Added blinking when clicking wrong circles
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@ -13,25 +13,34 @@ function gen:new(game,x,y,color,grid)
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Circle:register("Circle")
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Circle:register("Circle")
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Circle:register(color)
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Circle:register(color)
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Circle.selected = false
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Circle.selected = false
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Circle.highlight = false
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Circle.highlightTimer = game:Timer(0.08)
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function Circle:step(dt)
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function Circle:step(dt)
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if self.color=="neutron" and self:isMyTurn()then
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if not self.selected then
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self.moves = self:findAvailableMoves()
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self.selected = true
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end
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end
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self.drawx = self.drawx + (self.rect.x-self.drawx)/10
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self.drawx = self.drawx + (self.rect.x-self.drawx)/10
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self.drawy = self.drawy + (self.rect.y-self.drawy)/10
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self.drawy = self.drawy + (self.rect.y-self.drawy)/10
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if self.highlight then
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self.highlightTimer:tick(dt)
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if self.highlightTimer.loops > 3 then
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self.highlight = false
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self.highlightTimer.loops = 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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function Circle:isMyTurn()
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function Circle:isMyTurn()
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return self.color=="pink" and self.grid.turn==1 or self.color=="blue" and self.grid.turn==3 or self.color=="neutron" and self.grid.turn%2==0
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return self:getTurn()==self.color
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end
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function Circle:getTurn()
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local turns = {"neutron","pink","neutron","blue"}
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return turns[self.grid.turn+1]
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end
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end
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function Circle:draw()
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function Circle:draw()
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local spriteindex = 1
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local spriteindex = 1
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if self.selected then spriteindex = 2 end
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if self.selected or self.highlight and self.highlightTimer.loops%2==0 then spriteindex = 2 end
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lg.draw(self.sprites[spriteindex],self.drawx-self.game.camerax-self.spriteoffx,self.drawy-self.game.cameray-self.spriteoffy)
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lg.draw(self.sprites[spriteindex],self.drawx-self.game.camerax-self.spriteoffx,self.drawy-self.game.cameray-self.spriteoffy)
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if self.selected then
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if self.selected then
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local i
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local i
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@ -42,17 +51,25 @@ function gen:new(game,x,y,color,grid)
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end
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end
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function Circle:MouseCallback(x,y,presses)
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function Circle:MouseCallback(x,y,presses)
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if self.rect:collidepoint(x,y) and self:isMyTurn() then
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if self.rect:collidepoint(x,y) then
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local c = self.game:findName("Circle")
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if self:isMyTurn() then
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local i
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local c = self.game:findName("Circle")
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for i=1,#c do
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local i
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if c[i]~=self then c[i].selected = false end
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for i=1,#c do
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end
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if c[i]~=self then c[i].selected = false end
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self.selected = not self.selected
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end
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self.depth = 1
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self.selected = not self.selected
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if self.selected then
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self.depth = 1
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self.moves = self:findAvailableMoves()
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if self.selected then
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self.depth = 2
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self.moves = self:findAvailableMoves()
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self.depth = 2
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end
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else
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objs = self.game:findName(self:getTurn())
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local i
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for i=1,#objs do
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objs[i].highlight = true
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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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if self.selected then
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if self.selected then
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