diff --git a/parts/player.lua b/parts/player.lua index b27090e4..b9b1f96f 100644 --- a/parts/player.lua +++ b/parts/player.lua @@ -441,10 +441,7 @@ local function Pupdate_alive(P,dt) P.curY=P.imgY end end - if P.curY=0 then gc.rectangle("fill",0,602,300*P.lockDelay/P.gameEnv.lock,6)--Lock delay indicator end @@ -700,6 +699,7 @@ local function Pdraw_norm(P) gc.circle("fill",_,615,5) _=_+20 end + --Buffer line local h=0 for i=1,#P.atkBuffer do @@ -1334,8 +1334,12 @@ function player.freshLockDelay(P) P.freshTime=P.freshTime+1 P.lockDelay=min(d+d0*.6,d0) end +end +function player.freshMinY(P) if P.curY0 then + P.freshTime=P.freshTime+1 + end if P.human then SFX.fieldPlay(ifpre and"prerotate"or P:ifoverlap(P.cur.bk,P.curX,P.curY+1)and P:ifoverlap(P.cur.bk,P.curX-1,P.curY)and P:ifoverlap(P.cur.bk,P.curX+1,P.curY)and"rotatekick"or"rotate",nil,P) @@ -1399,7 +1407,8 @@ function player.resetBlock(P) P.r,P.c=#C.bk,#C.bk[1] --Row/column P.curX=int(6-P.c*.5) local y=21+ceil(P.fieldBeneath/30) - P.curY,P.minY=y,y + P.curY=y + P.minY=y+sc[2] local _=P.keyPressing --IMS @@ -2174,9 +2183,9 @@ function player.lose(P) P:showTextF(P.modeData.event,0,120,60,"appear",.26,.9) end P.gameEnv.keepVisible=P.gameEnv.visible~="show" - P:showTextF(text.lose,0,0,90,"appear",.26,.9) + P:showTextF(text.gameover,0,0,60,"appear",.26,.9) if P.human then - game.result="lose" + game.result="gameover" SFX.play("fail") VOC.play("lose") if modeEnv.royaleMode then @@ -2316,9 +2325,7 @@ function player.act.softDrop(P) if P.control and P.waiting==-1 and P.cur then if P.curY~=P.imgY then P.curY=P.curY-1 - if P.curY