Fix score counting and use a custom Scorer class
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8 changed files with 201 additions and 21 deletions
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android/assets/font/geosans-light.fnt
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android/assets/font/geosans-light.fnt
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info face="GeosansLight" size=64 bold=0 italic=0 charset="" unicode=0 stretchH=100 smooth=1 aa=1 padding=1,1,1,1 spacing=-2,-2
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common lineHeight=77 base=58 scaleW=512 scaleH=512 pages=1 packed=0
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android/assets/font/geosans-light.png
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android/assets/font/geosans-light.png
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android/assets/ui/cup.png
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android/assets/ui/cup.png
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@ -39,6 +39,8 @@ class Cell {
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}
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// TODO Use vanish with a pretty animation instead .setEmpty()
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// It would be AWESOME if the delay from vanishing (bounce -> big -> small -> gone)
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// was delayed by how far this cell is from the cleared piece, I mean cool!!
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public void vanish() {
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empty = true;
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}
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@ -2,6 +2,7 @@ package io.github.lonamiwebs.klooni.game;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.math.Rectangle;
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// Helper class to calculate the size of each element
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//
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@ -10,7 +11,7 @@ import com.badlogic.gdx.Gdx;
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public class GameLayout {
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// Widths
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private float screenWidth, marginWidth;
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private float screenWidth, marginWidth, availableWidth;
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// Heights
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private float screenHeight, logoHeight, scoreHeight, boardHeight, pieceHolderHeight;
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@ -25,6 +26,7 @@ public class GameLayout {
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// Widths
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marginWidth = screenWidth * 0.05f;
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availableWidth = screenWidth - marginWidth * 2f;
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// Heights
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logoHeight = screenHeight * 0.10f;
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@ -34,19 +36,37 @@ public class GameLayout {
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}
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// Note that we're now using Y-up coordinates
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void update(Scorer scorer) {
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float cupSize = Math.min(scoreHeight, scorer.cupTexture.getHeight());
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final Rectangle area = new Rectangle(
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marginWidth, pieceHolderHeight + boardHeight,
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availableWidth, scoreHeight);
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scorer.cupArea.set(
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area.x + area.width * 0.5f - cupSize * 0.5f, area.y,
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cupSize, cupSize);
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scorer.currentScoreLabel.setBounds(
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area.x, area.y,
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area.width * 0.5f - cupSize * 0.5f, area.height);
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scorer.maxScoreLabel.setBounds(
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area.x + area.width * 0.5f + cupSize * 0.5f, area.y,
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area.width * 0.5f - cupSize * 0.5f, area.height);
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}
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void update(Board board) {
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// We can't leave our area, so pick the minimum between available
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// height and width to determine an appropriated cell size
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float availableWidth = screenWidth - marginWidth * 2f;
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float boardSize = Math.min(availableWidth, boardHeight);
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board.cellSize = boardSize / board.cellCount;
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// Now that we know the board size, we can center the board on the screen
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board.pos.set(screenWidth * 0.5f - boardSize * 0.5f, pieceHolderHeight);
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board.pos.set(
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screenWidth * 0.5f - boardSize * 0.5f, pieceHolderHeight);
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}
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void update(PieceHolder holder) {
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float availableWidth = screenWidth - marginWidth * 2f;
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holder.area.set(
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marginWidth, 0f,
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availableWidth, pieceHolderHeight);
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@ -87,17 +87,17 @@ public class PieceHolder {
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}
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public boolean dropPiece(Board board) {
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boolean put = false;
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if (heldPiece > -1) {
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if (board.putScreenPiece(pieces[heldPiece])) {
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pieces[heldPiece] = null;
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put = true;
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}
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heldPiece = -1;
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if (handFinished())
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takeMore();
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return true;
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}
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return false;
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return put;
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}
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public void update(float cellSizeOnBoard) {
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73
core/src/io/github/lonamiwebs/klooni/game/Scorer.java
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core/src/io/github/lonamiwebs/klooni/game/Scorer.java
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package io.github.lonamiwebs.klooni.game;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.graphics.g2d.BitmapFont;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.math.Interpolation;
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import com.badlogic.gdx.math.MathUtils;
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import com.badlogic.gdx.math.Rectangle;
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import com.badlogic.gdx.scenes.scene2d.ui.Label;
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import com.badlogic.gdx.utils.Align;
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public class Scorer {
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private int currentScore;
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private float shownScore; // To interpolate between shown score -> real score
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private final int boardSize;
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final Label currentScoreLabel;
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final Label maxScoreLabel;
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final Texture cupTexture;
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final Rectangle cupArea;
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public Scorer(GameLayout layout, int boardSize) {
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currentScore = 0;
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this.boardSize = boardSize;
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cupTexture = new Texture(Gdx.files.internal("ui/cup.png"));
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cupArea = new Rectangle();
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Label.LabelStyle scoreStyle = new Label.LabelStyle();
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scoreStyle.font = new BitmapFont(Gdx.files.internal("font/geosans-light.fnt"));
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currentScoreLabel = new Label("0", scoreStyle);
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currentScoreLabel.setAlignment(Align.right);
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maxScoreLabel = new Label("0", scoreStyle);
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layout.update(this);
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}
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public void addPieceScore(int areaPut) {
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currentScore += areaPut;
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}
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public void addBoardScore(int stripsCleared) {
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currentScore += calculateClearScore(stripsCleared);
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}
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int calculateClearScore(int stripsCleared) {
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// The original game seems to work as follows:
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// If < 1 were cleared, score = 0
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// If = 1 was cleared, score = cells cleared
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// If > 1 were cleared, score = cells cleared + score(cleared - 1)
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if (stripsCleared < 1) return 0;
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if (stripsCleared == 1) return boardSize;
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else return boardSize * stripsCleared + calculateClearScore(stripsCleared - 1);
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}
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public void draw(SpriteBatch batch) {
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int roundShown = MathUtils.round(shownScore);
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if (roundShown != currentScore) {
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shownScore = Interpolation.linear.apply(shownScore, currentScore, 0.1f);
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currentScoreLabel.setText(Integer.toString(MathUtils.round(shownScore)));
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}
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batch.setColor(Color.WHITE);
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batch.draw(cupTexture, cupArea.x, cupArea.y, cupArea.width, cupArea.height);
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currentScoreLabel.draw(batch, 1f);
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maxScoreLabel.draw(batch, 1f);
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}
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}
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@ -13,10 +13,13 @@ import io.github.lonamiwebs.klooni.game.Board;
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import io.github.lonamiwebs.klooni.game.GameLayout;
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import io.github.lonamiwebs.klooni.game.Piece;
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import io.github.lonamiwebs.klooni.game.PieceHolder;
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import io.github.lonamiwebs.klooni.game.Scorer;
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public class GameScreen implements Screen, InputProcessor {
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private Klooni game;
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private Scorer scorer;
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private Board board;
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private PieceHolder holder;
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@ -35,6 +38,7 @@ public class GameScreen implements Screen, InputProcessor {
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layout = new GameLayout();
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scorer = new Scorer(layout, 10);
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board = new Board(layout, 10);
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holder = new PieceHolder(layout, 3);
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@ -44,16 +48,6 @@ public class GameScreen implements Screen, InputProcessor {
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}
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}
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int calculateClearScore(int cleared) {
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// The original game seems to work as follows:
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// If < 1 were cleared, score = 0
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// If = 1 was cleared, score = cells cleared
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// If > 1 were cleared, score = cells cleared + score(cleared - 1)
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if (cleared < 1) return 0;
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if (cleared == 1) return board.cellCount;
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else return board.cellCount * cleared + calculateClearScore(cleared - 1);
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}
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boolean isGameOver() {
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for (Piece piece : holder.getAvailablePieces()) {
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if (board.canPutPiece(piece)) {
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@ -76,8 +70,9 @@ public class GameScreen implements Screen, InputProcessor {
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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batch.begin();
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board.draw(batch);
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scorer.draw(batch);
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board.draw(batch);
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holder.update(board.cellSize);
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holder.draw(batch, board.cellPatch);
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@ -137,13 +132,13 @@ public class GameScreen implements Screen, InputProcessor {
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public boolean touchUp(int screenX, int screenY, int pointer, int button) {
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int area = holder.calculateHeldPieceArea();
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if (holder.dropPiece(board)) {
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int cleared = board.clearComplete();
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score += area + calculateClearScore(cleared);
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scorer.addPieceScore(area);
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scorer.addBoardScore(board.clearComplete());
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// After the piece was put, check if it's game over
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if (isGameOver()) {
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clearColor.set(0.4f, 0.1f, 0.1f, 1f);
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}
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return true;
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} else {
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return false;
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