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https://gitea.com/SweetSea-ButImNotSweet/tromi_mobile.git
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Sorting code
This commit is contained in:
@@ -62,23 +62,23 @@ function GameMode:new(player_name, input_file, replay_grade)
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self.total_lines = 0
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self.total_lines = 0
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self.lineClearPoints = {[0]=0, 0, 1667, 3750, 6668, 8335}
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self.lineClearPoints = {[0]=0, 0, 1667, 3750, 6668, 8335}
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self.gradeNames = {
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self.gradeNames = {
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"19k", "18k", "17k", "16k", "15k", "14k", "13k", "12k", "11k", "10k",
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"19k", "18k", "17k", "16k", "15k", "14k", "13k", "12k", "11k", "10k",
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"9k", "8k", "7k", "6k", "5k", "4k", "3k", "2k", "1k",
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"9k", "8k", "7k", "6k", "5k", "4k", "3k", "2k", "1k",
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"1D", "2D", "3D", "4D", "5D", "6D", "7D", "8D", "9D"
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"1D", "2D", "3D", "4D", "5D", "6D", "7D", "8D", "9D"
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}
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}
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self.promo_table = {
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self.promo_table = {
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26666, 53333, 79999, 106666, 133333, 159999, 186666, 213333, 239999, 266666,
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26666, 53333, 79999, 106666, 133333, 159999, 186666, 213333, 239999, 266666,
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293333, 319999, 346666, 373333, 399999, 426666, 453333, 479999, 506666,
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293333, 319999, 346666, 373333, 399999, 426666, 453333, 479999, 506666,
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533333, 559999, 586666, 613333, 639999, 666666, 693333, 719999, 719999
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533333, 559999, 586666, 613333, 639999, 666666, 693333, 719999, 719999
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}
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}
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self.autopromo_table = {
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self.autopromo_table = {
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79999, 106666, 133333, 159999, 186666, 213333, 239999, 266666, 293333, 319999,
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79999, 106666, 133333, 159999, 186666, 213333, 239999, 266666, 293333, 319999,
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346666, 373333, 399999, 426666, 453333, 479999, 506666, 533333, 559999,
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346666, 373333, 399999, 426666, 453333, 479999, 506666, 533333, 559999,
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586666, 613333, 639999, 666666, 693333, 719999, 746666, 773333, 1000000
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586666, 613333, 639999, 666666, 693333, 719999, 746666, 773333, 1000000
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}
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}
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self.demo_table = {
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self.demo_table = {
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-1, 13332, 25000, 40000, 50000, 60000, 60000, 120000, 120000, 120000,
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-1, 13332, 25000, 40000, 50000, 60000, 60000, 120000, 120000, 120000,
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180000, 180000, 240000, 240000, 300000, 300000, 360000, 360000, 360000,
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180000, 180000, 240000, 240000, 300000, 300000, 360000, 360000, 360000,
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420000, 420000, 480000, 480000, 480000, 480000, 540000, 540000, 540000
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420000, 420000, 480000, 480000, 480000, 480000, 540000, 540000, 540000
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}
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}
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self.speed_divisor = 10000
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self.speed_divisor = 10000
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@@ -135,7 +135,7 @@ function GameMode:new(player_name, input_file, replay_grade)
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{20, 14, 20, 8},{20, 13, 20, 8},{20, 13, 20, 8},{20, 13, 19, 8},{20, 13, 19, 8},{20, 13, 19, 8},
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{20, 14, 20, 8},{20, 13, 20, 8},{20, 13, 20, 8},{20, 13, 19, 8},{20, 13, 19, 8},{20, 13, 19, 8},
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{20, 12, 18, 8}
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{20, 12, 18, 8}
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}
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}
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if not self.input_playback and not self.training and not PENTO_MODE then
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if not self.input_playback and not self.training and not PENTO_MODE then
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self:readGradeHistory()
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self:readGradeHistory()
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end
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end
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end
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end
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@@ -143,14 +143,13 @@ end
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function GameMode:readGradeHistory()
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function GameMode:readGradeHistory()
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if love.filesystem.getInfo(SAVE_DIR..self.player_name.."_grade_history.sav") then
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if love.filesystem.getInfo(SAVE_DIR..self.player_name.."_grade_history.sav") then
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self.grade_history = bitser.loadLoveFile(SAVE_DIR..self.player_name.."_grade_history.sav")
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self.grade_history = bitser.loadLoveFile(SAVE_DIR..self.player_name.."_grade_history.sav")
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else
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else
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self.grade_history = {1,2,0,0}
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self.grade_history = {1,2,0,0}
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end
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end
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self.grade = self.grade_history[1]
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self.grade = self.grade_history[1]
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self.starting_grade = self.grade
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self.starting_grade = self.grade
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if self.grade > 1 then
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if self.grade > 1 then
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temp_grade = copy(self.grade_history)
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local temp_grade = copy(self.grade_history); temp_grade[2] = 0
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temp_grade[2] = 0
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bitser.dumpLoveFile(SAVE_DIR..self.player_name.."_grade_history.sav", temp_grade)
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bitser.dumpLoveFile(SAVE_DIR..self.player_name.."_grade_history.sav", temp_grade)
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end
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end
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end
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end
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@@ -158,7 +157,7 @@ end
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function GameMode:readHiScores()
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function GameMode:readHiScores()
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if love.filesystem.getInfo(HIscoreFILE) then
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if love.filesystem.getInfo(HIscoreFILE) then
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self.hi_scores = bitser.loadLoveFile(HIscoreFILE)
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self.hi_scores = bitser.loadLoveFile(HIscoreFILE)
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else
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else
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self.hi_scores = {"TRO",0,"MIT",0,"ROM",0,"ITR",0,"OMI",0}
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self.hi_scores = {"TRO",0,"MIT",0,"ROM",0,"ITR",0,"OMI",0}
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end
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end
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end
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end
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@@ -237,7 +236,7 @@ end
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function GameMode:getLineARE() return self:getARE() end
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function GameMode:getLineARE() return self:getARE() end
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function GameMode:getLockDelay()
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function GameMode:getLockDelay()
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if self.training then return 99999999999 end
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if self.training then return 99999999999 end
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if self.speed_level <= #self.delay_table then return self.delay_table[self.speed_level][3]
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if self.speed_level <= #self.delay_table then return self.delay_table[self.speed_level][3]
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else return self.delay_table[#self.delay_table][3] end
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else return self.delay_table[#self.delay_table][3] end
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@@ -279,7 +278,7 @@ function GameMode:initialize(ruleset)
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end
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end
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function GameMode:saveInputs()
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function GameMode:saveInputs()
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input_string = 'NEW'..string.format("%16d", self.randomizer.seed)..';'
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local input_string = 'NEW'..string.format("%16d", self.randomizer.seed)..';'
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for frame, input_set in pairs(self.recorded_inputs) do
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for frame, input_set in pairs(self.recorded_inputs) do
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input_string = input_string..string.format('%03d', tostring(input_set))
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input_string = input_string..string.format('%03d', tostring(input_set))
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end
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end
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@@ -288,75 +287,46 @@ function GameMode:saveInputs()
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inputfile:close()
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inputfile:close()
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end
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end
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function GameMode:storeInput(input_set)
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function GameMode:storeInput(input_set)
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input_right = 1
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self.recorded_inputs[self.frames] = bit.bor(
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input_rotright2 = 2
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input_set['right'] and 1 or 0,
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input_up = 4
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input_set['rotate_right2'] and 2 or 0,
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input_rotleft = 8
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input_set['up'] and 4 or 0,
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input_left = 16
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input_set['rotate_left'] and 8 or 0,
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input_down = 32
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input_set['left'] and 16 or 0,
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input_rotright = 64
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input_set['down'] and 32 or 0,
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input_rotleft2 = 128
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input_set['rotate_right'] and 64 or 0,
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if not input_set['right'] then input_right = 0 end
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input_set['rotate_left2'] and 128 or 0
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if not input_set['rotate_right2'] then input_rotright2 = 0 end
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)
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if not input_set['up'] then input_up = 0 end
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if not input_set['rotate_left'] then input_rotleft = 0 end
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if not input_set['left'] then input_left = 0 end
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if not input_set['down'] then input_down = 0 end
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if not input_set['rotate_right'] then input_rotright = 0 end
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if not input_set['rotate_left2'] then input_rotleft2 = 0 end
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self.recorded_inputs[self.frames] = bit.bor(input_right, input_rotright2, input_up, input_rotleft, input_left, input_down, input_rotright, input_rotleft2)
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end
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end
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function GameMode:getInputPieceSeq(input_file)
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local seed = ''
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if string.sub(input_file, 1, 3) == 'NEW' then
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string_start = 4
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self.old_replay = false
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else
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string_start = 1
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self.old_replay = true
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end
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for i = string_start, #input_file do
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c = string.sub(input_file, i, i)
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if c == ';' then break
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else seed = seed..c
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end
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end
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return seed
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end
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function GameMode:getReplayInputs(input_file)
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function GameMode:getReplayInputs(input_file)
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input_right = 1
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local i = 1
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input_rotright2 = 2
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local replay_inputs = {}
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input_up = 4
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local reached_inputs = false
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input_rotleft = 8
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input_left = 16
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for _=1,1e99 do
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input_down = 32
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local c = string.sub(input_file,_,_)
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input_rotright = 64
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input_rotleft2 = 128
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replay_inputs = {}
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reached_inputs = false
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i = 1
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while not reached_inputs do
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c = string.sub(input_file,i,i)
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if c == ';' then
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if c == ';' then
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reached_inputs = true
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reached_inputs = true
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i = _ + 1
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end
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end
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i = i+1
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if reached_inputs then break end
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end
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end
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if reached_inputs then
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if reached_inputs then
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while i <= #input_file - 3 do
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while i <= #input_file - 3 do
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input_list = {right = false, rotate_right2 = false, up = false, rotate_left = false, left = false, down = false, rotate_right = false, rotate_left2 = false}
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local input_list = {right = false, rotate_right2 = false, up = false, rotate_left = false, left = false, down = false, rotate_right = false, rotate_left2 = false}
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coded_input = tonumber(string.sub(input_file, i, i+2))
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local coded_input = tonumber(string.sub(input_file, i, i+2))
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if bit.band(coded_input, input_right) == 1 then input_list["right"] = true end
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if bit.band(coded_input, input_rotright2) == 2 then input_list["rotate_right2"] = true end
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if bit.band(coded_input, 1 ) == 1 then input_list["right"] = true end
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if bit.band(coded_input, input_up) == 4 then input_list["up"] = true end
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if bit.band(coded_input, 2 ) == 2 then input_list["rotate_right2"] = true end
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if bit.band(coded_input, input_rotleft) == 8 then input_list["rotate_left"] = true end
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if bit.band(coded_input, 4 ) == 4 then input_list["up"] = true end
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if bit.band(coded_input, input_left) == 16 then input_list["left"] = true end
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if bit.band(coded_input, 8 ) == 8 then input_list["rotate_left"] = true end
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if bit.band(coded_input, input_down) == 32 then input_list["down"] = true end
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if bit.band(coded_input, 16 ) == 16 then input_list["left"] = true end
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if bit.band(coded_input, input_rotright) == 64 then input_list["rotate_right"] = true end
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if bit.band(coded_input, 32 ) == 32 then input_list["down"] = true end
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if bit.band(coded_input, input_rotleft2) == 128 then input_list["rotate_left2"] = true end
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if bit.band(coded_input, 64 ) == 64 then input_list["rotate_right"] = true end
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if bit.band(coded_input, 128) == 128 then input_list["rotate_left2"] = true end
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table.insert(replay_inputs, input_list)
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table.insert(replay_inputs, input_list)
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i = i + 3
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i = i + 3
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end
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end
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@@ -364,6 +334,25 @@ function GameMode:getReplayInputs(input_file)
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return replay_inputs
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return replay_inputs
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end
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end
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function GameMode:getInputPieceSeq(input_file)
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local seed = ''
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local string_start
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if string.sub(input_file, 1, 3) == 'NEW' then
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string_start = 4
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self.old_replay = false
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else
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string_start = 1
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self.old_replay = true
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end
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for i = string_start, #input_file do
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local c = string.sub(input_file, i, i)
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if c == ';' then break
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else seed = seed..c
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end
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end
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return seed
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end
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function GameMode:update(inputs, ruleset)
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function GameMode:update(inputs, ruleset)
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if self.input_playback and self.replay_inputs[self.frames] ~= nil then
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if self.input_playback and self.replay_inputs[self.frames] ~= nil then
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inputs = self.replay_inputs[self.frames]
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inputs = self.replay_inputs[self.frames]
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@@ -376,7 +365,7 @@ function GameMode:update(inputs, ruleset)
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if self.game_over or self.completed then
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if self.game_over or self.completed then
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self.game_over_frames = self.game_over_frames + 1
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self.game_over_frames = self.game_over_frames + 1
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if self.game_over_frames == 1 then self:storeInput(inputs) end
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if self.game_over_frames == 1 then self:storeInput(inputs) end
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if self.lcd > 0 then
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if self.lcd > 0 then
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self.lcd = self.lcd - 1
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self.lcd = self.lcd - 1
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elseif self.game_over_frames == 30 then
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elseif self.game_over_frames == 30 then
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local cleared_row_count = self.grid:getClearedRowCount()
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local cleared_row_count = self.grid:getClearedRowCount()
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@@ -388,7 +377,7 @@ function GameMode:update(inputs, ruleset)
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end
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end
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return
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return
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end
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end
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if inputs["up"] and self.training and not self.up_lock then
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if inputs["up"] and self.training and not self.up_lock then
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table.remove(self.next_queue, 1)
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table.remove(self.next_queue, 1)
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table.insert(self.next_queue, self:getNextPiece(ruleset))
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table.insert(self.next_queue, self:getNextPiece(ruleset))
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self.up_lock = true
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self.up_lock = true
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@@ -396,7 +385,7 @@ function GameMode:update(inputs, ruleset)
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if not inputs["up"] then self.up_lock = false end
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if not inputs["up"] then self.up_lock = false end
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local dir_list = {"down", "left", "right"}
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local dir_list = {"down", "left", "right"}
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for i = 1, #dir_list do
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for i = 1, #dir_list do
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if inputs[dir_list[i]] and not table.contains(self.directions_pressed, dir_list[i]) then
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if inputs[dir_list[i]] and not table.contains(self.directions_pressed, dir_list[i]) then
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table.insert(self.directions_pressed, dir_list[i])
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table.insert(self.directions_pressed, dir_list[i])
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elseif not inputs[dir_list[i]] then
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elseif not inputs[dir_list[i]] then
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for j=1, #self.directions_pressed do
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for j=1, #self.directions_pressed do
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@@ -414,9 +403,9 @@ function GameMode:update(inputs, ruleset)
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end
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end
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-- advance one frame
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-- advance one frame
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if self:advanceOneFrame(inputs, ruleset) == false then return end
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if self:advanceOneFrame(inputs, ruleset) == false then return end
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self:chargeDAS(inputs, self:getDasLimit(), self:getARR())
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self:chargeDAS(inputs, self:getDasLimit(), self:getARR())
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-- set attempt flags
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-- set attempt flags
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@@ -427,7 +416,7 @@ function GameMode:update(inputs, ruleset)
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) then
|
) then
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self:onAttemptPieceRotate(self.piece, self.grid)
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self:onAttemptPieceRotate(self.piece, self.grid)
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end
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end
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if self.piece == nil then
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if self.piece == nil then
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self:processDelays(inputs, ruleset)
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self:processDelays(inputs, ruleset)
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else
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else
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@@ -448,7 +437,7 @@ function GameMode:update(inputs, ruleset)
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local piece_dy = self.piece.position.y - piece_y
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local piece_dy = self.piece.position.y - piece_y
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local piece_dx = self.piece.position.x - piece_x
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local piece_dx = self.piece.position.x - piece_x
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local piece_drot = self.piece.rotation - piece_rot
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local piece_drot = self.piece.rotation - piece_rot
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-- das cut
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-- das cut
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if (
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if (
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(piece_dy ~= 0 and (inputs.up or inputs.down)) or
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(piece_dy ~= 0 and (inputs.up or inputs.down)) or
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@@ -513,7 +502,7 @@ function GameMode:update(inputs, ruleset)
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else
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else
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self.are = self:getARE()
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self.are = self:getARE()
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end
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end
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end
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end
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end
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end
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self.moved = false
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self.moved = false
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@@ -524,7 +513,7 @@ end
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function GameMode:detectHoles(x, y)
|
function GameMode:detectHoles(x, y)
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if y < 1 then return true end -- reached the top, no hole
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if y < 1 then return true end -- reached the top, no hole
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local cell = self.grid:getCell(x, y)
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local cell = self.grid:getCell(x, y)
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if table.contains(self.visited, x..'.'..y) then
|
if table.contains(self.visited, x..'.'..y) then
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return false
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return false
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else
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else
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table.insert(self.visited, x..'.'..y)
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table.insert(self.visited, x..'.'..y)
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@@ -556,7 +545,7 @@ end
|
|||||||
function GameMode:doStackQuality()
|
function GameMode:doStackQuality()
|
||||||
local contiguous_holes = self:stackQualityCheck()
|
local contiguous_holes = self:stackQualityCheck()
|
||||||
local total_speed = 0
|
local total_speed = 0
|
||||||
if contiguous_holes > self.last_holes then
|
if contiguous_holes > self.last_holes then
|
||||||
self.speed_table[1] = 0
|
self.speed_table[1] = 0
|
||||||
self.last_percent = 0
|
self.last_percent = 0
|
||||||
end
|
end
|
||||||
@@ -634,15 +623,15 @@ function GameMode:advanceOneFrame()
|
|||||||
SOUNDS['bgm_secondhalf']:stop()
|
SOUNDS['bgm_secondhalf']:stop()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
if self.clear then
|
if self.clear then
|
||||||
self.completed = true
|
self.completed = true
|
||||||
end
|
end
|
||||||
self.frames = self.frames + 1
|
self.frames = self.frames + 1
|
||||||
if self.input_playback == true and self.old_replay == true and self.ready_frames ~= 0 then
|
if self.input_playback == true and self.old_replay == true and self.ready_frames ~= 0 then
|
||||||
self.frames = 0
|
self.frames = 0
|
||||||
end
|
end
|
||||||
if self.line_clear_flash > 0 then self.line_clear_flash = self.line_clear_flash - 1 end
|
if self.line_clear_flash > 0 then self.line_clear_flash = self.line_clear_flash - 1 end
|
||||||
if self.line_clear_flash == 0 then
|
if self.line_clear_flash == 0 then
|
||||||
self.lines_cleared = 0
|
self.lines_cleared = 0
|
||||||
self.score_to_add = 0
|
self.score_to_add = 0
|
||||||
self.last_meter = 0
|
self.last_meter = 0
|
||||||
@@ -679,7 +668,7 @@ function GameMode:onPieceDrop(piece, grid, dy)
|
|||||||
self.moved = true
|
self.moved = true
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
function GameMode:onPieceLock(piece, cleared_row_count)
|
function GameMode:onPieceLock(piece, cleared_row_count)
|
||||||
if not self.moved then
|
if not self.moved then
|
||||||
self.move_count = self.move_count + 1
|
self.move_count = self.move_count + 1
|
||||||
self.moved = true
|
self.moved = true
|
||||||
@@ -726,7 +715,7 @@ function GameMode:drawEndScoringInfo()
|
|||||||
drawBigText(string.format("%s", self.grade_score), 247, 150, 100, "center")
|
drawBigText(string.format("%s", self.grade_score), 247, 150, 100, "center")
|
||||||
if not PENTO_MODE then
|
if not PENTO_MODE then
|
||||||
drawText("Best scores:", 247, 220, 1000, "left")
|
drawText("Best scores:", 247, 220, 1000, "left")
|
||||||
|
|
||||||
local i = 2
|
local i = 2
|
||||||
while i <= 10 do
|
while i <= 10 do
|
||||||
if i == hiscore_pos[1] or i == hiscore_pos[2] then
|
if i == hiscore_pos[1] or i == hiscore_pos[2] then
|
||||||
@@ -1020,7 +1009,7 @@ function GameMode:drawScoringInfo()
|
|||||||
drawBigText(string.format("%s", self.grade), 100, 143, 1000, "left")
|
drawBigText(string.format("%s", self.grade), 100, 143, 1000, "left")
|
||||||
self:drawInputDisplay(103,185)
|
self:drawInputDisplay(103,185)
|
||||||
elseif not PENTO_MODE then
|
elseif not PENTO_MODE then
|
||||||
if math.mod(self.grade_change_flash, 5) ~= 0 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)
|
drawBigText(string.format("%s", self.gradeNames[self.grade]), 100, 143, 1000, "left", self.grade_change_color)
|
||||||
else
|
else
|
||||||
drawBigText(string.format("%s", self.gradeNames[self.grade]), 100, 143, 1000, "left")
|
drawBigText(string.format("%s", self.gradeNames[self.grade]), 100, 143, 1000, "left")
|
||||||
@@ -1068,7 +1057,7 @@ function GameMode:drawScoringInfo()
|
|||||||
love.graphics.rectangle("fill", 385, 348, 190, 50, 10, 10)
|
love.graphics.rectangle("fill", 385, 348, 190, 50, 10, 10)
|
||||||
drawText(string.format("Added: %d\nScore: %d",self.score_to_add, self.grade_score), 392, 356, 1000, "left")
|
drawText(string.format("Added: %d\nScore: %d",self.score_to_add, self.grade_score), 392, 356, 1000, "left")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
if self.clear or self.game_over then
|
if self.clear or self.game_over then
|
||||||
SOUNDS['bgm_firsthalf']:stop()
|
SOUNDS['bgm_firsthalf']:stop()
|
||||||
|
|||||||
Reference in New Issue
Block a user