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Minor fixes to TGM modes
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@ -165,16 +165,16 @@ end
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function MarathonA1Game:checkGMRequirements(old_level, new_level)
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function MarathonA1Game:checkGMRequirements(old_level, new_level)
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if old_level < 300 and new_level >= 300 then
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if old_level < 300 and new_level >= 300 then
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if self.score > 12000 and self.frames <= frameTime(4,15) then
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if self.score >= 12000 and self.frames <= frameTime(4,15) then
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self.gm_conditions["level300"] = true
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self.gm_conditions["level300"] = true
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end
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end
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elseif old_level < 500 and new_level >= 500 then
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elseif old_level < 500 and new_level >= 500 then
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if self.score > 40000 and self.frames <= frameTime(7,30) then
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if self.score >= 40000 and self.frames <= frameTime(7,30) then
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self.gm_conditions["level500"] = true
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self.gm_conditions["level500"] = true
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end
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end
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elseif old_level < 999 and new_level >= 999 then
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elseif old_level < 999 and new_level >= 999 then
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if self.score > 126000 and self.frames <= frameTime(13,30) then
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if self.score >= 126000 and self.frames <= frameTime(13,30) then
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self.gm_conditions["level900"] = true
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self.gm_conditions["level999"] = true
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end
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end
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end
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end
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end
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end
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@ -210,7 +210,7 @@ function MarathonA1Game:drawScoringInfo()
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love.graphics.setFont(font_3x5_3)
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(self.score, 240, 220, 90, "left")
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love.graphics.printf(self.score, 240, 220, 90, "left")
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if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level900"] then
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if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level999"] then
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love.graphics.printf("GM", 240, 140, 90, "left")
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love.graphics.printf("GM", 240, 140, 90, "left")
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else
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else
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love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left")
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love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left")
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@ -137,16 +137,16 @@ end
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function SurvivalA1Game:checkGMRequirements(old_level, new_level)
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function SurvivalA1Game:checkGMRequirements(old_level, new_level)
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if old_level < 300 and new_level >= 300 then
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if old_level < 300 and new_level >= 300 then
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if self.score > 12000 and self.frames <= frameTime(4,15) then
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if self.score >= 12000 and self.frames <= frameTime(4,15) then
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self.gm_conditions["level300"] = true
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self.gm_conditions["level300"] = true
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end
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end
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elseif old_level < 500 and new_level >= 500 then
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elseif old_level < 500 and new_level >= 500 then
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if self.score > 40000 and self.frames <= frameTime(7,30) then
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if self.score >= 40000 and self.frames <= frameTime(7,30) then
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self.gm_conditions["level500"] = true
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self.gm_conditions["level500"] = true
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end
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end
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elseif old_level < 999 and new_level >= 999 then
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elseif old_level < 999 and new_level >= 999 then
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if self.score > 126000 and self.frames <= frameTime(13,30) then
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if self.score >= 126000 and self.frames <= frameTime(13,30) then
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self.gm_conditions["level900"] = true
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self.gm_conditions["level999"] = true
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end
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end
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end
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end
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end
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end
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@ -179,7 +179,7 @@ function SurvivalA1Game:drawScoringInfo()
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love.graphics.setFont(font_3x5_3)
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(self.score, 240, 220, 90, "left")
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love.graphics.printf(self.score, 240, 220, 90, "left")
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if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level900"] then
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if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level999"] then
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love.graphics.printf("GM", 240, 140, 90, "left")
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love.graphics.printf("GM", 240, 140, 90, "left")
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else
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else
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love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left")
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love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left")
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@ -88,7 +88,7 @@ function SurvivalA2Game:advanceOneFrame()
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end
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end
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function SurvivalA2Game:onPieceEnter()
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function SurvivalA2Game:onPieceEnter()
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if (self.level % 100 ~= 99 or self.level == 998) and not self.clear and self.frames ~= 0 then
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if (self.level % 100 ~= 99 or self.level ~= 998) and not self.clear and self.frames ~= 0 then
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self.level = self.level + 1
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self.level = self.level + 1
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end
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end
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end
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end
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