cambridge/tetris/modes/gamemode.lua

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local Object = require 'libs.classic'
require 'funcs'
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local playedReadySE = false
local playedGoSE = false
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local Grid = require 'tetris.components.grid'
local Randomizer = require 'tetris.randomizers.randomizer'
local BagRandomizer = require 'tetris.randomizers.bag'
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local binser = require 'libs.binser'
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local GameMode = Object:extend()
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GameMode.name = ""
GameMode.hash = ""
GameMode.tagline = ""
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GameMode.rollOpacityFunction = function(age) return 0 end
function GameMode:new()
self.replay_inputs = {}
self.random_low, self.random_high = love.math.getRandomSeed()
self.random_state = love.math.getRandomState()
self.save_replay = config.gamesettings.save_replay == 1
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self.grid = Grid(10, 24)
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self.randomizer = Randomizer()
self.piece = nil
self.ready_frames = 100
self.frames = 0
self.game_over_frames = 0
self.score = 0
self.level = 0
self.lines = 0
self.squares = 0
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self.drop_bonus = 0
self.are = 0
self.lcd = 0
self.das = { direction = "none", frames = -1 }
self.move = "none"
self.prev_inputs = {}
self.next_queue = {}
self.game_over = false
self.clear = false
self.completed = false
-- configurable parameters
self.lock_drop = false
self.lock_hard_drop = false
self.instant_hard_drop = false
self.instant_soft_drop = true
self.enable_hold = false
self.enable_hard_drop = true
self.next_queue_length = 1
self.additive_gravity = true
self.classic_lock = false
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self.draw_section_times = false
self.draw_secondary_section_times = false
self.big_mode = false
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self.irs = true
self.ihs = true
self.square_mode = false
self.immobile_spin_bonus = false
self.rpc_details = "In game"
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self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
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-- variables related to configurable parameters
self.drop_locked = false
self.hard_drop_locked = false
self.lock_on_soft_drop = false
self.lock_on_hard_drop = false
self.cleared_block_table = {}
self.last_lcd = 0
self.used_randomizer = nil
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self.hold_queue = nil
self.held = false
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.secondary_section_times = { [0] = 0 }
end
function GameMode:getARR() return 1 end
function GameMode:getDropSpeed() return 1 end
function GameMode:getARE() return 25 end
function GameMode:getLineARE() return 25 end
function GameMode:getLockDelay() return 30 end
function GameMode:getLineClearDelay() return 40 end
function GameMode:getDasLimit() return 15 end
function GameMode:getDasCutDelay() return 0 end
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function GameMode:getGravity() return 1/64 end
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function GameMode:getNextPiece(ruleset)
local shape = self.used_randomizer:nextPiece()
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return {
skin = self:getSkin(),
shape = shape,
orientation = ruleset:getDefaultOrientation(shape),
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}
end
function GameMode:getSkin()
return "2tie"
end
function GameMode:initialize(ruleset)
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-- generate next queue
self.used_randomizer = (
table.equalvalues(
table.keys(ruleset.colourscheme),
self.randomizer.possible_pieces
) and
self.randomizer or BagRandomizer(table.keys(ruleset.colourscheme))
)
self.ruleset = ruleset
for i = 1, math.max(self.next_queue_length, 1) do
table.insert(self.next_queue, self:getNextPiece(ruleset))
end
self.lock_on_soft_drop = ({ruleset.softdrop_lock, self.instant_soft_drop, false, true })[config.gamesettings.manlock]
self.lock_on_hard_drop = ({ruleset.harddrop_lock, self.instant_hard_drop, true, false})[config.gamesettings.manlock]
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end
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function GameMode:saveReplay()
-- Save replay.
local replay = {}
replay["inputs"] = self.replay_inputs
replay["random_low"] = self.random_low
replay["random_high"] = self.random_high
replay["random_state"] = self.random_state
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replay["mode"] = self.name
replay["ruleset"] = self.ruleset.name
replay["timer"] = self.frames
replay["score"] = self.score
replay["level"] = self.level
replay["lines"] = self.lines
replay["gamesettings"] = config.gamesettings
replay["secret_inputs"] = self.secret_inputs
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replay["delayed_auto_shift"] = config.das
replay["auto_repeat_rate"] = config.arr
replay["das_cut_delay"] = config.dcd
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replay["timestamp"] = os.time()
if love.filesystem.getInfo("replays") == nil then
love.filesystem.createDirectory("replays")
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end
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local replay_files = love.filesystem.getDirectoryItems("replays")
-- Select replay filename that doesn't collide with an existing one
local replay_number = 0
local collision = true
while collision do
collision = false
replay_number = replay_number + 1
for key, file in pairs(replay_files) do
if file == replay_number..".crp" then
collision = true
break
end
end
end
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love.filesystem.write("replays/"..replay_number..".crp", binser.serialize(replay))
end
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function GameMode:addReplayInput(inputs)
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-- check if inputs have changed since last frame
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if not equals(self.prev_inputs, inputs) then
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-- insert new inputs into replay inputs table
local new_inputs = {}
new_inputs["inputs"] = {}
new_inputs["frames"] = 1
for key, value in pairs(inputs) do
new_inputs["inputs"][key] = value
end
self.replay_inputs[#self.replay_inputs + 1] = new_inputs
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else
-- add 1 to input frame counter
self.replay_inputs[#self.replay_inputs]["frames"] = self.replay_inputs[#self.replay_inputs]["frames"] + 1
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end
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end
function GameMode:update(inputs, ruleset)
if self.game_over or self.completed then
if self.save_replay and self.game_over_frames == 0 then
self:saveReplay()
end
self.game_over_frames = self.game_over_frames + 1
return
end
if config.gamesettings.diagonal_input == 2 then
if inputs["left"] or inputs["right"] then
inputs["up"] = false
inputs["down"] = false
elseif inputs["down"] then
inputs["up"] = false
end
end
if self.save_replay then self:addReplayInput(inputs) end
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-- advance one frame
if self:advanceOneFrame(inputs, ruleset) == false then return end
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self:chargeDAS(inputs, self:getDasLimit(), self:getARR())
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-- set attempt flags
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if inputs["left"] or inputs["right"] then self:onAttemptPieceMove(self.piece, self.grid) end
if (
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inputs["rotate_left"] or inputs["rotate_right"] or
inputs["rotate_left2"] or inputs["rotate_right2"] or
inputs["rotate_180"]
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) then
self:onAttemptPieceRotate(self.piece, self.grid)
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end
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if self.piece == nil then
self:processDelays(inputs, ruleset)
else
-- perform active frame actions such as fading out the next queue
self:whilePieceActive()
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if self.enable_hold and inputs["hold"] == true and self.held == false and self.prev_inputs["hold"] == false then
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self:hold(inputs, ruleset)
self.prev_inputs = inputs
return
end
if (self.lock_drop or (
not ruleset.are or self:getARE() == 0
)) and inputs["down"] ~= true then
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self.drop_locked = false
end
if (self.lock_hard_drop or (
not ruleset.are or self:getARE() == 0
)) and inputs["up"] ~= true then
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self.hard_drop_locked = false
end
-- diff vars to use in checks
local piece_y = self.piece.position.y
local piece_x = self.piece.position.x
local piece_rot = self.piece.rotation
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ruleset:processPiece(
inputs, self.piece, self.grid, self:getGravity(), self.prev_inputs,
(
inputs.up and self.lock_on_hard_drop and not self.hard_drop_locked
) and "none" or self.move,
self:getLockDelay(), self:getDropSpeed(),
self.drop_locked, self.hard_drop_locked,
self.enable_hard_drop, self.additive_gravity, self.classic_lock
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)
local piece_dy = self.piece.position.y - piece_y
local piece_dx = self.piece.position.x - piece_x
local piece_drot = self.piece.rotation - piece_rot
-- das cut
if (
(piece_dy ~= 0 and (inputs.up or inputs.down)) or
(piece_drot ~= 0 and (
inputs.rotate_left or inputs.rotate_right or
inputs.rotate_left2 or inputs.rotate_right2 or
inputs.rotate_180
))
) then
self:dasCut()
end
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if (piece_dx ~= 0) then
self.piece.last_rotated = false
self:onPieceMove(self.piece, self.grid, piece_dx)
end
if (piece_dy ~= 0) then
self.piece.last_rotated = false
self:onPieceDrop(self.piece, self.grid, piece_dy)
end
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if (piece_drot ~= 0) then
self.piece.last_rotated = true
self:onPieceRotate(self.piece, self.grid, piece_drot)
end
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if inputs["up"] == true and
self.piece:isDropBlocked(self.grid) and
not self.hard_drop_locked then
self:onHardDrop(piece_dy)
if self.lock_on_hard_drop then
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self.piece_hard_dropped = true
self.piece.locked = true
end
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end
if inputs["down"] == true then
if not (
self.piece:isDropBlocked(self.grid) and
piece_drot ~= 0
) then
self:onSoftDrop(piece_dy)
end
if self.piece:isDropBlocked(self.grid) and
not self.drop_locked and
self.lock_on_soft_drop
then
self.piece.locked = true
self.piece_soft_locked = true
end
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end
if self.piece.locked == true then
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-- spin detection, immobile only for now
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if self.immobile_spin_bonus and
self.piece.last_rotated and (
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self.piece:isDropBlocked(self.grid) and
self.piece:isMoveBlocked(self.grid, { x=-1, y=0 }) and
self.piece:isMoveBlocked(self.grid, { x=1, y=0 }) and
self.piece:isMoveBlocked(self.grid, { x=0, y=-1 })
) then
self.piece.spin = true
end
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self.grid:applyPiece(self.piece)
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-- mark squares (can be overridden)
if self.square_mode then
self.squares = self.squares + self.grid:markSquares()
end
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local cleared_row_count = self.grid:getClearedRowCount()
self:onPieceLock(self.piece, cleared_row_count)
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self:updateScore(self.level, self.drop_bonus, cleared_row_count)
self.cleared_block_table = self.grid:markClearedRows()
self.piece = nil
if self.enable_hold then
self.held = false
end
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if cleared_row_count > 0 then
local row_count_names = {"single","double","triple","quad"}
playSE("erase",row_count_names[cleared_row_count] or "quad")
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self.lcd = self:getLineClearDelay()
self.last_lcd = self.lcd
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self.are = (
ruleset.are and self:getLineARE() or 0
)
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if self.lcd == 0 then
self.grid:clearClearedRows()
self:afterLineClear(cleared_row_count)
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if self.are == 0 then
self:initializeOrHold(inputs, ruleset)
end
end
self:onLineClear(cleared_row_count)
else
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if self:getARE() == 0 or not ruleset.are then
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self:initializeOrHold(inputs, ruleset)
else
self.are = self:getARE()
end
end
end
end
self.prev_inputs = inputs
end
function GameMode:updateScore() end
function GameMode:advanceOneFrame()
if self.clear then
self.completed = true
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
end
-- event functions
function GameMode:whilePieceActive() end
function GameMode:onAttemptPieceMove(piece, grid) end
function GameMode:onAttemptPieceRotate(piece, grid) end
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function GameMode:onPieceMove(piece, grid, dx) end
function GameMode:onPieceRotate(piece, grid, drot) end
function GameMode:onPieceDrop(piece, grid, dy) end
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function GameMode:onPieceLock(piece, cleared_row_count)
playSE("lock")
end
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function GameMode:onLineClear(cleared_row_count) end
function GameMode:afterLineClear(cleared_row_count) end
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function GameMode:onPieceEnter() end
function GameMode:onHold() end
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function GameMode:onSoftDrop(dropped_row_count)
self.drop_bonus = self.drop_bonus + (
(self.piece.big and 2 or 1) * dropped_row_count
)
end
function GameMode:onHardDrop(dropped_row_count)
self:onSoftDrop(dropped_row_count * 2)
end
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function GameMode:onGameOver()
switchBGM(nil)
local alpha = 0
local animation_length = 120
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if self.game_over_frames < animation_length then
-- Show field for a bit, then fade out.
alpha = math.pow(2048, self.game_over_frames/animation_length - 1)
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elseif self.game_over_frames < 2 * animation_length then
-- Keep field hidden for a short time, then pop it back in (for screenshots).
alpha = 1
end
love.graphics.setColor(0, 0, 0, alpha)
love.graphics.rectangle(
"fill", 64, 80,
16 * self.grid.width, 16 * (self.grid.height - 4)
)
end
function GameMode:onGameComplete()
self:onGameOver()
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end
function GameMode:onExit() end
-- DAS functions
function GameMode:startRightDAS()
self.move = "right"
self.das = { direction = "right", frames = 0 }
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if self:getDasLimit() == 0 then
self:continueDAS()
end
end
function GameMode:startLeftDAS()
self.move = "left"
self.das = { direction = "left", frames = 0 }
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if self:getDasLimit() == 0 then
self:continueDAS()
end
end
function GameMode:continueDAS()
local das_frames = self.das.frames + 1
if das_frames >= self:getDasLimit() then
if self.das.direction == "left" then
self.move = (self:getARR() == 0 and "speed" or "") .. "left"
self.das.frames = self:getDasLimit() - self:getARR()
elseif self.das.direction == "right" then
self.move = (self:getARR() == 0 and "speed" or "") .. "right"
self.das.frames = self:getDasLimit() - self:getARR()
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end
else
self.move = "none"
self.das.frames = das_frames
end
end
function GameMode:stopDAS()
self.move = "none"
self.das = { direction = "none", frames = -1 }
end
function GameMode:chargeDAS(inputs)
if config.gamesettings.das_last_key == 2 then
if inputs["right"] == true and self.das.direction ~= "right" and not self.prev_inputs["right"] then
self:startRightDAS()
elseif inputs["left"] == true and self.das.direction ~= "left" and not self.prev_inputs["left"] then
self:startLeftDAS()
elseif inputs[self.das.direction] == true then
self:continueDAS()
else
self:stopDAS()
end
else -- default behaviour, das first key pressed
if inputs[self.das.direction] == true then
self:continueDAS()
elseif inputs["right"] == true then
self:startRightDAS()
elseif inputs["left"] == true then
self:startLeftDAS()
else
self:stopDAS()
end
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end
end
function GameMode:dasCut()
self.das.frames = math.max(
self.das.frames - self:getDasCutDelay(),
-(self:getDasCutDelay() + 1)
)
end
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function GameMode:areCancel(inputs, ruleset)
if ruleset.are_cancel and strTrueValues(inputs) ~= "" and
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not self.prev_inputs.up and
(self.piece_hard_dropped or
(self.piece_soft_locked and not self.prev_inputs.down)) then
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self.lcd = 0
self.are = 0
end
end
function GameMode:checkBufferedInputs(inputs)
if (
config.gamesettings.buffer_lock ~= 1 and
not self.prev_inputs["up"] and inputs["up"] and
self.enable_hard_drop
) then
self.buffer_hard_drop = true
end
if (
config.gamesettings.buffer_lock ~= 1 and
not self.prev_inputs["down"] and inputs["down"]
) then
self.buffer_soft_drop = true
end
end
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function GameMode:processDelays(inputs, ruleset, drop_speed)
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if self.ready_frames == 100 then
playedReadySE = false
playedGoSE = false
end
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if self.ready_frames > 0 then
self:checkBufferedInputs(inputs)
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if not playedReadySE then
playedReadySE = true
playSEOnce("ready")
end
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self.ready_frames = self.ready_frames - 1
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if self.ready_frames == 50 and not playedGoSE then
playedGoSE = true
playSEOnce("go")
end
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if self.ready_frames == 0 then
self:initializeOrHold(inputs, ruleset)
end
elseif self.lcd > 0 then
self:checkBufferedInputs(inputs)
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self.lcd = self.lcd - 1
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self:areCancel(inputs, ruleset)
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if self.lcd == 0 then
local cleared_row_count = self.grid:getClearedRowCount()
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self.grid:clearClearedRows()
self:afterLineClear(cleared_row_count)
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playSE("fall")
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if self.are == 0 then
self:initializeOrHold(inputs, ruleset)
end
end
elseif self.are > 0 then
self:checkBufferedInputs(inputs)
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self.are = self.are - 1
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self:areCancel(inputs, ruleset)
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if self.are == 0 then
self:initializeOrHold(inputs, ruleset)
end
end
end
function GameMode:initializeOrHold(inputs, ruleset)
if (
(self.frames == 0 or (ruleset.are and self:getARE() ~= 0))
and self.ihs or false
) and self.enable_hold and inputs["hold"] == true then
self:hold(inputs, ruleset, true)
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else
self:initializeNextPiece(inputs, ruleset, self.next_queue[1])
end
self:onPieceEnter()
self:onEnterOrHold(inputs, ruleset)
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end
function GameMode:hold(inputs, ruleset, ihs)
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local data = copy(self.hold_queue)
if self.piece == nil then
self.hold_queue = self.next_queue[1]
table.remove(self.next_queue, 1)
table.insert(self.next_queue, self:getNextPiece(ruleset))
else
self.hold_queue = {
skin = self.piece.skin,
shape = self.piece.shape,
orientation = ruleset:getDefaultOrientation(self.piece.shape),
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}
end
if data == nil then
self:initializeNextPiece(inputs, ruleset, self.next_queue[1])
else
self:initializeNextPiece(inputs, ruleset, data, false)
end
self.held = true
self:onHold()
if ihs then
playSE("ihs")
else
playSE("hold")
self:onEnterOrHold(inputs, ruleset)
end
end
function GameMode:onEnterOrHold(inputs, ruleset)
if not self.grid:canPlacePiece(self.piece) then
self.game_over = true
return
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elseif self.piece:isDropBlocked(self.grid) then
playSE("bottom")
end
ruleset:dropPiece(
inputs, self.piece, self.grid, self:getGravity(),
self:getDropSpeed(), self.drop_locked, self.hard_drop_locked
)
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end
function GameMode:initializeNextPiece(
inputs, ruleset, piece_data, generate_next_piece
)
if not self.buffer_soft_drop and self.lock_drop or (
not ruleset.are or self:getARE() == 0
) then
self.drop_locked = true
end
if not self.buffer_hard_drop and self.lock_hard_drop or (
not ruleset.are or self:getARE() == 0
) then
self.hard_drop_locked = true
end
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self.piece = ruleset:initializePiece(
inputs, piece_data, self.grid, self:getGravity(),
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self.prev_inputs, self.move,
self:getLockDelay(), self:getDropSpeed(),
self.drop_locked, self.hard_drop_locked, self.big_mode,
(
self.frames == 0 or (ruleset.are and self:getARE() ~= 0)
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) and self.irs or false
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)
if config.gamesettings.buffer_lock == 3 then
if self.buffer_hard_drop then
local prev_y = self.piece.position.y
self.piece:dropToBottom(self.grid)
self.piece.locked = self.lock_on_hard_drop
self:onHardDrop(self.piece.position.y - prev_y)
end
if (
self.buffer_soft_drop and
self.lock_on_soft_drop and
self:getGravity() >= self.grid.height - 4
) then
self.piece.locked = true
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end
end
self.piece_hard_dropped = false
self.piece_soft_locked = false
self.buffer_hard_drop = false
self.buffer_soft_drop = false
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if generate_next_piece == nil then
table.remove(self.next_queue, 1)
table.insert(self.next_queue, self:getNextPiece(ruleset))
end
self:playNextSound(ruleset)
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end
function GameMode:playNextSound(ruleset)
playSE("blocks", ruleset.next_sounds[self.next_queue[1].shape])
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end
function GameMode:getHighScoreData()
return {
score = self.score
}
end
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function GameMode:animation(x, y, skin, colour)
-- Animation progress where 0 = start and 1 = end
local progress = 1
if self.last_lcd ~= 0 then
progress = (self.last_lcd - self.lcd) / self.last_lcd
end
-- Convert progress through the animation into an alpha value, with easing
local alpha = 1 - progress ^ 2
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return {
1, 1, 1,
alpha,
skin, colour,
48 + x * 16, y * 16
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}
end
function GameMode:canDrawLCA()
return self.lcd > 0
end
function GameMode:drawLineClearAnimation()
-- animation function
-- params: block x, y, skin, colour
-- returns: table with RGBA, skin, colour, x, y
-- Quadratic Fadeout (default)
--[[
function animation(x, y, skin, colour)
-- Animation progress where 0 = start and 1 = end
local progress = 1
if self.last_lcd ~= 0 then
progress = (self.last_lcd - self.lcd) / self.last_lcd
end
-- Convert progress through the animation into an alpha value, with easing
local alpha = 1 - progress ^ 2
return {
1, 1, 1,
alpha,
skin, colour,
48 + x * 16, y * 16
}
end
--]]
-- Flashy Fadeout
--[[
function animation(x, y, skin, colour)
-- Animation progress where 0 = start and 1 = end
local progress = 1
if self.last_lcd ~= 0 then
progress = (self.last_lcd - self.lcd) / self.last_lcd
end
-- Change this number to change "bounciness"
local bounce = 13
-- Convert progress through the animation into an alpha value
local alpha = 0
-- Cutoff is arbitrary: corresponds to level 500 in Marathon A2
if self.last_lcd > 25 then
-- Goes up and down: looks better when animation is long
alpha = 1 - (bounce * progress^3 - 1.5 * bounce * progress^2 + (0.5 * bounce + 1) * progress)
else
-- Always decreasing: looks better when animation is short
alpha = 1 - progress * progress
end
return {
1, 1, 1,
alpha,
skin, colour,
48 + x * 16, y * 16
}
end
--]]
-- Fadeout
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--[[
function animation(x, y, skin, colour)
return {
1, 1, 1,
-0.25 + 1.25 * (self.lcd / self.last_lcd),
skin, colour,
48 + x * 16, y * 16
}
end
--]]
-- Flash
--[[
function animation(x, y, skin, colour)
return {
1, 1, 1,
self.lcd % 6 < 3 and 1 or 0.25,
skin, colour,
48 + x * 16, y * 16
}
end
--]]
-- TGM1 pop-out
--[[
function animation(x, y, skin, colour)
local p = 0.5
local l = (
(self.last_lcd - self.lcd) / self.last_lcd
)
local dx = l * (x - (1 + self.grid.width) / 2)
local dy = l * (y - (1 + self.grid.height) / 2)
return {
1, 1, 1, 1, skin, colour,
48 + (x + dx) * 16,
(y + dy) * 16 + (464 / (p - 1)) * l * (p - l)
}
end
--]]
for y, row in pairs(self.cleared_block_table) do
for x, block in pairs(row) do
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local animation_table = self:animation(x, y, block.skin, block.colour)
love.graphics.setColor(
animation_table[1], animation_table[2],
animation_table[3], animation_table[4]
)
love.graphics.draw(
blocks[animation_table[5]][animation_table[6]],
animation_table[7], animation_table[8]
)
end
end
end
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function GameMode:drawPiece()
if self.piece ~= nil then
local b = (
self.classic_lock and
(
self.piece:isDropBlocked(self.grid) and
1 - self.piece.gravity or 1
) or
1 - (self.piece.lock_delay / self:getLockDelay())
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)
self.piece:draw(1, 0.25 + 0.75 * b, self.grid)
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end
end
function GameMode:drawGhostPiece(ruleset)
if self.piece == nil or not self.grid:canPlacePiece(self.piece) then
return
end
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local ghost_piece = self.piece:withOffset({x=0, y=0})
ghost_piece.ghost = true
ghost_piece:dropToBottom(self.grid)
ghost_piece:draw(0.5)
end
function GameMode:drawNextQueue(ruleset)
local colourscheme
if table.equalvalues(
self.used_randomizer.possible_pieces,
{"I", "J", "L", "O", "S", "T", "Z"}
) then
colourscheme = ({ruleset.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
else
colourscheme = ruleset.colourscheme
end
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function drawPiece(piece, skin, offsets, pos_x, pos_y)
for index, offset in pairs(offsets) do
local x = offset.x + ruleset:getDrawOffset(piece, rotation).x + ruleset.spawn_positions[piece].x
local y = offset.y + ruleset:getDrawOffset(piece, rotation).y + 4.7
love.graphics.draw(blocks[skin][colourscheme[piece]], pos_x+x*16, pos_y+y*16)
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end
end
for i = 1, self.next_queue_length do
self:setNextOpacity(i)
local next_piece = self.next_queue[i].shape
local skin = self.next_queue[i].skin
local rotation = self.next_queue[i].orientation
if config.side_next then -- next at side
drawPiece(next_piece, skin, ruleset.block_offsets[next_piece][rotation], 192, -16+i*48)
else -- next at top
drawPiece(next_piece, skin, ruleset.block_offsets[next_piece][rotation], -16+i*80, -32)
end
end
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if self.hold_queue ~= nil and self.enable_hold then
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self:setHoldOpacity()
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drawPiece(
self.hold_queue.shape,
self.hold_queue.skin,
ruleset.block_offsets[self.hold_queue.shape][self.hold_queue.orientation],
-16, -32
)
end
return false
end
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function GameMode:setNextOpacity(i)
love.graphics.setColor(1, 1, 1, 1)
end
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function GameMode:setHoldOpacity()
local colour = self.held and 0.6 or 1
love.graphics.setColor(colour, colour, colour, 1)
end
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function GameMode:getBackground()
return 0
end
function GameMode:getHighscoreData()
return {}
end
function GameMode:drawGrid()
self.grid:draw()
end
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function GameMode:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
if config["side_next"] then
love.graphics.printf("NEXT", 240, 72, 40, "left")
else
love.graphics.printf("NEXT", 64, 40, 40, "left")
end
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs) ..
self.drop_bonus
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)
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
function GameMode:drawSectionTimes(current_section)
local section_x = 530
for section, time in pairs(self.section_times) do
if section > 0 then
love.graphics.printf(formatTime(time), section_x, 40 + 20 * section, 90, "left")
end
end
love.graphics.printf(formatTime(self.frames - self.section_start_time), section_x, 40 + 20 * current_section, 90, "left")
end
function GameMode:sectionColourFunction(section)
return { 1, 1, 1, 1 }
end
function GameMode:drawSectionTimesWithSecondary(current_section, section_limit)
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section_limit = section_limit or math.huge
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local section_x = 530
local section_secondary_x = 440
for section, time in pairs(self.section_times) do
if section > 0 then
love.graphics.printf(formatTime(time), section_x, 40 + 20 * section, 90, "left")
end
end
for section, time in pairs(self.secondary_section_times) do
love.graphics.setColor(self:sectionColourFunction(section))
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if section > 0 then
love.graphics.printf(formatTime(time), section_secondary_x, 40 + 20 * section, 90, "left")
end
love.graphics.setColor(1, 1, 1, 1)
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end
local current_x
if table.getn(self.section_times) < table.getn(self.secondary_section_times) then
current_x = section_x
else
current_x = section_secondary_x
end
if current_section <= section_limit then
love.graphics.printf(formatTime(self.frames - self.section_start_time), current_x, 40 + 20 * current_section, 90, "left")
end
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end
function GameMode:drawSectionTimesWithSplits(current_section, section_limit)
section_limit = section_limit or math.huge
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local section_x = 440
local split_x = 530
local split_time = 0
for section, time in pairs(self.section_times) do
if section > 0 then
love.graphics.setColor(self:sectionColourFunction(section))
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love.graphics.printf(formatTime(time), section_x, 40 + 20 * section, 90, "left")
love.graphics.setColor(1, 1, 1, 1)
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split_time = split_time + time
love.graphics.printf(formatTime(split_time), split_x, 40 + 20 * section, 90, "left")
end
end
if (current_section <= section_limit) then
love.graphics.printf(formatTime(self.frames - self.section_start_time), section_x, 40 + 20 * current_section, 90, "left")
love.graphics.printf(formatTime(self.frames), split_x, 40 + 20 * current_section, 90, "left")
end
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end
function GameMode:drawBackground()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(
backgrounds[self:getBackground()],
0, 0, 0,
0.5, 0.5
)
end
function GameMode:drawFrame()
-- game frame
if self.grid.width == 10 and self.grid.height == 24 then
love.graphics.draw(misc_graphics["frame"], 48, 64)
else
love.graphics.setColor(174/255, 83/255, 76/255, 1)
love.graphics.setLineWidth(8)
love.graphics.line(
60,76,
68+16*self.grid.width,76,
68+16*self.grid.width,84+16*(self.grid.height-4),
60,84+16*(self.grid.height-4),
60,76
)
love.graphics.setColor(203/255, 137/255, 111/255, 1)
love.graphics.setLineWidth(4)
love.graphics.line(
60,76,
68+16*self.grid.width,76,
68+16*self.grid.width,84+16*(self.grid.height-4),
60,84+16*(self.grid.height-4),
60,76
)
love.graphics.setLineWidth(1)
love.graphics.setColor(0, 0, 0, 200)
love.graphics.rectangle(
"fill", 64, 80,
16 * self.grid.width, 16 * (self.grid.height - 4)
)
end
end
function GameMode:drawReadyGo()
-- ready/go graphics
love.graphics.setColor(1, 1, 1, 1)
if self.ready_frames <= 100 and self.ready_frames > 52 then
love.graphics.draw(misc_graphics["ready"], 144 - 50, 240 - 14)
elseif self.ready_frames <= 50 and self.ready_frames > 2 then
love.graphics.draw(misc_graphics["go"], 144 - 27, 240 - 14)
end
end
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function GameMode:drawCustom() end
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function GameMode:drawIfPaused()
love.graphics.setFont(font_3x5_3)
love.graphics.printf("PAUSED!", 64, 160, 160, "center")
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end
-- transforms specified in here will transform the whole screen
-- if you want a transform for a particular component, push the
-- default transform by using love.graphics.push(), do your
-- transform, and then love.graphics.pop() at the end of that
-- component's draw call!
function GameMode:transformScreen() end
function GameMode:draw(paused)
self:transformScreen()
self:drawBackground()
self:drawFrame()
self:drawGrid()
self:drawPiece()
if self:canDrawLCA() then
self:drawLineClearAnimation()
end
self:drawNextQueue(self.ruleset)
self:drawScoringInfo()
self:drawReadyGo()
self:drawCustom()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
if config.gamesettings.display_gamemode == 1 then
love.graphics.printf(
self.name .. " - " .. self.ruleset.name,
0, 460, 640, "left"
)
end
if paused then
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self:drawIfPaused()
end
if self.completed then
self:onGameComplete()
elseif self.game_over then
self:onGameOver()
end
end
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return GameMode