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(Beta) line clear animation
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@ -114,6 +114,7 @@ function Grid:markClearedRows()
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skin = self.grid[row][x].skin,
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colour = "X"
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}
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self.grid_age[row][x] = 0
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end
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end
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end
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@ -330,12 +331,14 @@ function Grid:draw()
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else
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if self.grid[y][x].skin == "bone" then
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love.graphics.setColor(1, 1, 1, 1)
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elseif self.grid[y][x].colour == "X" then
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love.graphics.setColor(0.5, 0.5, 0.5, 1 - self.grid_age[y][x] / 15)
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else
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love.graphics.setColor(0.5, 0.5, 0.5, 1)
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end
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love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
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end
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if self.grid[y][x].skin ~= "bone" then
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if self.grid[y][x].skin ~= "bone" and self.grid[y][x].colour ~= "X" then
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love.graphics.setColor(0.8, 0.8, 0.8, 1)
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love.graphics.setLineWidth(1)
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if y > 1 and self.grid[y-1][x] == empty then
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@ -386,7 +389,7 @@ function Grid:drawInvisible(opacity_function, garbage_opacity_function, lock_fla
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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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opacity = 1
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opacity = 1 - self.grid_age[y][x] / 15
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elseif garbage_opacity_function and self.grid[y][x].colour == "A" then
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opacity = garbage_opacity_function(self.grid_age[y][x])
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else
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@ -432,7 +435,7 @@ function Grid:drawCustom(colour_function, gamestate)
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if block ~= empty then
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local R, G, B, A, outline = colour_function(gamestate, block, x, y, self.grid_age[y][x])
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if self.grid[y][x].colour == "X" then
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A = 1
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A = 1 - self.grid_age[y][x] / 15
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end
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love.graphics.setColor(R, G, B, A)
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love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
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