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9fc7e4b1eb
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a838294435
@ -334,16 +334,7 @@ end
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function GameMode:onGameOver()
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function GameMode:onGameOver()
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switchBGM(nil)
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switchBGM(nil)
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local alpha = 0
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love.graphics.setColor(0, 0, 0, 1 - 2 ^ (-self.game_over_frames / 30))
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local animation_length = 120
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if self.game_over_frames < animation_length then
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-- Show field for a bit, then fade out.
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alpha = math.pow(2048, self.game_over_frames/animation_length - 1)
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elseif self.game_over_frames < 2 * animation_length then
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-- Keep field hidden for a short time, then pop it back in (for screenshots).
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alpha = 1
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end
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love.graphics.setColor(0, 0, 0, alpha)
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love.graphics.rectangle(
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love.graphics.rectangle(
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"fill", 64, 80,
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"fill", 64, 80,
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16 * self.grid.width, 16 * (self.grid.height - 4)
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16 * self.grid.width, 16 * (self.grid.height - 4)
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@ -612,8 +603,18 @@ function GameMode:animation(x, y, skin, colour)
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if self.last_lcd ~= 0 then
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if self.last_lcd ~= 0 then
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progress = (self.last_lcd - self.lcd) / self.last_lcd
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progress = (self.last_lcd - self.lcd) / self.last_lcd
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end
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end
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-- Convert progress through the animation into an alpha value, with easing
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-- Change this number to change "bounciness"
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local alpha = 1 - progress ^ 2
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local bounce = 13
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-- Convert progress through the animation into an alpha value
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local alpha = 0
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-- Cutoff is arbitrary: corresponds to level 500 in Marathon A2
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if self.last_lcd > 25 then
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-- Goes up and down: looks better when animation is long
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alpha = 1 - (bounce * progress^3 - 1.5 * bounce * progress^2 + (0.5 * bounce + 1) * progress)
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else
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-- Always decreasing: looks better when animation is short
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alpha = 1 - progress * progress
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end
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return {
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return {
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1, 1, 1,
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1, 1, 1,
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alpha,
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alpha,
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@ -631,26 +632,7 @@ function GameMode:drawLineClearAnimation()
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-- params: block x, y, skin, colour
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-- params: block x, y, skin, colour
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-- returns: table with RGBA, skin, colour, x, y
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-- returns: table with RGBA, skin, colour, x, y
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-- Quadratic Fadeout (default)
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-- Flashy Fadeout (default)
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--[[
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function animation(x, y, skin, colour)
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-- Animation progress where 0 = start and 1 = end
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local progress = 1
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if self.last_lcd ~= 0 then
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progress = (self.last_lcd - self.lcd) / self.last_lcd
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end
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-- Convert progress through the animation into an alpha value, with easing
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local alpha = 1 - progress ^ 2
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return {
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1, 1, 1,
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alpha,
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skin, colour,
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48 + x * 16, y * 16
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}
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end
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--]]
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-- Flashy Fadeout
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--[[
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--[[
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function animation(x, y, skin, colour)
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function animation(x, y, skin, colour)
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-- Animation progress where 0 = start and 1 = end
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-- Animation progress where 0 = start and 1 = end
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