mirror of
https://github.com/SashLilac/cambridge-modpack.git
synced 2025-04-19 18:22:56 -05:00
Merge branch 'MillaBasset:main' into high-stacker
This commit is contained in:
commit
152dd4a7a8
@ -561,7 +561,7 @@ function LifeGrid:advanceLife()
|
||||
if (count == 3) and (newgrid[y][x] == empty) then
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newgrid[y][x] = {
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skin = "2tie",
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||||
colour = ({"R", "O", "Y", "G", "B", "C", "M"})[math.random(7)]
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colour = ({"R", "O", "Y", "G", "B", "C", "M"})[love.math.random(7)]
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}
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end
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end
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|
@ -44,7 +44,7 @@ local maps = {
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function ComboChallenge:new()
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GameMode:new()
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self.grid = Grid(4, 24)
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self.grid:applyMap(maps[math.random(#maps)])
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self.grid:applyMap(maps[love.math.random(#maps)])
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self.randomizer = BagRandomizer()
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self.lock_drop = false
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self.lock_hard_drop = false
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|
@ -27,7 +27,7 @@ function DemonModeGame:new()
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self.lock_drop = true
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self.lock_hard_drop = true
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self.next_queue_length = 6
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if math.random() < 1/6.66 then
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if love.math.random() < 1/6.66 then
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self.rpc_details = "Suffering"
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end
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end
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|
@ -127,33 +127,33 @@ function TheTrueHero:advanceOneFrame(inputs, ruleset)
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self.section_frames = 0
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self.attack_number = self.attack_number + 1
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local prev_attack = self.current_attack
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self.current_attack = -1
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local attack_rolls = 0
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while ((
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prev_attack == self.current_attack or
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self.current_attack == 5
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) and (attack_rolls < 2)) or attack_rolls == 0 do
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attack_rolls = attack_rolls + 1
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for i = 1, 3 do
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if self.attack_number > 20 then
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self.current_attack = math.random(#self.attacks)
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self.current_attack = love.math.random(#self.attacks)
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else
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self.current_attack = math.random(4)
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self.current_attack = love.math.random(4)
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end
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if (
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prev_attack ~= self.current_attack and
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self.current_attack ~= 5
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) then
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break
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end
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end
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if self.current_attack == 1 then
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self.var = math.floor(3 + math.random(
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self.var = math.floor(3 + love.math.random(
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math.floor(self.attack_number / 4),
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math.floor(self.attack_number / 3)
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) *
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self.section_times[Mod1(self.attack_number, #self.section_times)] / 342)
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elseif self.current_attack == 2 then
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self.var = math.floor(1 + math.random(
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self.var = math.floor(1 + love.math.random(
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math.floor(self.attack_number / 6),
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math.floor(self.attack_number / 4)
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) *
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self.section_times[Mod1(self.attack_number, #self.section_times)] / 342)
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elseif self.current_attack == 3 then
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self.var = math.max(10 - math.random(
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self.var = math.max(10 - love.math.random(
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math.floor(self.attack_number / 8),
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math.floor(self.attack_number / 4)
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), 3)
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@ -198,21 +198,23 @@ end
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function TheTrueHero:onPieceLock(piece, cleared_row_count)
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self.super:onPieceLock()
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if self.current_attack == 1 or self.current_attack == 3 then
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self.var = math.max(self.var - 1, 0)
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self:advanceBottomRow(1)
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playSE("undyne", "ding")
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elseif self.current_attack == 2 then
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self.var = math.max(self.var - cleared_row_count, 0)
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if cleared_row_count ~= 0 then
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if self.var ~= math.floor(self.current_attack / 2) then
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playSE("undyne", "ding")
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end
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self.var = math.max(self.var - 1, 0)
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self:advanceBottomRow(1)
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elseif self.current_attack == 2 then
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if cleared_row_count ~= 0 and self.var ~= 0 then
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playSE("undyne", "ding")
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end
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self.var = math.max(self.var - cleared_row_count, 0)
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end
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end
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function TheTrueHero:advanceBottomRow(dx)
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if self.var <= 0 and self.current_attack == 3 then
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self.grid:copyBottomRow()
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self.var = math.max(10 - math.random(
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self.var = math.max(10 - love.math.random(
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math.floor(self.attack_number / 8),
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math.floor(self.attack_number / 4)
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), 3)
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|
@ -50,6 +50,7 @@ local line_popup = {["y"]=0,["score"]=0,["lines"]=0}
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function MarathonC99Game:new()
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self.super:new()
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self.grid = Grid(10, 22)
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self.slots_random = love.math.newRandomGenerator(os.time())
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self.randomizer = SegaRandomizer()
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self.additive_gravity = false
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@ -146,6 +147,11 @@ function MarathonC99Game:onPieceEnter()
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self.piece.last_orientation = self.piece.rotation
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end
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function MarathonC99Game:onPieceLock()
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playSE("lock")
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self.score = self.score + (self.prev_inputs["down"] and 1 or 0)
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end
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function MarathonC99Game:advanceOneFrame(inputs, ruleset)
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if self.clear then
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if self.level == 17 then
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@ -282,6 +288,7 @@ function MarathonC99Game:drawScoringInfo()
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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love.graphics.printf("LEVEL "..self.level, 240, 120, 80, "left")
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love.graphics.printf("LINES", 240, 190, 200, "left")
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love.graphics.printf("TIMER", 240, 280, 200, "left")
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love.graphics.printf(self.lines.."/300", 240, 210, 200, "left")
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if(self.level ~= 15 and self.level ~= 17) then
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@ -299,9 +306,12 @@ function MarathonC99Game:drawScoringInfo()
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end
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love.graphics.setColor(1,1,1,1)
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love.graphics.setFont(font_3x5_4)
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love.graphics.setFont(font_8x11)
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love.graphics.printf(formatBigNum(self.score), 64, 400, 160, "center")
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love.graphics.printf(
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formatBigNum(string.format("%08d", self.score)),
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44, 390, 200, "center"
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)
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if self.ready_frames == 0 then
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love.graphics.setColor(
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((self.frames + self.roll_frames) % 4 < 2) and
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@ -330,9 +340,9 @@ function MarathonC99Game:drawScoringInfo()
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{1, 1, 1, 1}
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)
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love.graphics.printf(
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(self.slots[1] and self.slots[1] or math.random(4)) .. " " ..
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(self.slots[2] and self.slots[2] or math.random(4)) .. " " ..
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math.random(4),
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(self.slots[1] or self.slots_random:random(4)) .. " " ..
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(self.slots[2] or self.slots_random:random(4)) .. " " ..
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self.slots_random:random(4),
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240, 80, 100, "left")
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love.graphics.setColor(1,1,1,1)
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end
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@ -341,8 +351,7 @@ function MarathonC99Game:drawScoringInfo()
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love.graphics.setColor(1, 1, 1, 1)
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level_names[17] = self.roll_frames == frameTime(3,19) and "THE EDGE OF THE WORLD" or formatTime(frameTime(3,19) - self.roll_frames)
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love.graphics.printf(level_names[self.level], 240, 137, 200, "left")
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love.graphics.setFont(font_3x5_2)
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love.graphics.setFont(font_8x11)
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love.graphics.setFont(font_3x5_4)
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love.graphics.printf(formatTime(self.frames), 240, 300, 160, "left")
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end
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|
@ -93,7 +93,7 @@ function MarathonWCBGame:shuffleColours()
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table.insert(temp_colours, colour)
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end
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for piece in pairs(self.ruleset.colourscheme) do
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self.ruleset.colourscheme[piece] = table.remove(temp_colours, math.random(#temp_colours))
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self.ruleset.colourscheme[piece] = table.remove(temp_colours, love.math.random(#temp_colours))
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end
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end
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@ -33,7 +33,7 @@ end
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function Minesweeper:initializeGrid()
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self.grid = Grid(width, height + 4)
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self.flags = math.floor(0.15 * width * height)
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self.chosen_colour = ({ "R", "O", "Y", "G", "C", "B", "M" })[math.random(7)]
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self.chosen_colour = ({ "R", "O", "Y", "G", "C", "B", "M" })[love.math.random(7)]
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for y = 1, height do
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for x = 1, width do
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self.grid.grid[y+4][x] = { skin = "2tie", colour = self.chosen_colour }
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@ -45,8 +45,8 @@ function Minesweeper:initializeMines(sel_x, sel_y)
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for i = 1, self.flags do
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local x, y
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repeat
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x = math.random(1, width)
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y = math.random(1, height)
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x = love.math.random(1, width)
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y = love.math.random(1, height)
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until not (self:isMine(x, y) or (sel_x == x and sel_y == y))
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table.insert(self.mines, {x=x, y=y})
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end
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|
@ -35,6 +35,8 @@ function PhantomManiaNXGame:new()
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self.coolregret_message = "COOL!!"
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self.coolregret_timer = 0
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self.section_cools = { [0] = 0 }
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self.section_regrets = { [0] = 0 }
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end
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function PhantomManiaNXGame:getARE()
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@ -118,6 +120,11 @@ function PhantomManiaNXGame:advanceOneFrame()
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end
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return false
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elseif self.roll_frames > 3238 then
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if self:qualifiesForGMRoll() then
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self.roll_points = self.roll_points + 160
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else
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self.roll_points = self.roll_points + 50
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end
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switchBGM(nil)
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self.completed = true
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end
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@ -209,11 +216,15 @@ function PhantomManiaNXGame:updateSectionTimes(old_level, new_level)
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table.insert(self.section_times, section_time)
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self.section_start_time = self.frames
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if section_time >= frameTime(1,00) then
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self.last_section_cool = false
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--self.last_section_cool = false
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self.coolregret_message = "REGRET!!"
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self.coolregret_timer = 300
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self.grade = self.grade - 1
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elseif self.last_section_cool then
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table.insert(self.section_regrets, 1)
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else
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table.insert(self.section_regrets, 0)
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end
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if self.last_section_cool then
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self.cools = self.cools + 1
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||||
end
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||||
self.grade = self.grade + 1
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@ -227,8 +238,10 @@ function PhantomManiaNXGame:updateSectionTimes(old_level, new_level)
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self.last_section_cool = true
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self.coolregret_message = "COOL!!"
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self.coolregret_timer = 300
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table.insert(self.section_cools, 1)
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else
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self.last_section_cool = false
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table.insert(self.section_cools, 0)
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||||
end
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||||
end
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end
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||||
@ -291,11 +304,7 @@ end
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||||
function PhantomManiaNXGame:getAggregateGrade()
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||||
local grade_cap
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||||
if self:qualifiesForGMRoll() then
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||||
if self.roll_frames > 3238 then
|
||||
grade_cap = 42
|
||||
else
|
||||
grade_cap = 41
|
||||
end
|
||||
else
|
||||
grade_cap = 26
|
||||
end
|
||||
@ -308,7 +317,7 @@ end
|
||||
|
||||
local master_grades = {"M", "MK", "MV", "MO"}
|
||||
|
||||
local function getLetterGrade(grade)
|
||||
local function getLetterGrade(grade, roll_frames)
|
||||
if grade == 0 then
|
||||
return "1"
|
||||
elseif grade <= 13 then
|
||||
@ -317,13 +326,25 @@ local function getLetterGrade(grade)
|
||||
return "M" .. tostring(grade - 13)
|
||||
elseif grade <= 30 then
|
||||
return master_grades[grade - 26]
|
||||
elseif grade <= 41 then
|
||||
elseif grade <= 41 or roll_frames <= 3238 then
|
||||
return "MM-" .. tostring(grade - 30)
|
||||
else
|
||||
return "GM"
|
||||
end
|
||||
end
|
||||
|
||||
function PhantomManiaNXGame:sectionColourFunction(section)
|
||||
if self.section_cools[section] == 1 and self.section_regrets[section] == 1 then
|
||||
return { 1, 1, 0, 1 }
|
||||
elseif self.section_cools[section] == 1 then
|
||||
return { 0, 1, 0, 1 }
|
||||
elseif self.section_regrets[section] == 1 then
|
||||
return { 1, 0, 0, 1 }
|
||||
else
|
||||
return { 1, 1, 1, 1 }
|
||||
end
|
||||
end
|
||||
|
||||
function PhantomManiaNXGame:drawScoringInfo()
|
||||
PhantomManiaNXGame.super.drawScoringInfo(self)
|
||||
|
||||
@ -351,7 +372,7 @@ function PhantomManiaNXGame:drawScoringInfo()
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
if self.roll_frames > 3238 then love.graphics.setColor(1, 0.5, 0, 1)
|
||||
elseif self.level >= 1300 then love.graphics.setColor(0, 1, 0, 1) end
|
||||
love.graphics.printf(getLetterGrade(self:getAggregateGrade()), text_x, 140, 90, "left")
|
||||
love.graphics.printf(getLetterGrade(self:getAggregateGrade(), self.roll_frames), text_x, 140, 90, "left")
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.printf(self.score, text_x, 220, 90, "left")
|
||||
love.graphics.printf(self.level, text_x, 340, 50, "right")
|
||||
|
@ -1,189 +0,0 @@
|
||||
require 'funcs'
|
||||
|
||||
local GameMode = require 'tetris.modes.gamemode'
|
||||
local Piece = require 'tetris.components.piece'
|
||||
|
||||
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
|
||||
|
||||
local ScoreDrainGame = GameMode:extend()
|
||||
|
||||
ScoreDrainGame.name = "Score Drain"
|
||||
ScoreDrainGame.hash = "ScoreDrain"
|
||||
ScoreDrainGame.tagline = "Your score goes down over time! Avoid hitting 0 points, or your game is over!"
|
||||
|
||||
function ScoreDrainGame:new()
|
||||
self.super:new()
|
||||
|
||||
self.score = 3000
|
||||
self.drain_rate = 50
|
||||
self.combo = 1
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
|
||||
self.lock_drop = true
|
||||
self.lock_hard_drop = true
|
||||
self.enable_hold = true
|
||||
self.next_queue_length = 3
|
||||
end
|
||||
|
||||
function ScoreDrainGame:getARE()
|
||||
if self.level < 700 then return 27
|
||||
elseif self.level < 800 then return 18
|
||||
elseif self.level < 1000 then return 14
|
||||
elseif self.level < 1100 then return 8
|
||||
elseif self.level < 1200 then return 7
|
||||
else return 6 end
|
||||
end
|
||||
|
||||
function ScoreDrainGame:getLineARE()
|
||||
if self.level < 600 then return 27
|
||||
elseif self.level < 700 then return 18
|
||||
elseif self.level < 800 then return 14
|
||||
elseif self.level < 1100 then return 8
|
||||
elseif self.level < 1200 then return 7
|
||||
else return 6 end
|
||||
end
|
||||
|
||||
function ScoreDrainGame:getDasLimit()
|
||||
if self.level < 500 then return 15
|
||||
elseif self.level < 900 then return 9
|
||||
else return 7 end
|
||||
end
|
||||
|
||||
function ScoreDrainGame:getLineClearDelay()
|
||||
if self.level < 500 then return 40
|
||||
elseif self.level < 600 then return 25
|
||||
elseif self.level < 700 then return 16
|
||||
elseif self.level < 800 then return 12
|
||||
elseif self.level < 1100 then return 6
|
||||
elseif self.level < 1200 then return 5
|
||||
else return 4 end
|
||||
end
|
||||
|
||||
function ScoreDrainGame:getLockDelay()
|
||||
if self.level < 900 then return 30
|
||||
elseif self.level < 1100 then return 17
|
||||
else return 15 end
|
||||
end
|
||||
|
||||
function ScoreDrainGame:getGravity()
|
||||
if (self.level < 30) then return 4/256
|
||||
elseif (self.level < 35) then return 6/256
|
||||
elseif (self.level < 40) then return 8/256
|
||||
elseif (self.level < 50) then return 10/256
|
||||
elseif (self.level < 60) then return 12/256
|
||||
elseif (self.level < 70) then return 16/256
|
||||
elseif (self.level < 80) then return 32/256
|
||||
elseif (self.level < 90) then return 48/256
|
||||
elseif (self.level < 100) then return 64/256
|
||||
elseif (self.level < 120) then return 80/256
|
||||
elseif (self.level < 140) then return 96/256
|
||||
elseif (self.level < 160) then return 112/256
|
||||
elseif (self.level < 170) then return 128/256
|
||||
elseif (self.level < 200) then return 144/256
|
||||
elseif (self.level < 220) then return 4/256
|
||||
elseif (self.level < 230) then return 32/256
|
||||
elseif (self.level < 233) then return 64/256
|
||||
elseif (self.level < 236) then return 96/256
|
||||
elseif (self.level < 239) then return 128/256
|
||||
elseif (self.level < 243) then return 160/256
|
||||
elseif (self.level < 247) then return 192/256
|
||||
elseif (self.level < 251) then return 224/256
|
||||
elseif (self.level < 300) then return 1
|
||||
elseif (self.level < 330) then return 2
|
||||
elseif (self.level < 360) then return 3
|
||||
elseif (self.level < 400) then return 4
|
||||
elseif (self.level < 420) then return 5
|
||||
elseif (self.level < 450) then return 4
|
||||
elseif (self.level < 500) then return 3
|
||||
else return 20
|
||||
end
|
||||
end
|
||||
|
||||
function ScoreDrainGame:advanceOneFrame()
|
||||
if self.ready_frames == 0 then
|
||||
self.frames = self.frames + 1
|
||||
self.score = math.max(0, self.score - self.drain_rate / 60)
|
||||
self.game_over = self.score <= 0 and true or false
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function ScoreDrainGame:onPieceEnter()
|
||||
if (self.level % 100 ~= 99) and self.frames ~= 0 then
|
||||
self.level = self.level + 1
|
||||
end
|
||||
end
|
||||
|
||||
local cleared_row_levels = {1, 2, 4, 6}
|
||||
|
||||
function ScoreDrainGame:onLineClear(cleared_row_count)
|
||||
local new_level = self.level + cleared_row_levels[cleared_row_count]
|
||||
self.drain_rate = math.floor(self.level / 100) < math.floor(new_level / 100) and self.drain_rate * 1.5 or self.drain_rate
|
||||
self.level = new_level
|
||||
end
|
||||
|
||||
function ScoreDrainGame:updateScore(level, drop_bonus, cleared_lines)
|
||||
if cleared_lines > 0 then
|
||||
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||
cleared_lines * self.combo
|
||||
)
|
||||
else
|
||||
self.combo = 1
|
||||
end
|
||||
self.drop_bonus = 0
|
||||
end
|
||||
|
||||
function ScoreDrainGame:drawGrid()
|
||||
self.grid:draw()
|
||||
if self.piece ~= nil and self.level < 100 then
|
||||
self:drawGhostPiece(ruleset)
|
||||
end
|
||||
end
|
||||
|
||||
function ScoreDrainGame:drawScoringInfo()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
love.graphics.print(
|
||||
self.das.direction .. " " ..
|
||||
self.das.frames .. " " ..
|
||||
strTrueValues(self.prev_inputs)
|
||||
)
|
||||
love.graphics.printf("NEXT", 64, 40, 40, "left")
|
||||
love.graphics.printf("DRAIN RATE", 240, 90, 80, "left")
|
||||
love.graphics.printf("SCORE", 240, 170, 40, "left")
|
||||
love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
|
||||
love.graphics.printf("LEVEL", 240, 320, 40, "left")
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.printf(math.floor(self.drain_rate).."/s", 240, 110, 120, "left")
|
||||
local frames_left = self.score / self.drain_rate * 60
|
||||
if frames_left <= 600 and frames_left % 4 < 2 and not self.game_over then love.graphics.setColor(1, 0.3, 0.3, 1) end
|
||||
love.graphics.printf(formatTime(frames_left), 240, 270, 120, "left")
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.printf(math.floor(self.score), 240, 190, 90, "left")
|
||||
love.graphics.printf(self.level, 240, 340, 50, "right")
|
||||
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 50, "right")
|
||||
|
||||
love.graphics.setFont(font_8x11)
|
||||
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
|
||||
end
|
||||
|
||||
function ScoreDrainGame:getHighscoreData()
|
||||
return {
|
||||
level = self.level,
|
||||
frames = self.frames,
|
||||
}
|
||||
end
|
||||
|
||||
function ScoreDrainGame:getSectionEndLevel()
|
||||
return math.floor(self.level / 100 + 1) * 100
|
||||
end
|
||||
|
||||
function ScoreDrainGame:getBackground()
|
||||
return math.floor(self.level / 100)
|
||||
end
|
||||
|
||||
return ScoreDrainGame
|
@ -59,8 +59,8 @@ end
|
||||
|
||||
function Snake:generateGem()
|
||||
repeat
|
||||
self.gem.x = math.random(1, 25)
|
||||
self.gem.y = math.random(5, 24)
|
||||
self.gem.x = love.math.random(1, 25)
|
||||
self.gem.y = love.math.random(5, 24)
|
||||
until not self:isInSnake({x=self.gem.x, y=self.gem.y})
|
||||
end
|
||||
|
||||
|
@ -55,8 +55,8 @@ function StackerGame:advanceOneFrame(inputs, ruleset)
|
||||
self.are = self.are - 1
|
||||
return false
|
||||
elseif self.are == 0 then
|
||||
self.position = math.random(1, 7 + self.block_width - 1)
|
||||
self.direction = ({-1, 1})[math.random(2)]
|
||||
self.position = love.math.random(1, 7 + self.block_width - 1)
|
||||
self.direction = ({-1, 1})[love.math.random(2)]
|
||||
self.are = -1
|
||||
end
|
||||
if not self.prev_inputs.up and inputs.up then
|
||||
|
@ -10,7 +10,7 @@ function Bag5Randomizer:generatePiece()
|
||||
if next(self.bag) == nil then
|
||||
self.bag = {"I", "J", "L", "O", "T"}
|
||||
end
|
||||
local x = math.random(table.getn(self.bag))
|
||||
local x = love.math.random(table.getn(self.bag))
|
||||
return table.remove(self.bag, x)
|
||||
end
|
||||
|
||||
|
@ -11,10 +11,10 @@ function Bag5AltRandomizer:generatePiece()
|
||||
if next(self.bag) == nil then
|
||||
self.bag = {"I", "J", "L", "O", "T"}
|
||||
end
|
||||
local x = math.random(table.getn(self.bag))
|
||||
local x = love.math.random(table.getn(self.bag))
|
||||
local temp = table.remove(self.bag, x)
|
||||
if temp == self.prev then
|
||||
local y = math.random(table.getn(self.bag))
|
||||
local y = love.math.random(table.getn(self.bag))
|
||||
temp = table.remove(self.bag, y)
|
||||
end
|
||||
self.prev = temp
|
||||
|
@ -18,7 +18,7 @@ function Bag63Randomiser:generatePiece()
|
||||
"O", "O", "O", "O", "O", "O", "O", "O", "O",
|
||||
}
|
||||
end
|
||||
return table.remove(self.bag, math.random(#self.bag))
|
||||
return table.remove(self.bag, love.math.random(#self.bag))
|
||||
end
|
||||
|
||||
return Bag63Randomiser
|
@ -5,7 +5,7 @@ local Bag7Randomizer = Randomizer:extend()
|
||||
function Bag7Randomizer:initialize()
|
||||
self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
|
||||
self.extra = {"I", "J", "L", "O", "S", "T", "Z"}
|
||||
table.insert(self.bag, table.remove(self.extra, math.random(table.getn(self.extra))))
|
||||
table.insert(self.bag, table.remove(self.extra, love.math.random(table.getn(self.extra))))
|
||||
end
|
||||
|
||||
function Bag7Randomizer:generatePiece()
|
||||
@ -14,9 +14,9 @@ function Bag7Randomizer:generatePiece()
|
||||
end
|
||||
if next(self.bag) == nil then
|
||||
self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
|
||||
table.insert(self.bag, table.remove(self.extra, math.random(table.getn(self.extra))))
|
||||
table.insert(self.bag, table.remove(self.extra, love.math.random(table.getn(self.extra))))
|
||||
end
|
||||
local x = math.random(table.getn(self.bag))
|
||||
local x = love.math.random(table.getn(self.bag))
|
||||
--print("Bag: "..table.concat(self.bag, ", ").." | Extra: "..table.concat(self.extra, ", "))
|
||||
return table.remove(self.bag, x)
|
||||
end
|
||||
|
@ -14,10 +14,10 @@ function BagKonoha:generatePiece()
|
||||
if #self.bag == 0 then
|
||||
self.bag = {"I", "J", "L", "O", "T"}
|
||||
end
|
||||
local x = math.random(#self.bag)
|
||||
local x = love.math.random(#self.bag)
|
||||
local temp = table.remove(self.bag, x)
|
||||
if temp == self.prev and not self.allowrepeat then
|
||||
local y = math.random(#self.bag)
|
||||
local y = love.math.random(#self.bag)
|
||||
table.insert(self.bag, temp) -- should insert at the end of the bag, bag[y] doesnt change
|
||||
temp = table.remove(self.bag, y)
|
||||
end
|
||||
|
@ -58,7 +58,7 @@ function DTETRandomizer:generatePiece()
|
||||
end
|
||||
|
||||
-- pull piece from 21-bag and update drought counters
|
||||
local generated = bag[math.random(#bag)]
|
||||
local generated = bag[love.math.random(#bag)]
|
||||
self:updateDroughts(generated)
|
||||
return generated
|
||||
end
|
||||
|
@ -9,7 +9,7 @@ end
|
||||
function EXRandomizer:generatePiece()
|
||||
local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
|
||||
for i = 1, 6 do
|
||||
local x = math.random(7)
|
||||
local x = love.math.random(7)
|
||||
if not inHistory(shapes[x], self.history) or i == 6 then
|
||||
return self:updateHistory(shapes[x])
|
||||
end
|
||||
|
@ -14,7 +14,7 @@ end
|
||||
|
||||
function HistoryRandomizer:generatePiece()
|
||||
for i = 1, self.rolls do
|
||||
local x = math.random(table.getn(self.allowed_pieces))
|
||||
local x = love.math.random(table.getn(self.allowed_pieces))
|
||||
if not inHistory(self.allowed_pieces[x], self.history) or i == self.rolls then
|
||||
return self:updateHistory(self.allowed_pieces[x])
|
||||
end
|
||||
|
@ -12,19 +12,19 @@ function MasterOfBags:initialize()
|
||||
end
|
||||
|
||||
function MasterOfBags:generatePiece()
|
||||
local piece=math.random(({[true]=#self.bag,[false]=#self.bag+1})[#self.bag>14])
|
||||
local piece=love.math.random(({[true]=#self.bag,[false]=#self.bag+1})[#self.bag>14])
|
||||
if piece>#self.bag then
|
||||
self.bag={}
|
||||
for x=1,28 do
|
||||
self.bag[x]=({"I", "J", "L", "O", "S", "T", "Z"})[(x-1)%7+1]
|
||||
end
|
||||
piece=math.random(#self.bag)
|
||||
piece=love.math.random(#self.bag)
|
||||
end
|
||||
for i = 1, 6 do
|
||||
if not inHistory(self.bag[piece], self.history) then
|
||||
break
|
||||
end
|
||||
piece=math.random(#self.bag)
|
||||
piece=love.math.random(#self.bag)
|
||||
end
|
||||
self:updateHistory(self.bag[piece])
|
||||
|
||||
|
@ -35,7 +35,7 @@ function MirrorRandomizer:generatePiece()
|
||||
generated = table.remove(self.piece_stack)
|
||||
else
|
||||
repeat
|
||||
generated = self.shapes[math.random(7)]
|
||||
generated = self.shapes[love.math.random(7)]
|
||||
until not inHistory(generated, self.history)
|
||||
table.remove(self.history, 1)
|
||||
table.insert(self.history, generated)
|
||||
|
@ -8,9 +8,9 @@ function NES:initialize()
|
||||
end
|
||||
|
||||
function NES:generatePiece()
|
||||
local x = math.random(8)
|
||||
local x = love.math.random(8)
|
||||
if x == 8 or x == self.history then
|
||||
x = math.random(7)
|
||||
x = love.math.random(7)
|
||||
end
|
||||
self.history = x
|
||||
return self.shapes[x]
|
||||
|
@ -10,7 +10,7 @@ function RecursiveRandomizer:generatePiece()
|
||||
--if next(self.bag) == nil then
|
||||
-- self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
|
||||
--end
|
||||
local x = math.random(table.getn(self.bag) + 1)
|
||||
local x = love.math.random(table.getn(self.bag) + 1)
|
||||
while x == table.getn(self.bag) + 1 do
|
||||
--print("Refill piece pulled")
|
||||
table.insert(self.bag, "I")
|
||||
@ -20,7 +20,7 @@ function RecursiveRandomizer:generatePiece()
|
||||
table.insert(self.bag, "S")
|
||||
table.insert(self.bag, "T")
|
||||
table.insert(self.bag, "Z")
|
||||
x = math.random(table.getn(self.bag) + 1)
|
||||
x = love.math.random(table.getn(self.bag) + 1)
|
||||
end
|
||||
--print("Number of pieces in bag: "..table.getn(self.bag))
|
||||
--print("Bag: "..table.concat(self.bag, ", "))
|
||||
|
@ -6,7 +6,7 @@ function SegaRandomizer:initialize()
|
||||
self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
|
||||
self.sequence = {}
|
||||
for i = 1, 1000 do
|
||||
self.sequence[i] = self.bag[math.random(table.getn(self.bag))]
|
||||
self.sequence[i] = self.bag[love.math.random(table.getn(self.bag))]
|
||||
end
|
||||
self.counter = 0
|
||||
end
|
||||
|
@ -10,11 +10,11 @@ end
|
||||
function SplitHistoryRandomizer:generatePiece()
|
||||
if self.piece_count < 2 then
|
||||
self.piece_count = self.piece_count + 1
|
||||
return self:updateHistory(({"L", "J", "I", "T"})[math.random(4)])
|
||||
return self:updateHistory(({"L", "J", "I", "T"})[love.math.random(4)])
|
||||
else
|
||||
local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
|
||||
for i = 1, 4 do
|
||||
local x = math.random(7)
|
||||
local x = love.math.random(7)
|
||||
if not inHistory(shapes[x], self.history) or i == 4 then
|
||||
return self:updateHistory(shapes[x])
|
||||
end
|
||||
|
@ -28,7 +28,7 @@ end
|
||||
function TetraXRandomizer:generatePiece()
|
||||
local generated = nil
|
||||
while true do
|
||||
generated = self.pieceselection[math.random(#self.pieceselection)]
|
||||
generated = self.pieceselection[love.math.random(#self.pieceselection)]
|
||||
if not (self.lastseen[generated] == 0 or self.lastseen[generated] == 1) then
|
||||
break
|
||||
end
|
||||
|
@ -8,13 +8,13 @@ CRAP.hash = "Completely Random Auto-Positioner"
|
||||
CRAP.world = true
|
||||
CRAP.colors={"C","O","M","R","G","Y","B"}
|
||||
CRAP.colourscheme = {
|
||||
I = CRAP.colors[math.ceil(math.random(7))],
|
||||
L = CRAP.colors[math.ceil(math.random(7))],
|
||||
J = CRAP.colors[math.ceil(math.random(7))],
|
||||
S = CRAP.colors[math.ceil(math.random(7))],
|
||||
Z = CRAP.colors[math.ceil(math.random(7))],
|
||||
O = CRAP.colors[math.ceil(math.random(7))],
|
||||
T = CRAP.colors[math.ceil(math.random(7))],
|
||||
I = CRAP.colors[math.ceil(love.math.random(7))],
|
||||
L = CRAP.colors[math.ceil(love.math.random(7))],
|
||||
J = CRAP.colors[math.ceil(love.math.random(7))],
|
||||
S = CRAP.colors[math.ceil(love.math.random(7))],
|
||||
Z = CRAP.colors[math.ceil(love.math.random(7))],
|
||||
O = CRAP.colors[math.ceil(love.math.random(7))],
|
||||
T = CRAP.colors[math.ceil(love.math.random(7))],
|
||||
}
|
||||
CRAP.softdrop_lock = true
|
||||
CRAP.harddrop_lock = false
|
||||
@ -111,8 +111,8 @@ end
|
||||
function CRAP:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
|
||||
for i=1,20 do
|
||||
dx=math.floor(math.random(11))-5
|
||||
dy=math.floor(math.random(11))-5
|
||||
dx=math.floor(love.math.random(11))-5
|
||||
dy=math.floor(love.math.random(11))-5
|
||||
if grid:canPlacePiece(new_piece:withOffset({x=dx, y=dy})) then
|
||||
self:onPieceRotate(piece, grid)
|
||||
piece:setRelativeRotation(rot_dir):setOffset({x=dx, y=dy})
|
||||
@ -147,13 +147,13 @@ function CRAP:get180RotationValue() return 2 end
|
||||
|
||||
function CRAP:randomizeColours()
|
||||
CRAP.colourscheme = {
|
||||
I = CRAP.colors[math.ceil(math.random(7))],
|
||||
L = CRAP.colors[math.ceil(math.random(7))],
|
||||
J = CRAP.colors[math.ceil(math.random(7))],
|
||||
S = CRAP.colors[math.ceil(math.random(7))],
|
||||
Z = CRAP.colors[math.ceil(math.random(7))],
|
||||
O = CRAP.colors[math.ceil(math.random(7))],
|
||||
T = CRAP.colors[math.ceil(math.random(7))],
|
||||
I = CRAP.colors[math.ceil(love.math.random(7))],
|
||||
L = CRAP.colors[math.ceil(love.math.random(7))],
|
||||
J = CRAP.colors[math.ceil(love.math.random(7))],
|
||||
S = CRAP.colors[math.ceil(love.math.random(7))],
|
||||
Z = CRAP.colors[math.ceil(love.math.random(7))],
|
||||
O = CRAP.colors[math.ceil(love.math.random(7))],
|
||||
T = CRAP.colors[math.ceil(love.math.random(7))],
|
||||
}
|
||||
end
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
local SRS = require 'tetris.rulesets.arika_srs'
|
||||
local SRS = require 'tetris.rulesets.standard_ace'
|
||||
|
||||
local Cultris = SRS:extend()
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
local SRS = require 'tetris.rulesets.arika_srs'
|
||||
local SRS = require 'tetris.rulesets.standard_ace'
|
||||
|
||||
local EARS = SRS:extend()
|
||||
|
||||
|
@ -31,7 +31,7 @@ function H:attemptRotate(new_inputs, piece, grid, initial)
|
||||
end
|
||||
|
||||
function H:getDefaultOrientation()
|
||||
return math.random(4)
|
||||
return love.math.random(4)
|
||||
end
|
||||
|
||||
return H
|
@ -1,4 +1,4 @@
|
||||
local SRS = require 'tetris.rulesets.ti_srs'
|
||||
local SRS = require 'tetris.rulesets.standard_ti'
|
||||
|
||||
local KRS = SRS:extend()
|
||||
|
||||
|
@ -23,8 +23,8 @@ function RandomPieces:generateBlockOffsets()
|
||||
local generated_offset = {}
|
||||
repeat
|
||||
generated_offset = {
|
||||
x = math.random(-1, 1),
|
||||
y = math.random(-2, 0)
|
||||
x = love.math.random(-1, 1),
|
||||
y = love.math.random(-2, 0)
|
||||
}
|
||||
until not containsPoint(offsets, generated_offset)
|
||||
offsets[i] = generated_offset
|
||||
|
@ -89,7 +89,7 @@ function Shirase:onPieceMove(piece) piece.lock_delay = 0 end
|
||||
function Shirase:onPieceRotate(piece) piece.lock_delay = 0 end
|
||||
|
||||
function Shirase:getDefaultOrientation()
|
||||
return math.random(4)
|
||||
return love.math.random(4)
|
||||
end
|
||||
|
||||
return Shirase
|
@ -1,4 +1,4 @@
|
||||
local SRS = require 'tetris.rulesets.arika_srs'
|
||||
local SRS = require 'tetris.rulesets.standard_ace'
|
||||
|
||||
local Tetra = SRS:extend()
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
local SRS = require 'tetris.rulesets.ti_srs'
|
||||
local SRS = require 'tetris.rulesets.standard_ti'
|
||||
|
||||
local TexyWorld = SRS:extend()
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
local SRS = require 'tetris.rulesets.arika_srs'
|
||||
local SRS = require 'tetris.rulesets.standard_ace'
|
||||
|
||||
local TOD = SRS:extend()
|
||||
|
||||
|
@ -35,7 +35,7 @@ end
|
||||
function Trans:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
local pieces = {"I", "J", "L", "O", "S", "T", "Z"}
|
||||
repeat
|
||||
new_piece.shape = pieces[math.random(7)]
|
||||
new_piece.shape = pieces[love.math.random(7)]
|
||||
until piece.shape ~= new_piece.shape
|
||||
|
||||
local offsets = {{x=0, y=0}, {x=1, y=0}, {x=-1, y=0}}
|
||||
|
Loading…
Reference in New Issue
Block a user