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Core mode rebalancing
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@ -327,10 +327,10 @@ function Marathon2020Game:checkClear(level)
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end
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end
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function Marathon2020Game:updateSectionTimes(old_level, new_level)
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function Marathon2020Game:updateSectionTimes(old_level, new_level)
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function sectionCool()
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function sectionCool(section)
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self.section_cool_count = self.section_cool_count + 1
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self.section_cool_count = self.section_cool_count + 1
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self.delay_level = math.min(20, self.delay_level + 1)
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self.delay_level = math.min(20, self.delay_level + 1)
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table.insert(self.section_status, "cool")
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if section < 10 then table.insert(self.section_status, "cool") end
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self.cool_timer = 300
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self.cool_timer = 300
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end
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end
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@ -348,7 +348,7 @@ function Marathon2020Game:updateSectionTimes(old_level, new_level)
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table.insert(self.section_times, section_time)
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table.insert(self.section_times, section_time)
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self.section_start_time = self.frames
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self.section_start_time = self.frames
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if section > 4 then self.delay_level = math.min(20, self.delay_level + 1) end
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if section > 5 then self.delay_level = math.min(20, self.delay_level + 1) end
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self:checkTorikan(section)
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self:checkTorikan(section)
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self:checkClear(new_level)
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self:checkClear(new_level)
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@ -357,11 +357,11 @@ function Marathon2020Game:updateSectionTimes(old_level, new_level)
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self.secondary_section_times[section] < self.secondary_section_times[section - 1] + 120 and
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self.secondary_section_times[section] < self.secondary_section_times[section - 1] + 120 and
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self.secondary_section_times[section] < cool_cutoffs[section]
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self.secondary_section_times[section] < cool_cutoffs[section]
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) then
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) then
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sectionCool()
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sectionCool(section)
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elseif self.section_status[section - 1] == "cool" then
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elseif self.section_status[section - 1] == "cool" then
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table.insert(self.section_status, "none")
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table.insert(self.section_status, "none")
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elseif section <= 19 and self.secondary_section_times[section] < cool_cutoffs[section] then
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elseif section <= 19 and self.secondary_section_times[section] < cool_cutoffs[section] then
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sectionCool()
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sectionCool(section)
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else
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else
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table.insert(self.section_status, "none")
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table.insert(self.section_status, "none")
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end
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end
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@ -423,6 +423,14 @@ function Marathon2020Game:drawGrid()
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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 Marathon2020Game:sectionColourFunction(section)
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if self.section_status[section] == "cool" then
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return { 0, 1, 0, 1 }
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else
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return { 1, 1, 1, 1 }
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end
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end
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function Marathon2020Game:drawScoringInfo()
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function Marathon2020Game:drawScoringInfo()
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Marathon2020Game.super.drawScoringInfo(self)
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Marathon2020Game.super.drawScoringInfo(self)
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@ -434,7 +442,7 @@ function Marathon2020Game:drawScoringInfo()
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love.graphics.printf("GRADE PTS.", text_x, 200, 90, "left")
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love.graphics.printf("GRADE PTS.", text_x, 200, 90, "left")
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love.graphics.printf("LEVEL", text_x, 320, 40, "left")
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love.graphics.printf("LEVEL", text_x, 320, 40, "left")
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self:drawSectionTimesWithSecondary(current_section)
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self:drawSectionTimesWithSecondary(current_section, self.sectionColourFunction)
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if (self.cool_timer > 0) then
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if (self.cool_timer > 0) then
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love.graphics.printf("COOL!!", 64, 400, 160, "center")
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love.graphics.printf("COOL!!", 64, 400, 160, "center")
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@ -255,7 +255,7 @@ PhantomMania2Game.garbageOpacityFunction = function(age)
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end
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end
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function PhantomMania2Game:drawGrid()
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function PhantomMania2Game:drawGrid()
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if not (self.game_over or (self.clear and self.level < 1300)) then
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if not (self.game_over) then
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self.grid:drawInvisible(self.rollOpacityFunction, self.garbageOpacityFunction)
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self.grid:drawInvisible(self.rollOpacityFunction, self.garbageOpacityFunction)
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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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