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Small changes.
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@ -107,7 +107,7 @@ function IntervalTrainingGame:updateSectionTimes(old_level, new_level)
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end
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end
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end
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end
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function IntervalTrainingGame:drawGrid(ruleset)
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function IntervalTrainingGame:drawGrid()
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self.grid:draw()
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self.grid:draw()
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end
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end
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@ -16,7 +16,7 @@ MarathonA3Game.tagline = "The game gets faster way more quickly! Can you get all
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function MarathonA3Game:new()
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function MarathonA3Game:new()
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MarathonA3Game.super:new()
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MarathonA3Game.super:new()
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self.speed_level = 0
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self.speed_level = 0
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self.roll_frames = 0
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self.roll_frames = 0
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self.combo = 1
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self.combo = 1
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@ -218,7 +218,7 @@ function MarathonA3Game:updateSectionTimes(old_level, new_level)
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else
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else
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table.insert(self.section_status, "none")
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table.insert(self.section_status, "none")
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end
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end
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elseif section <= 9 and old_level % 100 < 70 and new_level % 100 >= 70 then
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elseif old_level % 100 < 70 and new_level % 100 >= 70 then
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-- record section 70 time
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-- record section 70 time
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section_70_time = self.frames - self.section_start_time
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section_70_time = self.frames - self.section_start_time
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table.insert(self.section_70_times, section_70_time)
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table.insert(self.section_70_times, section_70_time)
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@ -431,7 +431,7 @@ function MarathonA3Game:drawScoringInfo()
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current_x = section_70_x
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current_x = section_70_x
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end
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end
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love.graphics.printf(formatTime(self.frames - self.section_start_time), current_x, 40 + 20 * current_section, 90, "left")
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if not self.clear then love.graphics.printf(formatTime(self.frames - self.section_start_time), current_x, 40 + 20 * current_section, 90, "left") end
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if(self.coolregret_timer > 0) then
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if(self.coolregret_timer > 0) then
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love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
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love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
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