Large modpack dump (v0.3-beta6)
parent
f2e147d750
commit
789afaf90d
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@ -3,3 +3,4 @@ skins/donotupload/*
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ss
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ss/*
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*.sav
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res/bgm/track*
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@ -0,0 +1,574 @@
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local Object = require 'libs.classic'
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local LifeGrid = Object:extend()
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local empty = { skin = "", colour = "" }
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local oob = { skin = "", colour = "" }
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local block = { skin = "2tie", colour = "A" }
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function LifeGrid:new(width, height)
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self.grid = {}
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self.grid_age = {}
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self.width = width
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self.height = height
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for y = 1, self.height do
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self.grid[y] = {}
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self.grid_age[y] = {}
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for x = 1, self.width do
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self.grid[y][x] = empty
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self.grid_age[y][x] = 0
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end
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end
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end
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function LifeGrid:clear()
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for y = 1, self.height do
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for x = 1, self.width do
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self.grid[y][x] = empty
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self.grid_age[y][x] = 0
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end
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end
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end
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function LifeGrid:getCell(x, y)
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if x < 1 or x > self.width or y > self.height then return oob
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elseif y < 1 then return empty
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else return self.grid[y][x]
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end
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end
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function LifeGrid:isOccupied(x, y)
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return self:getCell(x+1, y+1) ~= empty
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end
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function LifeGrid:isRowFull(row)
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for index, square in pairs(self.grid[row]) do
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if square == empty then return false end
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end
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return true
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end
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function LifeGrid:canPlacePiece(piece)
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if piece.big then
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return self:canPlaceBigPiece(piece)
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end
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local offsets = piece:getBlockOffsets()
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for index, offset in pairs(offsets) do
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local x = piece.position.x + offset.x
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local y = piece.position.y + offset.y
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if self:isOccupied(x, y) then
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return false
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end
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end
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return true
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end
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function LifeGrid:canPlaceBigPiece(piece)
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local offsets = piece:getBlockOffsets()
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for index, offset in pairs(offsets) do
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local x = piece.position.x + offset.x
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local y = piece.position.y + offset.y
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if (
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self:isOccupied(x * 2 + 0, y * 2 + 0)
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or self:isOccupied(x * 2 + 1, y * 2 + 0)
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or self:isOccupied(x * 2 + 0, y * 2 + 1)
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or self:isOccupied(x * 2 + 1, y * 2 + 1)
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) then
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return false
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end
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end
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return true
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end
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function LifeGrid:canPlacePieceInVisibleLifeGrid(piece)
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if piece.big then
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return self:canPlaceBigPiece(piece)
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-- forget canPlaceBigPieceInVisibleLifeGrid for now
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end
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local offsets = piece:getBlockOffsets()
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for index, offset in pairs(offsets) do
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local x = piece.position.x + offset.x
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local y = piece.position.y + offset.y
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if y < 4 or self:isOccupied(x, y) ~= empty then
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return false
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end
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end
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return true
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end
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function LifeGrid:getClearedRowCount()
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local count = 0
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local cleared_row_table = {}
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for row = 1, self.height do
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if self:isRowFull(row) then
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count = count + 1
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table.insert(cleared_row_table, row)
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end
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end
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return count, cleared_row_table
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end
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function LifeGrid:markClearedRows()
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local block_table = {}
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for row = 1, self.height do
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if self:isRowFull(row) then
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block_table[row] = {}
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for x = 1, self.width do
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block_table[row][x] = {
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skin = self.grid[row][x].skin,
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colour = self.grid[row][x].colour,
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}
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self.grid[row][x] = {
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skin = self.grid[row][x].skin,
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colour = "X"
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}
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--self.grid_age[row][x] = 0
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end
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end
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end
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return block_table
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end
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function LifeGrid:clearClearedRows()
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for row = 1, self.height do
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if self:isRowFull(row) then
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for above_row = row, 2, -1 do
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self.grid[above_row] = self.grid[above_row - 1]
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self.grid_age[above_row] = self.grid_age[above_row - 1]
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end
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self.grid[1] = {}
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self.grid_age[1] = {}
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for i = 1, self.width do
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self.grid[1][i] = empty
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self.grid_age[1][i] = 0
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end
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end
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end
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return true
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end
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function LifeGrid:copyBottomRow()
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for row = 1, self.height - 1 do
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self.grid[row] = self.grid[row+1]
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self.grid_age[row] = self.grid_age[row+1]
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end
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self.grid[self.height] = {}
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self.grid_age[self.height] = {}
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for i = 1, self.width do
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self.grid[self.height][i] = (self.grid[self.height - 1][i] == empty) and empty or block
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self.grid_age[self.height][i] = 0
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end
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return true
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end
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function LifeGrid:garbageRise(row_vals)
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for row = 1, self.height - 1 do
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self.grid[row] = self.grid[row+1]
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self.grid_age[row] = self.grid_age[row+1]
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end
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self.grid[self.height] = {}
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self.grid_age[self.height] = {}
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for i = 1, self.width do
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self.grid[self.height][i] = (row_vals[i] == "e") and empty or block
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self.grid_age[self.height][i] = 0
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end
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end
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function LifeGrid:clearSpecificRow(row)
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for col = 1, self.width do
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self.grid[row][col] = empty
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end
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end
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function LifeGrid:applyPiece(piece)
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if piece.big then
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self:applyBigPiece(piece)
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return
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end
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offsets = piece:getBlockOffsets()
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for index, offset in pairs(offsets) do
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x = piece.position.x + offset.x
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y = piece.position.y + offset.y
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if y + 1 > 0 and y < self.height then
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self.grid[y+1][x+1] = {
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skin = piece.skin,
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colour = piece.colour
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}
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end
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end
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end
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function LifeGrid:applyBigPiece(piece)
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offsets = piece:getBlockOffsets()
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for index, offset in pairs(offsets) do
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x = piece.position.x + offset.x
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y = piece.position.y + offset.y
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for a = 1, 2 do
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for b = 1, 2 do
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if y*2+a > 0 and y*2 < self.height then
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self.grid[y*2+a][x*2+b] = {
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skin = piece.skin,
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colour = piece.colour
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}
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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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function LifeGrid:checkForBravo(cleared_row_count)
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for i = 0, self.height - 1 - cleared_row_count do
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for j = 0, self.width - 1 do
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if self:isOccupied(j, i) then return false end
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end
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end
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return true
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end
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function LifeGrid:checkStackHeight()
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for i = 0, self.height - 1 do
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for j = 0, self.width - 1 do
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if self:isOccupied(j, i) then return self.height - i end
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end
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end
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return 0
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end
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function LifeGrid:checkSecretGrade()
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local sgrade = 0
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for i=23,5,-1 do
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local validLine = true
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local emptyCell = 0
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if i > 13 then
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emptyCell = 23-i
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end
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if i <= 13 then
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emptyCell = i-5
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end
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for j=0,9 do
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if (not self:isOccupied(j,i) and j ~= emptyCell) or (j == emptyCell and self:isOccupied(j,i)) then
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validLine = false
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end
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end
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if not self:isOccupied(emptyCell,i-1) then
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validLine = false
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end
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if(validLine) then
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sgrade = sgrade + 1
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else
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return sgrade
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end
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end
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--[[
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if(sgrade == 0) then return ""
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elseif(sgrade < 10) then return 10-sgrade
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elseif(sgrade < 19) then return "S"..(sgrade-9) end
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return "GM"
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--]]
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return sgrade
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end
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function LifeGrid:hasGemBlocks()
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for y = 1, self.height do
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for x = 1, self.width do
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if self.grid[y][x].skin == "gem" then
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return true
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end
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end
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end
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return false
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end
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function LifeGrid:mirror()
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local new_grid = {}
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for y = 1, self.height do
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new_grid[y] = {}
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for x = 1, self.width do
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new_grid[y][x] = empty
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end
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end
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for y = 1, self.height do
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for x = 1, self.width do
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new_grid[y][x] = self.grid[y][self.width + 1 - x]
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end
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end
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self.grid = new_grid
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end
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function LifeGrid:applyMap(map)
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for y, row in pairs(map) do
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for x, block in pairs(row) do
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self.grid_age[y][x] = 0
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self.grid[y][x] = block
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end
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end
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end
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-- inefficient algorithm for squares
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function LifeGrid:markSquares()
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-- goes up by 1 for silver, 2 for gold
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local square_count = 0
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for i = 1, 2 do
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for y = 5, self.height - 3 do
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for x = 1, self.width - 3 do
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local age_table = {}
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local age_count = 0
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local colour_table = {}
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local is_square = true
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for j = 0, 3 do
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for k = 0, 3 do
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if self.grid[y+j][x+k].skin == "" or self.grid[y+j][x+k].skin == "square" then
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is_square = false
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end
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if age_table[self.grid_age[y+j][x+k]] == nil then
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age_table[self.grid_age[y+j][x+k]] = 1
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age_count = age_count + 1
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else
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age_table[self.grid_age[y+j][x+k]] = age_table[self.grid_age[y+j][x+k]] + 1
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end
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if age_count > 4 or age_table[self.grid_age[y+j][x+k]] > 4 then
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is_square = false
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end
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if not table.contains(colour_table, self.grid[y+j][x+k].colour) then
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table.insert(colour_table, self.grid[y+j][x+k].colour)
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end
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end
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end
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if is_square then
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if i == 1 and #colour_table == 1 then
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for j = 0, 3 do
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for k = 0, 3 do
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self.grid[y+j][x+k].colour = "Y"
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self.grid[y+j][x+k].skin = "square"
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end
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end
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square_count = square_count + 2
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elseif i == 2 then
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for j = 0, 3 do
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for k = 0, 3 do
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self.grid[y+j][x+k].colour = "F"
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self.grid[y+j][x+k].skin = "square"
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end
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end
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square_count = square_count + 1
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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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return square_count
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end
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-- square scan
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function LifeGrid:scanForSquares()
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local table = {}
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for row = 1, self.height do
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local silver = 0
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local gold = 0
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for col = 1, self.width do
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local colour = self.grid[row][col].colour
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if self.grid[row][col].skin == "square" then
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if colour == "Y" then gold = gold + 1
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else silver = silver + 1 end
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end
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end
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table[row] = gold * 2.5 + silver * 1.25
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end
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return table
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end
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function LifeGrid:update()
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for y = 1, self.height do
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for x = 1, self.width do
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if self.grid[y][x] ~= empty then
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self.grid_age[y][x] = self.grid_age[y][x] + 1
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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 LifeGrid:draw()
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for y = 5, self.height do
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for x = 1, self.width do
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if blocks[self.grid[y][x].skin] and
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blocks[self.grid[y][x].skin][self.grid[y][x].colour] then
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if self.grid_age[y][x] < 2 then
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(blocks[self.grid[y][x].skin]["F"], 48+x*16, y*16)
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else
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if self.grid[y][x].colour == "X" then
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love.graphics.setColor(0, 0, 0, 0)
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elseif self.grid[y][x].skin == "bone" then
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love.graphics.setColor(1, 1, 1, 1)
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else
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love.graphics.setColor(0.5, 0.5, 0.5, 1)
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end
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love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
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end
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if self.grid[y][x].skin ~= "bone" and self.grid[y][x].colour ~= "X" then
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love.graphics.setColor(0.8, 0.8, 0.8, 1)
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love.graphics.setLineWidth(1)
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if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
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love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
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end
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if y < self.height and self.grid[y+1][x] == empty or
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(y + 1 <= self.height and self.grid[y+1][x].colour == "X") then
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love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
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end
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if x > 1 and self.grid[y][x-1] == empty then
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love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
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end
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if x < self.width and self.grid[y][x+1] == empty then
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love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
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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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end
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function LifeGrid:drawOutline()
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for y = 5, self.height do
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for x = 1, self.width do
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if self.grid[y][x] ~= empty and self.grid[y][x].colour ~= "X" then
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love.graphics.setColor(0.8, 0.8, 0.8, 1)
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love.graphics.setLineWidth(1)
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if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
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love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
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end
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if y < self.height and self.grid[y+1][x] == empty or
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(y + 1 <= self.height and self.grid[y+1][x].colour == "X") then
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love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
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end
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if x > 1 and self.grid[y][x-1] == empty then
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love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
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end
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if x < self.width and self.grid[y][x+1] == empty then
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love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
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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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function LifeGrid:drawInvisible(opacity_function, garbage_opacity_function, lock_flash, brightness)
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lock_flash = lock_flash == nil and true or lock_flash
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brightness = brightness == nil and 0.5 or brightness
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for y = 5, self.height do
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for x = 1, self.width do
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if self.grid[y][x] ~= empty then
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if self.grid[y][x].colour == "X" then
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opacity = 0
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elseif garbage_opacity_function and self.grid[y][x].colour == "A" then
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opacity = garbage_opacity_function(self.grid_age[y][x])
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else
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opacity = opacity_function(self.grid_age[y][x])
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end
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love.graphics.setColor(brightness, brightness, brightness, opacity)
|
||||
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
|
||||
if lock_flash then
|
||||
if opacity > 0 and self.grid[y][x].colour ~= "X" then
|
||||
love.graphics.setColor(0.64, 0.64, 0.64)
|
||||
love.graphics.setLineWidth(1)
|
||||
if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
|
||||
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
|
||||
end
|
||||
if y < self.height and self.grid[y+1][x] == empty or
|
||||
(y + 1 <= self.height and self.grid[y+1][x].colour == "X") then
|
||||
love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
|
||||
end
|
||||
if x > 1 and self.grid[y][x-1] == empty then
|
||||
love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
|
||||
end
|
||||
if x < self.width and self.grid[y][x+1] == empty then
|
||||
love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function LifeGrid:drawCustom(colour_function, gamestate)
|
||||
--[[
|
||||
colour_function: (game, block, x, y, age) -> (R, G, B, A, outlineA)
|
||||
When called, calls the supplied function on every block passing the block itself as argument
|
||||
as well as coordinates and the grid_age value of the same cell.
|
||||
Should return a RGBA colour for the block, as well as the opacity of the stack outline (0 for no outline).
|
||||
|
||||
gamestate: the gamemode instance itself to pass in colour_function
|
||||
]]
|
||||
for y = 5, self.height do
|
||||
for x = 1, self.width do
|
||||
local block = self.grid[y][x]
|
||||
if block ~= empty then
|
||||
local R, G, B, A, outline = colour_function(gamestate, block, x, y, self.grid_age[y][x])
|
||||
if self.grid[y][x].colour == "X" then
|
||||
A = 0
|
||||
end
|
||||
love.graphics.setColor(R, G, B, A)
|
||||
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
|
||||
if outline > 0 and self.grid[y][x].colour ~= "X" then
|
||||
love.graphics.setColor(0.64, 0.64, 0.64, outline)
|
||||
love.graphics.setLineWidth(1)
|
||||
if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
|
||||
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
|
||||
end
|
||||
if y < self.height and self.grid[y+1][x] == empty or
|
||||
(y + 1 <= self.height and self.grid[y+1][x].colour == "X") then
|
||||
love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
|
||||
end
|
||||
if x > 1 and self.grid[y][x-1] == empty then
|
||||
love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
|
||||
end
|
||||
if x < self.width and self.grid[y][x+1] == empty then
|
||||
love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function LifeGrid:advanceLife()
|
||||
local newgrid = {}
|
||||
local newgrid_age = {}
|
||||
for y = 1, self.height do
|
||||
newgrid[y] = {}
|
||||
newgrid_age[y] = {}
|
||||
for x = 1, self.width do
|
||||
newgrid[y][x] = empty
|
||||
newgrid_age[y][x] = 0
|
||||
end
|
||||
end
|
||||
for y = 1, self.height do
|
||||
for x = 1, self.width do
|
||||
count = 0
|
||||
for dy = -1, 1 do
|
||||
for dx = -1, 1 do
|
||||
if (dy~=0 or dx~=0) and self.grid[dy+y] and self.grid[dy+y][dx+x] and self.grid[dy+y][dx+x] ~= empty then
|
||||
count = count + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
if (count > 1) and (count < 4) then
|
||||
newgrid[y][x] = self.grid[y][x]
|
||||
if (count == 3) and (newgrid[y][x] == empty) then
|
||||
newgrid[y][x] = {
|
||||
skin = "2tie",
|
||||
colour = ({"R", "O", "Y", "G", "B", "C", "M"})[math.random(7)]
|
||||
}
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
self.grid=newgrid
|
||||
self.grid_age=newgrid_age
|
||||
end
|
||||
|
||||
return LifeGrid
|
|
@ -0,0 +1,562 @@
|
|||
local Object = require 'libs.classic'
|
||||
|
||||
local StrategyGrid = Object:extend()
|
||||
|
||||
local empty = { skin = "", colour = "" }
|
||||
local oob = { skin = "", colour = "" }
|
||||
local block = { skin = "2tie", colour = "A" }
|
||||
|
||||
function StrategyGrid:new(width, height)
|
||||
self.grid = {}
|
||||
self.grid_age = {}
|
||||
self.grid_placements={}
|
||||
self.width = width
|
||||
self.height = height
|
||||
for y = 1, self.height do
|
||||
self.grid[y] = {}
|
||||
self.grid_age[y] = {}
|
||||
self.grid_placements[y] = {}
|
||||
for x = 1, self.width do
|
||||
self.grid[y][x] = empty
|
||||
self.grid_age[y][x] = 0
|
||||
self.grid_placements[y][x] = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function StrategyGrid:clear()
|
||||
for y = 1, self.height do
|
||||
for x = 1, self.width do
|
||||
self.grid[y][x] = empty
|
||||
self.grid_age[y][x] = 0
|
||||
self.grid_placements[y][x] = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function StrategyGrid:getCell(x, y)
|
||||
if x < 1 or x > self.width or y > self.height then return oob
|
||||
elseif y < 1 then return empty
|
||||
else return self.grid[y][x]
|
||||
end
|
||||
end
|
||||
|
||||
function StrategyGrid:isOccupied(x, y)
|
||||
return self:getCell(x+1, y+1) ~= empty
|
||||
end
|
||||
|
||||
function StrategyGrid:isRowFull(row)
|
||||
for index, square in pairs(self.grid[row]) do
|
||||
if square == empty then return false end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function StrategyGrid:canPlacePiece(piece)
|
||||
if piece.big then
|
||||
return self:canPlaceBigPiece(piece)
|
||||
end
|
||||
|
||||
local offsets = piece:getBlockOffsets()
|
||||
for index, offset in pairs(offsets) do
|
||||
local x = piece.position.x + offset.x
|
||||
local y = piece.position.y + offset.y
|
||||
if self:isOccupied(x, y) then
|
||||
return false
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function StrategyGrid:canPlaceBigPiece(piece)
|
||||
local offsets = piece:getBlockOffsets()
|
||||
for index, offset in pairs(offsets) do
|
||||
local x = piece.position.x + offset.x
|
||||
local y = piece.position.y + offset.y
|
||||
if (
|
||||
self:isOccupied(x * 2 + 0, y * 2 + 0)
|
||||
or self:isOccupied(x * 2 + 1, y * 2 + 0)
|
||||
or self:isOccupied(x * 2 + 0, y * 2 + 1)
|
||||
or self:isOccupied(x * 2 + 1, y * 2 + 1)
|
||||
) then
|
||||
return false
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function StrategyGrid:canPlacePieceInVisibleStrategyGrid(piece)
|
||||
if piece.big then
|
||||
return self:canPlaceBigPiece(piece)
|
||||
-- forget canPlaceBigPieceInVisibleStrategyGrid for now
|
||||
end
|
||||
|
||||
local offsets = piece:getBlockOffsets()
|
||||
for index, offset in pairs(offsets) do
|
||||
local x = piece.position.x + offset.x
|
||||
local y = piece.position.y + offset.y
|
||||
if y < 4 or self:isOccupied(x, y) ~= empty then
|
||||
return false
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function StrategyGrid:getClearedRowCount()
|
||||
local count = 0
|
||||
local cleared_row_table = {}
|
||||
for row = 1, self.height do
|
||||
if self:isRowFull(row) then
|
||||
count = count + 1
|
||||
table.insert(cleared_row_table, row)
|
||||
end
|
||||
end
|
||||
return count, cleared_row_table
|
||||
end
|
||||
|
||||
function StrategyGrid:markClearedRows()
|
||||
local block_table = {}
|
||||
for row = 1, self.height do
|
||||
if self:isRowFull(row) then
|
||||
block_table[row] = {}
|
||||
for x = 1, self.width do
|
||||
block_table[row][x] = {
|
||||
skin = self.grid[row][x].skin,
|
||||
colour = self.grid[row][x].colour,
|
||||
}
|
||||
self.grid[row][x] = {
|
||||
skin = self.grid[row][x].skin,
|
||||
colour = "X"
|
||||
}
|
||||
--self.grid_age[row][x] = 0
|
||||
--self.grid_placements[row][x] = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
return block_table
|
||||
end
|
||||
|
||||
function StrategyGrid:clearClearedRows()
|
||||
for row = 1, self.height do
|
||||
if self:isRowFull(row) then
|
||||
for above_row = row, 2, -1 do
|
||||
self.grid[above_row] = self.grid[above_row - 1]
|
||||
self.grid_age[above_row] = self.grid_age[above_row - 1]
|
||||
self.grid_placements[above_row] = self.grid_placements[above_row - 1]
|
||||
end
|
||||
self.grid[1] = {}
|
||||
self.grid_age[1]={}
|
||||
self.grid_placements[1] = {}
|
||||
for i = 1, self.width do
|
||||
self.grid[1][i] = empty
|
||||
self.grid_age[1][i] = 0
|
||||
self.grid_placements[1][i] = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function StrategyGrid:copyBottomRow()
|
||||
for row = 1, self.height - 1 do
|
||||
self.grid[row] = self.grid[row+1]
|
||||
self.grid_age[row] = self.grid_age[row+1]
|
||||
self.grid_placements[row] = self.grid_placements[row+1]
|
||||
end
|
||||
self.grid[self.height] = {}
|
||||
self.grid_age[self.height] = {}
|
||||
self.grid_placements[self.height] = {}
|
||||
for i = 1, self.width do
|
||||
self.grid[self.height][i] = (self.grid[self.height - 1][i] == empty) and empty or block
|
||||
self.grid_age[self.height][i] = 0
|
||||
self.grid_placements[self.height][i] = 0
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function StrategyGrid:garbageRise(row_vals)
|
||||
for row = 1, self.height - 1 do
|
||||
self.grid[row] = self.grid[row+1]
|
||||
self.grid_age[row] = self.grid_age[row+1]
|
||||
self.grid_placements[row] = self.grid_placements[row+1]
|
||||
end
|
||||
self.grid[self.height] = {}
|
||||
self.grid_age[self.height] = {}
|
||||
self.grid_placements[self.height] = {}
|
||||
for i = 1, self.width do
|
||||
self.grid[self.height][i] = (row_vals[i] == "e") and empty or block
|
||||
self.grid_age[self.height][i] = 0
|
||||
self.grid_placements[self.height][i] = 0
|
||||
end
|
||||
end
|
||||
|
||||
function StrategyGrid:clearSpecificRow(row)
|
||||
for col = 1, self.width do
|
||||
self.grid[row][col] = empty
|
||||
end
|
||||
end
|
||||
|
||||
function StrategyGrid:applyPiece(piece)
|
||||
if piece.big then
|
||||
self:applyBigPiece(piece)
|
||||
return
|
||||
end
|
||||
offsets = piece:getBlockOffsets()
|
||||
for index, offset in pairs(offsets) do
|
||||
x = piece.position.x + offset.x
|
||||
y = piece.position.y + offset.y
|
||||
if y + 1 > 0 and y < self.height then
|
||||
self.grid[y+1][x+1] = {
|
||||
skin = piece.skin,
|
||||
colour = piece.colour
|
||||
}
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function StrategyGrid:applyBigPiece(piece)
|
||||
offsets = piece:getBlockOffsets()
|
||||
for index, offset in pairs(offsets) do
|
||||
x = piece.position.x + offset.x
|
||||
y = piece.position.y + offset.y
|
||||
for a = 1, 2 do
|
||||
for b = 1, 2 do
|
||||
if y*2+a > 0 and y*2 < self.height then
|
||||
self.grid[y*2+a][x*2+b] = {
|
||||
skin = piece.skin,
|
||||
colour = piece.colour
|
||||
}
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function StrategyGrid:checkForBravo(cleared_row_count)
|
||||
for i = 0, self.height - 1 - cleared_row_count do
|
||||
for j = 0, self.width - 1 do
|
||||
if self:isOccupied(j, i) then return false end
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function StrategyGrid:checkStackHeight()
|
||||
for i = 0, self.height - 1 do
|
||||
for j = 0, self.width - 1 do
|
||||
if self:isOccupied(j, i) then return self.height - i end
|
||||
end
|
||||
end
|
||||
return 0
|
||||
end
|
||||
|
||||
function StrategyGrid:checkSecretGrade()
|
||||
local sgrade = 0
|
||||
for i=23,5,-1 do
|
||||
local validLine = true
|
||||
local emptyCell = 0
|
||||
if i > 13 then
|
||||
emptyCell = 23-i
|
||||
end
|
||||
if i <= 13 then
|
||||
emptyCell = i-5
|
||||
end
|
||||
for j=0,9 do
|
||||
if (not self:isOccupied(j,i) and j ~= emptyCell) or (j == emptyCell and self:isOccupied(j,i)) then
|
||||
validLine = false
|
||||
end
|
||||
end
|
||||
if not self:isOccupied(emptyCell,i-1) then
|
||||
validLine = false
|
||||
end
|
||||
if(validLine) then
|
||||
sgrade = sgrade + 1
|
||||
else
|
||||
return sgrade
|
||||
end
|
||||
end
|
||||
--[[
|
||||
if(sgrade == 0) then return ""
|
||||
elseif(sgrade < 10) then return 10-sgrade
|
||||
elseif(sgrade < 19) then return "S"..(sgrade-9) end
|
||||
return "GM"
|
||||
--]]
|
||||
return sgrade
|
||||
end
|
||||
|
||||
function StrategyGrid:hasGemBlocks()
|
||||
for y = 1, self.height do
|
||||
for x = 1, self.width do
|
||||
if self.grid[y][x].skin == "gem" then
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
function StrategyGrid:mirror()
|
||||
local new_grid = {}
|
||||
for y = 1, self.height do
|
||||
new_grid[y] = {}
|
||||
for x = 1, self.width do
|
||||
new_grid[y][x] = empty
|
||||
end
|
||||
end
|
||||
|
||||
for y = 1, self.height do
|
||||
for x = 1, self.width do
|
||||
new_grid[y][x] = self.grid[y][self.width + 1 - x]
|
||||
end
|
||||
end
|
||||
self.grid = new_grid
|
||||
end
|
||||
|
||||
function StrategyGrid:applyMap(map)
|
||||
for y, row in pairs(map) do
|
||||
for x, block in pairs(row) do
|
||||
self.grid_age[y][x] = 0
|
||||
self.grid[y][x] = block
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- inefficient algorithm for squares
|
||||
function StrategyGrid:markSquares()
|
||||
-- goes up by 1 for silver, 2 for gold
|
||||
local square_count = 0
|
||||
for i = 1, 2 do
|
||||
for y = 5, self.height - 3 do
|
||||
for x = 1, self.width - 3 do
|
||||
local age_table = {}
|
||||
local age_count = 0
|
||||
local colour_table = {}
|
||||
local is_square = true
|
||||
for j = 0, 3 do
|
||||
for k = 0, 3 do
|
||||
if self.grid[y+j][x+k].skin == "" or self.grid[y+j][x+k].skin == "square" then
|
||||
is_square = false
|
||||
end
|
||||
if age_table[self.grid_age[y+j][x+k]] == nil then
|
||||
age_table[self.grid_age[y+j][x+k]] = 1
|
||||
age_count = age_count + 1
|
||||
else
|
||||
age_table[self.grid_age[y+j][x+k]] = age_table[self.grid_age[y+j][x+k]] + 1
|
||||
end
|
||||
if age_count > 4 or age_table[self.grid_age[y+j][x+k]] > 4 then
|
||||
is_square = false
|
||||
end
|
||||
if not table.contains(colour_table, self.grid[y+j][x+k].colour) then
|
||||
table.insert(colour_table, self.grid[y+j][x+k].colour)
|
||||
end
|
||||
end
|
||||
end
|
||||
if is_square then
|
||||
if i == 1 and #colour_table == 1 then
|
||||
for j = 0, 3 do
|
||||
for k = 0, 3 do
|
||||
self.grid[y+j][x+k].colour = "Y"
|
||||
self.grid[y+j][x+k].skin = "square"
|
||||
end
|
||||
end
|
||||
square_count = square_count + 2
|
||||
elseif i == 2 then
|
||||
for j = 0, 3 do
|
||||
for k = 0, 3 do
|
||||
self.grid[y+j][x+k].colour = "F"
|
||||
self.grid[y+j][x+k].skin = "square"
|
||||
end
|
||||
|
||||
end
|
||||
square_count = square_count + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return square_count
|
||||
end
|
||||
|
||||
-- square scan
|
||||
function StrategyGrid:scanForSquares()
|
||||
local table = {}
|
||||
for row = 1, self.height do
|
||||
local silver = 0
|
||||
local gold = 0
|
||||
for col = 1, self.width do
|
||||
local colour = self.grid[row][col].colour
|
||||
if self.grid[row][col].skin == "square" then
|
||||
if colour == "Y" then gold = gold + 1
|
||||
else silver = silver + 1 end
|
||||
end
|
||||
end
|
||||
table[row] = gold * 2.5 + silver * 1.25
|
||||
end
|
||||
return table
|
||||
end
|
||||
|
||||
function StrategyGrid:update()
|
||||
for y = 1, self.height do
|
||||
for x = 1, self.width do
|
||||
if self.grid[y][x] ~= empty then
|
||||
self.grid_age[y][x] = self.grid_age[y][x] + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function StrategyGrid:placement()
|
||||
for y = 1, self.height do
|
||||
for x = 1, self.width do
|
||||
if self.grid[y][x] ~= empty then
|
||||
self.grid_placements[y][x] = self.grid_placements[y][x] + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function StrategyGrid:draw()
|
||||
for y = 5, self.height do
|
||||
for x = 1, self.width do
|
||||
if blocks[self.grid[y][x].skin] and
|
||||
blocks[self.grid[y][x].skin][self.grid[y][x].colour] then
|
||||
if self.grid_age[y][x] < 2 then
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(blocks[self.grid[y][x].skin]["F"], 48+x*16, y*16)
|
||||
else
|
||||
if self.grid[y][x].colour == "X" then
|
||||
love.graphics.setColor(0, 0, 0, 0)
|
||||
elseif self.grid[y][x].skin == "bone" then
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
else
|
||||
love.graphics.setColor(0.5, 0.5, 0.5, 1)
|
||||
end
|
||||
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
|
||||
end
|
||||
if self.grid[y][x].skin ~= "bone" and self.grid[y][x].colour ~= "X" then
|
||||
love.graphics.setColor(0.8, 0.8, 0.8, 1)
|
||||
love.graphics.setLineWidth(1)
|
||||
if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
|
||||
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
|
||||
end
|
||||
if y < self.height and self.grid[y+1][x] == empty or
|
||||
(y + 1 <= self.height and self.grid[y+1][x].colour == "X") then
|
||||
love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
|
||||
end
|
||||
if x > 1 and self.grid[y][x-1] == empty then
|
||||
love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
|
||||
end
|
||||
if x < self.width and self.grid[y][x+1] == empty then
|
||||
love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function StrategyGrid:drawOutline()
|
||||
for y = 5, self.height do
|
||||
for x = 1, self.width do
|
||||
if self.grid[y][x] ~= empty and self.grid[y][x].colour ~= "X" then
|
||||
love.graphics.setColor(0.8, 0.8, 0.8, 1)
|
||||
love.graphics.setLineWidth(1)
|
||||
if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
|
||||
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
|
||||
end
|
||||
if y < self.height and self.grid[y+1][x] == empty or
|
||||
(y + 1 <= self.height and self.grid[y+1][x].colour == "X") then
|
||||
love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
|
||||
end
|
||||
if x > 1 and self.grid[y][x-1] == empty then
|
||||
love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
|
||||
end
|
||||
if x < self.width and self.grid[y][x+1] == empty then
|
||||
love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function StrategyGrid:drawInvisible(opacity_function, garbage_opacity_function, lock_flash, brightness)
|
||||
lock_flash = lock_flash == nil and true or lock_flash
|
||||
brightness = brightness == nil and 0.5 or brightness
|
||||
for y = 5, self.height do
|
||||
for x = 1, self.width do
|
||||
if self.grid[y][x] ~= empty then
|
||||
if self.grid[y][x].colour == "X" then
|
||||
opacity = 0
|
||||
elseif garbage_opacity_function and self.grid[y][x].colour == "A" then
|
||||
opacity = garbage_opacity_function(self.grid_age[y][x], self.grid_placements[y][x])
|
||||
else
|
||||
opacity = opacity_function(self.grid_age[y][x], self.grid_placements[y][x])
|
||||
end
|
||||
love.graphics.setColor(brightness, brightness, brightness, opacity)
|
||||
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
|
||||
if lock_flash then
|
||||
if opacity > 0 and self.grid[y][x].colour ~= "X" then
|
||||
love.graphics.setColor(0.64, 0.64, 0.64)
|
||||
love.graphics.setLineWidth(1)
|
||||
if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
|
||||
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
|
||||
end
|
||||
if y < self.height and self.grid[y+1][x] == empty or
|
||||
(y + 1 <= self.height and self.grid[y+1][x].colour == "X") then
|
||||
love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
|
||||
end
|
||||
if x > 1 and self.grid[y][x-1] == empty then
|
||||
love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
|
||||
end
|
||||
if x < self.width and self.grid[y][x+1] == empty then
|
||||
love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function StrategyGrid:drawCustom(colour_function, gamestate)
|
||||
--[[
|
||||
colour_function: (game, block, x, y, age) -> (R, G, B, A, outlineA)
|
||||
When called, calls the supplied function on every block passing the block itself as argument
|
||||
as well as coordinates and the grid_age value of the same cell.
|
||||
Should return a RGBA colour for the block, as well as the opacity of the stack outline (0 for no outline).
|
||||
|
||||
gamestate: the gamemode instance itself to pass in colour_function
|
||||
]]
|
||||
for y = 5, self.height do
|
||||
for x = 1, self.width do
|
||||
local block = self.grid[y][x]
|
||||
if block ~= empty then
|
||||
local R, G, B, A, outline = colour_function(gamestate, block, x, y, self.grid_age[y][x])
|
||||
if self.grid[y][x].colour == "X" then
|
||||
A = 0
|
||||
end
|
||||
love.graphics.setColor(R, G, B, A)
|
||||
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
|
||||
if outline > 0 and self.grid[y][x].colour ~= "X" then
|
||||
love.graphics.setColor(0.64, 0.64, 0.64, outline)
|
||||
love.graphics.setLineWidth(1)
|
||||
if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
|
||||
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
|
||||
end
|
||||
if y < self.height and self.grid[y+1][x] == empty or
|
||||
(y + 1 <= self.height and self.grid[y+1][x].colour == "X") then
|
||||
love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
|
||||
end
|
||||
if x > 1 and self.grid[y][x-1] == empty then
|
||||
love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
|
||||
end
|
||||
if x < self.width and self.grid[y][x+1] == empty then
|
||||
love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return StrategyGrid
|
|
@ -0,0 +1,15 @@
|
|||
local SurvivalA3Game = require 'tetris.modes.survival_a3'
|
||||
|
||||
local A3Plus = SurvivalA3Game:extend()
|
||||
|
||||
A3Plus.name = "Survival A3+"
|
||||
A3Plus.hash = "A3Plus"
|
||||
A3Plus.tagline = "A hardcore version of Survival A3."
|
||||
|
||||
function A3Plus:new()
|
||||
A3Plus.super:new()
|
||||
self.next_queue_length = 1
|
||||
self.enable_hold = false
|
||||
end
|
||||
|
||||
return A3Plus
|
|
@ -0,0 +1,257 @@
|
|||
require 'funcs'
|
||||
|
||||
local GameMode = require 'tetris.modes.gamemode'
|
||||
local Piece = require 'tetris.components.piece'
|
||||
local LifeGrid = require 'tetris.components.lifegrid'
|
||||
|
||||
local History4RollsRandomizer = require 'tetris.randomizers.history_4rolls'
|
||||
|
||||
local MarathonA1Game = GameMode:extend()
|
||||
|
||||
MarathonA1Game.name = "Conway A1"
|
||||
MarathonA1Game.hash = "ConwayA1"
|
||||
MarathonA1Game.tagline = "Something isn't right here."
|
||||
|
||||
|
||||
|
||||
function MarathonA1Game:new()
|
||||
MarathonA1Game.super:new()
|
||||
self.grid=LifeGrid(10, 24)
|
||||
|
||||
self.life_frames = 0
|
||||
self.roll_frames = 0
|
||||
self.combo = 1
|
||||
self.bravos = 0
|
||||
self.gm_conditions = {
|
||||
level300 = false,
|
||||
level500 = false,
|
||||
level999 = false
|
||||
}
|
||||
self.SGnames = {
|
||||
"9", "8", "7", "6", "5", "4", "3", "2", "1",
|
||||
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
|
||||
"GM"
|
||||
}
|
||||
|
||||
self.randomizer = History4RollsRandomizer()
|
||||
|
||||
self.additive_gravity = false
|
||||
self.lock_drop = false
|
||||
self.enable_hard_drop = false
|
||||
self.enable_hold = false
|
||||
self.next_queue_length = 1
|
||||
end
|
||||
|
||||
function MarathonA1Game:getARE()
|
||||
return 30
|
||||
end
|
||||
|
||||
function MarathonA1Game:getLineARE()
|
||||
return 27
|
||||
end
|
||||
|
||||
function MarathonA1Game:getDasLimit()
|
||||
return 15
|
||||
end
|
||||
|
||||
function MarathonA1Game:getLineClearDelay()
|
||||
return 44
|
||||
end
|
||||
|
||||
function MarathonA1Game:getLockDelay()
|
||||
return 30
|
||||
end
|
||||
|
||||
local function getRankForScore(score)
|
||||
if score < 400 then return {rank = "9", next = 400}
|
||||
elseif score < 800 then return {rank = "8", next = 800}
|
||||
elseif score < 1400 then return {rank = "7", next = 1400}
|
||||
elseif score < 2000 then return {rank = "6", next = 2000}
|
||||
elseif score < 3500 then return {rank = "5", next = 3500}
|
||||
elseif score < 5500 then return {rank = "4", next = 5500}
|
||||
elseif score < 8000 then return {rank = "3", next = 8000}
|
||||
elseif score < 12000 then return {rank = "2", next = 12000}
|
||||
elseif score < 16000 then return {rank = "1", next = 16000}
|
||||
elseif score < 22000 then return {rank = "S1", next = 22000}
|
||||
elseif score < 30000 then return {rank = "S2", next = 30000}
|
||||
elseif score < 40000 then return {rank = "S3", next = 40000}
|
||||
elseif score < 52000 then return {rank = "S4", next = 52000}
|
||||
elseif score < 66000 then return {rank = "S5", next = 66000}
|
||||
elseif score < 82000 then return {rank = "S6", next = 82000}
|
||||
elseif score < 100000 then return {rank = "S7", next = 100000}
|
||||
elseif score < 120000 then return {rank = "S8", next = 120000}
|
||||
else return {rank = "S9", next = "???"}
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonA1Game:getGravity()
|
||||
local level = self.level
|
||||
if (level < 30) then return 4/256
|
||||
elseif (level < 35) then return 6/256
|
||||
elseif (level < 40) then return 8/256
|
||||
elseif (level < 50) then return 10/256
|
||||
elseif (level < 60) then return 12/256
|
||||
elseif (level < 70) then return 16/256
|
||||
elseif (level < 80) then return 32/256
|
||||
elseif (level < 90) then return 48/256
|
||||
elseif (level < 100) then return 64/256
|
||||
elseif (level < 120) then return 80/256
|
||||
elseif (level < 140) then return 96/256
|
||||
elseif (level < 160) then return 112/256
|
||||
elseif (level < 170) then return 128/256
|
||||
elseif (level < 200) then return 144/256
|
||||
elseif (level < 220) then return 4/256
|
||||
elseif (level < 230) then return 32/256
|
||||
elseif (level < 233) then return 64/256
|
||||
elseif (level < 236) then return 96/256
|
||||
elseif (level < 239) then return 128/256
|
||||
elseif (level < 243) then return 160/256
|
||||
elseif (level < 247) then return 192/256
|
||||
elseif (level < 251) then return 224/256
|
||||
elseif (level < 300) then return 1
|
||||
elseif (level < 330) then return 2
|
||||
elseif (level < 360) then return 3
|
||||
elseif (level < 400) then return 4
|
||||
elseif (level < 420) then return 5
|
||||
elseif (level < 450) then return 4
|
||||
elseif (level < 500) then return 3
|
||||
else return 20
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonA1Game:advanceOneFrame()
|
||||
self.life_frames = self.life_frames + 1
|
||||
if self.life_frames >= (620 - math.max(20, math.min(self.level, 500))) then
|
||||
self.life_frames=0
|
||||
self.grid:advanceLife()
|
||||
end
|
||||
if self.clear then
|
||||
self.roll_frames = self.roll_frames + 1
|
||||
if self.roll_frames > 2968 then
|
||||
self.completed = true
|
||||
end
|
||||
elseif self.ready_frames == 0 then
|
||||
self.frames = self.frames + 1
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function MarathonA1Game:onPieceEnter()
|
||||
if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
|
||||
self.level = self.level + 1
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonA1Game:onLineClear(cleared_row_count)
|
||||
self:checkGMRequirements(self.level, self.level + cleared_row_count)
|
||||
if not self.clear then
|
||||
local new_level = math.min(self.level + cleared_row_count, 999)
|
||||
if new_level == 999 then
|
||||
self.clear = true
|
||||
end
|
||||
self.level = new_level
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonA1Game:updateScore(level, drop_bonus, cleared_lines)
|
||||
if not self.clear then
|
||||
if self.grid:checkForBravo(cleared_lines) then
|
||||
self.bravo = 4
|
||||
self.bravos = self.bravos + 1
|
||||
else self.bravo = 1 end
|
||||
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 * self.bravo
|
||||
)
|
||||
else
|
||||
self.combo = 1
|
||||
end
|
||||
self.drop_bonus = 0
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonA1Game:checkGMRequirements(old_level, new_level)
|
||||
if old_level < 300 and new_level >= 300 then
|
||||
if self.score >= 12000 and self.frames <= frameTime(4,15) then
|
||||
self.gm_conditions["level300"] = true
|
||||
end
|
||||
elseif old_level < 500 and new_level >= 500 then
|
||||
if self.score >= 40000 and self.frames <= frameTime(7,30) then
|
||||
self.gm_conditions["level500"] = true
|
||||
end
|
||||
elseif old_level < 999 and new_level >= 999 then
|
||||
if self.score >= 126000 and self.frames <= frameTime(13,30) then
|
||||
self.gm_conditions["level999"] = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonA1Game:drawLifeGrid()
|
||||
self.grid:draw()
|
||||
if self.piece ~= nil and self.level < 100 then
|
||||
self:drawGhostPiece(ruleset)
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonA1Game:drawScoringInfo()
|
||||
MarathonA1Game.super.drawScoringInfo(self)
|
||||
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("GRADE", 240, 120, 40, "left")
|
||||
love.graphics.printf("SCORE", 240, 200, 40, "left")
|
||||
love.graphics.printf("NEXT RANK", 240, 260, 90, "left")
|
||||
love.graphics.printf("LEVEL", 240, 320, 40, "left")
|
||||
local sg = self.grid:checkSecretGrade()
|
||||
if sg >= 5 then
|
||||
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
|
||||
end
|
||||
|
||||
if self.bravos > 0 then love.graphics.printf("BRAVO", 300, 120, 40, "left") end
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.printf(self.score, 240, 220, 90, "left")
|
||||
if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level999"] then
|
||||
love.graphics.printf("GM", 240, 140, 90, "left")
|
||||
else
|
||||
love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left")
|
||||
end
|
||||
love.graphics.printf(getRankForScore(self.score).next, 240, 280, 90, "left")
|
||||
love.graphics.printf(self.level, 240, 340, 40, "right")
|
||||
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
|
||||
if sg >= 5 then
|
||||
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
|
||||
end
|
||||
if self.bravos > 0 then love.graphics.printf(self.bravos, 300, 140, 40, "left") end
|
||||
|
||||
love.graphics.setFont(font_8x11)
|
||||
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
|
||||
end
|
||||
|
||||
function MarathonA1Game:getSectionEndLevel()
|
||||
if self.level >= 900 then return 999
|
||||
else return math.floor(self.level / 100 + 1) * 100 end
|
||||
end
|
||||
|
||||
function MarathonA1Game:getBackground()
|
||||
return math.floor(self.level / 100)
|
||||
end
|
||||
|
||||
function MarathonA1Game:getHighscoreData()
|
||||
return {
|
||||
grade = self.grade,
|
||||
score = self.score,
|
||||
level = self.level,
|
||||
frames = self.frames,
|
||||
}
|
||||
end
|
||||
|
||||
return MarathonA1Game
|
|
@ -0,0 +1,34 @@
|
|||
local SurvivalA3Game = require 'tetris.modes.survival_a3'
|
||||
|
||||
local PhantomManiaN2Game = SurvivalA3Game:extend()
|
||||
|
||||
PhantomManiaN2Game.name = "Phantom Mania N2"
|
||||
PhantomManiaN2Game.hash = "PhantomManiaN2"
|
||||
PhantomManiaN2Game.tagline = "As PM1 is to Death, PM2 is to Shirase."
|
||||
|
||||
PhantomManiaN2Game.rollOpacityFunction = function(age)
|
||||
if age > 4 then return 0
|
||||
else return 1 - age / 4 end
|
||||
end
|
||||
|
||||
PhantomManiaN2Game.garbageOpacityFunction = function(age)
|
||||
return age > 4 and 0 or 1
|
||||
end
|
||||
|
||||
function PhantomManiaN2Game:canDrawLCA()
|
||||
return self.level < 1000 and self.lcd > 0
|
||||
end
|
||||
|
||||
function PhantomManiaN2Game:drawGrid()
|
||||
if not (self.game_over or self.completed) then
|
||||
self.grid:drawInvisible(
|
||||
self.rollOpacityFunction,
|
||||
self.garbageOpacityFunction,
|
||||
self.level < 1000
|
||||
)
|
||||
elseif self.game_over or self.completed then
|
||||
self.grid:draw()
|
||||
end
|
||||
end
|
||||
|
||||
return PhantomManiaN2Game
|
|
@ -0,0 +1,371 @@
|
|||
local GameMode = require 'tetris.modes.gamemode'
|
||||
|
||||
local PhantomManiaNXGame = GameMode:extend()
|
||||
|
||||
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
|
||||
|
||||
PhantomManiaNXGame.name = "Phantom Mania NX"
|
||||
PhantomManiaNXGame.hash = "PhantomManiaNX"
|
||||
PhantomManiaNXGame.tagline = "The ultimate invisible challenge! Can you survive the brutal gimmicks?"
|
||||
|
||||
function PhantomManiaNXGame:new()
|
||||
PhantomManiaNXGame.super:new()
|
||||
|
||||
self.grade = 0
|
||||
self.garbage = 0
|
||||
self.roll_frames = 0
|
||||
self.roll_points = 0
|
||||
self.combo = 1
|
||||
self.cools = 0
|
||||
self.last_section_cool = false
|
||||
self.tetrises = 0
|
||||
self.section_tetris = {}
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
|
||||
self.SGnames = {
|
||||
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
|
||||
"M1", "M2", "M3", "M4", "M5", "M6", "M7", "M8", "M9",
|
||||
"GM"
|
||||
}
|
||||
|
||||
self.lock_drop = true
|
||||
self.lock_hard_drop = true
|
||||
self.enable_hold = true
|
||||
self.next_queue_length = 3
|
||||
|
||||
self.coolregret_message = "COOL!!"
|
||||
self.coolregret_timer = 0
|
||||
end
|
||||
|
||||
function PhantomManiaNXGame:getARE()
|
||||
if self.level < 300 then return 12
|
||||
else return 6 end
|
||||
end
|
||||
|
||||
function PhantomManiaNXGame:getLineARE()
|
||||
if self.level < 100 then return 8
|
||||
elseif self.level < 200 then return 7
|
||||
elseif self.level < 500 then return 6
|
||||
elseif self.level < 1300 then return 5
|
||||
else return 6 end
|
||||
end
|
||||
|
||||
function PhantomManiaNXGame:getDasLimit()
|
||||
if self.level < 100 then return 9
|
||||
elseif self.level < 500 then return 7
|
||||
else return 5 end
|
||||
end
|
||||
|
||||
function PhantomManiaNXGame:getLineClearDelay()
|
||||
if self.level < 1300 then return self:getLineARE() - 2
|
||||
else return 6 end
|
||||
end
|
||||
|
||||
function PhantomManiaNXGame:getLockDelay()
|
||||
if self.level < 200 then return 18
|
||||
elseif self.level < 300 then return 17
|
||||
elseif self.level < 500 then return 15
|
||||
elseif self.level < 600 then return 13
|
||||
elseif self.level < 1100 then return 12
|
||||
elseif self.level < 1200 then return 10
|
||||
elseif self.level < 1300 then return 8
|
||||
else return 15 end
|
||||
end
|
||||
|
||||
function PhantomManiaNXGame:getGravity()
|
||||
return 20
|
||||
end
|
||||
|
||||
function PhantomManiaNXGame:getGarbageLimit()
|
||||
if self.level < 600 then return 20
|
||||
elseif self.level < 700 then return 18
|
||||
elseif self.level < 800 then return 10
|
||||
elseif self.level < 900 then return 9
|
||||
else return 8 end
|
||||
end
|
||||
|
||||
function PhantomManiaNXGame:getSkin()
|
||||
return self.level >= 1000 and "bone" or "2tie"
|
||||
end
|
||||
|
||||
function PhantomManiaNXGame:hitTorikan(old_level, new_level)
|
||||
if old_level < 300 and new_level >= 300 and self.frames > frameTime(1,30) then
|
||||
self.level = 300
|
||||
return true
|
||||
end
|
||||
if old_level < 500 and new_level >= 500 and self.frames > frameTime(2,28) then
|
||||
self.level = 500
|
||||
return true
|
||||
end
|
||||
if old_level < 800 and new_level >= 800 and self.frames > frameTime(3,38) then
|
||||
self.level = 800
|
||||
return true
|
||||
end
|
||||
if old_level < 1000 and new_level >= 1000 and self.frames > frameTime(4,56) then
|
||||
self.level = 1000
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
function PhantomManiaNXGame:advanceOneFrame()
|
||||
if self.clear then
|
||||
self.roll_frames = self.roll_frames + 1
|
||||
if self.roll_frames < 0 then
|
||||
if self.roll_frames + 1 == 0 then
|
||||
switchBGM("credit_roll", "gm3")
|
||||
return true
|
||||
end
|
||||
return false
|
||||
elseif self.roll_frames > 3238 then
|
||||
switchBGM(nil)
|
||||
self.completed = true
|
||||
end
|
||||
elseif self.ready_frames == 0 then
|
||||
self.frames = self.frames + 1
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function PhantomManiaNXGame:onPieceEnter()
|
||||
if (self.level % 100 ~= 99) and not self.clear and self.frames ~= 0 then
|
||||
self:updateSectionTimes(self.level, self.level + 1)
|
||||
self.level = self.level + 1
|
||||
end
|
||||
end
|
||||
|
||||
local cleared_row_levels = {1, 2, 4, 6}
|
||||
local roll_points = {4, 8, 12, 26}
|
||||
local mroll_points = {10, 20, 30, 100}
|
||||
|
||||
function PhantomManiaNXGame:qualifiesForGMRoll()
|
||||
for i = 0, 12 do
|
||||
if not self.section_tetris[i] then
|
||||
return false
|
||||
end
|
||||
end
|
||||
return self.cools >= 13 and self.tetrises >= 40
|
||||
end
|
||||
|
||||
function PhantomManiaNXGame:onLineClear(cleared_row_count)
|
||||
if not self.clear then
|
||||
if cleared_row_count >= 4 then
|
||||
self.tetrises = self.tetrises + 1
|
||||
self.section_tetris[math.floor(self.level / 100)] = true
|
||||
end
|
||||
local new_level = self.level + cleared_row_levels[cleared_row_count]
|
||||
self:updateSectionTimes(self.level, new_level)
|
||||
if new_level >= 1300 or self:hitTorikan(self.level, new_level) then
|
||||
self.clear = true
|
||||
if new_level >= 1300 then
|
||||
self.level = 1300
|
||||
self.grid:clear()
|
||||
self.roll_frames = -150
|
||||
else
|
||||
self.game_over = true
|
||||
end
|
||||
else
|
||||
self.level = math.min(new_level, 1300)
|
||||
end
|
||||
self:advanceBottomRow(-cleared_row_count)
|
||||
else
|
||||
if self:qualifiesForGMRoll() then
|
||||
self.roll_points = self.roll_points + mroll_points[cleared_row_count]
|
||||
else
|
||||
self.roll_points = self.roll_points + roll_points[cleared_row_count]
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function PhantomManiaNXGame:onPieceLock(piece, cleared_row_count)
|
||||
playSE("lock")
|
||||
if cleared_row_count == 0 then self:advanceBottomRow(1) end
|
||||
end
|
||||
|
||||
function PhantomManiaNXGame:updateScore(level, drop_bonus, cleared_lines)
|
||||
if not self.clear then
|
||||
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
|
||||
end
|
||||
|
||||
local cool_cutoffs = {
|
||||
[0] = frameTime(0,32), frameTime(0,32), frameTime(0,29), frameTime(0,25), frameTime(0,25),
|
||||
frameTime(0,22), frameTime(0,22), frameTime(0,18), frameTime(0,18), frameTime(0,16),
|
||||
frameTime(0,16), frameTime(0,14), frameTime(0,14)
|
||||
}
|
||||
|
||||
function PhantomManiaNXGame:updateSectionTimes(old_level, new_level)
|
||||
local section_time = self.frames - self.section_start_time
|
||||
if math.floor(old_level / 100) < math.floor(new_level / 100) then
|
||||
table.insert(self.section_times, section_time)
|
||||
self.section_start_time = self.frames
|
||||
if section_time >= frameTime(1,00) then
|
||||
self.last_section_cool = false
|
||||
self.coolregret_message = "REGRET!!"
|
||||
self.coolregret_timer = 300
|
||||
self.grade = self.grade - 1
|
||||
elseif self.last_section_cool then
|
||||
self.cools = self.cools + 1
|
||||
end
|
||||
self.grade = self.grade + 1
|
||||
elseif old_level % 100 < 70 and new_level % 100 >= 70 then
|
||||
local old_section = math.floor(old_level / 100)
|
||||
table.insert(self.secondary_section_times, section_time)
|
||||
if (
|
||||
((
|
||||
self.last_section_cool and
|
||||
section_time < (
|
||||
self.secondary_section_times[old_section] + 120
|
||||
)
|
||||
) or not self.last_section_cool) and
|
||||
section_time <= cool_cutoffs[old_section]
|
||||
) then
|
||||
self.last_section_cool = true
|
||||
self.coolregret_message = "COOL!!"
|
||||
self.coolregret_timer = 300
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function PhantomManiaNXGame:advanceBottomRow(dx)
|
||||
if self.level >= 500 and self.level < 1000 then
|
||||
self.garbage = math.max(self.garbage + dx, 0)
|
||||
if self.garbage >= self:getGarbageLimit() then
|
||||
self.grid:copyBottomRow()
|
||||
self.garbage = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function PhantomManiaNXGame:canDrawLCA()
|
||||
return (
|
||||
self.level < 1000 or (
|
||||
self.level >= 1300 and
|
||||
not self:qualifiesForGMRoll()
|
||||
)
|
||||
) and self.lcd > 0
|
||||
end
|
||||
|
||||
PhantomManiaNXGame.rollOpacityFunction = function(age)
|
||||
if age > 4 then return 0
|
||||
else return 1 - age / 4 end
|
||||
end
|
||||
|
||||
PhantomManiaNXGame.garbageOpacityFunction = function(age)
|
||||
return age > 4 and 0 or 1
|
||||
end
|
||||
|
||||
function PhantomManiaNXGame:drawGrid()
|
||||
if not (
|
||||
self.game_over or self.completed or
|
||||
(self.level >= 1300 and not self:qualifiesForGMRoll())
|
||||
) then
|
||||
self.grid:drawInvisible(
|
||||
self.rollOpacityFunction,
|
||||
self.garbageOpacityFunction,
|
||||
self.level < 1000
|
||||
)
|
||||
else
|
||||
self.grid:draw()
|
||||
end
|
||||
end
|
||||
|
||||
function PhantomManiaNXGame:getBackground()
|
||||
return math.floor(self.level / 100)
|
||||
end
|
||||
|
||||
function PhantomManiaNXGame:getHighscoreData()
|
||||
return {
|
||||
grade = self:getAggregateGrade(),
|
||||
level = self.level,
|
||||
frames = self.frames,
|
||||
}
|
||||
end
|
||||
|
||||
function PhantomManiaNXGame:getAggregateGrade()
|
||||
local grade_cap
|
||||
if self:qualifiesForGMRoll() then
|
||||
if self.roll_frames > 3238 then
|
||||
grade_cap = 42
|
||||
else
|
||||
grade_cap = 41
|
||||
end
|
||||
else
|
||||
grade_cap = 26
|
||||
end
|
||||
return math.min(
|
||||
self.grade + self.cools + math.floor(self.roll_points / 100) + (
|
||||
self:qualifiesForGMRoll() and 1 or 0
|
||||
), grade_cap
|
||||
)
|
||||
end
|
||||
|
||||
local master_grades = {"M", "MK", "MV", "MO"}
|
||||
|
||||
local function getLetterGrade(grade)
|
||||
if grade == 0 then
|
||||
return "1"
|
||||
elseif grade <= 13 then
|
||||
return "S" .. tostring(grade)
|
||||
elseif grade <= 26 then
|
||||
return "M" .. tostring(grade - 13)
|
||||
elseif grade <= 30 then
|
||||
return master_grades[grade - 26]
|
||||
elseif grade <= 41 then
|
||||
return "MM-" .. tostring(grade - 30)
|
||||
else
|
||||
return "GM"
|
||||
end
|
||||
end
|
||||
|
||||
function PhantomManiaNXGame:drawScoringInfo()
|
||||
PhantomManiaNXGame.super.drawScoringInfo(self)
|
||||
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
|
||||
local text_x = config["side_next"] and 320 or 240
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
love.graphics.printf("GRADE", text_x, 120, 40, "left")
|
||||
love.graphics.printf("SCORE", text_x, 200, 40, "left")
|
||||
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
|
||||
local sg = self.grid:checkSecretGrade()
|
||||
if sg >= 5 then
|
||||
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
|
||||
end
|
||||
|
||||
if(self.coolregret_timer > 0) then
|
||||
love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
|
||||
self.coolregret_timer = self.coolregret_timer - 1
|
||||
end
|
||||
|
||||
local current_section = math.floor(self.level / 100) + 1
|
||||
self:drawSectionTimesWithSecondary(current_section)
|
||||
|
||||
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.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")
|
||||
if self.clear then
|
||||
love.graphics.printf(self.level, text_x, 370, 50, "right")
|
||||
else
|
||||
love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right")
|
||||
end
|
||||
if sg >= 5 then
|
||||
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
|
||||
end
|
||||
end
|
||||
|
||||
return PhantomManiaNXGame
|
|
@ -0,0 +1,225 @@
|
|||
require 'funcs'
|
||||
|
||||
local GameMode = require 'tetris.modes.gamemode'
|
||||
local Piece = require 'tetris.components.piece'
|
||||
local Grid = require 'tetris.components.strategygrid'
|
||||
|
||||
local MasterOfBags = require 'tetris.randomizers.masterofbags'
|
||||
|
||||
local StrategyPFGame = GameMode:extend()
|
||||
|
||||
bgm.strategy_pf=
|
||||
{
|
||||
love.audio.newSource("res/bgm/data_jack_2nd_version.s3m", "stream"),
|
||||
love.audio.newSource("res/bgm/OMNIPHIL.s3m", "stream"),
|
||||
love.audio.newSource("res/bgm/ICEFRONT.s3m", "stream"),
|
||||
}
|
||||
|
||||
|
||||
StrategyPFGame.name = "Strategy PF"
|
||||
StrategyPFGame.hash = "StrategyPF"
|
||||
StrategyPFGame.tagline = "Work with a limited number of pieces to reach the end!"
|
||||
|
||||
|
||||
|
||||
function StrategyPFGame:new()
|
||||
StrategyPFGame.super:new()
|
||||
self.grid=Grid(10,24)
|
||||
|
||||
self.roll_frames = 0
|
||||
self.remaining = 50
|
||||
self.used = 0
|
||||
self.bravos = 0
|
||||
self.roll_lines = 0
|
||||
|
||||
self.Gnames = {
|
||||
"", "I", "II", "III", "IV", "V", "VI", "VII", "VIII", "IX",
|
||||
"X", "XI", "XII", "XIII", "XIV",
|
||||
"M", "M-I", "M-II", "M-III", "M-IV", "M-V", "M-VI", "M-VII", "M-VIII", "M-IX",
|
||||
"GM"
|
||||
}
|
||||
|
||||
self.randomizer = MasterOfBags()
|
||||
|
||||
self.instant_hard_drop = true
|
||||
self.instant_soft_drop = false
|
||||
self.enable_hard_drop = true
|
||||
self.enable_hold = true
|
||||
self.next_queue_length = 2
|
||||
self.torikan_check = {}
|
||||
self.torikan_penalty = 0
|
||||
|
||||
self.bgmcheck=0
|
||||
end
|
||||
|
||||
function StrategyPFGame:getRank()
|
||||
local level=self.level
|
||||
local names=self.Gnames
|
||||
return names[math.floor(level/100) + 1 + math.floor(math.min(30, self.roll_lines)/3) - self.torikan_penalty]
|
||||
end
|
||||
|
||||
function StrategyPFGame:getGravity()
|
||||
return 0
|
||||
end
|
||||
|
||||
function StrategyPFGame:advanceOneFrame()
|
||||
if self.ready_frames == 0 then
|
||||
self.frames = self.frames + 1
|
||||
end
|
||||
if self.bgmcheck==0 then
|
||||
switchBGM("strategy_pf", 1)
|
||||
self.bgmcheck=1
|
||||
elseif self.bgmcheck==1 then
|
||||
if self.level>980 then
|
||||
fadeoutBGM(180)
|
||||
self.bgmcheck=-1
|
||||
end
|
||||
elseif self.bgmcheck==-1 then
|
||||
if self.level>999 then
|
||||
switchBGM("strategy_pf", 2)
|
||||
self.bgmcheck=2
|
||||
end
|
||||
elseif self.bgmcheck==2 then
|
||||
if self.level>1480 then
|
||||
fadeoutBGM(180)
|
||||
self.bgmcheck=-2
|
||||
end
|
||||
elseif self.bgmcheck==-2 then
|
||||
if self.level>1499 then
|
||||
switchBGM("strategy_pf", 3)
|
||||
self.bgmcheck=3
|
||||
end
|
||||
end
|
||||
processBGMFadeout(1)
|
||||
return true
|
||||
end
|
||||
|
||||
function StrategyPFGame:onPieceEnter()
|
||||
if (self.level % 100 ~= 99) and not self.clear and self.frames ~= 0 then
|
||||
self.level = self.level + 1
|
||||
end
|
||||
self.remaining = self.remaining - 1
|
||||
end
|
||||
|
||||
function StrategyPFGame:onPieceLock(piece, cleared_row_count)
|
||||
playSE("lock")
|
||||
if self.remaining==0 and (self.clear or cleared_row_count==0) then
|
||||
self.completed=true
|
||||
end
|
||||
if self.level<1500 then
|
||||
self.used = self.used + 1
|
||||
end
|
||||
self.grid:placement()
|
||||
end
|
||||
|
||||
function StrategyPFGame:onLineClear(cleared_row_count)
|
||||
if not self.clear then
|
||||
if self.level<1500 then self.remaining = self.remaining + math.ceil(({2, 6, 8, 20})[math.min(4,cleared_row_count)] * (1 - math.min(1000, self.level)/2000)) end
|
||||
local new_level = math.min(self.level + cleared_row_count + math.max(0, (self.remaining - self:getPieceLimit())), 1500)
|
||||
if new_level == 1500 then
|
||||
self.remaining = 100
|
||||
self.clear = true
|
||||
end
|
||||
self.level = new_level
|
||||
if self.level < 1500 then
|
||||
self.remaining = math.min(self.remaining, self:getPieceLimit())
|
||||
end
|
||||
for x=1,6 do
|
||||
if self.level > (899 + x * 100) and not self.torikan_check[x] then
|
||||
if self.used > 70 * math.floor(self.level/100) - 100 then
|
||||
self.level = 900 + 100 * x
|
||||
self.completed = true
|
||||
self.torikan_penalty = 1
|
||||
return
|
||||
end
|
||||
self.torikan_check[x]=true
|
||||
end
|
||||
end
|
||||
else
|
||||
self.roll_lines = self.roll_lines + cleared_row_count
|
||||
if self.roll_lines > 29 then
|
||||
self.completed = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function StrategyPFGame:getPieceLimit()
|
||||
return 100 - math.floor(math.min(1000 , self.level)/20)
|
||||
end
|
||||
|
||||
StrategyPFGame.rollOpacityFunction = {}
|
||||
|
||||
for x=1, 26 do
|
||||
StrategyPFGame.rollOpacityFunction[x] = function(age, placements)
|
||||
if placements < 27-x or age < 4 then return 1
|
||||
else return 0 end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
function StrategyPFGame:drawGrid()
|
||||
if self.level>999 and not (self.completed or self.game_over) then
|
||||
self.grid:drawInvisible(self.rollOpacityFunction[math.floor(self.level/20)-49], nil, true)
|
||||
else
|
||||
self.grid:draw()
|
||||
end
|
||||
end
|
||||
|
||||
function StrategyPFGame: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("GRADE", 240, 120, 40, "left")
|
||||
love.graphics.printf("REMAINING PIECES", 240, 200, 150, "left")
|
||||
love.graphics.printf("LEVEL", 240, 320, 40, "left")
|
||||
love.graphics.printf("PIECES USED", 64, 420, 160, "left")
|
||||
|
||||
if self.bravos > 0 then love.graphics.printf("BRAVO", 300, 120, 40, "left") end
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.printf(self:getRank(), 240, 140, 120, "left")
|
||||
if self.level<1500 then
|
||||
if self.remaining<=25 then
|
||||
love.graphics.setColor(1, 1, 0, 1)
|
||||
if self.remaining<=10 then
|
||||
love.graphics.setColor(1, 0, 0, 1)
|
||||
end
|
||||
end
|
||||
love.graphics.printf(self.remaining.."/"..self:getPieceLimit(), 240, 220, 80, "left")
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
else
|
||||
love.graphics.printf(self.remaining, 240, 220, 80, "left")
|
||||
end
|
||||
|
||||
love.graphics.printf(self.level, 240, 340, 50, "right")
|
||||
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 50, "right")
|
||||
if self.bravos > 0 then love.graphics.printf(self.bravos, 300, 140, 40, "left") end
|
||||
|
||||
love.graphics.setFont(font_8x11)
|
||||
love.graphics.printf(self.used, 64, 420, 160, "right")
|
||||
end
|
||||
|
||||
function StrategyPFGame:getSectionEndLevel()
|
||||
return math.min(1500, math.floor(self.level / 100 + 1) * 100)
|
||||
end
|
||||
|
||||
function StrategyPFGame:getBackground()
|
||||
return math.floor(self.level / 100)
|
||||
end
|
||||
|
||||
function StrategyPFGame:getHighscoreData()
|
||||
return {
|
||||
level = self.level,
|
||||
roll_lines = self.roll_lines
|
||||
}
|
||||
end
|
||||
|
||||
return StrategyPFGame
|
|
@ -0,0 +1,99 @@
|
|||
local GameMode = require 'tetris.modes.gamemode'
|
||||
local Bag7Randomizer = require 'tetris.randomizers.bag7'
|
||||
|
||||
local SurvivalGTEGame = GameMode:extend()
|
||||
|
||||
SurvivalGTEGame.name = "Survival GTE"
|
||||
SurvivalGTEGame.hash = "SurvivalGTE"
|
||||
SurvivalGTEGame.tagline = "A well-known Master mode that ramps up in difficulty quickly!"
|
||||
|
||||
function SurvivalGTEGame:new()
|
||||
SurvivalGTEGame.super:new()
|
||||
|
||||
self.lock_drop = true
|
||||
self.lock_hard_drop = true
|
||||
self.instant_hard_drop = true
|
||||
self.instant_soft_drop = false
|
||||
self.enable_hold = true
|
||||
self.next_queue_length = 4
|
||||
end
|
||||
|
||||
function SurvivalGTEGame:getARE() return 6 end
|
||||
function SurvivalGTEGame:getLineARE() return 6 end
|
||||
function SurvivalGTEGame:getGravity() return 20 end
|
||||
function SurvivalGTEGame:getARR() return 2 end
|
||||
|
||||
function SurvivalGTEGame:getDasLimit()
|
||||
return math.min(self:getLockDelay() - 2, 10)
|
||||
end
|
||||
|
||||
function SurvivalGTEGame:getLockDelay()
|
||||
if self.lines < 100 then return 29
|
||||
elseif self.lines < 110 then return 27
|
||||
elseif self.lines < 120 then return 25
|
||||
elseif self.lines < 130 then return 22
|
||||
elseif self.lines < 140 then return 20
|
||||
elseif self.lines < 150 then return 17
|
||||
elseif self.lines < 160 then return 16
|
||||
elseif self.lines < 180 then return 15
|
||||
elseif self.lines < 190 then return 13
|
||||
elseif self.lines < 210 then return 11
|
||||
elseif self.lines < 230 then return 10
|
||||
elseif self.lines < 240 then return 9
|
||||
elseif self.lines < 260 then return 8
|
||||
elseif self.lines < 280 then return 7
|
||||
elseif self.lines < 290 then return 6
|
||||
else return 5 end
|
||||
end
|
||||
|
||||
function SurvivalGTEGame:getLineClearDelay()
|
||||
return math.max(30 - math.floor(self.lines / 10) * 3, 1)
|
||||
end
|
||||
|
||||
function SurvivalGTEGame:onLineClear(cleared_row_count)
|
||||
self.lines = math.min(self.lines + cleared_row_count, 300)
|
||||
self.completed = self.lines == 300
|
||||
end
|
||||
|
||||
function SurvivalGTEGame:advanceOneFrame()
|
||||
if self.ready_frames == 0 then
|
||||
self.frames = self.frames + 1
|
||||
end
|
||||
end
|
||||
|
||||
function SurvivalGTEGame:getBackground()
|
||||
return math.floor(self.lines / 10) % 20
|
||||
end
|
||||
|
||||
function SurvivalGTEGame:getHighscoreData()
|
||||
return {
|
||||
lines = self.lines,
|
||||
frames = self.frames
|
||||
}
|
||||
end
|
||||
|
||||
function SurvivalGTEGame: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("SPEED LEVEL", 240, 280, 160, "left")
|
||||
love.graphics.printf("LINES", 240, 350, 160, "left")
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.printf(
|
||||
"M" .. math.min(30, math.floor(self.lines / 10) + 1),
|
||||
240, 300, 160, "left"
|
||||
)
|
||||
love.graphics.printf(self.lines, 240, 370, 160, "left")
|
||||
|
||||
love.graphics.setFont(font_8x11)
|
||||
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
|
||||
end
|
||||
|
||||
return SurvivalGTEGame
|
|
@ -0,0 +1,48 @@
|
|||
local Randomizer = require 'tetris.randomizers.randomizer'
|
||||
|
||||
local MasterOfBags = Randomizer:extend()
|
||||
|
||||
function MasterOfBags:initialize()
|
||||
self.history = {"S", "Z", "S", "Z"}
|
||||
self.first = true
|
||||
self.bag={}
|
||||
for x=1,28 do
|
||||
self.bag[x]=({"I", "J", "L", "O", "S", "T", "Z"})[(x-1)%7+1]
|
||||
end
|
||||
end
|
||||
|
||||
function MasterOfBags:generatePiece()
|
||||
local piece=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)
|
||||
end
|
||||
for i = 1, 6 do
|
||||
if not inHistory(self.bag[piece], self.history) then
|
||||
break
|
||||
end
|
||||
piece=math.random(#self.bag)
|
||||
end
|
||||
self:updateHistory(self.bag[piece])
|
||||
|
||||
return table.remove(self.bag, piece)
|
||||
end
|
||||
|
||||
function MasterOfBags:updateHistory(shape)
|
||||
table.remove(self.history, 1)
|
||||
table.insert(self.history, shape)
|
||||
end
|
||||
|
||||
function inHistory(piece, history)
|
||||
for idx, entry in pairs(history) do
|
||||
if entry == piece then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
return MasterOfBags
|
|
@ -0,0 +1,18 @@
|
|||
local CRS = require 'tetris.rulesets.cambridge'
|
||||
|
||||
local CRS_M = CRS:extend()
|
||||
|
||||
CRS_M.name = "Cambridge-M"
|
||||
CRS_M.hash = "Cambridge-M"
|
||||
|
||||
function CRS_M:onPieceMove(piece, grid)
|
||||
CRS.onPieceMove(CRS, piece, grid)
|
||||
piece.lock_delay = 0
|
||||
end
|
||||
|
||||
function CRS_M:onPieceRotate(piece, grid)
|
||||
CRS.onPieceRotate(CRS, piece, grid)
|
||||
piece.lock_delay = 0
|
||||
end
|
||||
|
||||
return CRS_M
|
Loading…
Reference in New Issue