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2 Commits
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61de3c6dbf
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61de3c6dbf | ||
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3c718c38e4 |
@ -45,7 +45,9 @@ function GameScene:render()
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self.game:drawBackground()
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self.game:drawBackground()
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self.game:drawFrame()
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self.game:drawFrame()
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self.game:drawGrid()
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self.game:drawGrid()
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if self.game.lcd > 0 then self.game:drawLineClearAnimation() end
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if self.game:canDrawLCA() then
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self.game:drawLineClearAnimation()
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end
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self.game:drawPiece()
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self.game:drawPiece()
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self.game:drawNextQueue(self.ruleset)
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self.game:drawNextQueue(self.ruleset)
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self.game:drawScoringInfo()
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self.game:drawScoringInfo()
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@ -156,9 +156,6 @@ function GameMode:update(inputs, ruleset)
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if self.enable_hold and inputs["hold"] == true and self.held == false and self.prev_inputs["hold"] == false then
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if self.enable_hold and inputs["hold"] == true and self.held == false and self.prev_inputs["hold"] == false then
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self:hold(inputs, ruleset)
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self:hold(inputs, ruleset)
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self.prev_inputs = inputs
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self.prev_inputs = inputs
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if not self.grid:canPlacePiece(self.piece) then
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self.game_over = true
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end
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return
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return
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end
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end
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@ -498,6 +495,10 @@ function GameMode:initializeOrHold(inputs, ruleset)
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if not self.grid:canPlacePiece(self.piece) then
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if not self.grid:canPlacePiece(self.piece) then
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self.game_over = true
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self.game_over = true
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end
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end
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ruleset:dropPiece(
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inputs, self.piece, self.grid, self:getGravity(),
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self:getDropSpeed(), self.drop_locked, self.hard_drop_locked
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)
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end
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end
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function GameMode:hold(inputs, ruleset, ihs)
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function GameMode:hold(inputs, ruleset, ihs)
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@ -522,17 +523,19 @@ function GameMode:hold(inputs, ruleset, ihs)
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if ihs then playSE("ihs")
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if ihs then playSE("ihs")
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else playSE("hold") end
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else playSE("hold") end
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self:onHold()
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self:onHold()
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if not self.grid:canPlacePiece(self.piece) then
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self.game_over = true
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end
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end
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end
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function GameMode:initializeNextPiece(inputs, ruleset, piece_data, generate_next_piece)
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function GameMode:initializeNextPiece(inputs, ruleset, piece_data, generate_next_piece)
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self.piece_hard_dropped = false
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self.piece_hard_dropped = false
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self.piece_soft_locked = false
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self.piece_soft_locked = false
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local gravity = self:getGravity()
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self.piece = ruleset:initializePiece(
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self.piece = ruleset:initializePiece(
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inputs, piece_data, self.grid, gravity,
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inputs, piece_data, self.grid, self:getGravity(),
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self.prev_inputs, self.move,
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self.prev_inputs, self.move,
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self:getLockDelay(), self:getDropSpeed(),
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self:getLockDelay(), self:getDropSpeed(),
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self.lock_drop, self.lock_hard_drop, self.big_mode,
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self.drop_locked, self.hard_drop_locked, self.big_mode,
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(
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(
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self.frames == 0 or (ruleset.are and self:getARE() ~= 0)
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self.frames == 0 or (ruleset.are and self:getARE() ~= 0)
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) and self.irs or false
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) and self.irs or false
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@ -607,6 +610,10 @@ function GameMode:animation(x, y, skin, colour)
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}
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}
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end
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end
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function GameMode:canDrawLCA()
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return self.lcd > 0
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end
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function GameMode:drawLineClearAnimation()
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function GameMode:drawLineClearAnimation()
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-- animation function
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-- animation function
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-- params: block x, y, skin, colour
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-- params: block x, y, skin, colour
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@ -221,16 +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
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local spawn_x = math.floor(spawn_positions[data.shape].x / 10 * grid.width)
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if (grid.width ~= 10) then
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local percent = spawn_positions[data.shape].x / 10
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for i = grid.width - 1, 0, -1 do
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if i / grid.width <= percent then
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spawn_x = i
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break
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end
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end
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end
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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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@ -275,9 +266,9 @@ function Ruleset:processPiece(
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if synchroes_allowed then
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if synchroes_allowed then
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self:rotatePiece(inputs, piece, grid, prev_inputs, false)
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self:rotatePiece(inputs, piece, grid, prev_inputs, false)
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self:movePiece(piece, grid, move, gravity >= 20)
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self:movePiece(piece, grid, move, gravity >= grid.height - 4)
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else
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else
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self:movePiece(piece, grid, move, gravity >= 20)
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self:movePiece(piece, grid, move, gravity >= grid.height - 4)
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self:rotatePiece(inputs, piece, grid, prev_inputs, false)
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self:rotatePiece(inputs, piece, grid, prev_inputs, false)
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end
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end
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self:dropPiece(
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self:dropPiece(
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