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Cleaning up ruleset.lua
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@ -47,18 +47,11 @@ function Ruleset:new(game_mode)
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else
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else
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bones = config.gamesettings.piece_colour == 3 and "w" or ""
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bones = config.gamesettings.piece_colour == 3 and "w" or ""
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end
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end
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blocks.bone = {
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for colour in pairs(blocks["2tie"]) do
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R = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
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blocks.bone[colour] = love.graphics.newImage(
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O = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
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"res/img/bone" .. bones .. ".png"
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Y = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
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)
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G = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
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end
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C = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
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B = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
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M = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
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F = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
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A = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
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X = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
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}
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end
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end
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function Ruleset:rotatePiece(inputs, piece, grid, prev_inputs, initial)
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function Ruleset:rotatePiece(inputs, piece, grid, prev_inputs, initial)
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@ -221,7 +214,7 @@ function Ruleset:initializePiece(
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colours = self.colourscheme
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colours = self.colourscheme
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end
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end
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local spawn_x = math.floor(spawn_positions[data.shape].x / 10 * grid.width)
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local spawn_x = math.floor(spawn_positions[data.shape].x * grid.width / 10)
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local spawn_dy
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local spawn_dy
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if (config.gamesettings.spawn_positions == 1) then
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if (config.gamesettings.spawn_positions == 1) then
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@ -237,7 +230,7 @@ function Ruleset:initializePiece(
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end
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end
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local piece = Piece(data.shape, data.orientation - 1, {
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local piece = Piece(data.shape, data.orientation - 1, {
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x = spawn_x or spawn_positions[data.shape].x,
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x = spawn_x,
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y = spawn_positions[data.shape].y - spawn_dy
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y = spawn_positions[data.shape].y - spawn_dy
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}, self.block_offsets, 0, 0, data.skin, colours[data.shape], big)
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}, self.block_offsets, 0, 0, data.skin, colours[data.shape], big)
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