -226,7 +227,7 @@ function GameMode:update(inputs, ruleset)
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end
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if inputs["down"] == true then
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self:onSoftDrop(piece_dy)
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self:onSoftDrop(math.max(0, piece_dy))
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if self.piece:isDropBlocked(self.grid) and
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not self.drop_locked and
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self.lock_on_soft_drop
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@ -287,6 +288,10 @@ function GameMode:update(inputs, ruleset)
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end
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end
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end
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-- end-of-frame actions, including music swap
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self:swapMusic(self.level)
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self.prev_inputs = inputs
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end
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@ -317,6 +322,8 @@ function GameMode:afterLineClear(cleared_row_count) end
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function GameMode:onPieceEnter() end
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function GameMode:onHold() end
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function GameMode:swapMusic(level) end
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function GameMode:onSoftDrop(dropped_row_count)
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self.drop_bonus = self.drop_bonus + 1 * dropped_row_count
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end
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