perfekted colorjump
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@@ -32,6 +32,7 @@ public class ColorJump extends StatelessGame {
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Block.PINK_CONCRETE
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);
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private Block currentBlock;
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private Block blockLastRound;
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private double roundTime = 5;
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private final double multiplierNextRoundTime = 0.9;
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@@ -56,6 +57,8 @@ public class ColorJump extends StatelessGame {
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this.generate();
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this.currentBlock = this.blocks.get(ThreadLocalRandom.current().nextInt(this.blocks.size()));
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if(this.currentBlock == this.blockLastRound) this.nextRound();
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this.blockLastRound = this.currentBlock;
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ItemStack item = ItemStack.of(Objects.requireNonNull(this.currentBlock.registry().material()));
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this.getPlayers().forEach(player -> {
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player.getInventory().clear();
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@@ -80,15 +83,31 @@ public class ColorJump extends StatelessGame {
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if(this.roundTime > 0.5)
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this.roundTime = this.roundTime * this.multiplierNextRoundTime;
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long secondsLeft = Math.max(0, (long) this.roundTime);
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long totalMillis = (long) (this.roundTime * 1000);
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long startTime = System.currentTimeMillis();
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for (int i = Math.min(3, (int) secondsLeft); i >= 0; i--) {
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int level = i;
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scheduler.scheduleTask(() -> {
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this.getPlayers().forEach(player -> player.setLevel(level));
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if (!this.isRunning) return stop;
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long elapsed = System.currentTimeMillis() - startTime;
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long remaining = totalMillis - elapsed;
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if (remaining <= 0) {
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this.getPlayers().forEach(player -> {
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player.setExp(0f);
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player.setLevel(0);
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});
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return stop;
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}, TaskSchedule.seconds(secondsLeft-i));
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}
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float progress = (float) remaining / totalMillis;
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this.getPlayers().forEach(player -> {
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player.setExp(progress);
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player.setLevel((int) Math.ceil(remaining / 1000.0));
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});
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return TaskSchedule.millis(50); // 1 Tick (20 TPS)
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}, TaskSchedule.millis(0));
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}
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private void generate() {
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