5 new modes + ASC - 3 aren't even ***ris!

This commit is contained in:
Ishaan Bhardwaj 2021-02-06 19:53:25 -05:00
parent 44d0605fb7
commit 484c8adff3
6 changed files with 2790 additions and 0 deletions

15
tetris/modes/a3minus.lua Normal file
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local GameMode = require 'tetris.modes.gamemode'
local SurvivalA3Game = require 'tetris.modes.survival_a3'
local A3Minus = SurvivalA3Game:extend()
A3Minus.name = "Survival A3-"
A3Minus.hash = "A3Minus"
A3Minus.tagline = "A training version of Survival A3."
function A3Minus:initialize(ruleset)
self.torikan_time = math.huge
GameMode.initialize(self, ruleset)
end
return A3Minus

2081
tetris/modes/fpviewer.lua Normal file

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local GameMode = require 'tetris.modes.gamemode'
local Grid = require 'tetris.components.grid'
local Minesweeper = GameMode:extend()
Minesweeper.name = "Minesweeper"
Minesweeper.hash = "Minesweeper"
Minesweeper.tagline = "Avoid the exploding mines!"
local width = 15
local height = 15
function Minesweeper:new()
self.super:new()
self:initializeGrid()
self.menu_state = 1
self.mines = {}
self.cursor = {x=1, y=1}
self.first_move = true
self.ready_frames = 1
self.next_queue_length = 0
end
function Minesweeper:isMine(x, y)
for _, mine in pairs(self.mines) do
if mine.x == x and mine.y == y then
return true
end
end
return false
end
function Minesweeper:initializeGrid()
self.grid = Grid(width, height + 4)
self.flags = math.floor(0.15 * width * height)
self.chosen_colour = ({ "R", "O", "Y", "G", "C", "B", "M" })[math.random(7)]
for y = 1, height do
for x = 1, width do
self.grid.grid[y+4][x] = { skin = "2tie", colour = self.chosen_colour }
end
end
end
function Minesweeper:initializeMines(sel_x, sel_y)
for i = 1, self.flags do
local x, y
repeat
x = math.random(1, width)
y = math.random(1, height)
until not (self:isMine(x, y) or (sel_x == x and sel_y == y))
table.insert(self.mines, {x=x, y=y})
end
end
function Minesweeper:advanceOneFrame(inputs, ruleset)
if self.menu_state ~= 0 then
self:menuLoop(inputs)
return false
elseif self.game_over or self.completed or self.ready_frames > 1 then
return true
else
self:mainGameLoop(inputs)
return false
end
end
function Minesweeper:menuLoop(inputs)
if not self.prev_inputs.right and inputs.right then
if self.menu_state == 1 then
width = math.min(width + 1, 28)
else
height = math.min(height + 1, 22)
end
self:initializeGrid()
elseif not self.prev_inputs.left and inputs.left then
if self.menu_state == 1 then
width = math.max(width - 1, 8)
else
height = math.max(height - 1, 8)
end
self:initializeGrid()
elseif (not self.prev_inputs.down and inputs.down) or
(not self.prev_inputs.up and inputs.up) then
self.menu_state = -self.menu_state
end
if not self.prev_inputs.rotate_left and inputs.rotate_left then
self.ready_frames = 100
self.menu_state = 0
end
self.prev_inputs = inputs
end
function Minesweeper:mainGameLoop(inputs)
self:moveCursor(inputs)
if not self.prev_inputs.rotate_left and inputs.rotate_left and
self.grid.grid[self.cursor.y+4][self.cursor.x].colour ~= "F" and
self.grid.grid[self.cursor.y+4][self.cursor.x].colour ~= "A" then
playSE("lock")
if not self:isMine(self.cursor.x, self.cursor.y) then
self:uncoverCell(self.cursor.x, self.cursor.y)
else
self.game_over = true
end
end
if not self.prev_inputs.rotate_right and inputs.rotate_right then
self:flagCell(self.cursor.x, self.cursor.y)
end
self:updateFlagCount()
self.frames = self.frames + 1
self.prev_inputs = inputs
end
function Minesweeper:updateFlagCount()
local flags = math.floor(0.15 * width * height)
for y = 5, height + 4 do
for x = 1, width do
if self.grid.grid[y][x].colour == "A" then
flags = flags - 1
end
end
end
self.flags = flags
end
function Minesweeper:moveCursor(inputs)
if not self.prev_inputs.right and inputs.right then
self.cursor.x = math.min(self.cursor.x + 1, width)
elseif not self.prev_inputs.left and inputs.left then
self.cursor.x = math.max(self.cursor.x - 1, 1)
elseif not self.prev_inputs.down and inputs.down then
self.cursor.y = math.min(self.cursor.y + 1, height)
elseif not self.prev_inputs.up and inputs.up then
self.cursor.y = math.max(self.cursor.y - 1, 1)
end
end
function Minesweeper:flagCell(x, y)
if self.flags > 0 and self.grid.grid[y+4][x].skin == "2tie" and
self.grid.grid[y+4][x].colour ~= "F" then
self.grid.grid[y+4][x] = {
skin = "gem", colour = "A"
}
elseif self.grid.grid[y+4][x].skin == "gem" then
self.grid.grid[y+4][x] = {
skin = "2tie", colour = self.chosen_colour
}
end
end
function Minesweeper:uncoverCell(x, y)
if self.first_move then
self:initializeMines(x, y)
self.first_move = false
end
local stack = {
{
x = x,
y = y,
}
}
while #stack > 0 do
local current = table.remove(stack)
local x = current.x
local y = current.y
self.grid.grid[y+4][x] = { skin = "2tie", colour = "F" }
if self:getSurroundingMineCount(x, y) == 0 then
for dy = -1, 1 do
for dx = -1, 1 do
if not (dx == 0 and dy == 0) and
x+dx >= 1 and x+dx <= width and
y+dy >= 1 and y+dy <= height and
self.grid.grid[y+4+dy][x+dx].colour ~= "F"
then
table.insert(stack, {
x = x + dx,
y = y + dy,
})
end
end
end
end
end
for y = 5, height + 4 do
for x = 1, width do
if self.grid.grid[y][x].colour ~= "F" and
not self:isMine(x, y-4) then
return
end
end
end
self.completed = true
end
function Minesweeper:getSurroundingMineCount(x, y)
local mines = 0
for dy = -1, 1 do
for dx = -1, 1 do
if not (dx == 0 and dy == 0) and self:isMine(x+dx, y+dy) then
mines = mines + 1
end
end
end
return mines
end
function Minesweeper:onGameOver()
for y = 5, height + 4 do
for x = 1, width do
if self:isMine(x, y-4) then
self.grid.grid[y][x] = { skin = "gem", colour = "R" }
else
self.grid.grid[y][x] = { skin = "2tie", colour = "F" }
end
end
end
end
function Minesweeper:onGameComplete()
self:onGameOver()
love.graphics.setColor(
self.game_over_frames % 4 < 2 and
{0.3, 1, 0.3, 1} or
{1, 1, 1, 1}
)
love.graphics.print("GOOD JOB!", 80 + 16 * width, 280)
end
local function opacityFunction(game, block, x, y, age)
if block.colour == "F" then
return 0.5, 0.5, 0.5, 1, 1
else
return 1, 1, 1, 1, 1
end
end
function Minesweeper:drawGrid()
self.grid:drawCustom(opacityFunction, self)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.setLineWidth(2)
for y = 5, height + 4 do
for x = 1, width do
if self.cursor.x == x and self.cursor.y + 4 == y then
love.graphics.rectangle("line", 48+x*16, y*16, 16, 16)
end
if self:getSurroundingMineCount(x, y-4) ~= 0 and
self.grid.grid[y][x].colour == "F" then
love.graphics.print(self:getSurroundingMineCount(x, y-4), 50+x*16, -2+y*16)
end
end
end
end
function Minesweeper:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
local x = 80 + 16 * width
love.graphics.setFont(font_3x5_2)
love.graphics.print("DIMENSIONS", x, 100)
love.graphics.print("FLAGS", x, 160)
love.graphics.print("TIME ELAPSED", x, 220)
love.graphics.setFont(font_3x5_3)
love.graphics.print(width .. " x " .. height, x, 120)
love.graphics.print(self.flags, x, 180)
love.graphics.print(formatTime(self.frames), x, 240)
end
function Minesweeper:drawCustom()
if self.menu_state ~= 0 then
love.graphics.setFont(font_3x5_3)
love.graphics.setColor(
self.menu_state == 1 and
{1, 1, 0.3, 1} or
{1, 1, 1, 1}
)
love.graphics.print("WIDTH: " .. width, 67, 100)
love.graphics.setColor(
self.menu_state == -1 and
{1, 1, 0.3, 1} or
{1, 1, 1, 1}
)
love.graphics.print("HEIGHT: " .. height, 67, 140)
love.graphics.setColor(1, 1, 1, 1)
end
end
return Minesweeper

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tetris/modes/snake.lua Normal file
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local GameMode = require 'tetris.modes.gamemode'
local Grid = require 'tetris.components.grid'
local Snake = GameMode:extend()
Snake.name = "Snake"
Snake.hash = "Snake"
Snake.tagline = "...It's literally just snake."
local moves = {
["right"] = {x=1, y=0},
["left"] = {x=-1, y=0},
["up"] = {x=0, y=-1},
["down"] = {x=0, y=1},
}
function Snake:new()
self.super:new()
self.grid = Grid(25, 24)
self.next_queue_length = 0
self.ready_frames = 1
self.ticks = 60
self.direction = "right"
self.last_move = "right"
self.snake = {
{x=11, y=15},
{x=12, y=15},
{x=13, y=15},
{x=14, y=15},
}
self.gem = {x=1, y=5}
self:generateGem()
self:updateGrid()
end
function Snake:isInSnake(p)
for _, point in pairs(self.snake) do
if point.x == p.x and point.y == p.y then
return true
end
end
return false
end
function Snake:updateGrid()
local snake = { skin = "2tie", colour = "G" }
local gem = { skin = "gem", colour = "R" }
self.grid:clear()
self.grid.grid[self.gem.y][self.gem.x] = gem
for y = 5, 24 do
for x = 1, 25 do
if self:isInSnake({x=x, y=y}) then
self.grid.grid[y][x] = snake
end
self.grid.grid_age[y][x] = 3
end
end
end
function Snake:generateGem()
repeat
self.gem.x = math.random(1, 25)
self.gem.y = math.random(5, 24)
until not self:isInSnake({x=self.gem.x, y=self.gem.y})
end
function Snake:advanceOneFrame(inputs, ruleset)
if self.game_over or self.completed then return true end
if self.last_move ~= "left" and not self.prev_inputs.right and inputs.right then
self.direction = "right"
elseif self.last_move ~= "right" and not self.prev_inputs.left and inputs.left then
self.direction = "left"
elseif self.last_move ~= "down" and not self.prev_inputs.up and inputs.up then
self.direction = "up"
elseif self.last_move ~= "up" and not self.prev_inputs.down and inputs.down then
self.direction = "down"
end
self.ticks = self.ticks - 1
if self.ticks <= 0 then
local move = moves[self.direction]
local new_x = self.snake[#self.snake].x + move.x
local new_y = self.snake[#self.snake].y + move.y
if (
new_x < 1 or new_x > 25 or new_y < 5 or new_y > 24 or
self:isInSnake({x=new_x, y=new_y})
) then
self.game_over = true
else
table.insert(self.snake, {
x = new_x,
y = new_y,
})
if new_x == self.gem.x and new_y == self.gem.y then
if #self.snake >= 500 then
self.completed = true
self:updateGrid()
return false
else
self:generateGem()
end
else
table.remove(self.snake, 1)
end
self:updateGrid()
self.last_move = self.direction
self.ticks = 10
end
end
self.prev_inputs = inputs
return false
end
local function noOutline(game, block, x, y, age)
local x = 0.75
return x, x, x, 1, 0
end
function Snake:drawGrid()
self.grid:drawCustom(noOutline, self)
end
function Snake:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print("SNAKE LENGTH", 480, 130)
love.graphics.print("GEM LOCATION", 480, 210)
love.graphics.setFont(font_3x5_3)
love.graphics.print(#self.snake, 480, 150)
love.graphics.print(self.gem.x .. ", " .. self.gem.y - 4, 480, 230)
end
function Snake:getHighscoreData()
return {
snake_length = #self.snake,
}
end
return Snake

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tetris/modes/stacker.lua Normal file
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local GameMode = require 'tetris.modes.gamemode'
local Grid = require 'tetris.components.grid'
local StackerGame = GameMode:extend()
StackerGame.name = "Stacker"
StackerGame.hash = "Stacker"
StackerGame.tagline = "Hey, wait, I didn't mean this kind of block stacking!"
local block = { skin = "2tie", colour = "C" }
function StackerGame:new()
self.super:new()
self.grid = Grid(7, 19)
self.next_queue_length = 0
self.ready_frames = 1
self.row = 19
self.block_width = 3
self.position = 0
self.direction = 1
self.ticks = 0
self.are = 30
self.map = {}
block.colour = "C"
self:updateGrid()
end
function StackerGame:getSpeed()
return 20 ^ ((self.row - 4) / 15)
end
function StackerGame:getMaxBlockWidth()
if self.row >= 17 then return 3
elseif self.row >= 11 then return 2
else return 1 end
end
function StackerGame:updateGrid()
local width = math.min(self:getMaxBlockWidth(), self.block_width)
self.grid:clear()
self.grid:applyMap(self.map)
for w = 0, width - 1 do
self.grid.grid[self.row][self.position - w] = block
end
for y = 5, 19 do
for x = 1, 7 do
self.grid.grid_age[y][x] = 3
end
end
end
function StackerGame:advanceOneFrame(inputs, ruleset)
if self.game_over or self.completed then return true end
if self.are > 0 then
self.are = self.are - 1
return false
end
if not self.prev_inputs.up and inputs.up then
self.prev_inputs = inputs
local width = math.min(self:getMaxBlockWidth(), self.block_width)
local new_width = 0
local row = {}
for w = 0, width - 1 do
if self.grid:isOccupied(self.position - w - 1, self.row) and
self.position - w >= 1 and self.position - w <= 7 then
new_width = new_width + 1
row[self.position - w] = block
end
end
if new_width == 0 then
self.game_over = true
else
playSE("lock")
self.map[self.row] = row
self.row = self.row - 1
if self.row <= 8 and self.row >= 5 then
block.colour = "R"
elseif self.row <= 4 then
block.colour = "G"
self.completed = true
self:updateGrid()
return false
end
self.ticks = 0
self.block_width = new_width
self.position = 0
self.are = 30
self:updateGrid()
end
return false
end
self.ticks = self.ticks + 1
if self.ticks >= self:getSpeed() then
self.ticks = self.ticks - self:getSpeed()
if self.position >= 7 + math.min(self:getMaxBlockWidth(), self.block_width) - 1 then
self.direction = -1
elseif self.position <= 1 then
self.direction = 1
end
self.position = self.position + self.direction
self:updateGrid()
end
self.prev_inputs = inputs
return false
end
local function noOutline(game, block, x, y, age)
local x = 0.75
return x, x, x, 1, 0
end
function StackerGame:onGameComplete() end
function StackerGame:drawGrid()
self.grid:drawCustom(noOutline, self)
end
function StackerGame:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print("<-- MAJOR PRIZE", 190, 80)
love.graphics.print("<-- MINOR PRIZE", 190, 144)
love.graphics.print("ROWS STACKED", 64, 340)
love.graphics.print("FRAMES PER MOVE", 64, 400)
love.graphics.setFont(font_3x5_3)
love.graphics.print(19 - self.row .. (self.row <= 4 and " - COMPLETE!" or ""), 64, 360)
love.graphics.print(
(
self.row > 4 and
string.format("%.02f", self:getSpeed()) or
"N/A"
),
64, 420
)
end
function StackerGame:getHighscoreData()
return {
rows = 19 - self.row,
}
end
return StackerGame

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tetris/rulesets/asc.lua Normal file
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local Ruleset = require 'tetris.rulesets.ruleset'
local Ascension = Ruleset:extend()
Ascension.name = "Ascension"
Ascension.hash = "Ascension"
Ascension.world = true
Ascension.colourscheme = {
I = "C",
L = "O",
J = "B",
S = "G",
Z = "R",
O = "Y",
T = "M",
}
Ascension.softdrop_lock = false
Ascension.harddrop_lock = true
Ascension.spawn_positions = {
I = { x=4, y=4 },
J = { x=4, y=5 },
L = { x=4, y=5 },
O = { x=4, y=5 },
S = { x=4, y=5 },
T = { x=4, y=5 },
Z = { x=4, y=5 },
}
Ascension.big_spawn_positions = {
I = { x=2, y=2 },
J = { x=2, y=3 },
L = { x=2, y=3 },
O = { x=2, y=3 },
S = { x=2, y=3 },
T = { x=2, y=3 },
Z = { x=2, y=3 },
}
Ascension.block_offsets = {
I={
{ {x=-1, y=0}, {x=0, y=0}, {x=1, y=0}, {x=2, y=0} },
{ {x=0, y=-1}, {x=0, y=0}, {x=0, y=1}, {x=0, y=2} },
{ {x=-2, y=0}, {x=-1, y=0}, {x=0, y=0}, {x=1, y=0} },
{ {x=0, y=-2}, {x=0, y=-1}, {x=0, y=0}, {x=0, y=1} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1} },
},
O={
{ {x=0, y=-1}, {x=1, y=-1}, {x=0, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=1, y=0}, {x=0, y=1}, {x=1, y=1} },
{ {x=-1, y=0}, {x=0, y=0}, {x=-1, y=1}, {x=0, y=1} },
{ {x=-1, y=-1}, {x=0, y=-1}, {x=-1, y=0}, {x=0, y=0} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=1, y=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1} },
{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0} },
{ {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0} },
},
Z={
{ {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0} },
{ {x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1} },
{ {x=1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1} },
}
}
-- CCW kicks, negative X for CW
Ascension.kicks = {
{x=1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=0, y=2}, {x=1, y=2}, {x=2, y=0}, {x=2, y=1},
{x=2, y=2}, {x=-1, y=0}, {x=-1, y=1}, {x=0, y=-1}, {x=1, y=-1}, {x=2, y=-1}, {x=-1, y=2},
{x=-2, y=0}, {x=0, y=-2}, {x=1, y=-2}, {x=2, y=-2}, {x=-2, y=1}, {x=-2, y=2}, {x=-1, y=-1},
}
function Ascension:attemptWallkicks(piece, new_piece, rot_dir, grid)
if rot_dir == 2 then return end
local kicks = Ascension.kicks
assert(piece.rotation ~= new_piece.rotation)
for idx, o in pairs(kicks) do
offset = {
x = o.x * (rot_dir == 1 and -1 or 1),
y = o.y
}
kicked_piece = new_piece:withOffset(offset)
if grid:canPlacePiece(kicked_piece) then
self:onPieceRotate(piece, grid)
piece:setRelativeRotation(rot_dir)
piece:setOffset(offset)
return
end
end
end
function Ascension:onPieceDrop(piece) piece.lock_delay = 0 end
function Ascension:onPieceMove(piece) piece.lock_delay = 0 end
function Ascension:onPieceRotate(piece) piece.lock_delay = 0 end
return Ascension