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4w optimization and green/orange line adding for applicable modes
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@ -159,6 +159,17 @@ function Grid:garbageRise(row_vals)
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end
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end
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function Grid:applyFourWide()
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for row = 1, 24 do
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local x = self.grid[row]
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x[1] = x[1]~=block and block or x[1]
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x[2] = x[2]~=block and block or x[2]
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x[3] = x[3]~=block and block or x[3]
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x[8] = x[8]~=block and block or x[8]
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x[9] = x[9]~=block and block or x[9]
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x[10] = x[10]~=block and block or x[10]
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end
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end
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function Grid:applyPiece(piece)
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if piece.big then
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self:applyBigPiece(piece)
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@ -249,7 +260,7 @@ function Grid:update()
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end
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function Grid:draw()
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for y = 1, 24 do
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for y = 5, 24 do
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for x = 1, 10 do
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if self.grid[y][x] ~= empty then
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if self.grid_age[y][x] < 1 then
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@ -281,7 +292,7 @@ function Grid:draw()
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end
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function Grid:drawInvisible(opacity_function, garbage_opacity_function)
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for y = 1, 24 do
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for y = 5, 24 do
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for x = 1, 10 do
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if self.grid[y][x] ~= empty then
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if self.grid[y][x].colour == "X" then
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@ -19,7 +19,7 @@ function MarathonA2Game:new()
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self.big_mode = true
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self.roll_frames = 0
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self.combo = 1
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self.grade = 0
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self.grade_points = 0
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self.grade_point_decay_counter = 0
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@ -100,7 +100,7 @@ end
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function MarathonA2Game:advanceOneFrame()
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if self.clear then
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self.roll_frames = self.roll_frames + 1
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if self.roll_frames < 0 then return true end
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if self.roll_frames < 0 then return false end
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if self.roll_frames > 3694 then
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self.completed = true
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end
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@ -122,7 +122,7 @@ function MarathonA2Game:onLineClear(cleared_row_count)
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if self.level == 999 and not self.clear then
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self.clear = true
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self.grid:clear()
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self.roll_frames = -1500
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self.roll_frames = -150
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end
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end
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@ -204,7 +204,7 @@ local grade_conversion = {
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1, 2, 3, 4, 5, 5, 6, 6, 7, 7,
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7, 8, 8, 8, 9, 9, 9, 10, 11, 12,
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12, 12, 13, 13, 14, 14, 15, 15, 16, 16,
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17, 18, 19
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17, 18
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}
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function MarathonA2Game:updateGrade(cleared_lines)
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@ -270,7 +270,10 @@ function MarathonA2Game:drawScoringInfo()
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love.graphics.printf("LEVEL", 240, 320, 40, "left")
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love.graphics.setFont(font_3x5_3)
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if self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1)
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elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
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love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(self.score, 240, 220, 90, "left")
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love.graphics.printf(self.level, 240, 340, 40, "right")
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love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
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@ -16,7 +16,6 @@ SurvivalA3Game.tagline = "The blocks turn black and white! Can you make it to le
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function SurvivalA3Game:new()
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SurvivalA3Game.super:new()
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self.level = 0
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self.grade = 0
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self.garbage = 0
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self.clear = false
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@ -140,7 +139,6 @@ function SurvivalA3Game:onPieceEnter()
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end
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local cleared_row_levels = {1, 2, 4, 6}
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local cleared_row_points = {0.02, 0.05, 0.15, 0.6}
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function SurvivalA3Game:onLineClear(cleared_row_count)
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if not self.clear then
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@ -243,7 +241,10 @@ function SurvivalA3Game:drawScoringInfo()
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self:drawSectionTimesWithSplits(current_section)
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love.graphics.setFont(font_3x5_3)
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if self.roll_frames > 3238 then love.graphics.setColor(1, 0.5, 0, 1)
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elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
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love.graphics.printf(getLetterGrade(math.floor(self.grade)), text_x, 140, 90, "left")
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(self.score, text_x, 220, 90, "left")
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love.graphics.printf(self.level, text_x, 340, 50, "right")
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if self.clear then
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