parent
cdd846c3e6
commit
9ac60cbb5e
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@ -394,7 +394,8 @@ end
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function Grid:draw()
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function Grid:draw()
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for y = 5, self.height do
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for y = 5, self.height do
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for x = 1, self.width do
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for x = 1, self.width do
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if self.grid[y][x] ~= empty then
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if blocks[self.grid[y][x].skin] and
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blocks[self.grid[y][x].skin][self.grid[y][x].colour] then
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if self.grid_age[y][x] < 2 then
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if self.grid_age[y][x] < 2 then
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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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@ -264,6 +264,7 @@ function GameMode:update(inputs, ruleset)
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)
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)
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if self.lcd == 0 then
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if self.lcd == 0 then
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self.grid:clearClearedRows()
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self.grid:clearClearedRows()
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self:afterLineClear(cleared_row_count)
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if self.are == 0 then
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if self.are == 0 then
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self:initializeOrHold(inputs, ruleset)
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self:initializeOrHold(inputs, ruleset)
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end
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end
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@ -300,6 +301,7 @@ function GameMode:onPieceLock(piece, cleared_row_count)
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end
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end
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function GameMode:onLineClear(cleared_row_count) end
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function GameMode:onLineClear(cleared_row_count) end
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function GameMode:afterLineClear(cleared_row_count) end
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function GameMode:onPieceEnter() end
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function GameMode:onPieceEnter() end
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function GameMode:onHold() end
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function GameMode:onHold() end
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@ -431,7 +433,9 @@ function GameMode:processDelays(inputs, ruleset, drop_speed)
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self.lcd = self.lcd - 1
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self.lcd = self.lcd - 1
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self:areCancel(inputs, ruleset)
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self:areCancel(inputs, ruleset)
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if self.lcd == 0 then
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if self.lcd == 0 then
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local cleared_row_count = self.grid:getClearedRowCount()
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self.grid:clearClearedRows()
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self.grid:clearClearedRows()
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self:afterLineClear(cleared_row_count)
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playSE("fall")
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playSE("fall")
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if self.are == 0 then
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if self.are == 0 then
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self:initializeOrHold(inputs, ruleset)
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self:initializeOrHold(inputs, ruleset)
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@ -759,7 +763,9 @@ function GameMode:drawSectionTimesWithSecondary(current_section, section_limit)
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end
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end
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end
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end
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function GameMode:drawSectionTimesWithSplits(current_section)
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function GameMode:drawSectionTimesWithSplits(current_section, section_limit)
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section_limit = section_limit or math.huge
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local section_x = 440
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local section_x = 440
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local split_x = 530
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local split_x = 530
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@ -773,8 +779,11 @@ function GameMode:drawSectionTimesWithSplits(current_section)
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end
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end
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end
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end
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if (current_section <= section_limit) then
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love.graphics.setColor(self:sectionColourFunction(current_section))
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love.graphics.printf(formatTime(self.frames - self.section_start_time), section_x, 40 + 20 * current_section, 90, "left")
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love.graphics.printf(formatTime(self.frames - self.section_start_time), section_x, 40 + 20 * current_section, 90, "left")
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love.graphics.printf(formatTime(self.frames), split_x, 40 + 20 * current_section, 90, "left")
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love.graphics.printf(formatTime(self.frames), split_x, 40 + 20 * current_section, 90, "left")
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end
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end
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end
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function GameMode:drawCustom() end
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function GameMode:drawCustom() end
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Reference in New Issue