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synced 2024-11-22 14:39:02 -06:00
Added safe-lock back to Survival CK.
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commit
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@ -268,7 +268,11 @@ function Grid:draw()
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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.draw(blocks[self.grid[y][x].skin]["F"], 48+x*16, y*16)
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love.graphics.draw(blocks[self.grid[y][x].skin]["F"], 48+x*16, y*16)
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else
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else
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love.graphics.setColor(0.5, 0.5, 0.5, 1)
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if self.grid[y][x].skin == "bone" then
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love.graphics.setColor(1, 1, 1, 1)
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else
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love.graphics.setColor(0.5, 0.5, 0.5, 1)
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end
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love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
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love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
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end
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end
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if self.grid[y][x].skin ~= "bone" then
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if self.grid[y][x].skin ~= "bone" then
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@ -22,6 +22,7 @@ function SurvivalCKGame:new()
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self.randomizer = History6RollsRandomizer()
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self.randomizer = History6RollsRandomizer()
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self.lock_drop = true
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self.enable_hold = true
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self.enable_hold = true
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self.next_queue_length = 3
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self.next_queue_length = 3
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@ -153,11 +154,11 @@ function SurvivalCKGame:onLineClear(cleared_row_count)
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local new_level = self.level + cleared_row_count * 2
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local new_level = self.level + cleared_row_count * 2
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self:updateSectionTimes(self.level, new_level)
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self:updateSectionTimes(self.level, new_level)
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if new_level >= 2500 or self:hitTorikan(self.level, new_level) then
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if new_level >= 2500 or self:hitTorikan(self.level, new_level) then
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self.clear = true
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self.clear = true
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if new_level >= 2500 then
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if new_level >= 2500 then
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self.level = 2500
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self.level = 2500
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self.grid:clear()
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self.grid:clear()
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self.big_mode = true
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self.big_mode = true
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self.roll_frames = -150
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self.roll_frames = -150
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end
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end
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else
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else
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@ -217,11 +218,11 @@ function SurvivalCKGame:drawGrid()
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elseif self.level >= 1600 and self.level < 1700 then
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elseif self.level >= 1600 and self.level < 1700 then
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self.grid:drawInvisible(self.rollOpacityFunction2)
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self.grid:drawInvisible(self.rollOpacityFunction2)
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elseif self.level >= 1700 and self.level < 1800 then
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elseif self.level >= 1700 and self.level < 1800 then
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self.grid:drawInvisible(self.rollOpacityFunction3)
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self.grid:drawInvisible(self.rollOpacityFunction3)
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elseif self.level >= 1800 and self.level < 1900 then
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elseif self.level >= 1800 and self.level < 1900 then
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self.grid:drawInvisible(self.rollOpacityFunction4)
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self.grid:drawInvisible(self.rollOpacityFunction4)
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elseif self.level >= 1900 and self.level < 2000 then
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elseif self.level >= 1900 and self.level < 2000 then
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self.grid:drawInvisible(self.rollOpacityFunction5)
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self.grid:drawInvisible(self.rollOpacityFunction5)
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else
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else
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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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@ -34,6 +34,8 @@ function Ruleset:new()
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C = love.graphics.newImage("res/img/bone.png"),
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C = love.graphics.newImage("res/img/bone.png"),
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B = love.graphics.newImage("res/img/bone.png"),
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B = love.graphics.newImage("res/img/bone.png"),
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M = love.graphics.newImage("res/img/bone.png"),
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M = love.graphics.newImage("res/img/bone.png"),
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F = love.graphics.newImage("res/img/bone.png"),
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A = love.graphics.newImage("res/img/bone.png"),
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X = love.graphics.newImage("res/img/bone.png"),
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X = love.graphics.newImage("res/img/bone.png"),
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} or {
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} or {
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R = love.graphics.newImage("res/img/bonew.png"),
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R = love.graphics.newImage("res/img/bonew.png"),
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@ -43,6 +45,8 @@ function Ruleset:new()
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C = love.graphics.newImage("res/img/bonew.png"),
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C = love.graphics.newImage("res/img/bonew.png"),
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B = love.graphics.newImage("res/img/bonew.png"),
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B = love.graphics.newImage("res/img/bonew.png"),
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M = love.graphics.newImage("res/img/bonew.png"),
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M = love.graphics.newImage("res/img/bonew.png"),
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F = love.graphics.newImage("res/img/bonew.png"),
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A = love.graphics.newImage("res/img/bonew.png"),
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X = love.graphics.newImage("res/img/bonew.png"),
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X = love.graphics.newImage("res/img/bonew.png"),
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}
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}
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end
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end
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