convert indents to spaces

This commit is contained in:
Squishy (C6H12O6+NaCl+H2O)
2024-05-29 10:01:34 +07:00
parent dd55171204
commit 3c473fd5f3

View File

@@ -13,7 +13,7 @@ local GameMode = Object:extend()
function GameMode:new(player_name, input_file, replay_grade)
VCTRL.toggle(MOBILE and not input_file and not SETTINGS.tvMode)
if player_name == nil then self.training = true else self.training = false end
if player_name == nil then self.training = true else self.training = false end
if input_file ~= nil then
input_file = love.filesystem.read(REPLAY_DIR..input_file)
input_file = lualzw.decompress(input_file)
@@ -23,10 +23,10 @@ function GameMode:new(player_name, input_file, replay_grade)
self.input_playback = true
self.grade = replay_grade
self.frames = 1
elseif self.training then
player_name = 'TRN'
replay_grade = 'N/A'
self.randomizer = Randomizer(false, nil)
elseif self.training then
player_name = 'TRN'
replay_grade = 'N/A'
self.randomizer = Randomizer(false, nil)
self.input_playback = false
self.frames = 0
else
@@ -64,22 +64,22 @@ function GameMode:new(player_name, input_file, replay_grade)
"9k", "8k", "7k", "6k", "5k", "4k", "3k", "2k", "1k",
"1D", "2D", "3D", "4D", "5D", "6D", "7D", "8D", "9D"
}
self.promo_table = {
self.promo_table = {
26666, 53333, 79999, 106666, 133333, 159999, 186666, 213333, 239999, 266666,
293333, 319999, 346666, 373333, 399999, 426666, 453333, 479999, 506666,
533333, 559999, 586666, 613333, 639999, 666666, 693333, 719999, 719999
}
self.autopromo_table = {
self.autopromo_table = {
79999, 106666, 133333, 159999, 186666, 213333, 239999, 266666, 293333, 319999,
346666, 373333, 399999, 426666, 453333, 479999, 506666, 533333, 559999,
586666, 613333, 639999, 666666, 693333, 719999, 746666, 773333, 1000000
}
self.demo_table = {
}
self.demo_table = {
-1, 13332, 25000, 40000, 50000, 60000, 60000, 120000, 120000, 120000,
180000, 180000, 240000, 240000, 300000, 300000, 360000, 360000, 360000,
420000, 420000, 480000, 480000, 480000, 480000, 540000, 540000, 540000
}
self.speed_divisor = 10000
self.speed_divisor = 10000
self.line_clear_flash = 0
self.lines_cleared = 0
SOUNDS['bgm_firsthalf']:setVolume(0.3)
@@ -89,7 +89,7 @@ function GameMode:new(player_name, input_file, replay_grade)
self.input_saved = false
self.end_grid_clear = false
self.last_active = 0
self.move_count = 0
self.move_count = 0
self.target = 0
self.last_percent = 0
self.total_speed_loss = 0
@@ -162,15 +162,15 @@ end
function GameMode:updateGradeHistory()
if self.grade_score >= self.promo_table[self.grade] then
if (self.grade == 28 and self.grade_history[2] < 4) or self.grade < 28 then self.grade_history[2] = self.grade_history[2] + 1 end
self.point_flash = 60
self.point_flash_color = {0,1,0,1}
elseif self.grade_score <= self.demo_table[self.grade] then
if (self.grade == 1 and self.grade_history[2] > 0) or self.grade > 1 then self.grade_history[2] = self.grade_history[2] - 1 end
self.point_flash = 60
self.point_flash_color = {1,0,0,1}
end
local auto_flag = false
if (self.grade == 28 and self.grade_history[2] < 4) or self.grade < 28 then self.grade_history[2] = self.grade_history[2] + 1 end
self.point_flash = 60
self.point_flash_color = {0,1,0,1}
elseif self.grade_score <= self.demo_table[self.grade] then
if (self.grade == 1 and self.grade_history[2] > 0) or self.grade > 1 then self.grade_history[2] = self.grade_history[2] - 1 end
self.point_flash = 60
self.point_flash_color = {1,0,0,1}
end
local auto_flag = false
while self.grade_score >= self.autopromo_table[self.grade] and self.grade < 28 do
self.grade = self.grade + 1
self.point_flash = 1
@@ -178,7 +178,7 @@ function GameMode:updateGradeHistory()
self.grade_change_color = {0,0,1,1}
self.end_game_sound = "autopromote"
auto_flag = true
end
end
if self.grade_history[2] >= 5 and self.grade < 28 and auto_flag == false then
self.grade = self.grade + 1
self.point_flash = 1
@@ -194,7 +194,7 @@ function GameMode:updateGradeHistory()
end
if self.starting_grade ~= self.grade then
self.grade_history[1] = self.grade
self.grade_history[2] = 2
self.grade_history[2] = 2
end
self.grade_history[4] = self.grade_history[4] + 1
end
@@ -227,31 +227,31 @@ end
function GameMode:getARR() return 1 end
function GameMode:getDropSpeed() return 1 end
function GameMode:getARE()
if self.training then return 20 end
if self.speed_level <= #self.delay_table then return self.delay_table[self.speed_level][2]
if self.training then return 20 end
if self.speed_level <= #self.delay_table then return self.delay_table[self.speed_level][2]
else return self.delay_table[#self.delay_table][2] end
end
function GameMode:getLineARE() return self:getARE() end
function GameMode:getLockDelay()
if self.training then return 99999999999 end
if self.speed_level <= #self.delay_table then return self.delay_table[self.speed_level][3]
if self.training then return 99999999999 end
if self.speed_level <= #self.delay_table then return self.delay_table[self.speed_level][3]
else return self.delay_table[#self.delay_table][3] end
end
function GameMode:getLineClearDelay() return self:getARE() end
function GameMode:getDasLimit()
if self.training then return 8 end
if self.speed_level <= #self.delay_table then return self.delay_table[self.speed_level][4]
if self.training then return 8 end
if self.speed_level <= #self.delay_table then return self.delay_table[self.speed_level][4]
else return self.delay_table[#self.delay_table][4] end
end
function GameMode:getDasCutDelay() return 0 end
function GameMode:getGravity()
if self.training then return 20 end
if self.speed_level <= #self.delay_table then return self.delay_table[self.speed_level][1]
if self.training then return 20 end
if self.speed_level <= #self.delay_table then return self.delay_table[self.speed_level][1]
else return self.delay_table[#self.delay_table][1] end
end
@@ -346,8 +346,8 @@ function GameMode:update(inputs, ruleset)
if self.grade_change_flash > 0 and self.game_over_frames >= 2 then self.grade_change_flash = self.grade_change_flash - 1 end
if self.point_flash > 0 and self.game_over_frames >= 2 then self.point_flash = self.point_flash - 1 end
if self.game_over_frames == 2 then
PlaySEOnce(self.end_game_sound)
end
PlaySEOnce(self.end_game_sound)
end
if self.game_over or self.completed then
self.game_over_frames = self.game_over_frames + 1
if self.game_over_frames == 1 then self:storeInput(inputs) end
@@ -369,24 +369,24 @@ function GameMode:update(inputs, ruleset)
self.up_lock = true
end
if not inputs["up"] then self.up_lock = false end
local dir_list = {"down", "left", "right"}
for i = 1, #dir_list do
if inputs[dir_list[i]] and not table.contains(self.directions_pressed, dir_list[i]) then
table.insert(self.directions_pressed, dir_list[i])
elseif not inputs[dir_list[i]] then
for j=1, #self.directions_pressed do
if self.directions_pressed[j] == dir_list[i] then table.remove(self.directions_pressed, j) end
end
end
end
if #self.directions_pressed > 0 then
for i=1, #self.directions_pressed-1 do
inputs[self.directions_pressed[i]] = false
end
inputs[self.directions_pressed[#self.directions_pressed]] = true
if inputs['left'] then self.lastdir = -1
elseif inputs['right'] then self.lastdir = 1 end
end
local dir_list = {"down", "left", "right"}
for i = 1, #dir_list do
if inputs[dir_list[i]] and not table.contains(self.directions_pressed, dir_list[i]) then
table.insert(self.directions_pressed, dir_list[i])
elseif not inputs[dir_list[i]] then
for j=1, #self.directions_pressed do
if self.directions_pressed[j] == dir_list[i] then table.remove(self.directions_pressed, j) end
end
end
end
if #self.directions_pressed > 0 then
for i=1, #self.directions_pressed-1 do
inputs[self.directions_pressed[i]] = false
end
inputs[self.directions_pressed[#self.directions_pressed]] = true
if inputs['left'] then self.lastdir = -1
elseif inputs['right'] then self.lastdir = 1 end
end
-- advance one frame
@@ -521,7 +521,7 @@ function GameMode:stackQualityCheck()
local stack_clean = self:detectHoles(x, y)
if not stack_clean then
hole_num = hole_num + 1
end
end
end
end
end
@@ -541,26 +541,26 @@ function GameMode:doStackQuality()
if total_speed <= 0 then total_speed = 0.001 end
self.total_speed_loss = total_speed / #self.speed_table
if #self.speed_table == 0 then self.total_speed_loss = 0 end
self.last_holes = contiguous_holes
self.last_holes = contiguous_holes
end
function GameMode:doSpeedCheck()
self.target = self.move_count
local speed = (self.target/self.active_frames)
if speed > 1 then speed = 1 end
table.insert(self.speed_table, 1, speed)
self.target = self.move_count
local speed = (self.target/self.active_frames)
if speed > 1 then speed = 1 end
table.insert(self.speed_table, 1, speed)
while #self.speed_table > 50 do
table.remove(self.speed_table, #self.speed_table)
end
local total_speed = 0
for i=1, #self.speed_table do
total_speed = total_speed + self.speed_table[i]
end
local total_speed = 0
for i=1, #self.speed_table do
total_speed = total_speed + self.speed_table[i]
end
if total_speed <= 0 then total_speed = 0.001 end
self.total_speed_loss = total_speed / #self.speed_table
self.total_speed_loss = total_speed / #self.speed_table
if #self.speed_table == 0 then self.total_speed_loss = 0 end
self.last_active = self.active_frames
self.last_percent = speed
self.last_active = self.active_frames
self.last_percent = speed
self.active_frames = 0
self.move_count = 0
end
@@ -571,7 +571,7 @@ function GameMode:updateScore(cleared_lines)
while cleared_lines+self.total_lines > 300 do
cleared_lines = cleared_lines - 1
end
self.last_speed = math.ceil(self.total_speed_loss * self.bonus_components['speed'] * cleared_lines)
self.last_speed = math.ceil(self.total_speed_loss * self.bonus_components['speed'] * cleared_lines)
self.line_clear_flash = 240
self.lines_cleared = cleared_lines
self.score_to_add = self.lineClearPoints[cleared_lines] + self.last_speed
@@ -590,25 +590,25 @@ function GameMode:advanceOneFrame()
love.audio.stop()
self.audio_stopped = true
end
end
end
if self.training and not SOUNDS['bgm_title']:isPlaying() and SETTINGS["music"] then SOUNDS['bgm_title']:play() end
if not self.training then
if self.nextbgmflag and SOUNDS['bgm_firsthalf']:isPlaying() then
if SOUNDS['bgm_firsthalf']:getVolume() > 0.1 then
SOUNDS['bgm_firsthalf']:setVolume(SOUNDS['bgm_firsthalf']:getVolume()-0.01)
else
SOUNDS['bgm_firsthalf']:stop()
end
end
if self.ready_frames < 1 and not SOUNDS['bgm_firsthalf']:isPlaying() and not SOUNDS['bgm_secondhalf']:isPlaying() and SETTINGS["music"] then
if not self.nextbgmflag then SOUNDS['bgm_firsthalf']:play()
elseif self.total_lines < 296 then SOUNDS['bgm_secondhalf']:play() end
end
if self.total_lines >= 296 then
SOUNDS['bgm_firsthalf']:stop()
SOUNDS['bgm_secondhalf']:stop()
end
end
if not self.training then
if self.nextbgmflag and SOUNDS['bgm_firsthalf']:isPlaying() then
if SOUNDS['bgm_firsthalf']:getVolume() > 0.1 then
SOUNDS['bgm_firsthalf']:setVolume(SOUNDS['bgm_firsthalf']:getVolume()-0.01)
else
SOUNDS['bgm_firsthalf']:stop()
end
end
if self.ready_frames < 1 and not SOUNDS['bgm_firsthalf']:isPlaying() and not SOUNDS['bgm_secondhalf']:isPlaying() and SETTINGS["music"] then
if not self.nextbgmflag then SOUNDS['bgm_firsthalf']:play()
elseif self.total_lines < 296 then SOUNDS['bgm_secondhalf']:play() end
end
if self.total_lines >= 296 then
SOUNDS['bgm_firsthalf']:stop()
SOUNDS['bgm_secondhalf']:stop()
end
end
if self.clear then
self.completed = true
end
@@ -637,29 +637,29 @@ end
function GameMode:onAttemptPieceMove(piece, grid) end
function GameMode:onAttemptPieceRotate(piece, grid) end
function GameMode:onPieceMove(piece, grid, dx)
if not self.moved then
self.move_count = self.move_count + 1
self.moved = true
end
if not self.moved then
self.move_count = self.move_count + 1
self.moved = true
end
end
function GameMode:onPieceRotate(piece, grid, drot)
if not self.moved then
self.move_count = self.move_count + 1
self.moved = true
end
if not self.moved then
self.move_count = self.move_count + 1
self.moved = true
end
end
function GameMode:onPieceDrop(piece, grid, dy)
if not self.moved then
self.move_count = self.move_count + 1
self.moved = true
end
if not self.moved then
self.move_count = self.move_count + 1
self.moved = true
end
end
function GameMode:onPieceLock(piece, cleared_row_count)
if not self.moved then
self.move_count = self.move_count + 1
self.moved = true
end
self.lastdir = 0
if not self.moved then
self.move_count = self.move_count + 1
self.moved = true
end
self.lastdir = 0
PlaySE("lock")
end
@@ -680,7 +680,7 @@ function GameMode:onGameOver()
if not self.training then VCTRL.toggle(false) end
if not self.input_playback and not self.training and not PENTO_MODE then
if not self.did_grades then
self.grade_score = self.grade_score + self.speed_level
self.grade_score = self.grade_score + self.speed_level
if #self.speed_table >= 49 then
self:updateGradeHistory()
end
@@ -690,16 +690,16 @@ function GameMode:onGameOver()
end
self:drawEndScoringInfo()
elseif not self.did_grades then
self.grade_score = self.grade_score + self.speed_level
self.did_grades = true
end
self.grade_score = self.grade_score + self.speed_level
self.did_grades = true
end
if PENTO_MODE and not self.training then self:drawEndScoringInfo() end
end
function GameMode:drawEndScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
drawText("Score: ", 247, 135, 1000, "left")
drawBigText(string.format("%s", self.grade_score), 247, 150, 100, "center")
drawText("Score: ", 247, 135, 1000, "left")
drawBigText(string.format("%s", self.grade_score), 247, 150, 100, "center")
if not PENTO_MODE then
drawText("Best scores:", 247, 220, 1000, "left")
@@ -869,10 +869,10 @@ function GameMode:drawLineClearAnimation()
fade_timer = self.lcd/20
love.graphics.setColor(1,1,1,fade_timer)
love.graphics.draw(BLOCKS[block.skin][block.colour..'_d'], real_x, real_y+fall_timer)
if self.lcd > self:getLineClearDelay() - 5 then
love.graphics.setColor(1,1,1,fade_timer*0.3)
love.graphics.draw(BLOCKS[block.skin]['W'], real_x, real_y+fall_timer)
end
if self.lcd > self:getLineClearDelay() - 5 then
love.graphics.setColor(1,1,1,fade_timer*0.3)
love.graphics.draw(BLOCKS[block.skin]['W'], real_x, real_y+fall_timer)
end
end
end
end
@@ -921,61 +921,61 @@ function GameMode:drawGrid()
end
function GameMode:drawInputDisplay(left, top)
if self.replay_inputs[self.frames] ~= nil then
drawText("+", left+10, top+8, 1000, "left")
drawText("", left+10, top+18, 1000, "left",{1-boolToInt(self.replay_inputs[self.frames]['down']),1,1-boolToInt(self.replay_inputs[self.frames]['down']),1})
drawText("", left, top+8, 1000, "left",{1-boolToInt(self.replay_inputs[self.frames]['left']),1,1-boolToInt(self.replay_inputs[self.frames]['left']),1})
drawText("", left+20, top+8, 1000, "left",{1-boolToInt(self.replay_inputs[self.frames]['right']),1,1-boolToInt(self.replay_inputs[self.frames]['right']),1})
drawText("L", left+35, top+8, 1000, "left",{1-boolToInt(self.replay_inputs[self.frames]['rotate_left']),1,1-boolToInt(self.replay_inputs[self.frames]['rotate_left']),1})
drawText("R", left+50, top+8, 1000, "left",{1-boolToInt(self.replay_inputs[self.frames]['rotate_right']),1,1-boolToInt(self.replay_inputs[self.frames]['rotate_right']),1})
drawText("L", left+65, top+8, 1000, "left",{1-boolToInt(self.replay_inputs[self.frames]['rotate_left2']),1,1-boolToInt(self.replay_inputs[self.frames]['rotate_left2']),1})
drawText("R", left+80, top+8, 1000, "left",{1-boolToInt(self.replay_inputs[self.frames]['rotate_right2']),1,1-boolToInt(self.replay_inputs[self.frames]['rotate_right2']),1})
else
drawText("+", left+10, top+8, 1000, "left")
drawText("", left+10, top+18, 1000, "left")
drawText("", left, top+8, 1000, "left")
drawText("", left+20, top+8, 1000, "left")
drawText("L", left+35, top+8, 1000, "left")
drawText("R", left+50, top+8, 1000, "left")
drawText("L", left+65, top+8, 1000, "left")
drawText("R", left+80, top+8, 1000, "left")
end
if self.replay_inputs[self.frames] ~= nil then
drawText("+", left+10, top+8, 1000, "left")
drawText(CHAR.key.down , left+10, top+18, 1000, "left",{1-boolToInt(self.replay_inputs[self.frames]['down']),1,1-boolToInt(self.replay_inputs[self.frames]['down']),1})
drawText(CHAR.key.left , left , top+ 8, 1000, "left",{1-boolToInt(self.replay_inputs[self.frames]['left']),1,1-boolToInt(self.replay_inputs[self.frames]['left']),1})
drawText(CHAR.key.right, left+20, top+ 8, 1000, "left",{1-boolToInt(self.replay_inputs[self.frames]['right']),1,1-boolToInt(self.replay_inputs[self.frames]['right']),1})
drawText("L", left+35, top+8, 1000, "left",{1-boolToInt(self.replay_inputs[self.frames]['rotate_left']),1,1-boolToInt(self.replay_inputs[self.frames]['rotate_left']),1})
drawText("R", left+50, top+8, 1000, "left",{1-boolToInt(self.replay_inputs[self.frames]['rotate_right']),1,1-boolToInt(self.replay_inputs[self.frames]['rotate_right']),1})
drawText("L", left+65, top+8, 1000, "left",{1-boolToInt(self.replay_inputs[self.frames]['rotate_left2']),1,1-boolToInt(self.replay_inputs[self.frames]['rotate_left2']),1})
drawText("R", left+80, top+8, 1000, "left",{1-boolToInt(self.replay_inputs[self.frames]['rotate_right2']),1,1-boolToInt(self.replay_inputs[self.frames]['rotate_right2']),1})
else
drawText("+", left+10, top+8, 1000, "left")
drawText(CHAR.key.down , left+10, top+18, 1000)
drawText(CHAR.key.left , left , top+ 8, 1000)
drawText(CHAR.key.right, left+20, top+ 8, 1000)
drawText("L", left+35, top+8, 1000, "left")
drawText("R", left+50, top+8, 1000, "left")
drawText("L", left+65, top+8, 1000, "left")
drawText("R", left+80, top+8, 1000, "left")
end
end
function GameMode:drawSpeedStats(left, top)
love.graphics.setColor(0,0,0,0.5)
love.graphics.rectangle("fill", left+3, top+3, 190, 145, 10, 10)
love.graphics.setColor(0.05,0.05,0.05,1)
love.graphics.rectangle("fill", left, top, 190, 145, 10, 10)
love.graphics.setColor(0,0,0,0.5)
love.graphics.rectangle("fill", left+3, top+3, 190, 145, 10, 10)
love.graphics.setColor(0.05,0.05,0.05,1)
love.graphics.rectangle("fill", left, top, 190, 145, 10, 10)
drawText("Efficiency Bonus: ", left+15, top+10, 1000, "left")
local lines = self.total_lines
if lines == 0 then lines = 1 end
if self.move_count == 0 then
drawText(string.format(" %4d Num. of Moves", self.target), left+15, top+25, 1000, "left")
else
drawText(string.format(" %4d Num. of Moves", self.move_count), left+15, top+25, 1000, "left")
end
drawText(string.format("/ %4d Active Frames", self.last_active), left+15, top+40, 1000, "left")
drawText(string.format("= %1.2f\n (0 added for hole)\n %1.2f %dpc Average\nx %s x Lines\n+ %4d", self.last_percent, self.total_speed_loss, #self.speed_table, self.bonus_components['speed'], self.last_speed), left+15, top+55, 1000, "left")
if lines == 0 then lines = 1 end
if self.move_count == 0 then
drawText(string.format(" %4d Num. of Moves", self.target), left+15, top+25, 1000, "left")
else
drawText(string.format(" %4d Num. of Moves", self.move_count), left+15, top+25, 1000, "left")
end
drawText(string.format("/ %4d Active Frames", self.last_active), left+15, top+40, 1000, "left")
drawText(string.format("= %1.2f\n (0 added for hole)\n %1.2f %dpc Average\nx %s x Lines\n+ %4d", self.last_percent, self.total_speed_loss, #self.speed_table, self.bonus_components['speed'], self.last_speed), left+15, top+55, 1000, "left")
end
function GameMode:drawLinesStats(left, top)
love.graphics.setColor(0,0,0,0.5)
love.graphics.rectangle("fill", left+3, top+3, 190, 90, 10, 10)
love.graphics.setColor(0.05,0.05,0.05,1)
love.graphics.rectangle("fill", left, top, 190, 90, 10, 10)
love.graphics.setColor(0,0,0,0.5)
love.graphics.rectangle("fill", left+3, top+3, 190, 90, 10, 10)
love.graphics.setColor(0.05,0.05,0.05,1)
love.graphics.rectangle("fill", left, top, 190, 90, 10, 10)
local lines = self.total_lines
if lines == 0 then lines = 1 end
if lines == 0 then lines = 1 end
drawText("Lines Bonus: ", left+15, top+10, 1000, "left")
-- drawText(string.format("+ %4d %3d%%", self.lineClearPoints[self.lines_cleared], (self.score_totals['lines']/(self.lineClearPoints[4]*math.ceil(lines/4)))*100), left+15, top+25, 1000, "left")
drawText(string.format("2 x Lines = %d\n3 x Lines = %d\n4 x Lines = %d", self.lineClearPoints[2], self.lineClearPoints[3], self.lineClearPoints[4]), left+15, top+25, 1000, "left")
-- drawText(string.format("+ %4d %3d%%", self.lineClearPoints[self.lines_cleared], (self.score_totals['lines']/(self.lineClearPoints[4]*math.ceil(lines/4)))*100), left+15, top+25, 1000, "left")
drawText(string.format("2 x Lines = %d\n3 x Lines = %d\n4 x Lines = %d", self.lineClearPoints[2], self.lineClearPoints[3], self.lineClearPoints[4]), left+15, top+25, 1000, "left")
end
function GameMode:drawScoringInfo()
-- Name & Grade
love.graphics.setColor(0,0,0,0.5)
love.graphics.rectangle("fill", 98, 83, 110, 180, 10, 10)
love.graphics.setColor(0.05,0.05,0.05,1)
love.graphics.setColor(0.05,0.05,0.05,1)
love.graphics.rectangle("fill", 95, 80, 110, 180, 10, 10)
if not PENTO_MODE then drawText("Grade:", 100, 128, 1000, "left") end
-- Line & Level
@@ -988,46 +988,46 @@ function GameMode:drawScoringInfo()
end
-- REPLAY
if self.input_playback then
love.graphics.setColor(0,0,0,0.5)
love.graphics.rectangle("fill", 68, 270, 140, 190, 10, 10)
love.graphics.setColor(0.05,0.05,0.05,1)
love.graphics.rectangle("fill", 65, 267, 140, 190, 10, 10)
love.graphics.setColor(0,0,0,0.5)
love.graphics.rectangle("fill", 68, 270, 140, 190, 10, 10)
love.graphics.setColor(0.05,0.05,0.05,1)
love.graphics.rectangle("fill", 65, 267, 140, 190, 10, 10)
drawText(string.format("Replay in progress\n\n\n\n\n\n\n\n\n%s", formatTime(self.frames)), 70, 275, 1000, "left")
drawBigText(string.format("%s", self.grade), 100, 143, 1000, "left")
self:drawInputDisplay(103,185)
elseif not PENTO_MODE then
if math.mod(self.grade_change_flash, 5) ~= 0 then
drawBigText(string.format("%s", self.gradeNames[self.grade]), 100, 143, 1000, "left", self.grade_change_color)
else
drawBigText(string.format("%s", self.gradeNames[self.grade]), 100, 143, 1000, "left")
end
local points_text = nil
elseif not PENTO_MODE then
if math.mod(self.grade_change_flash, 5) ~= 0 then
drawBigText(string.format("%s", self.gradeNames[self.grade]), 100, 143, 1000, "left", self.grade_change_color)
else
drawBigText(string.format("%s", self.gradeNames[self.grade]), 100, 143, 1000, "left")
end
local points_text = nil
if self.grade == 1 and self.grade_history[2] == 2 then
points_text = " |.."
elseif self.grade == 1 and self.grade_history[2] == 3 then
points_text = " .|."
elseif self.grade == 1 and self.grade_history[2] == 4 then
points_text = " ..|"
elseif self.grade_history[2] == 0 then
points_text = "|...."
elseif self.grade_history[2] == 1 then
points_text = ".|..."
elseif self.grade_history[2] == 2 then
points_text = "..|.."
elseif self.grade_history[2] == 3 then
points_text = "...|."
elseif self.grade_history[2] == 4 then
points_text = "....|"
end
if self.grade > 1 then points_text = '-'..points_text
else points_text = ' '..points_text end
if self.grade < 28 then points_text = points_text..'+' end
drawText("Promotion\nMeter:", 100, 174, 1000, "left")
if self.point_flash > 0 then
drawBigText(points_text, 100, 208, 1000, "left", self.point_flash_color)
else
drawBigText(points_text, 100, 208, 1000, "left")
end
elseif self.grade_history[2] == 0 then
points_text = "|...."
elseif self.grade_history[2] == 1 then
points_text = ".|..."
elseif self.grade_history[2] == 2 then
points_text = "..|.."
elseif self.grade_history[2] == 3 then
points_text = "...|."
elseif self.grade_history[2] == 4 then
points_text = "....|"
end
if self.grade > 1 then points_text = '-'..points_text
else points_text = ' '..points_text end
if self.grade < 28 then points_text = points_text..'+' end
drawText("Promotion\nMeter:", 100, 174, 1000, "left")
if self.point_flash > 0 then
drawBigText(points_text, 100, 208, 1000, "left", self.point_flash_color)
else
drawBigText(points_text, 100, 208, 1000, "left")
end
end
if (self.game_over or self.completed) and self.game_over_frames <= 50 and not self.input_playback and not self.training and not PENTO_MODE then
drawText("SAVING, PLEASE WAIT", 232, 460, 1000, "left")
@@ -1036,8 +1036,8 @@ function GameMode:drawScoringInfo()
drawBigText(self.player_name:upper(), 100, 98, 1000, "left")
drawText("Ver. 2", 550, 435, 1000, "left")
if self.input_playback then
self:drawSpeedStats(385, 99)
self:drawLinesStats(385, 251)
self:drawSpeedStats(385, 99)
self:drawLinesStats(385, 251)
love.graphics.setColor(0,0,0,0.5)
love.graphics.rectangle("fill", 385+3, 348+3, 190, 50, 10, 10)
love.graphics.setColor(0.05,0.05,0.05,1)
@@ -1066,17 +1066,17 @@ function GameMode:drawBackground()
if BACKGROUNDS[bg]:tell() >= limit then
BACKGROUNDS[bg]:rewind()
end
if bg == 0 or bg == 8 or bg == 9 or bg == 3 then brightness = 0.7 end
love.graphics.setColor(brightness, brightness, brightness, 1)
if bg == 0 or bg == 8 or bg == 9 or bg == 3 then brightness = 0.7 end
love.graphics.setColor(brightness, brightness, brightness, 1)
love.graphics.draw(BACKGROUNDS[bg])
end
function GameMode:drawFrame()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.line(216,80,216,80+(16*self.grid.height))
love.graphics.line(216+(16*self.grid.width),80,216+(16*self.grid.width),80+(16*self.grid.height))
love.graphics.line(216,80+(16*self.grid.height),216+(16*self.grid.width),80+(16*self.grid.height))
love.graphics.line(216,80,216+(16*self.grid.width),80)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.line(216,80,216,80+(16*self.grid.height))
love.graphics.line(216+(16*self.grid.width),80,216+(16*self.grid.width),80+(16*self.grid.height))
love.graphics.line(216,80+(16*self.grid.height),216+(16*self.grid.width),80+(16*self.grid.height))
love.graphics.line(216,80,216+(16*self.grid.width),80)
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle(
"fill", 216, 80,