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https://github.com/SashLilac/cambridge.git
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7 Commits
v0.3.4
...
a79552a6f3
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a79552a6f3 | ||
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cd90405865 | ||
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e69659b2ad | ||
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d90e382037 | ||
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ba6f5bb837 | ||
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39e9dc3303 | ||
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a1f0dfd9f2 |
@@ -6,6 +6,7 @@ bgm = {
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}
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local current_bgm = nil
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local pitch = 1
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local bgm_locked = false
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function switchBGM(sound, subsound)
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@@ -84,5 +85,13 @@ end
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function resumeBGM()
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if current_bgm ~= nil then
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current_bgm:play()
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current_bgm:setPitch(pitch)
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end
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end
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function pitchBGM(new_pitch)
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pitch = new_pitch
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if current_bgm ~= nil then
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current_bgm:setPitch(pitch)
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end
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end
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@@ -4,7 +4,7 @@ named_backgrounds = {
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}
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current_playing_bgs = {}
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extended_bgs = {}
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image_formats = {".png", ".jpg"}
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image_formats = {".jpg", ".png"}
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bgpath = "res/backgrounds/"
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dir = love.filesystem.getDirectoryItems(bgpath)
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2
main.lua
2
main.lua
@@ -113,7 +113,7 @@ function love.keypressed(key, scancode)
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saveConfig()
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scene.restart_message = true
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if config.secret then playSE("mode_decide")
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else playSE("erase") end
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else playSE("erase", "single") end
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-- f12 is reserved for saving screenshots
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elseif scancode == "f12" then
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local ss_name = os.date("ss/%Y-%m-%d_%H-%M-%S.png")
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@@ -81,6 +81,7 @@ function GameScene:onInputPress(e)
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scene = e.input == "retry" and GameScene(self.retry_mode, self.retry_ruleset, self.secret_inputs) or ModeSelectScene()
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elseif e.input == "retry" then
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switchBGM(nil)
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pitchBGM(1)
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self.game:onExit()
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scene = GameScene(self.retry_mode, self.retry_ruleset, self.secret_inputs)
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elseif e.input == "pause" and not (self.game.game_over or self.game.completed) then
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@@ -45,7 +45,7 @@ end
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function KeyConfigScene:render()
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love.graphics.setColor(1, 1, 1, 1)
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drawBackground("input_config")
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drawBackground("options_input")
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love.graphics.setFont(font_3x5_2)
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for i, input in ipairs(configurable_inputs) do
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@@ -107,6 +107,8 @@ function ReplayScene:onInputPress(e)
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e.input == "menu_decide" or
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e.input == "retry"
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) then
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switchBGM(nil)
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pitchBGM(1)
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self.game:onExit()
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loadSave()
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love.math.setRandomSeed(os.time())
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@@ -126,11 +128,13 @@ function ReplayScene:onInputPress(e)
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if self.replay_speed < 1 then
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self.replay_speed = 1
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end
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pitchBGM(self.replay_speed)
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elseif e.input == "right" then
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self.replay_speed = self.replay_speed + 1
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if self.replay_speed > 99 then
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self.replay_speed = 99
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end
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pitchBGM(self.replay_speed)
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elseif e.input == "hold" then
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self.show_invisible = not self.show_invisible
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end
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@@ -47,8 +47,6 @@ function ReplaySelectScene:new()
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end
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function ReplaySelectScene:update()
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switchBGM(nil) -- experimental
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if self.das_up or self.das_down or self.das_left or self.das_right then
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self.das = self.das + 1
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else
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@@ -10,41 +10,10 @@ BigA2Game.tagline = "Big blocks in the most celebrated TGM mode!"
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function BigA2Game:new()
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BigA2Game.super:new()
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self.big_mode = true
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end
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function BigA2Game:updateScore(level, drop_bonus, cleared_lines)
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cleared_lines = cleared_lines / 2
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if not self.clear then
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self:updateGrade(cleared_lines)
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if cleared_lines >= 4 then
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self.tetris_count = self.tetris_count + 1
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end
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if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * self.combo * self.bravo
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)
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else
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self.combo = 1
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end
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self.drop_bonus = 0
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else self.lines = self.lines + cleared_lines end
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end
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function BigA2Game:onLineClear(cleared_row_count)
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cleared_row_count = cleared_row_count / 2
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self:updateSectionTimes(self.level, self.level + cleared_row_count)
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self.level = math.min(self.level + cleared_row_count, 999)
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if self.level == 999 and not self.clear then
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self.clear = true
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self.grid:clear()
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if self:qualifiesForMRoll() then self.grade = 32 end
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self.roll_frames = -150
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local getClearedRowCount = self.grid.getClearedRowCount
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self.grid.getClearedRowCount = function(self)
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return getClearedRowCount(self) / 2
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end
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self.lock_drop = self.level >= 900
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self.lock_hard_drop = self.level >= 900
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end
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return BigA2Game
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@@ -400,6 +400,7 @@ end
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function GameMode:onGameOver()
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switchBGM(nil)
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pitchBGM(1)
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local alpha = 0
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local animation_length = 120
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if self.game_over_frames < animation_length then
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@@ -201,7 +201,7 @@ end
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Survival2020Game.opacityFunction = function(age)
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if age > 300 then return 0
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else return 1 - Math.max(age - 240, 0) / 60 end
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else return 1 - math.max(age - 240, 0) / 60 end
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end
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function Survival2020Game:drawGrid()
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