fixes B2B
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@@ -290,17 +290,21 @@ void Game::lockPiece() {
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LineClear clear = this->board.lockPiece();
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this->parameters.lockedPiece(clear);
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bool B2BConditionsAreMet = ((clear.lines > B2B_MIN_LINE_NUMBER) || clear.isSpin || clear.isMiniSpin);
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if (clear.lines > 0) {
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bool B2BConditionsAreMet = ((clear.lines >= B2B_MIN_LINE_NUMBER) || clear.isSpin || clear.isMiniSpin);
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/* clearing one more line is worth 2x more
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clearing with a spin is worth as much as clearing 2x more lines */
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long int clearScore = LINE_CLEAR_BASE_SCORE;
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clearScore = clearScore << (clear.lines << (clear.isSpin));
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if (this->B2BChain && B2BConditionsAreMet) clearScore *= B2B_SCORE_MULTIPLIER;
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this->score += clearScore;
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if (this->B2BChain && B2BConditionsAreMet) {
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clearScore *= B2B_SCORE_MULTIPLIER;
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}
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this->score += clearScore;
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this->B2BChain = B2BConditionsAreMet;
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}
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if (!this->hasWon()) {
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this->leftARETime = this->parameters.getARE();
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@@ -235,11 +235,14 @@ void GamePlayingAppMenu::drawFrame() const {
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this->placeText(text, {}, getGamemodeName(this->settings->getGamemode()), 1.f, 3.f, {});
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this->placeText(text, {}, getGamemodeGoal(this->settings->getGamemode()), 1.f, 6.f, {});
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this->placeText(text, {}, "LINES:" + std::to_string(this->game.getClearedLines()), 1.f, 25.f, {});
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this->placeText(text, {}, "LEVEL:" + std::to_string(this->game.getLevel()), 1.f, 30.f, {});
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this->placeText(text, {}, "SCORE:" + std::to_string(this->game.getScore()), 1.f, 35.f, {});
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this->placeText(text, {}, "GRADE:" + std::to_string(this->game.getGrade()), 1.f, 40.f, {});
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this->placeText(text, {}, showedTime, 1.f, 45.f, {});
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if (this->game.isOnB2BChain()) {
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this->placeText(text, {}, "B2B", 1.f, 22.f, {});
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}
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this->placeText(text, {}, "LINES:" + std::to_string(this->game.getClearedLines()), 1.f, 27.f, {});
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this->placeText(text, {}, "LEVEL:" + std::to_string(this->game.getLevel()), 1.f, 32.f, {});
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this->placeText(text, {}, "SCORE:" + std::to_string(this->game.getScore()), 1.f, 37.f, {});
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this->placeText(text, {}, "GRADE:" + std::to_string(this->game.getGrade()), 1.f, 42.f, {});
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this->placeText(text, {}, showedTime, 1.f, 47.f, {});
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// game state
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text.setOutlineColor(sf::Color(255, 255, 255));
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