Compare commits

..

No commits in common. "a83829443592da56d9aff8dfaa37f00b60ef5849" and "c1693524d797ac0a02b2e9564c10e98d2aa24833" have entirely different histories.

View File

@ -598,28 +598,11 @@ function GameMode:getHighScoreData()
end
function GameMode:animation(x, y, skin, colour)
-- Animation progress where 0 = start and 1 = end
local progress = 1
if self.last_lcd ~= 0 then
progress = (self.last_lcd - self.lcd) / self.last_lcd
end
-- Change this number to change "bounciness"
local bounce = 13
-- Convert progress through the animation into an alpha value
local alpha = 0
-- Cutoff is arbitrary: corresponds to level 500 in Marathon A2
if self.last_lcd > 25 then
-- Goes up and down: looks better when animation is long
alpha = 1 - (bounce * progress^3 - 1.5 * bounce * progress^2 + (0.5 * bounce + 1) * progress)
else
-- Always decreasing: looks better when animation is short
alpha = 1 - progress * progress
end
return {
1, 1, 1,
alpha,
skin, colour,
48 + x * 16, y * 16
1, 1, 1,
-0.25 + 1.25 * (self.lcd / self.last_lcd),
skin, colour,
48 + x * 16, y * 16
}
end
@ -632,36 +615,7 @@ function GameMode:drawLineClearAnimation()
-- params: block x, y, skin, colour
-- returns: table with RGBA, skin, colour, x, y
-- Flashy Fadeout (default)
--[[
function animation(x, y, skin, colour)
-- Animation progress where 0 = start and 1 = end
local progress = 1
if self.last_lcd ~= 0 then
progress = (self.last_lcd - self.lcd) / self.last_lcd
end
-- Change this number to change "bounciness"
local bounce = 13
-- Convert progress through the animation into an alpha value
local alpha = 0
-- Cutoff is arbitrary: corresponds to level 500 in Marathon A2
if self.last_lcd > 25 then
-- Goes up and down: looks better when animation is long
alpha = 1 - (bounce * progress^3 - 1.5 * bounce * progress^2 + (0.5 * bounce + 1) * progress)
else
-- Always decreasing: looks better when animation is short
alpha = 1 - progress * progress
end
return {
1, 1, 1,
alpha,
skin, colour,
48 + x * 16, y * 16
}
end
--]]
-- Fadeout
-- Fadeout (default)
--[[
function animation(x, y, skin, colour)
return {