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Bravo score update
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@ -142,13 +142,14 @@ end
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function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
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function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
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self:updateGrade(cleared_lines)
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self:updateGrade(cleared_lines)
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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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self.score = self.score + (
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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(math.ceil((level + cleared_lines) / 4) + 2 * drop_bonus) *
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cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
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cleared_lines * self.combo * self.bravo
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)
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)
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self.lines = self.lines + cleared_lines
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self.lines = self.lines + cleared_lines
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self.combo = self.combo + cleared_lines - 1
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self.combo = self.combo + (cleared_lines - 1) * 2
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else
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else
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self.drop_bonus = 0
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self.drop_bonus = 0
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self.combo = 1
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self.combo = 1
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@ -19,6 +19,8 @@ function SurvivalA1Game:new()
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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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self.bravos = 0
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self.gm_conditions = {
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self.gm_conditions = {
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level300 = false,
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level300 = false,
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level500 = false,
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level500 = false,
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@ -116,10 +118,14 @@ function SurvivalA1Game:onLineClear(cleared_row_count)
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end
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end
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function SurvivalA1Game:updateScore(level, drop_bonus, cleared_lines)
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function SurvivalA1Game:updateScore(level, drop_bonus, cleared_lines)
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if self.grid:checkForBravo(cleared_lines) then
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self.bravo = 4
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self.bravos = self.bravos + 1
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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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self.score = self.score + (
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * (cleared_lines * 2 - 1) * self.combo
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cleared_lines * self.bravo * self.combo
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)
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)
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self.lines = self.lines + cleared_lines
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self.lines = self.lines + cleared_lines
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self.combo = self.combo + (cleared_lines - 1) * 2
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self.combo = self.combo + (cleared_lines - 1) * 2
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@ -169,6 +175,8 @@ function SurvivalA1Game:drawScoringInfo()
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love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
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love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
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end
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end
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if self.bravos > 0 then love.graphics.printf("BRAVO", 300, 120, 40, "left") end
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love.graphics.setFont(font_3x5_3)
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(self.score, 240, 220, 90, "left")
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love.graphics.printf(self.score, 240, 220, 90, "left")
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if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level900"] then
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if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level900"] then
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@ -182,6 +190,7 @@ function SurvivalA1Game:drawScoringInfo()
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if sg >= 5 then
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if sg >= 5 then
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love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
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love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
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end
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end
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if self.bravos > 0 then love.graphics.printf(self.bravos, 300, 140, 40, "left") end
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love.graphics.setFont(font_8x11)
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love.graphics.setFont(font_8x11)
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love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
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love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
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@ -105,10 +105,11 @@ function SurvivalA2Game:onLineClear(cleared_row_count)
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end
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end
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function SurvivalA2Game:updateScore(level, drop_bonus, cleared_lines)
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function SurvivalA2Game:updateScore(level, drop_bonus, cleared_lines)
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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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self.score = self.score + (
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * (cleared_lines * 2 - 1) * self.combo
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cleared_lines * self.bravo * self.combo
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)
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)
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self.lines = self.lines + cleared_lines
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self.lines = self.lines + cleared_lines
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self.combo = self.combo + (cleared_lines - 1) * 2
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self.combo = self.combo + (cleared_lines - 1) * 2
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