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