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fixed A2 point decay
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d281a732db
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@ -26,6 +26,8 @@ function MarathonA2Game:new()
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self.section_start_time = 0
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self.section_start_time = 0
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self.section_times = { [0] = 0 }
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self.section_times = { [0] = 0 }
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self.section_tetrises = { [0] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
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self.section_tetrises = { [0] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
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self.piece_active_time = 0
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self.tetris_count = 0
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self.SGnames = {
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self.SGnames = {
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"9", "8", "7", "6", "5", "4", "3", "2", "1",
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"9", "8", "7", "6", "5", "4", "3", "2", "1",
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@ -121,7 +123,12 @@ function MarathonA2Game:advanceOneFrame()
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return true
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return true
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end
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end
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function MarathonA2Game:whilePieceActive()
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self.piece_active_time = self.piece_active_time + 1
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end
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function MarathonA2Game:onPieceEnter()
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function MarathonA2Game:onPieceEnter()
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self.piece_active_time = 0
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if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
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if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
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self.level = self.level + 1
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self.level = self.level + 1
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end
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end
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@ -131,8 +138,7 @@ function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
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if not self.clear then
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if not self.clear then
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self:updateGrade(cleared_lines)
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self:updateGrade(cleared_lines)
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if cleared_lines >= 4 then
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if cleared_lines >= 4 then
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self.section_tetrises[math.floor(level / 100)] = self.section_tetrises[math.floor(level / 100)] + 1
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self.tetris_count = self.tetris_count + 1
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print(table.concat(self.section_tetrises, ""))
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end
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end
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if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
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if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
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if cleared_lines > 0 then
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if cleared_lines > 0 then
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@ -149,6 +155,7 @@ function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
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end
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end
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function MarathonA2Game:onLineClear(cleared_row_count)
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function MarathonA2Game:onLineClear(cleared_row_count)
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self:updateSectionTimes(self.level, self.level + cleared_row_count)
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self.level = math.min(self.level + cleared_row_count, 999)
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self.level = math.min(self.level + cleared_row_count, 999)
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if self.level == 999 and not self.clear then
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if self.level == 999 and not self.clear then
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self.clear = true
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self.clear = true
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@ -168,6 +175,9 @@ function MarathonA2Game:updateSectionTimes(old_level, new_level)
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section_time = self.frames - self.section_start_time
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section_time = self.frames - self.section_start_time
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self.section_times[math.floor(old_level / 100)] = section_time
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self.section_times[math.floor(old_level / 100)] = section_time
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self.section_start_time = self.frames
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self.section_start_time = self.frames
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self.section_tetrises[math.floor(old_level / 100)] = self.tetris_count
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self.tetris_count = 0
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print(self.section_tetrises[math.floor(old_level / 100)])
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end
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end
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end
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end
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@ -238,7 +248,7 @@ local grade_conversion = {
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function MarathonA2Game:updateGrade(cleared_lines)
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function MarathonA2Game:updateGrade(cleared_lines)
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if self.clear then return end
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if self.clear then return end
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if cleared_lines == 0 then
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if cleared_lines == 0 then
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self.grade_point_decay_counter = self.grade_point_decay_counter + 1
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self.grade_point_decay_counter = self.grade_point_decay_counter + self.piece_active_time
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if self.grade_point_decay_counter >= grade_point_decays[self.grade + 1] then
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if self.grade_point_decay_counter >= grade_point_decays[self.grade + 1] then
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self.grade_point_decay_counter = 0
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self.grade_point_decay_counter = 0
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self.grade_points = math.max(0, self.grade_points - 1)
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self.grade_points = math.max(0, self.grade_points - 1)
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