Last LCD added to fix up line clear animations
parent
163b8f6cc5
commit
b85de17e51
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@ -65,6 +65,7 @@ function GameMode:new(secret_inputs)
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self.lock_on_soft_drop = false
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self.lock_on_hard_drop = false
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self.cleared_block_table = {}
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self.last_lcd = 0
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self.used_randomizer = nil
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self.hold_queue = nil
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self.held = false
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@ -265,6 +266,7 @@ function GameMode:update(inputs, ruleset)
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if cleared_row_count > 0 then
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playSE("erase")
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self.lcd = self:getLineClearDelay()
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self.last_lcd = self.lcd
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self.are = (
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ruleset.are and self:getLineARE() or 0
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)
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@ -571,7 +573,7 @@ end
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function GameMode:animation(x, y, skin, colour)
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return {
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1, 1, 1,
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-0.25 + 1.25 * (self.lcd / self:getLineClearDelay()),
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-0.25 + 1.25 * (self.lcd / self.last_lcd),
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skin, colour,
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48 + x * 16, y * 16
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}
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@ -587,7 +589,7 @@ function GameMode:drawLineClearAnimation()
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function animation(x, y, skin, colour)
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return {
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1, 1, 1,
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-0.25 + 1.25 * (self.lcd / self:getLineClearDelay()),
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-0.25 + 1.25 * (self.lcd / self.last_lcd),
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skin, colour,
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48 + x * 16, y * 16
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}
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@ -611,7 +613,7 @@ function GameMode:drawLineClearAnimation()
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function animation(x, y, skin, colour)
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local p = 0.5
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local l = (
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(self:getLineClearDelay() - self.lcd) / self:getLineClearDelay()
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(self.last_lcd - self.lcd) / self.last_lcd
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)
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local dx = l * (x - (1 + self.grid.width) / 2)
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local dy = l * (y - (1 + self.grid.height) / 2)
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