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Author SHA1 Message Date
Ishaan Bhardwaj d0fdaf30ab
Merge pull request #81 from Tetro48/std-rs-lockpatch
Patch standard.lua to prevent midair lock
2023-10-19 04:27:06 -04:00
Aymir Dmitrievich Danilov 8062f6e3fa
Patch standard.lua to prevent midair lock 2023-10-19 14:33:25 +07:00
Ishaan Bhardwaj 7c3cf0b1bd
Merge pull request #79 from aur9ra/feat-save-replay-once-per-game-only
Ensure replays are only saved once per game
2023-08-25 19:28:34 -04:00
aur9ra 52ddbbc174 Ensure replays are only saved once per game 2023-08-20 22:22:36 -07:00
Ishaan Bhardwaj 5f81c35677
Merge pull request #78 from Tetro48/replay-qol
Replay frame stepping
2023-08-14 11:26:56 -04:00
Tetro48 635ef6270f
Changed frame step input to `rotate_left` 2023-08-14 21:52:22 +07:00
Tetro48 649dd5f31d
Added frame stepping for replays
`menu_decide` for frame step action is temporary
2023-08-14 21:46:00 +07:00
Ishaan Bhardwaj 34fcc3f659
Merge pull request #77 from Kirby703/master-1
easter egg
2023-08-13 15:49:56 -04:00
Kirby703 4caa268adc
easter egg
scholars remain divided on whether 15640 frames should also be rounded up so as to never jump by .03, or whether it should remain rounded down so as to only have one exceptional timestamp rather than two
2023-08-13 13:51:36 -04:00
Ishaan Bhardwaj a79552a6f3 Pitching BGM added and implemented in replays 2023-07-30 04:53:23 -04:00
Ishaan Bhardwaj cd90405865 Simplified Big A2 code 2023-07-27 06:00:48 -04:00
Ishaan Bhardwaj e69659b2ad Changed the order of the image extensions list
To avoid Funny Stuff
2023-07-26 05:20:55 -04:00
Ishaan Bhardwaj d90e382037
Merge pull request #76 from infinifen/survival-2020-math-fix
Fix a typo causing crashes in Survival 2020 level 1500+
2023-07-22 11:29:39 -04:00
infinifen ba6f5bb837 Fix a typo causing crashes in Survival 2020 level 1500+ 2023-07-22 13:21:21 +02:00
Ishaan Bhardwaj 39e9dc3303 Fixed pressing F8 twice at the title screen 2023-07-21 22:55:00 -04:00
Ishaan Bhardwaj a1f0dfd9f2 Hotfix: Key config screen draws the correct background 2023-07-16 18:40:10 -04:00
Ishaan Bhardwaj 2a21484137 Bump version to v0.3.4 2023-07-16 02:02:55 -04:00
Ishaan Bhardwaj 50410958f0 Re-add clamp for backgrounds beyond the limit 2023-07-16 01:54:20 -04:00
Ishaan Bhardwaj 6fb583e463 Typo fix 2023-07-16 01:52:02 -04:00
Ishaan Bhardwaj 91c8dc3dcc Bump version to v0.3.3.3 2023-07-16 01:50:42 -04:00
Ishaan Bhardwaj 2166a3c6d8 Added support for backgrounds that are not 1280x960 2023-07-16 01:49:26 -04:00
Ishaan Bhardwaj 1556b247fe Style fixes for last pull request 2023-07-16 01:06:06 -04:00
Ishaan Bhardwaj 23d9feb357
Merge pull request #74 from aur9ra/add-video-background-support
Add video background support
2023-07-16 00:48:35 -04:00
Ishaan Bhardwaj c693871621 Added error handling in the case of a corrupt replay 2023-07-16 00:46:45 -04:00
aur9ra 2ba3611c56 Added support for video backgrounds 2023-07-15 21:28:03 -07:00
aur9ra 602e7105ab Merge branch 'master' into add-video-background-support 2023-07-14 23:23:49 -07:00
Ishaan Bhardwaj 7199aa7ef6 BGM playing changes and bugfixes 2023-07-15 02:18:43 -04:00
Ishaan Bhardwaj a972c31d9a
Merge pull request #73 from aur9ra/feat-show-invis-in-replay-option
show invis in replay
2023-07-15 01:59:07 -04:00
aur9ra 02f314997d Removed unnecessary change 2023-07-14 22:55:10 -07:00
aur9ra 4769daedf4 Added show invis support to replays. 2023-07-14 22:50:16 -07:00
aur9ra 4478c07acf First commit, WIP 2023-07-14 17:54:35 -07:00
Ishaan Bhardwaj 52d4aeb3d0 Merge branch 'Tetro48-replay-qol' 2023-07-10 20:51:02 -04:00
Ishaan Bhardwaj 91279c9f38 Merge branch 'replay-qol' of https://github.com/Tetro48/cambridge into Tetro48-replay-qol 2023-07-10 20:50:44 -04:00
Ishaan Bhardwaj 0572803627 Fixed a slight indentation error 2023-07-09 22:35:07 -04:00
Tetro48 1fef7b4880
Added replay fast-forwarding 2023-07-10 08:58:09 +07:00
Ishaan Bhardwaj e09b044de4
Merge pull request #71 from Kirby703/patch-13
fix lategame levelling bug
2023-07-09 20:45:35 -04:00
Kirby703 7d6f783c40
fix lategame levelling bug 2023-07-09 20:06:27 -04:00
Ishaan Bhardwaj 9d365f61a7
Merge pull request #70 from Kirby703/patch-12
fix duplicate cool at 2000
2023-07-09 15:44:04 -04:00
Kirby703 082697c3cd
fix duplicate cool at 2000
now you have to survive the roll for gm! terrifying
2023-07-09 15:41:19 -04:00
Ishaan Bhardwaj 788aa11470 Bump version to v0.3.3.2 2023-07-07 18:16:34 -04:00
Ishaan Bhardwaj a303e82b90 Merge branch 'master' of https://github.com/millabasset/cambridge 2023-07-07 18:14:20 -04:00
Ishaan Bhardwaj b06d03c4e6 Fix bravo detection 2023-07-07 18:14:17 -04:00
Ishaan Bhardwaj a6b8abff6d
Merge pull request #69 from Kirby703/patch-11
hotfix cool logic
2023-07-07 17:19:24 -04:00
Kirby703 bdc317c3c5
hotfix cool logic 2023-07-07 17:10:24 -04:00
Ishaan Bhardwaj 71c9147a2c
Merge pull request #68 from Kirby703/patch-10
re-add 180s and IRS wallkicks after inheritance change
2023-07-04 02:38:52 -04:00
Kirby703 79d706a415
re-add 180s and IRS wallkicks after inheritance change
fixes results of 323c457809
2023-07-04 02:27:04 -04:00
Ishaan Bhardwaj 5fa144f146 Fix Marathon 2020 section cool highlighting 2023-07-02 19:47:39 -04:00
Ishaan Bhardwaj 244e67074d Bump version to v0.3.3.1 2023-07-02 19:13:13 -04:00
Ishaan Bhardwaj 4b456cf49c Removed xcf fonts 2023-07-02 18:20:56 -04:00
Ishaan Bhardwaj 9a67a6ce03 8x11 font by MattMayuga with more characters 2023-07-02 18:07:40 -04:00
29 changed files with 269 additions and 164 deletions

View File

@ -60,6 +60,9 @@ function formatTime(frames)
min = math.floor(frames/3600)
sec = math.floor(frames/60) % 60
hund = math.floor(frames/.6) % 100
if frames == 15641 then
hund = math.ceil(frames/.6) % 100
end
str = string.format("%02d:%02d.%02d", min, sec, hund)
return str
end

View File

@ -6,14 +6,17 @@ bgm = {
}
local current_bgm = nil
local pitch = 1
local bgm_locked = false
local unfocused = false
function switchBGM(sound, subsound)
if bgm_locked then
return
end
if current_bgm ~= nil then
current_bgm:stop()
end
if bgm_locked or config.bgm_volume <= 0 then
if config.bgm_volume <= 0 then
current_bgm = nil
elseif sound ~= nil then
if subsound ~= nil then
@ -67,25 +70,28 @@ function processBGMFadeout(dt)
fadeout_time = 0
fading_bgm = false
end
current_bgm:setVolume(fadeout_time * config.bgm_volume / total_fadeout_time)
current_bgm:setVolume(
fadeout_time * config.bgm_volume / total_fadeout_time
)
end
end
function pauseBGM(f)
if f then
unfocused = true
end
function pauseBGM()
if current_bgm ~= nil then
current_bgm:pause()
end
end
function resumeBGM(f)
if f and scene.paused and unfocused then
unfocused = false
return
end
function resumeBGM()
if current_bgm ~= nil then
current_bgm:play()
current_bgm:setPitch(pitch)
end
end
function pitchBGM(new_pitch)
pitch = new_pitch
if current_bgm ~= nil then
current_bgm:setPitch(pitch)
end
end

View File

@ -26,8 +26,18 @@ font_3x5_4 = love.graphics.newImageFont(
-4
)
font_8x11 = love.graphics.newImageFont(
"res/fonts/8x11_medium.png",
"0123456789:.",
-- this would be font_8x11 with the other one as 8x11_2
-- but that would break compatibility :(
font_8x11_small = love.graphics.newImageFont(
"res/fonts/8x11.png",
" 0123456789:;.,ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz" ..
"?!/\\^@$%<=>()*-+[]_&",
1
)
font_8x11 = love.graphics.newImageFont(
"res/fonts/8x11_medium.png",
" 0123456789:;.,ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz" ..
"?!/\\^@$%<=>()*-+[]_&",
1
)

View File

@ -1,17 +1,105 @@
backgrounds = {
title = love.graphics.newImage("res/backgrounds/title.png"),
title_no_icon = love.graphics.newImage("res/backgrounds/title-no-icon.jpg"),
title_night = love.graphics.newImage("res/backgrounds/title-night.jpg"),
snow = love.graphics.newImage("res/backgrounds/snow.png"),
input_config = love.graphics.newImage("res/backgrounds/options-input.png"),
game_config = love.graphics.newImage("res/backgrounds/options-game.png"),
named_backgrounds = {
"title", "title_no_icon", "title_night",
"snow", "options_input", "options_game"
}
current_playing_bgs = {}
extended_bgs = {}
image_formats = {".jpg", ".png"}
bgpath = "res/backgrounds/"
dir = love.filesystem.getDirectoryItems(bgpath)
local i = 0
local bgpath = "res/backgrounds/%d.png"
while love.filesystem.getInfo(bgpath:format(i*100)) do
backgrounds[i] = love.graphics.newImage(bgpath:format(i*100))
i = i + 1
backgrounds = {}
local function loadExtendedBgs()
extended_bgs = require("res.backgrounds.extend_section_bg")
end
-- error handling for if there is no extend_section_bg
if pcall(loadExtendedBgs) then end
-- helper method to populate backgrounds
local function createBackgroundIfExists(name, file_name)
local format_index = 1
-- see if background is an extension of another background
if extended_bgs[file_name] ~= nil then
copy_bg = extended_bgs[file_name]
copy_bg = copy_bg / 100
backgrounds[name] = backgrounds[copy_bg]
return true
end
-- try creating image backgrounds
while format_index <= #image_formats do
for num, existing_file in pairs(dir) do
if existing_file == (file_name..image_formats[format_index]) then
local tempBgPath = bgpath .. file_name .. image_formats[format_index]
backgrounds[name] = love.graphics.newImage(tempBgPath)
return true
end
end
format_index = format_index + 1
end
-- try creating video background
if love.filesystem.getInfo(bgpath .. file_name .. ".ogv") then
for num, existing_file in pairs(dir) do
if existing_file == (file_name..".ogv") then
local tempBgPath = bgpath .. file_name .. ".ogv"
backgrounds[name] = love.graphics.newVideo(
tempBgPath, {["audio"] = false}
)
-- you can set audio to true, but the video will not loop
-- properly if audio extends beyond video frames
return true
end
end
end
return false
end
local function stopOtherBgs(bg)
if #current_playing_bgs == 0 and bg:typeOf("Video") then
current_playing_bgs[#current_playing_bgs+1] = bg
end
if #current_playing_bgs >= 1 then
while current_playing_bgs[1] ~= bg and #current_playing_bgs >= 1 do
current_playing_bgs[1]:pause()
current_playing_bgs[1]:rewind()
table.remove(current_playing_bgs, 1)
end
end
end
function fetchBackgroundAndLoop(id)
bg = backgrounds[id]
if bg:typeOf("Video") and not bg:isPlaying() then
bg:rewind()
bg:play()
end
stopOtherBgs(bg)
return bg
end
-- create section backgrounds
local section = 0
while (createBackgroundIfExists(section, section*100)) do
section = section + 1
end
-- create named backgrounds
local nbgIndex = 1
while nbgIndex <= #named_backgrounds do
createBackgroundIfExists(
named_backgrounds[nbgIndex],
string.gsub(named_backgrounds[nbgIndex], "_", "-")
)
nbgIndex = nbgIndex + 1
end
-- in order, the colors are:
@ -109,4 +197,17 @@ misc_graphics = {
strike = love.graphics.newImage("res/img/strike.png"),
santa = love.graphics.newImage("res/img/santa.png"),
icon = love.graphics.newImage("res/img/cambridge_transparent.png")
}
}
-- utility function to allow any size background to be used
-- this will stretch the background to 4:3 aspect ratio
function drawBackground(id)
local bg_object = fetchBackgroundAndLoop(id)
local width = bg_object:getWidth()
local height = bg_object:getHeight()
love.graphics.draw(
bg_object,
0, 0, 0,
640 / width, 480 / height
)
end

View File

@ -1 +1 @@
version = "v0.3.3"
version = "v0.3.4"

View File

@ -113,8 +113,8 @@ function love.keypressed(key, scancode)
saveConfig()
scene.restart_message = true
if config.secret then playSE("mode_decide")
else playSE("erase") end
-- f12 is reserved for saving screenshots
else playSE("erase", "single") end
-- f12 is reserved for saving screenshots
elseif scancode == "f12" then
local ss_name = os.date("ss/%Y-%m-%d_%H-%M-%S.png")
local info = love.filesystem.getInfo("ss", "directory")
@ -280,14 +280,6 @@ function love.wheelmoved(x, y)
scene:onInputPress({input=nil, type="wheel", x=x, y=y})
end
function love.focus(f)
if f then
resumeBGM(true)
else
pauseBGM(true)
end
end
function love.resize(w, h)
GLOBAL_CANVAS:release()
GLOBAL_CANVAS = love.graphics.newCanvas(w, h)

View File

@ -0,0 +1,14 @@
-- ex: extend_section_bg[100] = 0
-- extend_section_bg[200] = 0
-- the video background associated with section 0 will continue playing into 100 and 200 without restarting.
-- will also cause any existing level 100, 200 backgrounds specified to NOT render.
-- please also note that you cannot currently extend any "named" backgrounds, such as "title" and "options-input"
extend_section_bg = {}
-- extend_section_bg[100] = 0
-- extend_section_bg[200] = 0
-- remove the dashes
return extend_section_bg

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@ -16,9 +16,7 @@ function CreditsScene:new()
end
function CreditsScene:update()
if love.window.hasFocus() then
self.frames = self.frames + 1
end
self.frames = self.frames + 1
if self.frames >= 2100 * self.scroll_speed then
playSE("mode_decide")
scene = TitleScene()
@ -32,11 +30,7 @@ function CreditsScene:render()
local offset = self.frames / self.scroll_speed
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(
backgrounds[19],
0, 0, 0,
0.5, 0.5
)
drawBackground(19)
love.graphics.setFont(font_3x5_4)
love.graphics.print("Cambridge Credits", 320, 500 - offset)

View File

@ -81,6 +81,7 @@ function GameScene:onInputPress(e)
scene = e.input == "retry" and GameScene(self.retry_mode, self.retry_ruleset, self.secret_inputs) or ModeSelectScene()
elseif e.input == "retry" then
switchBGM(nil)
pitchBGM(1)
self.game:onExit()
scene = GameScene(self.retry_mode, self.retry_ruleset, self.secret_inputs)
elseif e.input == "pause" and not (self.game.game_over or self.game.completed) then

View File

@ -45,11 +45,7 @@ end
function ConfigScene:render()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(
backgrounds["game_config"],
0, 0, 0,
0.5, 0.5
)
drawBackground("options_game")
love.graphics.setFont(font_3x5_4)
love.graphics.print("GAME SETTINGS", 80, 40)

View File

@ -20,11 +20,7 @@ function ConfigScene:update() end
function ConfigScene:render()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(
backgrounds["input_config"],
0, 0, 0,
0.5, 0.5
)
drawBackground("options_input")
love.graphics.setFont(font_3x5_4)
love.graphics.print("INPUT CONFIG", 80, 40)

View File

@ -45,11 +45,7 @@ end
function KeyConfigScene:render()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(
backgrounds["input_config"],
0, 0, 0,
0.5, 0.5
)
drawBackground("options_input")
love.graphics.setFont(font_3x5_2)
for i, input in ipairs(configurable_inputs) do

View File

@ -58,11 +58,7 @@ function ModeSelectScene:update()
end
function ModeSelectScene:render()
love.graphics.draw(
backgrounds[0],
0, 0, 0,
0.5, 0.5
)
drawBackground(0)
love.graphics.draw(misc_graphics["select_mode"], 20, 40)

View File

@ -36,6 +36,9 @@ function ReplayScene:new(replay, game_mode, ruleset)
self.game.pause_time = replay["pause_time"]
self.replay = deepcopy(replay)
self.replay_index = 1
self.replay_speed = 1
self.show_invisible = false
self.frame_steps = 0
DiscordRPC:update({
details = "Viewing a replay",
state = self.game.name,
@ -44,18 +47,25 @@ function ReplayScene:new(replay, game_mode, ruleset)
end
function ReplayScene:update()
if not self.paused then
self.inputs = self.replay["inputs"][self.replay_index]["inputs"]
self.replay["inputs"][self.replay_index]["frames"] = self.replay["inputs"][self.replay_index]["frames"] - 1
if self.replay["inputs"][self.replay_index]["frames"] == 0 and self.replay_index < table.getn(self.replay["inputs"]) then
self.replay_index = self.replay_index + 1
local frames_left = self.replay_speed
if not self.paused or self.frame_steps > 0 then
if self.frame_steps > 0 then
self.frame_steps = self.frame_steps - 1
end
local input_copy = {}
for input, value in pairs(self.inputs) do
input_copy[input] = value
while frames_left > 0 do
frames_left = frames_left - 1
self.inputs = self.replay["inputs"][self.replay_index]["inputs"]
self.replay["inputs"][self.replay_index]["frames"] = self.replay["inputs"][self.replay_index]["frames"] - 1
if self.replay["inputs"][self.replay_index]["frames"] == 0 and self.replay_index < table.getn(self.replay["inputs"]) then
self.replay_index = self.replay_index + 1
end
local input_copy = {}
for input, value in pairs(self.inputs) do
input_copy[input] = value
end
self.game:update(input_copy, self.ruleset)
self.game.grid:update()
end
self.game:update(input_copy, self.ruleset)
self.game.grid:update()
DiscordRPC:update({
details = "Viewing a replay",
state = self.game.name,
@ -69,6 +79,11 @@ function ReplayScene:render()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_3)
love.graphics.printf("REPLAY", 0, 0, 635, "right")
local pauses_y_coordinate = 23
if self.replay_speed > 1 then
pauses_y_coordinate = pauses_y_coordinate + 20
love.graphics.printf(self.replay_speed.."X", 0, 20, 635, "right")
end
love.graphics.setFont(font_3x5_2)
if self.game.pause_time and self.game.pause_count then
if self.game.pause_time > 0 or self.game.pause_count > 0 then
@ -77,10 +92,16 @@ function ReplayScene:render()
self.game.pause_count,
self.game.pause_count == 1 and "" or "S",
formatTime(self.game.pause_time)
), 0, 23, 635, "right")
), 0, pauses_y_coordinate, 635, "right")
end
else
love.graphics.printf("?? PAUSES (--:--.--)", 0, 23, 635, "right")
love.graphics.printf("?? PAUSES (--:--.--)", 0, pauses_y_coordinate, 635, "right")
end
if self.show_invisible then
self.game.grid:draw()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_3)
love.graphics.printf("SHOW INVIS", 64, 60, 160, "center")
end
end
@ -90,6 +111,8 @@ function ReplayScene:onInputPress(e)
e.input == "menu_decide" or
e.input == "retry"
) then
switchBGM(nil)
pitchBGM(1)
self.game:onExit()
loadSave()
love.math.setRandomSeed(os.time())
@ -104,6 +127,23 @@ function ReplayScene:onInputPress(e)
self.paused = not self.paused
if self.paused then pauseBGM()
else resumeBGM() end
--frame step
elseif e.input == "rotate_left" then
self.frame_steps = self.frame_steps + 1
elseif e.input == "left" then
self.replay_speed = self.replay_speed - 1
if self.replay_speed < 1 then
self.replay_speed = 1
end
pitchBGM(self.replay_speed)
elseif e.input == "right" then
self.replay_speed = self.replay_speed + 1
if self.replay_speed > 99 then
self.replay_speed = 99
end
pitchBGM(self.replay_speed)
elseif e.input == "hold" then
self.show_invisible = not self.show_invisible
end
end

View File

@ -14,8 +14,12 @@ function ReplaySelectScene:new()
replay_file_list = love.filesystem.getDirectoryItems("replays")
for i=1,#replay_file_list do
local data = love.filesystem.read("replays/"..replay_file_list[i])
local new_replay = binser.deserialize(data)[1]
replays[#replays + 1] = new_replay
local success, new_replay = pcall(
function() return binser.deserialize(data)[1] end
)
if success then
replays[#replays + 1] = new_replay
end
end
table.sort(replays, function(a, b)
return a["timestamp"] > b["timestamp"]
@ -43,8 +47,6 @@ function ReplaySelectScene:new()
end
function ReplaySelectScene:update()
switchBGM(nil) -- experimental
if self.das_up or self.das_down or self.das_left or self.das_right then
self.das = self.das + 1
else
@ -74,16 +76,12 @@ function ReplaySelectScene:update()
end
function ReplaySelectScene:render()
love.graphics.draw(
backgrounds[0],
0, 0, 0,
0.5, 0.5
)
drawBackground(0)
-- Same graphic as mode select
--love.graphics.draw(misc_graphics["select_mode"], 20, 40)
love.graphics.setFont(font_3x5_4)
love.graphics.setFont(font_8x11)
love.graphics.print("SELECT REPLAY", 20, 35)
if self.display_warning then

View File

@ -29,11 +29,7 @@ function SettingsScene:update() end
function SettingsScene:render()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(
backgrounds["game_config"],
0, 0, 0,
0.5, 0.5
)
drawBackground("options_game")
love.graphics.setFont(font_3x5_4)
love.graphics.print("SETTINGS", 80, 40)

View File

@ -46,11 +46,7 @@ end
function StickConfigScene:render()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(
backgrounds["input_config"],
0, 0, 0,
0.5, 0.5
)
drawBackground("options_input")
love.graphics.setFont(font_3x5_2)
for i, input in ipairs(configurable_inputs) do

View File

@ -73,11 +73,7 @@ local block_offsets = {
function TitleScene:render()
love.graphics.setFont(font_3x5_4)
love.graphics.setColor(1, 1, 1, 1 - self.snow_bg_opacity)
love.graphics.draw(
backgrounds["title_no_icon"], -- title, title_night
0, 0, 0,
0.5, 0.5
)
drawBackground("title_no_icon") -- title, title_night
-- 490, 192
for _, b in ipairs(block_offsets) do
@ -99,11 +95,7 @@ function TitleScene:render()
love.graphics.setFont(font_3x5_2)
love.graphics.setColor(1, 1, 1, self.snow_bg_opacity)
love.graphics.draw(
backgrounds["snow"],
0, 0, 0,
0.5, 0.5
)
drawBackground("snow")
love.graphics.draw(
misc_graphics["santa"],

View File

@ -34,11 +34,7 @@ end
function TuningScene:render()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(
backgrounds["game_config"],
0, 0, 0,
0.5, 0.5
)
drawBackground("options_game")
love.graphics.setColor(1, 1, 1, 0.5)
love.graphics.rectangle("fill", 75, 98 + self.highlight * 75, 400, 33)

View File

@ -231,12 +231,15 @@ function Grid:applyBigPiece(piece)
end
end
function Grid:checkForBravo(cleared_row_count)
for i = 0, self.height - 1 - cleared_row_count do
for j = 0, self.width - 1 do
if self:isOccupied(j, i) then return false end
end
-- places where you see this take an argument used the old, buggy method
function Grid:checkForBravo()
for i = 0, self.height - 1 do
if not self:isRowFull(i+1) then
for j = 0, self.width - 1 do
if self:isOccupied(j, i) then return false end
end
end
end
return true
end

View File

@ -10,41 +10,10 @@ BigA2Game.tagline = "Big blocks in the most celebrated TGM mode!"
function BigA2Game:new()
BigA2Game.super:new()
self.big_mode = true
end
function BigA2Game:updateScore(level, drop_bonus, cleared_lines)
cleared_lines = cleared_lines / 2
if not self.clear then
self:updateGrade(cleared_lines)
if cleared_lines >= 4 then
self.tetris_count = self.tetris_count + 1
end
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo * self.bravo
)
else
self.combo = 1
end
self.drop_bonus = 0
else self.lines = self.lines + cleared_lines end
end
function BigA2Game:onLineClear(cleared_row_count)
cleared_row_count = cleared_row_count / 2
self:updateSectionTimes(self.level, self.level + cleared_row_count)
self.level = math.min(self.level + cleared_row_count, 999)
if self.level == 999 and not self.clear then
self.clear = true
self.grid:clear()
if self:qualifiesForMRoll() then self.grade = 32 end
self.roll_frames = -150
local getClearedRowCount = self.grid.getClearedRowCount
self.grid.getClearedRowCount = function(self)
return getClearedRowCount(self) / 2
end
self.lock_drop = self.level >= 900
self.lock_hard_drop = self.level >= 900
end
return BigA2Game

View File

@ -179,6 +179,9 @@ function GameMode:update(inputs, ruleset)
if self.game_over or self.completed then
if self.save_replay and self.game_over_frames == 0 then
self:saveReplay()
-- ensure replays are only saved once per game, incase self.game_over_frames == 0 for longer than one frame
self.save_replay = false
end
self.game_over_frames = self.game_over_frames + 1
return
@ -400,6 +403,7 @@ end
function GameMode:onGameOver()
switchBGM(nil)
pitchBGM(1)
local alpha = 0
local animation_length = 120
if self.game_over_frames < animation_length then
@ -982,11 +986,7 @@ function GameMode:drawBackground()
local id = self:getBackground()
if type(id) == "number" then id = clamp(id, 0, #backgrounds) end
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(
backgrounds[id],
0, 0, 0,
0.5, 0.5
)
drawBackground(id)
end
function GameMode:drawFrame()

View File

@ -283,7 +283,7 @@ function Marathon2020Game:sectionPassed(old_level, new_level)
)
else
return (
(new_level < 2001 and math.floor(old_level / 100) < math.floor(new_level / 100)) or
(new_level < 2000 and math.floor(old_level / 100) < math.floor(new_level / 100)) or
(new_level >= 2020)
)
end
@ -352,9 +352,13 @@ function Marathon2020Game:updateSectionTimes(old_level, new_level)
table.insert(self.section_times, section_time)
self.section_start_time = self.frames
if self.secondary_section_times[section] < cool_cutoffs[self.delay_level] and
(section == 1 or self.secondary_section_times[section] <= self.secondary_section_times[section - 1] + 120) then
if (
(self.secondary_section_times[section] < cool_cutoffs[self.delay_level]) and
(section == 1 or self.secondary_section_times[section] <= self.secondary_section_times[section - 1] + 120)
) then
sectionCool(section)
else
table.insert(self.section_status, "none")
end
if section > 5 then

View File

@ -143,7 +143,7 @@ end
function Survival2020Game:onPieceEnter()
if not self.clear and (
(self.level < 1900 and self.level % 100 ~= 99) or
self.level == 2019
(1900 <= self.level and self.level < 2019)
) then
self.level = self.level + 1
end
@ -201,7 +201,7 @@ end
Survival2020Game.opacityFunction = function(age)
if age > 300 then return 0
else return 1 - Math.max(age - 240, 0) / 60 end
else return 1 - math.max(age - 240, 0) / 60 end
end
function Survival2020Game:drawGrid()
@ -249,7 +249,7 @@ function Survival2020Game:drawScoringInfo()
end
function Survival2020Game:getBackground()
return math.floor(self.level / 100)
return math.min(19, math.floor(self.level / 100))
end
function Survival2020Game:getHighscoreData()

View File

@ -8,6 +8,8 @@ SRS.hash = "Standard"
SRS.softdrop_lock = false
SRS.harddrop_lock = true
SRS.enable_IRS_wallkicks = true
SRS.MANIPULATIONS_MAX = 15
SRS.wallkicks_line = {
@ -91,6 +93,8 @@ function SRS:onPieceMove(piece, grid)
if piece.manipulations >= SRS.MANIPULATIONS_MAX then
piece.locked = true
end
else
piece.locked = false
end
end
@ -108,4 +112,6 @@ end
function SRS:canPieceRotate() return true end
function SRS:get180RotationValue() return 2 end
return SRS