Compare commits

..

No commits in common. "c7d0034f9bac55fde9080dacf08417296eda73ec" and "dc3ad825dcc29cc1a3a17c04541460046bbce912" have entirely different histories.

2 changed files with 18 additions and 12 deletions

View File

@ -518,7 +518,7 @@ function GameMode:hold(inputs, ruleset, ihs)
self.hold_queue = { self.hold_queue = {
skin = self.piece.skin, skin = self.piece.skin,
shape = self.piece.shape, shape = self.piece.shape,
orientation = ruleset:getDefaultOrientation(self.piece.shape), orientation = ruleset:getDefaultOrientation(),
} }
end end
if data == nil then if data == nil then
@ -901,10 +901,9 @@ end
function GameMode:drawCustom() end function GameMode:drawCustom() end
-- transforms specified in here will transform the whole screen -- transforms specified in here will transform the whole screen
-- if you want a transform for a particular component, push the -- if you want a transform for a particular component, specify
-- default transform by using love.graphics.push(), do your -- it in that component's draw function and then make sure to
-- transform, and then love.graphics.pop() at the end of that -- reset it to origin at the end of that component's draw call!
-- component's draw call!
function GameMode:transformScreen() end function GameMode:transformScreen() end
function GameMode:draw(paused) function GameMode:draw(paused)

View File

@ -47,11 +47,18 @@ function Ruleset:new(game_mode)
else else
bones = config.gamesettings.piece_colour == 3 and "w" or "" bones = config.gamesettings.piece_colour == 3 and "w" or ""
end end
for colour in pairs(blocks["2tie"]) do blocks.bone = {
blocks.bone[colour] = love.graphics.newImage( R = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
"res/img/bone" .. bones .. ".png" O = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
) Y = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
end G = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
C = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
B = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
M = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
F = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
A = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
X = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
}
end end
function Ruleset:rotatePiece(inputs, piece, grid, prev_inputs, initial) function Ruleset:rotatePiece(inputs, piece, grid, prev_inputs, initial)
@ -214,7 +221,7 @@ function Ruleset:initializePiece(
colours = self.colourscheme colours = self.colourscheme
end end
local spawn_x = math.floor(spawn_positions[data.shape].x * grid.width / 10) local spawn_x = math.floor(spawn_positions[data.shape].x / 10 * grid.width)
local spawn_dy local spawn_dy
if (config.gamesettings.spawn_positions == 1) then if (config.gamesettings.spawn_positions == 1) then
@ -230,7 +237,7 @@ function Ruleset:initializePiece(
end end
local piece = Piece(data.shape, data.orientation - 1, { local piece = Piece(data.shape, data.orientation - 1, {
x = spawn_x, x = spawn_x or spawn_positions[data.shape].x,
y = spawn_positions[data.shape].y - spawn_dy y = spawn_positions[data.shape].y - spawn_dy
}, self.block_offsets, 0, 0, data.skin, colours[data.shape], big) }, self.block_offsets, 0, 0, data.skin, colours[data.shape], big)