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synced 2024-11-22 14:49:02 -06:00
Small push to Cambridge modes
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84b4dc5073
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@ -67,7 +67,6 @@ function IntervalTrainingGame:advanceOneFrame()
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if self.roll_frames > 2968 then
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if self.roll_frames > 2968 then
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self.completed = true
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self.completed = true
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end
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end
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return false
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elseif self.ready_frames == 0 then
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elseif self.ready_frames == 0 then
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self.frames = self.frames + 1
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self.frames = self.frames + 1
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if self:getSectionTime() >= self.section_time_limit then
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if self:getSectionTime() >= self.section_time_limit then
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@ -84,8 +83,9 @@ function IntervalTrainingGame:onPieceEnter()
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end
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end
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function IntervalTrainingGame:onLineClear(cleared_row_count)
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function IntervalTrainingGame:onLineClear(cleared_row_count)
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local cleared_level_bonus = {1, 2, 4, 6}
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if not self.clear then
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if not self.clear then
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local new_level = self.level + cleared_row_count
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local new_level = self.level + cleared_level_bonus[cleared_row_count]
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self:updateSectionTimes(self.level, new_level)
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self:updateSectionTimes(self.level, new_level)
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self.level = math.min(new_level, 999)
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self.level = math.min(new_level, 999)
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if self.level == 999 then
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if self.level == 999 then
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@ -103,9 +103,6 @@ function IntervalTrainingGame:updateSectionTimes(old_level, new_level)
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-- record new section
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-- record new section
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table.insert(self.section_times, self:getSectionTime())
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table.insert(self.section_times, self:getSectionTime())
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self.section_start_time = self.frames
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self.section_start_time = self.frames
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else
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self.level = math.min(new_level, 999)
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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(ruleset)
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@ -129,7 +126,7 @@ function IntervalTrainingGame:drawScoringInfo()
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strTrueValues(self.prev_inputs)
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strTrueValues(self.prev_inputs)
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)
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)
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
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if not self.clear then love.graphics.printf("TIME LEFT", 240, 250, 80, "left") end
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love.graphics.printf("LEVEL", 240, 320, 40, "left")
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love.graphics.printf("LEVEL", 240, 320, 40, "left")
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local current_section = math.floor(self.level / 100) + 1
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local current_section = math.floor(self.level / 100) + 1
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@ -140,10 +137,10 @@ function IntervalTrainingGame:drawScoringInfo()
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-- draw time left, flash red if necessary
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-- draw time left, flash red if necessary
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local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0)
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local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0)
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if not self.game_over and not self.clear and time_left < frameTime(0,10) and time_left % 4 < 2 then
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if not self.game_over and time_left < frameTime(0,10) and time_left % 4 < 2 then
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love.graphics.setColor(1, 0.3, 0.3, 1)
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love.graphics.setColor(1, 0.3, 0.3, 1)
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end
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end
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love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")
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if not self.clear then love.graphics.printf(formatTime(time_left), 240, 270, 160, "left") end
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
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love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
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