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Fixed 2P flickering issue

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LDDestroier 2019-11-21 03:36:38 -05:00 committed by GitHub
parent 028f229a0f
commit 096fb60f77
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@ -14,7 +14,8 @@
-- and ghost pieces.
--
-- TO-DO:
-- + Add slight random color pulsation (for effect!)
-- + Add random color pulsation (for effect!)
-- + Add a proper title screen. The current one is pathetic.
local scr_x, scr_y = term.getSize()
local keysDown = {}
@ -553,7 +554,7 @@ local initializePlayers = function(amountOfPlayers)
game.pp = {}
for i = 1, (amountOfPlayers or 1) do
game.p[i], game.pp[i] = newPlayer((i - 1) * 16, 0)
game.p[i], game.pp[i] = newPlayer((scr_x/2 - 8 * amountOfPlayers) + (i - 1) * 18, 0)
end
-- generates the initial queue of minos per player
@ -908,6 +909,7 @@ local startGame = function(playerNumber)
math.floor(board.xSize / 2) - 2,
game.boardOverflow
)
cPlayer.mino = mino
ghostMino = makeNewMino(
currentMinoType,
@ -916,6 +918,7 @@ local startGame = function(playerNumber)
game.boardOverflow,
"c"
)
cPlayer.ghostMino = ghostMino
if takeFromQueue then
table.remove(cPlayer.queue, 1)
@ -1143,17 +1146,16 @@ local startGame = function(playerNumber)
-- man am I clever
cVal = math.max(0, cVal - 1)
for k,v in pairs(player.control) do
sendInfo("send_info", false)
--sendInfo("send_info", false)
cVal = 2
break
end
if cVal == 1 then
sendInfo("send_info", false)
--sendInfo("send_info", false)
end
if player then
for k,v in pairs(player.control) do
player.control[k] = v + 0.05
isControlling = true
end
end
end
@ -1175,6 +1177,9 @@ local getInput = function()
if (evt[1] == "key" and evt[3] == false) or (evt[1] == "key_up") then
if game.revControl[evt[2]] then
game.p[game.you].control[game.revControl[evt[2]]] = keysDown[evt[2]]
if not game.net.isHost then
sendInfo("send_info", false)
end
end
end
end
@ -1216,7 +1221,15 @@ local networking = function()
if game.net.isHost then
if type(msg.control) == "table" then
game.p[game.nou].control = msg.control
for y = 1, game.p[game.nou].board.ySize do
for x = 1, game.p[game.nou].board.xSize do
ageSpace(game.p[game.nou].board, x, y)
end
end
game.pp[game.nou].ghostMino.draw()
game.pp[game.nou].mino.draw()
sendInfo("send_info", false, game.nou)
renderBoard(game.p[game.nou].board, 0, 0, true)
end
else
if type(msg.p) == "table" then