last commit to core modes before release

This commit is contained in:
Ishaan Bhardwaj 2020-11-03 12:17:36 -05:00
parent c8544975d6
commit 468025fc80
2 changed files with 6 additions and 6 deletions

View File

@ -15,6 +15,7 @@ IntervalTrainingGame.tagline = "Can you clear the time hurdles when the game goe
function IntervalTrainingGame:new() function IntervalTrainingGame:new()
self.level = 0
IntervalTrainingGame.super:new() IntervalTrainingGame.super:new()
self.roll_frames = 0 self.roll_frames = 0
self.combo = 1 self.combo = 1
@ -77,7 +78,7 @@ function IntervalTrainingGame:advanceOneFrame()
end end
function IntervalTrainingGame:onPieceEnter() function IntervalTrainingGame:onPieceEnter()
if (self.level % 100 ~= 99 or self.level == 998) and not self.clear and self.frames ~= 0 then if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
self.level = self.level + 1 self.level = self.level + 1
end end
end end

View File

@ -16,7 +16,6 @@ StrategyGame.tagline = "You have lots of time to think! Can you use it to place
function StrategyGame:new() function StrategyGame:new()
StrategyGame.super:new() StrategyGame.super:new()
self.level = 0
self.clear = false self.clear = false
self.completed = false self.completed = false
self.roll_frames = 0 self.roll_frames = 0
@ -84,7 +83,7 @@ function StrategyGame:advanceOneFrame()
end end
function StrategyGame:onPieceEnter() function StrategyGame:onPieceEnter()
if (self.level % 100 ~= 99) and not self.clear and self.frames ~= 0 then if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
self.level = self.level + 1 self.level = self.level + 1
end end
end end
@ -136,11 +135,11 @@ function StrategyGame:drawScoringInfo()
love.graphics.setFont(font_3x5_3) love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, text_x, 220, 90, "left") love.graphics.printf(self.score, text_x, 220, 90, "left")
love.graphics.printf(self.level, text_x, 340, 50, "right") love.graphics.printf(self.level, text_x, 340, 40, "right")
if self.clear then if self.clear then
love.graphics.printf(self.level, text_x, 370, 50, "right") love.graphics.printf(self.level, text_x, 370, 40, "right")
else else
love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right") love.graphics.printf(self.level < 900 and math.floor(self.level / 100 + 1) * 100 or 999, text_x, 370, 40, "right")
end end
end end