Turned draw offsets and above field offsets into function calls
parent
83e498534c
commit
ef6d156d38
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@ -659,8 +659,8 @@ function GameMode:drawNextQueue(ruleset)
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local colourscheme = ({ruleset.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
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local colourscheme = ({ruleset.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
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function drawPiece(piece, skin, offsets, pos_x, pos_y)
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function drawPiece(piece, skin, offsets, pos_x, pos_y)
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for index, offset in pairs(offsets) do
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for index, offset in pairs(offsets) do
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local x = offset.x + ruleset.draw_offsets[piece].x + ruleset.spawn_positions[piece].x
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local x = offset.x + ruleset:getDrawOffset(piece, rotation).x + ruleset.spawn_positions[piece].x
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local y = offset.y + ruleset.draw_offsets[piece].y + 4.7
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local y = offset.y + ruleset:getDrawOffset(piece, rotation).y + 4.7
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love.graphics.draw(blocks[skin][colourscheme[piece]], pos_x+x*16, pos_y+y*16)
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love.graphics.draw(blocks[skin][colourscheme[piece]], pos_x+x*16, pos_y+y*16)
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end
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end
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end
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end
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@ -48,27 +48,6 @@ PAIRS.big_spawn_positions = {
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[18] = { x=2, y=3 },
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[18] = { x=2, y=3 },
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}
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}
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PAIRS.draw_offsets = {
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[1] = { x=0, y=0 },
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[2] = { x=0, y=0 },
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[3] = { x=0, y=0 },
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[4] = { x=0, y=0 },
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[5] = { x=0, y=0 },
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[6] = { x=0, y=0 },
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[7] = { x=0, y=0 },
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[8] = { x=0, y=0 },
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[9] = { x=0, y=0 },
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[10] = { x=0, y=0 },
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[11] = { x=0, y=0 },
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[12] = { x=0, y=0 },
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[13] = { x=0, y=0 },
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[14] = { x=0, y=0 },
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[15] = { x=0, y=0 },
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[16] = { x=0, y=0 },
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[17] = { x=0, y=0 },
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[18] = { x=0, y=0 },
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}
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PAIRS.next_sounds = {
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PAIRS.next_sounds = {
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[1] = "I",
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[1] = "I",
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[2] = "O",
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[2] = "O",
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@ -265,11 +244,15 @@ function PAIRS:onPieceDrop(piece, grid)
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end
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end
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function PAIRS:get180RotationValue()
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function PAIRS:get180RotationValue()
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if config.gamesettings.world_reverse == 1 then
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return 3
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return 1
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end
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else
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return 3
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function PAIRS:getAboveFieldOffset(shape, orientation)
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end
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if shape == 1 then
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return 1
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else
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return 2
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end
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end
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end
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return PAIRS
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return PAIRS
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@ -35,16 +35,6 @@ Ruleset.next_sounds = {
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T = "T"
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T = "T"
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}
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}
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Ruleset.draw_offsets = {
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I = { x=0, y=0 },
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J = { x=0, y=0 },
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L = { x=0, y=0 },
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O = { x=0, y=0 },
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S = { x=0, y=0 },
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T = { x=0, y=0 },
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Z = { x=0, y=0 },
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}
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Ruleset.pieces = 7
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Ruleset.pieces = 7
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-- Component functions.
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-- Component functions.
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@ -237,6 +227,14 @@ end
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function Ruleset:get180RotationValue() return 2 end
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function Ruleset:get180RotationValue() return 2 end
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function Ruleset:getDefaultOrientation() return 1 end
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function Ruleset:getDefaultOrientation() return 1 end
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function Ruleset:getDrawOffset(shape, orientation) return { x=0, y=0 } end
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function Ruleset:getAboveFieldOffset(shape, orientation)
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if shape == "I" then
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return 1
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else
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return 2
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end
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end
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function Ruleset:initializePiece(
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function Ruleset:initializePiece(
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inputs, data, grid, gravity, prev_inputs,
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inputs, data, grid, gravity, prev_inputs,
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@ -267,12 +265,13 @@ function Ruleset:initializePiece(
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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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spawn_dy = (
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spawn_dy = (
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self.spawn_above_field and 2 or 0
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self.spawn_above_field and
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self:getAboveFieldOffset(data.shape, data.orientation) or 0
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)
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)
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else
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else
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spawn_dy = (
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spawn_dy = (
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config.gamesettings.spawn_positions == 3 and
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config.gamesettings.spawn_positions == 3 and
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2 or 0
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self:getAboveFieldOffset(data.shape, data.orientation) or 0
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)
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)
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end
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end
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