Implemented challenges!!!!!

This commit is contained in:
Hailey
2021-11-14 14:18:55 +10:00
parent 23b42a534e
commit 9f5f9bc336
12 changed files with 375 additions and 21 deletions

View File

@@ -143,7 +143,7 @@ function GameMode:update(inputs, ruleset)
) then
self:onAttemptPieceRotate(self.piece, self.grid)
end
if self.piece == nil then
self:processDelays(inputs, ruleset)
else
@@ -243,7 +243,7 @@ function GameMode:update(inputs, ruleset)
if self.immobile_spin_bonus and
self.piece.last_rotated and (
self.piece:isDropBlocked(self.grid) and
self.piece:isMoveBlocked(self.grid, { x=-1, y=0 }) and
self.piece:isMoveBlocked(self.grid, { x=-1, y=0 }) and
self.piece:isMoveBlocked(self.grid, { x=1, y=0 }) and
self.piece:isMoveBlocked(self.grid, { x=0, y=-1 })
) then
@@ -251,7 +251,7 @@ function GameMode:update(inputs, ruleset)
end
self.grid:applyPiece(self.piece)
-- mark squares (can be overridden)
if self.square_mode then
self.squares = self.squares + self.grid:markSquares()
@@ -312,7 +312,7 @@ function GameMode:onAttemptPieceRotate(piece, grid) end
function GameMode:onPieceMove(piece, grid, dx) end
function GameMode:onPieceRotate(piece, grid, drot) end
function GameMode:onPieceDrop(piece, grid, dy) end
function GameMode:onPieceLock(piece, cleared_row_count)
function GameMode:onPieceLock(piece, cleared_row_count)
playSE("lock")
end
@@ -616,7 +616,7 @@ function GameMode:drawLineClearAnimation()
-- animation function
-- params: block x, y, skin, colour
-- returns: table with RGBA, skin, colour, x, y
-- Fadeout (default)
--[[
function animation(x, y, skin, colour)
@@ -728,8 +728,8 @@ function GameMode:drawNextQueue(ruleset)
if self.hold_queue ~= nil and self.enable_hold then
self:setHoldOpacity()
drawPiece(
self.hold_queue.shape,
self.hold_queue.skin,
self.hold_queue.shape,
self.hold_queue.skin,
ruleset.block_offsets[self.hold_queue.shape][self.hold_queue.orientation],
-16, -32
)
@@ -828,7 +828,7 @@ end
function GameMode:drawSectionTimesWithSplits(current_section, section_limit)
section_limit = section_limit or math.huge
local section_x = 440
local split_x = 530
@@ -843,7 +843,7 @@ function GameMode:drawSectionTimesWithSplits(current_section, section_limit)
love.graphics.printf(formatTime(split_time), split_x, 40 + 20 * section, 90, "left")
end
end
if (current_section <= section_limit) then
love.graphics.printf(formatTime(self.frames - self.section_start_time), section_x, 40 + 20 * current_section, 90, "left")
love.graphics.printf(formatTime(self.frames), split_x, 40 + 20 * current_section, 90, "left")