Added white and black as their own separate colors...
... instead of borrowing from the lock flash / garbage colorspull/37/head v0.3-beta7
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dd96db170e
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ffd808e6a0
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@ -25,6 +25,15 @@ backgrounds = {
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game_config = love.graphics.newImage("res/backgrounds/options-game.png"),
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game_config = love.graphics.newImage("res/backgrounds/options-game.png"),
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}
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}
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-- in order, the colors are:
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-- red, orange, yellow, green, cyan, blue
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-- magenta (or purple), white, black
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-- the next three don't have colors tied to them
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-- F is used for lock flash
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-- A is a garbage block
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-- X is an invisible "block"
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-- don't use these for piece colors when making a ruleset
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-- all the others are fine to use
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blocks = {
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blocks = {
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["2tie"] = {
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["2tie"] = {
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R = love.graphics.newImage("res/img/s1.png"),
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R = love.graphics.newImage("res/img/s1.png"),
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@ -34,6 +43,8 @@ blocks = {
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C = love.graphics.newImage("res/img/s2.png"),
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C = love.graphics.newImage("res/img/s2.png"),
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B = love.graphics.newImage("res/img/s4.png"),
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B = love.graphics.newImage("res/img/s4.png"),
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M = love.graphics.newImage("res/img/s5.png"),
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M = love.graphics.newImage("res/img/s5.png"),
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W = love.graphics.newImage("res/img/s9.png"),
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D = love.graphics.newImage("res/img/s8.png"),
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F = love.graphics.newImage("res/img/s9.png"),
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F = love.graphics.newImage("res/img/s9.png"),
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A = love.graphics.newImage("res/img/s8.png"),
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A = love.graphics.newImage("res/img/s8.png"),
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X = love.graphics.newImage("res/img/s9.png"),
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X = love.graphics.newImage("res/img/s9.png"),
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@ -46,6 +57,8 @@ blocks = {
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C = love.graphics.newImage("res/img/bone.png"),
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C = love.graphics.newImage("res/img/bone.png"),
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B = love.graphics.newImage("res/img/bone.png"),
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B = love.graphics.newImage("res/img/bone.png"),
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M = love.graphics.newImage("res/img/bone.png"),
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M = love.graphics.newImage("res/img/bone.png"),
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W = love.graphics.newImage("res/img/bone.png"),
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D = love.graphics.newImage("res/img/bone.png"),
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F = love.graphics.newImage("res/img/bone.png"),
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F = love.graphics.newImage("res/img/bone.png"),
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A = love.graphics.newImage("res/img/bone.png"),
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A = love.graphics.newImage("res/img/bone.png"),
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X = love.graphics.newImage("res/img/bone.png"),
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X = love.graphics.newImage("res/img/bone.png"),
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@ -58,13 +71,16 @@ blocks = {
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C = love.graphics.newImage("res/img/gem2.png"),
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C = love.graphics.newImage("res/img/gem2.png"),
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B = love.graphics.newImage("res/img/gem4.png"),
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B = love.graphics.newImage("res/img/gem4.png"),
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M = love.graphics.newImage("res/img/gem5.png"),
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M = love.graphics.newImage("res/img/gem5.png"),
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W = love.graphics.newImage("res/img/gem9.png"),
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D = love.graphics.newImage("res/img/gem9.png"),
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F = love.graphics.newImage("res/img/gem9.png"),
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F = love.graphics.newImage("res/img/gem9.png"),
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A = love.graphics.newImage("res/img/gem9.png"),
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A = love.graphics.newImage("res/img/gem9.png"),
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X = love.graphics.newImage("res/img/gem9.png"),
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X = love.graphics.newImage("res/img/gem9.png"),
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},
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},
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["square"] = {
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["square"] = {
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F = love.graphics.newImage("res/img/squares.png"),
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W = love.graphics.newImage("res/img/squares.png"),
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Y = love.graphics.newImage("res/img/squareg.png"),
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Y = love.graphics.newImage("res/img/squareg.png"),
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F = love.graphics.newImage("res/img/squares.png"),
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X = love.graphics.newImage("res/img/squares.png"),
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X = love.graphics.newImage("res/img/squares.png"),
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}
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}
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}
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}
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@ -87,7 +103,7 @@ ColourSchemes = {
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Z = "R",
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Z = "R",
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O = "Y",
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O = "Y",
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T = "M",
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T = "M",
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},
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}
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}
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}
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for name, blockset in pairs(blocks) do
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for name, blockset in pairs(blocks) do
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@ -349,7 +349,7 @@ function Grid:markSquares()
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elseif i == 2 then
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elseif i == 2 then
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for j = 0, 3 do
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for j = 0, 3 do
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for k = 0, 3 do
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for k = 0, 3 do
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self.grid[y+j][x+k].colour = "F"
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self.grid[y+j][x+k].colour = "W"
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self.grid[y+j][x+k].skin = "square"
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self.grid[y+j][x+k].skin = "square"
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end
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end
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