Created
May 31, 2011 15:21
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function Game:process_dropping(now_t, last_t) | |
self.cubes:for2d(function(c) | |
if c:is_waiting() then | |
if self:is_below_empty(c) then | |
drop_cube_logical(c, self.cubes) | |
drop_cube(c, now_t, last_t) | |
end | |
elseif c:is_dropping() then | |
drop_cube(c, now_t, last_t) | |
if c:arrived_at_logical_position() then | |
if self:is_below_empty(c) then | |
drop_cube_logical(c, self.cubes) | |
else | |
stop_cube_logical(c) | |
stop_cube(c) | |
end | |
end | |
end | |
end) | |
end | |
function Game:cycle_event() | |
if not self.cycle_event_ then | |
self.last_t = system.getTimer() -- not os.clock() here | |
self.cycle_event_ = function(event) | |
self:process_dropping(event.time, self.last_t) | |
self:process_chaining() | |
self.last_t = event.time | |
end | |
end | |
return self.cycle_event_ | |
end |
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