mirror of
https://github.com/SashLilac/cambridge.git
synced 2024-11-22 12:19:02 -06:00
Refactored funcs.lua
- Renamed st and sp to strTrueValues and frameTime respectively - Modified files calling these to use the new names - Tidying like formatTime now using a single string.format
This commit is contained in:
parent
d5ce2ee9ba
commit
6b7f18d58a
27
funcs.lua
27
funcs.lua
@ -1,4 +1,5 @@
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function copy(t)
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-- returns deep copy of t (as opposed to the shallow copy you get from var = t)
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if type(t) ~= "table" then return t end
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local meta = getmetatable(t)
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local target = {}
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@ -7,7 +8,8 @@ function copy(t)
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return target
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end
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function st(tbl)
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function strTrueValues(tbl)
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-- returns a concatenation of all the keys in tbl with value true, separated with spaces
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str = ""
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for k, v in pairs(tbl) do
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if v == true then
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@ -17,14 +19,16 @@ function st(tbl)
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return str
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end
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function sp(m, s, f)
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if m == nil then m = 0 end
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if s == nil then s = 0 end
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if f == nil then f = 0 end
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return m*3600 + s*60 + math.ceil(f * 0.6)
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function frameTime(min, sec, hth)
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-- returns a time in frames from a time in minutes-seconds-hundredths format
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if min == nil then min = 0 end
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if sec == nil then sec = 0 end
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if hth == nil then hth = 0 end
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return min*3600 + sec*60 + math.ceil(hth * 0.6)
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end
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function vAdd(v1, v2)
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-- returns the sum of vectors v1 and v2
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return {
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x = v1.x + v2.x,
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y = v1.y + v2.y
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@ -32,6 +36,7 @@ function vAdd(v1, v2)
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end
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function vNeg(v)
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-- returns the opposite of vector v
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return {
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x = -v.x,
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y = -v.y
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@ -39,14 +44,18 @@ function vNeg(v)
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end
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function formatTime(frames)
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-- returns a mm:ss:hh (h=hundredths) representation of the time in frames given
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if frames < 0 then return formatTime(0) end
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str = string.format("%02d", math.floor(frames / 3600)) .. ":"
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.. string.format("%02d", math.floor(frames / 60) % 60) .. "."
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.. string.format("%02d", math.floor(frames / 0.6) % 100)
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local min, sec, hund
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min = math.floor(frames/3600)
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sec = math.floor(frames/60) % 60
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hund = math.floor(frames/.6) % 100
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str = string.format("%02d:%02d.%02d", min, sec, hund)
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return str
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end
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function formatBigNum(number)
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-- returns a string representing a number with commas as thousands separator (e.g. 12,345,678)
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local s = string.format("%d", number)
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local pos = string.len(s) % 3
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if pos == 0 then pos = 3 end
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@ -262,7 +262,7 @@ function MarathonA2Game:qualifiesForMRoll()
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local section_average = 0
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for section = 0, 4 do
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section_average = section_average + self.section_times[section]
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if self.section_times[section] > sp(1,05) then
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if self.section_times[section] > frameTime(1,05) then
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return false
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end
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end
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@ -275,7 +275,7 @@ function MarathonA2Game:qualifiesForMRoll()
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return false
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end
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end
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if self.grade < 17 or self.frames > sp(8,45) then
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if self.grade < 17 or self.frames > frameTime(8,45) then
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return false
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end
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return true
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@ -327,7 +327,7 @@ function MarathonA2Game:drawScoringInfo()
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love.graphics.print(
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self.das.direction .. " " ..
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self.das.frames .. " " ..
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st(self.prev_inputs)
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strTrueValues(self.prev_inputs)
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)
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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love.graphics.printf("GRADE", 240, 120, 40, "left")
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@ -159,7 +159,7 @@ function DemonModeGame:updateSectionTimes(old_level, new_level)
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end
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elseif old_level < 100 then
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-- If section time is under cutoff, skip to level 500.
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if self.frames < sp(1,00) then
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if self.frames < frameTime(1,00) then
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self.level = 500
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self.grade = 5
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self.section_tries = 0
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@ -226,7 +226,7 @@ function DemonModeGame:drawScoringInfo()
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love.graphics.print(
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self.das.direction .. " " ..
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self.das.frames .. " " ..
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st(self.prev_inputs)
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strTrueValues(self.prev_inputs)
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)
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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love.graphics.printf("GRADE", 240, 120, 40, "left")
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@ -392,7 +392,7 @@ function GameMode:drawScoringInfo()
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love.graphics.print(
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self.das.direction .. " " ..
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self.das.frames .. " " ..
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st(self.prev_inputs) ..
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strTrueValues(self.prev_inputs) ..
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self.drop_bonus
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)
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@ -120,7 +120,7 @@ function IntervalTrainingGame:drawScoringInfo()
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love.graphics.print(
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self.das.direction .. " " ..
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self.das.frames .. " " ..
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st(self.prev_inputs)
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strTrueValues(self.prev_inputs)
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)
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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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@ -134,7 +134,7 @@ function IntervalTrainingGame:drawScoringInfo()
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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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if not self.game_over and not self.clear and time_left < sp(0,10) and time_left % 4 < 2 then
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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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love.graphics.setColor(1, 0.3, 0.3, 1)
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end
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love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")
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@ -150,7 +150,7 @@ function KonohaGame:drawScoringInfo()
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love.graphics.print(
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self.das.direction .. " " ..
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self.das.frames .. " " ..
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st(self.prev_inputs)
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strTrueValues(self.prev_inputs)
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)
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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love.graphics.printf("TIME LIMIT", 240, 120, 120, "left")
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@ -158,7 +158,7 @@ function KonohaGame:drawScoringInfo()
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love.graphics.printf("LEVEL", 240, 320, 40, "left")
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love.graphics.setFont(font_3x5_3)
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if not self.game_over and self.time_limit < sp(0,10) and self.time_limit % 4 < 2 then
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if not self.game_over and self.time_limit < frameTime(0,10) and self.time_limit % 4 < 2 then
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love.graphics.setColor(1, 0.3, 0.3, 1)
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end
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love.graphics.printf(formatTime(self.time_limit), 240, 140, 120, "left")
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@ -151,11 +151,11 @@ function Marathon2020Game:advanceOneFrame()
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end
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local cool_cutoffs = {
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sp(0,45,00), sp(0,41,50), sp(0,38,50), sp(0,35,00), sp(0,32,50),
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sp(0,29,20), sp(0,27,20), sp(0,24,80), sp(0,22,80), sp(0,20,60),
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sp(0,19,60), sp(0,19,40), sp(0,19,40), sp(0,18,40), sp(0,18,20),
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sp(0,16,20), sp(0,16,20), sp(0,16,20), sp(0,16,20), sp(0,16,20),
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sp(0,15,20)
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frameTime(0,45,00), frameTime(0,41,50), frameTime(0,38,50), frameTime(0,35,00), frameTime(0,32,50),
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frameTime(0,29,20), frameTime(0,27,20), frameTime(0,24,80), frameTime(0,22,80), frameTime(0,20,60),
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frameTime(0,19,60), frameTime(0,19,40), frameTime(0,19,40), frameTime(0,18,40), frameTime(0,18,20),
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frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20),
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frameTime(0,15,20)
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}
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local levels_for_cleared_rows = { 1, 2, 4, 6 }
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@ -284,11 +284,11 @@ function Marathon2020Game:sectionPassed(old_level, new_level)
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end
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function Marathon2020Game:checkTorikan(section)
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if section == 5 and self.frames < sp(6,00,00) then self.torikan_passed[500] = true end
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if section == 9 and self.frames < sp(8,30,00) then self.torikan_passed[900] = true end
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if section == 10 and self.frames < sp(8,45,00) then self.torikan_passed[1000] = true end
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if section == 15 and self.frames < sp(11,30,00) then self.torikan_passed[1500] = true end
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if section == 19 and self.frames < sp(13,15,00) then self.torikan_passed[1900] = true end
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if section == 5 and self.frames < frameTime(6,00,00) then self.torikan_passed[500] = true end
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if section == 9 and self.frames < frameTime(8,30,00) then self.torikan_passed[900] = true end
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if section == 10 and self.frames < frameTime(8,45,00) then self.torikan_passed[1000] = true end
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if section == 15 and self.frames < frameTime(11,30,00) then self.torikan_passed[1500] = true end
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if section == 19 and self.frames < frameTime(13,15,00) then self.torikan_passed[1900] = true end
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end
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function Marathon2020Game:checkClear(level)
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@ -155,15 +155,15 @@ end
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function MarathonA1Game:checkGMRequirements(old_level, new_level)
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if old_level < 300 and new_level >= 300 then
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if self.score > 12000 and self.frames <= sp(4,15) then
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if self.score > 12000 and self.frames <= frameTime(4,15) then
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self.gm_conditions["level300"] = true
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end
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elseif old_level < 500 and new_level >= 500 then
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if self.score > 40000 and self.frames <= sp(7,30) then
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if self.score > 40000 and self.frames <= frameTime(7,30) then
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self.gm_conditions["level500"] = true
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end
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elseif old_level < 999 and new_level >= 999 then
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if self.score > 126000 and self.frames <= sp(13,30) then
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if self.score > 126000 and self.frames <= frameTime(13,30) then
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self.gm_conditions["level900"] = true
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end
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end
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@ -184,7 +184,7 @@ function MarathonA1Game:drawScoringInfo()
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love.graphics.print(
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self.das.direction .. " " ..
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self.das.frames .. " " ..
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st(self.prev_inputs)
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strTrueValues(self.prev_inputs)
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)
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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love.graphics.printf("GRADE", 240, 120, 40, "left")
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@ -260,7 +260,7 @@ function MarathonA2Game:qualifiesForMRoll()
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local section_average = 0
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for section = 0, 4 do
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section_average = section_average + self.section_times[section]
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if self.section_times[section] > sp(1,05) then
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if self.section_times[section] > frameTime(1,05) then
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return false
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end
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end
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@ -273,7 +273,7 @@ function MarathonA2Game:qualifiesForMRoll()
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return false
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end
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end
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if self.grade < 17 or self.frames > sp(8,45) then
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if self.grade < 17 or self.frames > frameTime(8,45) then
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return false
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end
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return true
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@ -325,7 +325,7 @@ function MarathonA2Game:drawScoringInfo()
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love.graphics.print(
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self.das.direction .. " " ..
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self.das.frames .. " " ..
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st(self.prev_inputs)
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strTrueValues(self.prev_inputs)
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)
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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love.graphics.printf("GRADE", 240, 120, 40, "left")
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@ -160,13 +160,13 @@ function MarathonA3Game:onLineClear(cleared_row_count)
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end
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local cool_cutoffs = {
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sp(0,52), sp(0,52), sp(0,49), sp(0,45), sp(0,45),
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sp(0,42), sp(0,42), sp(0,38), sp(0,38),
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frameTime(0,52), frameTime(0,52), frameTime(0,49), frameTime(0,45), frameTime(0,45),
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frameTime(0,42), frameTime(0,42), frameTime(0,38), frameTime(0,38),
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}
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local regret_cutoffs = {
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sp(0,90), sp(0,75), sp(0,75), sp(0,68), sp(0,60),
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sp(0,60), sp(0,50), sp(0,50), sp(0,50), sp(0,50),
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frameTime(0,90), frameTime(0,75), frameTime(0,75), frameTime(0,68), frameTime(0,60),
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frameTime(0,60), frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50),
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}
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function MarathonA3Game:updateSectionTimes(old_level, new_level)
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@ -372,7 +372,7 @@ function MarathonA3Game:drawScoringInfo()
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love.graphics.print(
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self.das.direction .. " " ..
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self.das.frames .. " " ..
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st(self.prev_inputs)
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strTrueValues(self.prev_inputs)
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)
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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love.graphics.printf("GRADE", 240, 120, 40, "left")
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@ -141,7 +141,7 @@ function MarathonAX4Game:drawScoringInfo()
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love.graphics.print(
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self.das.direction .. " " ..
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self.das.frames .. " " ..
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st(self.prev_inputs)
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strTrueValues(self.prev_inputs)
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)
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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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@ -156,7 +156,7 @@ function MarathonAX4Game:drawScoringInfo()
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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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if not self.game_over and not self.clear and time_left < sp(0,10) and time_left % 4 < 2 then
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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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love.graphics.setColor(1, 0.3, 0.3, 1)
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end
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love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")
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@ -156,7 +156,7 @@ function MarathonC89Game:drawScoringInfo()
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love.graphics.print(
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self.das.direction .. " " ..
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self.das.frames .. " " ..
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st(self.prev_inputs)
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strTrueValues(self.prev_inputs)
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)
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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love.graphics.printf("LINES", 240, 120, 40, "left")
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@ -61,15 +61,15 @@ function PhantomManiaGame:getGravity()
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end
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function PhantomManiaGame:hitTorikan(old_level, new_level)
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if old_level < 300 and new_level >= 300 and self.frames > sp(2,28) then
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if old_level < 300 and new_level >= 300 and self.frames > frameTime(2,28) then
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self.level = 300
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return true
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end
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if old_level < 500 and new_level >= 500 and self.frames > sp(3,38) then
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if old_level < 500 and new_level >= 500 and self.frames > frameTime(3,38) then
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self.level = 500
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return true
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end
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if old_level < 800 and new_level >= 800 and self.frames > sp(5,23) then
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if old_level < 800 and new_level >= 800 and self.frames > frameTime(5,23) then
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self.level = 800
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return true
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end
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@ -86,19 +86,19 @@ function PhantomMania2Game:getNextPiece(ruleset)
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end
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function PhantomMania2Game:hitTorikan(old_level, new_level)
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if old_level < 300 and new_level >= 300 and self.frames > sp(2,02) then
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if old_level < 300 and new_level >= 300 and self.frames > frameTime(2,02) then
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self.level = 300
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return true
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end
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if old_level < 500 and new_level >= 500 and self.frames > sp(3,03) then
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if old_level < 500 and new_level >= 500 and self.frames > frameTime(3,03) then
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self.level = 500
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return true
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end
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if old_level < 800 and new_level >= 800 and self.frames > sp(4,45) then
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if old_level < 800 and new_level >= 800 and self.frames > frameTime(4,45) then
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self.level = 800
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return true
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end
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if old_level < 1000 and new_level >= 1000 and self.frames > sp(5,38) then
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if old_level < 1000 and new_level >= 1000 and self.frames > frameTime(5,38) then
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self.level = 1000
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return true
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end
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@ -188,15 +188,15 @@ end
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local cool_cutoffs = {
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sp(0,36), sp(0,36), sp(0,36), sp(0,36), sp(0,36),
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sp(0,30), sp(0,30), sp(0,30), sp(0,30), sp(0,30),
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sp(0,27), sp(0,27), sp(0,27),
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frameTime(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36),
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frameTime(0,30), frameTime(0,30), frameTime(0,30), frameTime(0,30), frameTime(0,30),
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frameTime(0,27), frameTime(0,27), frameTime(0,27),
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}
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local regret_cutoffs = {
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sp(0,50), sp(0,50), sp(0,50), sp(0,50), sp(0,50),
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sp(0,40), sp(0,40), sp(0,40), sp(0,40), sp(0,40),
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sp(0,35), sp(0,35), sp(0,35),
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frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50),
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frameTime(0,40), frameTime(0,40), frameTime(0,40), frameTime(0,40), frameTime(0,40),
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frameTime(0,35), frameTime(0,35), frameTime(0,35),
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}
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function PhantomMania2Game:updateSectionTimes(old_level, new_level)
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@ -102,15 +102,15 @@ function Survival2020Game:getNextPiece(ruleset)
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end
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function Survival2020Game:hitTorikan(old_level, new_level)
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if old_level < 500 and new_level >= 500 and self.frames > sp(3,00) then
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if old_level < 500 and new_level >= 500 and self.frames > frameTime(3,00) then
|
||||
self.level = 500
|
||||
return true
|
||||
end
|
||||
if old_level < 1000 and new_level >= 1000 and self.frames > sp(5,00) then
|
||||
if old_level < 1000 and new_level >= 1000 and self.frames > frameTime(5,00) then
|
||||
self.level = 1000
|
||||
return true
|
||||
end
|
||||
if old_level < 1500 and new_level >= 1500 and self.frames > sp(7,00) then
|
||||
if old_level < 1500 and new_level >= 1500 and self.frames > frameTime(7,00) then
|
||||
self.level = 1500
|
||||
return true
|
||||
end
|
||||
@ -193,7 +193,7 @@ function Survival2020Game:updateSectionTimes(old_level, new_level)
|
||||
section_time = self.frames - self.section_start_time
|
||||
table.insert(self.section_times, section_time)
|
||||
self.section_start_time = self.frames
|
||||
if section_time <= sp(0,30) then
|
||||
if section_time <= frameTime(0,30) then
|
||||
self.grade = self.grade + 2
|
||||
else
|
||||
self.grade = self.grade + 1
|
||||
|
@ -125,15 +125,15 @@ end
|
||||
|
||||
function SurvivalA1Game:checkGMRequirements(old_level, new_level)
|
||||
if old_level < 300 and new_level >= 300 then
|
||||
if self.score > 12000 and self.frames <= sp(4,15) then
|
||||
if self.score > 12000 and self.frames <= frameTime(4,15) then
|
||||
self.gm_conditions["level300"] = true
|
||||
end
|
||||
elseif old_level < 500 and new_level >= 500 then
|
||||
if self.score > 40000 and self.frames <= sp(7,30) then
|
||||
if self.score > 40000 and self.frames <= frameTime(7,30) then
|
||||
self.gm_conditions["level500"] = true
|
||||
end
|
||||
elseif old_level < 999 and new_level >= 999 then
|
||||
if self.score > 126000 and self.frames <= sp(13,30) then
|
||||
if self.score > 126000 and self.frames <= frameTime(13,30) then
|
||||
self.gm_conditions["level900"] = true
|
||||
end
|
||||
end
|
||||
@ -151,7 +151,7 @@ function SurvivalA1Game:drawScoringInfo()
|
||||
love.graphics.print(
|
||||
self.das.direction .. " " ..
|
||||
self.das.frames .. " " ..
|
||||
st(self.prev_inputs)
|
||||
strTrueValues(self.prev_inputs)
|
||||
)
|
||||
love.graphics.printf("NEXT", 64, 40, 40, "left")
|
||||
love.graphics.printf("GRADE", 240, 120, 40, "left")
|
||||
|
@ -62,7 +62,7 @@ function SurvivalA2Game:getGravity()
|
||||
end
|
||||
|
||||
function SurvivalA2Game:hitTorikan(old_level, new_level)
|
||||
if old_level < 500 and new_level >= 500 and self.frames > sp(3,25) then
|
||||
if old_level < 500 and new_level >= 500 and self.frames > frameTime(3,25) then
|
||||
self.level = 500
|
||||
return true
|
||||
end
|
||||
@ -132,7 +132,7 @@ function SurvivalA2Game:drawScoringInfo()
|
||||
love.graphics.print(
|
||||
self.das.direction .. " " ..
|
||||
self.das.frames .. " " ..
|
||||
st(self.prev_inputs)
|
||||
strTrueValues(self.prev_inputs)
|
||||
)
|
||||
love.graphics.printf("NEXT", 64, 40, 40, "left")
|
||||
love.graphics.printf("GRADE", text_x, 120, 40, "left")
|
||||
|
@ -86,11 +86,11 @@ function SurvivalA3Game:getNextPiece(ruleset)
|
||||
end
|
||||
|
||||
function SurvivalA3Game:hitTorikan(old_level, new_level)
|
||||
if old_level < 500 and new_level >= 500 and self.frames > sp(2,28) then
|
||||
if old_level < 500 and new_level >= 500 and self.frames > frameTime(2,28) then
|
||||
self.level = 500
|
||||
return true
|
||||
end
|
||||
if old_level < 1000 and new_level >= 1000 and self.frames > sp(4,56) then
|
||||
if old_level < 1000 and new_level >= 1000 and self.frames > frameTime(4,56) then
|
||||
self.level = 1000
|
||||
return true
|
||||
end
|
||||
@ -168,7 +168,7 @@ function SurvivalA3Game:updateSectionTimes(old_level, new_level)
|
||||
section_time = self.frames - self.section_start_time
|
||||
table.insert(self.section_times, section_time)
|
||||
self.section_start_time = self.frames
|
||||
if section_time <= sp(1,00) then
|
||||
if section_time <= frameTime(1,00) then
|
||||
self.grade = self.grade + 1
|
||||
end
|
||||
end
|
||||
|
Loading…
Reference in New Issue
Block a user