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c7d0034f9b
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dc3ad825dc
@ -518,7 +518,7 @@ function GameMode:hold(inputs, ruleset, ihs)
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self.hold_queue = {
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self.hold_queue = {
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skin = self.piece.skin,
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skin = self.piece.skin,
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shape = self.piece.shape,
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shape = self.piece.shape,
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orientation = ruleset:getDefaultOrientation(self.piece.shape),
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orientation = ruleset:getDefaultOrientation(),
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}
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}
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end
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end
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if data == nil then
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if data == nil then
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@ -901,10 +901,9 @@ end
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function GameMode:drawCustom() end
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function GameMode:drawCustom() end
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-- transforms specified in here will transform the whole screen
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-- transforms specified in here will transform the whole screen
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-- if you want a transform for a particular component, push the
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-- if you want a transform for a particular component, specify
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-- default transform by using love.graphics.push(), do your
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-- it in that component's draw function and then make sure to
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-- transform, and then love.graphics.pop() at the end of that
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-- reset it to origin at the end of that component's draw call!
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-- component's draw call!
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function GameMode:transformScreen() end
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function GameMode:transformScreen() end
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function GameMode:draw(paused)
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function GameMode:draw(paused)
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@ -47,11 +47,18 @@ function Ruleset:new(game_mode)
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else
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else
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bones = config.gamesettings.piece_colour == 3 and "w" or ""
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bones = config.gamesettings.piece_colour == 3 and "w" or ""
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end
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end
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for colour in pairs(blocks["2tie"]) do
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blocks.bone = {
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blocks.bone[colour] = love.graphics.newImage(
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R = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
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"res/img/bone" .. bones .. ".png"
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O = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
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)
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Y = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
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end
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G = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
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C = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
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B = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
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M = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
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F = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
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A = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
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X = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
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}
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end
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end
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function Ruleset:rotatePiece(inputs, piece, grid, prev_inputs, initial)
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function Ruleset:rotatePiece(inputs, piece, grid, prev_inputs, initial)
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@ -214,7 +221,7 @@ function Ruleset:initializePiece(
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colours = self.colourscheme
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colours = self.colourscheme
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end
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end
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local spawn_x = math.floor(spawn_positions[data.shape].x * grid.width / 10)
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local spawn_x = math.floor(spawn_positions[data.shape].x / 10 * grid.width)
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local spawn_dy
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local spawn_dy
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if (config.gamesettings.spawn_positions == 1) then
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if (config.gamesettings.spawn_positions == 1) then
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@ -230,7 +237,7 @@ function Ruleset:initializePiece(
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end
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end
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local piece = Piece(data.shape, data.orientation - 1, {
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local piece = Piece(data.shape, data.orientation - 1, {
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x = spawn_x,
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x = spawn_x or spawn_positions[data.shape].x,
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y = spawn_positions[data.shape].y - spawn_dy
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y = spawn_positions[data.shape].y - spawn_dy
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}, self.block_offsets, 0, 0, data.skin, colours[data.shape], big)
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}, self.block_offsets, 0, 0, data.skin, colours[data.shape], big)
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