diff --git a/parts/player/draw.lua b/parts/player/draw.lua
index ab9a3a5a..4f20ac9a 100644
--- a/parts/player/draw.lua
+++ b/parts/player/draw.lua
@@ -44,17 +44,16 @@ local function boardTransform(mode)
end
end
end
-local function drawRow(h,V,L,flag)
+local function drawRow(h,V,L,showInvis)
local texture=SKIN.curText
local t=TIME()*4
- local rep=GAME.replaying
for i=1,10 do
if L[i]>0 then
if V[i]>0 then
local a=V[i]*.05
gc_setColor(1,1,1,a)
gc_draw(texture[L[i]],30*i-30,-30*h)-- drawCell(j,i,L[i])
- elseif rep and not flag then
+ elseif showInvis then
gc_setColor(1,1,1,.3+.08*sin(.5*(h-i)+t))
gc_rectangle("fill",30*i-30,-30*h,30,30)
end
@@ -66,72 +65,54 @@ local function drawField(P)
local V,F=P.visTime,P.field
local start=int((P.fieldBeneath+P.fieldUp)/30+1)
- --Sorry, I think using FLAG & GOTO is the easiest way to make this simple.
- --I just want reuse the for-block without using function, because this
- --is called EXTREME FREQUENTLY, and PASSING VARIABLES IS TOO COMPLEX.
- --[[
- Normal style:
- if ENV.upEdge then
- {set shader and coords};
- << draw field block >> (FOR-block)
- {restore shader and coords};
- end
- << draw field block >> (FOR-block)
-
- Simplified by me:
- flag=ENV.upEdge
- if flag then
- {set shader and coords};
- end
- ::label::
- << draw field block >> (FOR-block)
- if flag then
- {restore shader and coords};
- flag=false
- goto label
- end
- ]]
- local flag=ENV.upEdge
if P.falling==-1 then--Blocks only
- if flag then
+ if ENV.upEdge then
gc.setShader(SHADER.lighter)
gc.translate(0,-4)
- end
- ::edgeFinished::
- for j=start,min(start+21,#F)do drawRow(j,V[j],F[j],flag)end
- if flag then
+ --
+ for j=start,min(start+21,#F)do drawRow(j,V[j],F[j])end
+ --
gc.setShader()
gc.translate(0,4)
- flag=false
- goto edgeFinished
end
+ --
+ for j=start,min(start+21,#F)do drawRow(j,V[j],F[j],GAME.replaying)end
+ --
else--With falling animation
local stepY=ENV.smooth and(P.falling/(ENV.fall+1))^2.5*30 or 30
local alpha=P.falling/ENV.fall
local h=1
gc_push("transform")
- if flag then
+ if ENV.upEdge then
gc_push("transform")
gc.setShader(SHADER.lighter)
gc.translate(0,-4)
- end
- ::edgeFinished::
- for j=start,min(start+21,#F)do
- while j==P.clearingRow[h]do
- h=h+1
- gc_translate(0,-stepY)
- gc_setColor(1,1,1,alpha)
- gc_rectangle("fill",0,30-30*j,300,stepY)
- end
- drawRow(j,V[j],F[j],flag)
- end
- if flag then
+ --
+ for j=start,min(start+21,#F)do
+ while j==P.clearingRow[h]do
+ h=h+1
+ gc_translate(0,-stepY)
+ gc_setColor(1,1,1,alpha)
+ gc_rectangle("fill",0,30-30*j,300,stepY)
+ end
+ drawRow(j,V[j],F[j])
+ end
+ --
gc_pop()
gc.setShader()
- flag=false
h=1
- goto edgeFinished
end
+ --
+ for j=start,min(start+21,#F)do
+ while j==P.clearingRow[h]do
+ h=h+1
+ gc_translate(0,-stepY)
+ gc_setColor(1,1,1,alpha)
+ gc_rectangle("fill",0,30-30*j,300,stepY)
+ end
+ drawRow(j,V[j],F[j],GAME.replaying)
+ end
+ --
gc_pop()
end
end