Removed modes from core game to create modpack. Check README

This commit is contained in:
Ishaan Bhardwaj 2020-11-10 21:16:17 -05:00
parent a470b40def
commit 10a9d97848
27 changed files with 9 additions and 3180 deletions

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@ -50,7 +50,7 @@ Then, navigate to the root directory that you just cloned, and type:
It should run automatically!
## Windows
### Windows
You do not need LÖVE on Windows, as it comes bundled with the program. Download the source code ZIP in the latest release, or if you want the bleeding edge version, download [this](https://github.com/SashLilac/cambridge/archive/master.zip).
@ -64,6 +64,12 @@ Alternatively, if you're on a 32-bit system, run this instead:
32-bit systems do not support rich presence integration.
## Installing modpacks
Simply drag your mode, ruleset, and randomizer Lua files into their respective directory, and they should appear automatically.
Alternatively, install [this](https://files.catbox.moe/66td2i.zip) mod pack to get a taste of the mod potential.
License
-------

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@ -1,39 +0,0 @@
require 'funcs'
local SurvivalA3Game = require 'tetris.modes.survival_a3'
local FourWideGame = SurvivalA3Game:extend()
FourWideGame.name = "4-wide Simulator"
FourWideGame.hash = "4wide"
FourWideGame.tagline = "The board has gotten narrower! Can you survive the increasing speeds?"
function FourWideGame:initialize(ruleset)
self.super:initialize(ruleset)
self.grid:applyFourWide()
end
local cleared_row_levels = {1, 2, 4, 6}
function FourWideGame:onLineClear(cleared_row_count)
if not self.clear then
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)
end
self.grid:applyFourWide()
end
return FourWideGame

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@ -1,328 +0,0 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
local SurvivalCKGame = GameMode:extend()
SurvivalCKGame.name = "Survival CK"
SurvivalCKGame.hash = "SurvivalCK"
SurvivalCKGame.tagline = "An endurance mode created by CylinderKnot! Watch out for the fading pieces..."
function SurvivalCKGame:new()
SurvivalCKGame.super:new()
self.garbage = 0
self.roll_frames = 0
self.combo = 1
self.grade = 0
self.level = 0
self.randomizer = History6RollsRandomizer()
self.lock_drop = true
self.enable_hold = true
self.next_queue_length = 3
self.coolregret_timer = 0
end
function SurvivalCKGame:getARE()
if self.level < 100 then return 15
elseif self.level < 200 then return 14
elseif self.level < 300 then return 13
elseif self.level < 400 then return 12
elseif self.level < 500 then return 11
elseif self.level < 600 then return 10
elseif self.level < 700 then return 9
elseif self.level < 800 then return 8
elseif self.level < 900 then return 7
elseif self.level < 1000 then return 6
elseif self.level < 2500 then return 5
else return 7 end
end
function SurvivalCKGame:getLineARE()
return SurvivalCKGame:getARE()
end
function SurvivalCKGame:getDasLimit()
if self.level < 700 then return 10
elseif self.level < 900 then return 9
elseif self.level < 1100 then return 8
elseif self.level < 1300 then return 7
elseif self.level < 1600 then return 6
else return 5 end
end
function SurvivalCKGame:getLineClearDelay()
if self.level < 100 then return 10
elseif self.level < 200 then return 8
elseif self.level < 300 then return 7
elseif self.level < 400 then return 6
else return 5 end
end
function SurvivalCKGame:getLockDelay()
if self.level < 600 then return 20
elseif self.level < 700 then return 19
elseif self.level < 800 then return 18
elseif self.level < 900 then return 17
elseif self.level < 1000 then return 16
elseif self.level < 1200 then return 15
elseif self.level < 1400 then return 14
elseif self.level < 1700 then return 13
elseif self.level < 2100 then return 12
elseif self.level < 2200 then return 11
elseif self.level < 2300 then return 10
elseif self.level < 2400 then return 9
elseif self.level < 2500 then return 8
else return 15 end
end
function SurvivalCKGame:getGravity()
return 20
end
function SurvivalCKGame:getGarbageLimit()
if self.level < 1000 then return 20
elseif self.level < 1100 then return 17
elseif self.level < 1200 then return 14
elseif self.level < 1300 then return 11
else return 8 end
end
function SurvivalCKGame:getRegretTime()
if self.level < 500 then return frameTime(0,55)
elseif self.level < 1000 then return frameTime(0,50)
elseif self.level < 1500 then return frameTime(0,40)
elseif self.level < 2000 then return frameTime(0,35)
else return frameTime(0,30) end
end
function SurvivalCKGame:getNextPiece(ruleset)
return {
skin = self.level >= 2000 and "bone" or "2tie",
shape = self.randomizer:nextPiece(),
orientation = ruleset:getDefaultOrientation(),
}
end
local torikan_times = {300, 330, 360, 390, 420, 450, 478, 504, 528, 550, 570}
function SurvivalCKGame:hitTorikan(old_level, new_level)
for i = 1, 11 do
if old_level < (900 + i * 100) and new_level >= (900 + i * 100) and self.frames > torikan_times[i] * 60 then
self.level = 900 + i * 100
return true
end
end
return false
end
function SurvivalCKGame: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)
if self.grade ~= 20 then self.grade = self.grade + 1 end
self.completed = true
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function SurvivalCKGame:onPieceEnter()
if (self.level % 100 ~= 99) and not self.clear and self.frames ~= 0 then
self.level = self.level + 1
end
end
function SurvivalCKGame:onLineClear(cleared_row_count)
if not self.clear then
local new_level = self.level + cleared_row_count * 2
self:updateSectionTimes(self.level, new_level)
if new_level >= 2500 or self:hitTorikan(self.level, new_level) then
self.clear = true
if new_level >= 2500 then
self.level = 2500
self.grid:clear()
self.big_mode = true
self.roll_frames = -150
end
else
self.level = math.min(new_level, 2500)
end
self:advanceBottomRow(-cleared_row_count)
end
end
function SurvivalCKGame:onPieceLock(piece, cleared_row_count)
self.super:onPieceLock()
if cleared_row_count == 0 then self:advanceBottomRow(1) end
end
function SurvivalCKGame: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
function SurvivalCKGame:updateSectionTimes(old_level, new_level)
if math.floor(old_level / 100) < math.floor(new_level / 100) then
local section = math.floor(old_level / 100) + 1
section_time = self.frames - self.section_start_time
table.insert(self.section_times, section_time)
self.section_start_time = self.frames
if section_time <= self:getRegretTime(self.level) then
self.grade = self.grade + 1
else
self.coolregret_message = "REGRET!!"
self.coolregret_timer = 300
end
end
end
function SurvivalCKGame:advanceBottomRow(dx)
if self.level >= 1000 and self.level < 1500 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 SurvivalCKGame:drawGrid()
if self.level >= 1500 and self.level < 1600 then
self.grid:drawInvisible(self.rollOpacityFunction1)
elseif self.level >= 1600 and self.level < 1700 then
self.grid:drawInvisible(self.rollOpacityFunction2)
elseif self.level >= 1700 and self.level < 1800 then
self.grid:drawInvisible(self.rollOpacityFunction3)
elseif self.level >= 1800 and self.level < 1900 then
self.grid:drawInvisible(self.rollOpacityFunction4)
elseif self.level >= 1900 and self.level < 2000 then
self.grid:drawInvisible(self.rollOpacityFunction5)
else
self.grid:draw()
end
end
-- screw trying to make this work efficiently
-- lua function variables are so garbage
SurvivalCKGame.rollOpacityFunction1 = function(age)
if age < 420 then return 1
elseif age > 480 then return 0
else return 1 - (age - 420) / 60 end
end
SurvivalCKGame.rollOpacityFunction2 = function(age)
if age < 360 then return 1
elseif age > 420 then return 0
else return 1 - (age - 360) / 60 end
end
SurvivalCKGame.rollOpacityFunction3 = function(age)
if age < 300 then return 1
elseif age > 360 then return 0
else return 1 - (age - 300) / 60 end
end
SurvivalCKGame.rollOpacityFunction4 = function(age)
if age < 240 then return 1
elseif age > 300 then return 0
else return 1 - (age - 240) / 60 end
end
SurvivalCKGame.rollOpacityFunction5 = function(age)
if age < 180 then return 1
elseif age > 240 then return 0
else return 1 - (age - 180) / 60 end
end
local master_grades = { "M", "MK", "MV", "MO", "MM" }
function SurvivalCKGame:getLetterGrade()
if self.grade == 0 then
return "1"
elseif self.grade < 10 then
return "S" .. tostring(self.grade)
elseif self.grade < 21 then
return "m" .. tostring(self.grade - 9)
elseif self.grade < 26 then
return master_grades[self.grade - 20]
else
return "GM"
end
end
function SurvivalCKGame:drawScoringInfo()
SurvivalCKGame.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")
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:drawSectionTimesWithSplits(current_section)
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self:getLetterGrade(self.grade), text_x, 140, 90, "left")
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
end
function SurvivalCKGame:getHighscoreData()
return {
grade = self.grade,
level = self.level,
frames = self.frames,
}
end
function SurvivalCKGame:getSectionEndLevel()
return math.floor(self.level / 100 + 1) * 100
end
function SurvivalCKGame:getBackground()
return math.min(math.floor(self.level / 100), 19)
end
return SurvivalCKGame

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@ -1,268 +0,0 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local DemonModeGame = GameMode:extend()
DemonModeGame.name = "Demon Mode"
DemonModeGame.hash = "DemonMode"
DemonModeGame.tagline = "Can you handle the ludicrous speed past level 20?"
function DemonModeGame:new()
DemonModeGame.super:new()
self.roll_frames = 0
self.combo = 1
self.randomizer = History6RollsRandomizer()
self.grade = 0
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.section_tetris_count = 0
self.section_tries = 0
self.enable_hold = true
self.lock_drop = true
self.next_queue_length = 3
if math.random() < 1/6.66 then
self.rpc_details = "Suffering"
end
end
function DemonModeGame:getARE()
if self.level < 500 then return 30
elseif self.level < 600 then return 25
elseif self.level < 700 then return 15
elseif self.level < 800 then return 14
elseif self.level < 900 then return 12
elseif self.level < 1000 then return 11
elseif self.level < 1100 then return 10
elseif self.level < 1300 then return 8
elseif self.level < 1400 then return 6
elseif self.level < 1700 then return 4
elseif self.level < 1800 then return 3
elseif self.level < 1900 then return 2
elseif self.level < 2000 then return 1
else return 0 end
end
function DemonModeGame:getLineARE()
return self:getARE()
end
function DemonModeGame:getDasLimit()
if self.level < 500 then return 15
elseif self.level < 1000 then return 10
elseif self.level < 1500 then return 5
elseif self.level < 1700 then return 4
elseif self.level < 1900 then return 3
elseif self.level < 2000 then return 2
else return 1 end
end
function DemonModeGame:getLineClearDelay()
if self.level < 600 then return 15
elseif self.level < 800 then return 10
elseif self.level < 1000 then return 8
elseif self.level < 1500 then return 5
elseif self.level < 1700 then return 3
elseif self.level < 1900 then return 2
elseif self.level < 2000 then return 1
else return 0 end
end
function DemonModeGame:getLockDelay()
if self.level < 100 then return 30
elseif self.level < 200 then return 25
elseif self.level < 300 then return 22
elseif self.level < 400 then return 20
elseif self.level < 1000 then return 15
elseif self.level < 1200 then return 10
elseif self.level < 1400 then return 9
elseif self.level < 1500 then return 8
elseif self.level < 1600 then return 7
elseif self.level < 1700 then return 6
elseif self.level < 1800 then return 5
elseif self.level < 1900 then return 4
elseif self.level < 2000 then return 3
else return 2 end
end
function DemonModeGame:getGravity()
return 20
end
local function getSectionForLevel(level)
return math.floor(level / 100) + 1
end
local cleared_row_levels = {1, 3, 6, 10}
function DemonModeGame:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then
return false
elseif self.roll_frames >= 1337 then
self.completed = true
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
end
function DemonModeGame:onPieceEnter()
if (self.level % 100 ~= 99) and self.frames ~= 0 then
self.level = self.level + 1
end
end
function DemonModeGame:onLineClear(cleared_row_count)
if cleared_row_count == 4 then
self.section_tetris_count = self.section_tetris_count + 1
end
local advanced_levels = cleared_row_levels[cleared_row_count]
if not self.clear then
self:updateSectionTimes(self.level, self.level + advanced_levels)
end
end
function DemonModeGame:updateSectionTimes(old_level, new_level)
local section = math.floor(old_level / 100) + 1
if math.floor(old_level / 100) < math.floor(new_level / 100) then
-- If at least one Tetris in this section hasn't been made,
-- deny section passage.
if old_level > 500 then
if self.section_tetris_count == 0 then
self.level = 100 * math.floor(old_level / 100)
self.section_tries = self.section_tries + 1
else
self.level = math.min(new_level, 2500)
-- if this is first try (no denials, add a grade)
if self.section_tries == 0 then
self.grade = self.grade + 1
end
self.section_tries = 0
self.section_tetris_count = 0
-- record new section
section_time = self.frames - self.section_start_time
table.insert(self.section_times, section_time)
self.section_start_time = self.frames
-- maybe clear
if self.level == 2500 and not self.clear then
self.clear = true
self.grid:clear()
self.roll_frames = -150
end
end
elseif old_level < 100 then
-- If section time is under cutoff, skip to level 500.
if self.frames < frameTime(1,00) then
self.level = 500
self.grade = 5
self.section_tries = 0
self.section_tetris_count = 0
else
self.level = math.min(new_level, 2500)
self.skip_failed = true
self.grade = self.grade + 1
end
-- record new section
section_time = self.frames - self.section_start_time
table.insert(self.section_times, section_time)
self.section_start_time = self.frames
else
self.level = math.min(new_level, 2500)
if self.skip_failed and new_level >= 500 then
self.level = 500
self.game_over = true
end
self.grade = math.min(self.grade + 1, 4)
end
else
self.level = math.min(new_level, 2500)
end
end
function DemonModeGame: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 letter_grades = {
[0] = "", "D", "C", "B", "A",
"S", "S-A", "S-B", "S-C", "S-D",
"X", "X-A", "X-B", "X-C", "X-D",
"W", "W-A", "W-B", "W-C", "W-D",
"Master", "MasterS", "MasterX", "MasterW", "Grand Master",
"Demon Master"
}
function DemonModeGame:getLetterGrade()
return letter_grades[self.grade]
end
function DemonModeGame:drawGrid()
if self.clear and not (self.completed or self.game_over) then
self.grid:drawInvisible(self.rollOpacityFunction)
else
self.grid:draw()
end
end
DemonModeGame.rollOpacityFunction = function(age)
if age > 4 then return 0
else return 1 - age / 4 end
end
function DemonModeGame:drawScoringInfo()
DemonModeGame.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")
if self.grade ~= 0 then love.graphics.printf("GRADE", 240, 120, 40, "left") end
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
-- draw section time data
local current_section = getSectionForLevel(self.level)
self:drawSectionTimesWithSecondary(current_section)
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, 240, 220, 90, "left")
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
love.graphics.printf(string.format("%.2f", self.level / 100), 240, 340, 70, "right")
end
function DemonModeGame:getHighscoreData()
return {
grade = self.grade,
level = self.level,
frames = self.frames,
}
end
function DemonModeGame:getBackground()
return math.min(math.floor(self.level / 100), 19)
end
return DemonModeGame

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@ -1,160 +0,0 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
local IntervalTrainingGame = GameMode:extend()
IntervalTrainingGame.name = "Interval Training"
IntervalTrainingGame.hash = "IntervalTraining"
IntervalTrainingGame.tagline = "Can you clear the time hurdles when the game goes this fast?"
function IntervalTrainingGame:new()
self.level = 0
IntervalTrainingGame.super:new()
self.roll_frames = 0
self.combo = 1
self.randomizer = History6RollsRandomizer()
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.lock_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function IntervalTrainingGame:initialize(ruleset)
self.section_time_limit = 1800
if ruleset.world then self.section_time_limit = 37 * 60 end
self.super.initialize(self, ruleset)
end
function IntervalTrainingGame:getARE()
return 6
end
function IntervalTrainingGame:getLineARE()
return 6
end
function IntervalTrainingGame:getDasLimit()
return 7
end
function IntervalTrainingGame:getLineClearDelay()
return 4
end
function IntervalTrainingGame:getLockDelay()
return 15
end
function IntervalTrainingGame:getGravity()
return 20
end
function IntervalTrainingGame:getSection()
return math.floor(level / 100) + 1
end
function IntervalTrainingGame:advanceOneFrame()
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
if self:getSectionTime() >= self.section_time_limit then
self.game_over = true
end
end
return true
end
function IntervalTrainingGame: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 IntervalTrainingGame:onLineClear(cleared_row_count)
local cleared_level_bonus = {1, 2, 4, 6}
if not self.clear then
local new_level = self.level + cleared_level_bonus[cleared_row_count]
self:updateSectionTimes(self.level, new_level)
self.level = math.min(new_level, 999)
if self.level == 999 then
self.clear = true
end
end
end
function IntervalTrainingGame:getSectionTime()
return self.frames - self.section_start_time
end
function IntervalTrainingGame:updateSectionTimes(old_level, new_level)
if math.floor(old_level / 100) < math.floor(new_level / 100) then
-- record new section
table.insert(self.section_times, self:getSectionTime())
self.section_start_time = self.frames
end
end
function IntervalTrainingGame:drawGrid()
self.grid:draw()
end
function IntervalTrainingGame:getHighscoreData()
return {
level = self.level,
frames = self.frames,
}
end
function IntervalTrainingGame: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")
if not self.clear then love.graphics.printf("TIME LEFT", 240, 250, 80, "left") end
love.graphics.printf("LEVEL", 240, 320, 40, "left")
local current_section = math.floor(self.level / 100) + 1
self:drawSectionTimesWithSplits(current_section)
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.level, 240, 340, 40, "right")
-- draw time left, flash red if necessary
local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0)
if not self.game_over and time_left < frameTime(0,10) and time_left % 4 < 2 then
love.graphics.setColor(1, 0.3, 0.3, 1)
end
if not self.clear then love.graphics.printf(formatTime(time_left), 240, 270, 160, "left") end
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
end
function IntervalTrainingGame:getSectionEndLevel()
if self.level >= 900 then return 999
else return math.floor(self.level / 100 + 1) * 100 end
end
function IntervalTrainingGame:getBackground()
return math.floor(self.level / 100)
end
return IntervalTrainingGame

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require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local KonohaRandomizer = require 'tetris.randomizers.bag_konoha'
local KonohaGame = GameMode:extend()
KonohaGame.name = "All Clear A4"
KonohaGame.hash = "AllClearA4"
KonohaGame.tagline = "Get as many bravos as you can under the time limit!"
function KonohaGame:new()
KonohaGame.super:new()
self.randomizer = KonohaRandomizer()
self.bravos = 0
self.last_bonus_amount = 0
self.last_bonus_display_time = 0
self.time_limit = 10800
self.big_mode = true
self.lock_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function KonohaGame:getARE()
if self.level < 300 then return 30
elseif self.level < 400 then return 25
elseif self.level < 500 then return 20
elseif self.level < 600 then return 17
elseif self.level < 800 then return 15
elseif self.level < 900 then return 13
elseif self.level < 1000 then return 10
elseif self.level < 1300 then return 8
else return 6 end
end
function KonohaGame:getLineARE()
return self:getARE()
end
function KonohaGame:getDasLimit()
if self.level < 500 then return 10
elseif self.level < 800 then return 9
elseif self.level < 1000 then return 8
else return 7 end
end
function KonohaGame:getLineClearDelay()
if self.level < 200 then return 14
elseif self.level < 500 then return 9
elseif self.level < 800 then return 8
elseif self.level < 1000 then return 7
else return 6 end
end
function KonohaGame:getLockDelay()
if self.level < 500 then return 30
elseif self.level < 600 then return 25
elseif self.level < 700 then return 23
elseif self.level < 800 then return 20
elseif self.level < 900 then return 17
elseif self.level < 1000 then return 15
elseif self.level < 1200 then return 13
elseif self.level < 1300 then return 10
else return 8 end
end
function KonohaGame:getGravity()
if (self.level < 30) then return 4/256
elseif (self.level < 35) then return 8/256
elseif (self.level < 40) then return 12/256
elseif (self.level < 50) then return 16/256
elseif (self.level < 60) then return 32/256
elseif (self.level < 70) then return 48/256
elseif (self.level < 80) then return 64/256
elseif (self.level < 90) then return 128/256
elseif (self.level < 100) then return 192/256
elseif (self.level < 120) then return 1
elseif (self.level < 140) then return 2
elseif (self.level < 160) then return 3
elseif (self.level < 170) then return 4
elseif (self.level < 200) then return 5
else return 20 end
end
function KonohaGame:getSection()
return math.floor(level / 100) + 1
end
function KonohaGame:getSectionEndLevel()
return math.floor(self.level / 100 + 1) * 100
end
function KonohaGame:advanceOneFrame()
if self.ready_frames == 0 then
self.time_limit = self.time_limit - 1
self.frames = self.frames + 1
end
if self.time_limit <= 0 then
self.game_over = true
end
self.last_bonus_display_time = self.last_bonus_display_time - 1
end
function KonohaGame:onPieceEnter()
if (self.level % 100 ~= 99) and self.frames ~= 0 then
self.level = self.level + 1
end
end
function KonohaGame:drawGrid(ruleset)
self.grid:draw()
if self.piece ~= nil and self.level < 100 then
self:drawGhostPiece(ruleset)
end
end
local cleared_row_levels = {2, 4, 6, 12}
local bravo_bonus = {300, 480, 660, 900}
local non_bravo_bonus = {0, 0, 20, 40}
local bravo_ot_bonus = {0, 60, 120, 180}
function KonohaGame:onLineClear(cleared_row_count)
local oldtime = self.time_limit
self.level = self.level + cleared_row_levels[cleared_row_count / 2]
if self.grid:checkForBravo(cleared_row_count) then
self.bravos = self.bravos + 1
if self.level < 1000 then self.time_limit = self.time_limit + bravo_bonus[cleared_row_count / 2]
else self.time_limit = self.time_limit + bravo_ot_bonus[cleared_row_count / 2]
end
if self.bravos == 11 then self.randomizer.allowrepeat = true end
elseif self.level < 1000 then
self.time_limit = self.time_limit + non_bravo_bonus[cleared_row_count / 2]
end
local bonus = self.time_limit - oldtime
if bonus > 0 then
self.last_bonus_amount = bonus
self.last_bonus_display_time = 120
end
end
function KonohaGame:getBackground()
return math.floor(self.level / 100)
end
function KonohaGame: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("TIME LIMIT", 240, 120, 120, "left")
love.graphics.printf("BRAVOS", 240, 200, 50, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
love.graphics.setFont(font_3x5_3)
if not self.game_over and self.time_limit < frameTime(0,10) and self.time_limit % 4 < 2 then
love.graphics.setColor(1, 0.3, 0.3, 1)
end
love.graphics.printf(formatTime(self.time_limit), 240, 140, 120, "right")
love.graphics.setColor(1, 1, 1, 1)
if self.last_bonus_display_time > 0 then
love.graphics.printf("+"..formatTime(self.last_bonus_amount), 240, 160, 120, "right")
end
love.graphics.printf(self.bravos, 240, 220, 90, "left")
love.graphics.printf(self.level, 240, 340, 50, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 50, "right")
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
function KonohaGame:getHighscoreData()
return {
bravos = self.bravos,
level = self.level,
frames = self.frames,
}
end
return KonohaGame

View File

@ -1,186 +0,0 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local Randomizer = require 'tetris.randomizers.randomizer'
local MarathonC89Game = GameMode:extend()
MarathonC89Game.name = "Marathon C89"
MarathonC89Game.hash = "MarathonC89"
MarathonC89Game.tagline = "Can you play fast enough to reach the killscreen?"
function MarathonC89Game:new()
MarathonC89Game.super:new()
self.randomizer = Randomizer()
self.ready_frames = 1
self.waiting_frames = 72
self.start_level = 12
self.level = 12
self.lock_drop = true
self.enable_hard_drop = false
self.enable_hold = false
self.next_queue_length = 1
self.additive_gravity = false
end
function MarathonC89Game:getDropSpeed() return 1/2 end
function MarathonC89Game:getDasLimit() return 16 end
function MarathonC89Game:getARR() return 6 end
function MarathonC89Game:getARE() return 6 end
function MarathonC89Game:getLineARE() return 6 end
function MarathonC89Game:getLineClearDelay() return 30 end
function MarathonC89Game:getLockDelay() return 0 end
function MarathonC89Game:chargeDAS(inputs)
if inputs[self.das.direction] == true and
self.prev_inputs[self.das.direction] == true and
not inputs["down"] and
self.piece ~= nil
then
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()
end
else
self.move = "none"
self.das.frames = das_frames
end
elseif inputs["right"] == true then
self.das.direction = "right"
if not inputs["down"] and self.piece ~= nil then
self.move = "right"
self.das.frames = 0
else
self.move = "none"
end
elseif inputs["left"] == true then
self.das.direction = "left"
if not inputs["down"] and self.piece ~= nil then
self.move = "left"
self.das.frames = 0
else
self.move = "none"
end
else
self.move = "none"
end
if self.das.direction == "left" and self.piece ~= nil and self.piece:isMoveBlocked(self.grid, {x=-1, y=0}) or
self.das.direction == "right" and self.piece ~= nil and self.piece:isMoveBlocked(self.grid, {x=1, y=0})
then
self.das.frames = self:getDasLimit()
end
if inputs["down"] == false and self.prev_inputs["down"] == true then
self.drop_bonus = 0
end
end
local gravity_table = {
[0] =
1366/65536, 1525/65536, 1725/65536, 1986/65536, 2341/65536,
2850/65536, 3641/65536, 5042/65536, 8192/65536, 10923/65536,
13108/65536, 13108/65536, 13108/65536, 16384/65536, 16384/65536,
16384/65536, 21846/65536, 21846/65536, 21846/65536
}
function MarathonC89Game:getGravity()
if self.waiting_frames > 0 then return 0 end
if self.level >= 29 then return 1
elseif self.level >= 19 then return 1/2
else return gravity_table[self.level] end
end
function MarathonC89Game:advanceOneFrame()
if self.waiting_frames > 0 then
self.waiting_frames = self.waiting_frames - 1
else
self.frames = self.frames + 1
end
return true
end
function MarathonC89Game:onPieceLock()
self.super:onPieceLock()
self.score = self.score + self.drop_bonus
self.drop_bonus = 0
end
local cleared_line_scores = { 40, 100, 300, 1200 }
function MarathonC89Game:getLevelForLines()
if self.start_level < 10 then
return math.max(self.start_level, math.floor(self.lines / 10))
elseif self.start_level < 16 then
return math.max(self.start_level, self.start_level + math.floor((self.lines - 100) / 10))
else
return math.max(self.start_level, math.floor((self.lines - 60) / 10))
end
end
function MarathonC89Game:updateScore(level, drop_bonus, cleared_lines)
if cleared_lines > 0 then
self.score = self.score + cleared_line_scores[cleared_lines] * (self.level + 1)
self.lines = self.lines + cleared_lines
self.level = self:getLevelForLines()
else
self.drop_bonus = 0
self.combo = 1
end
end
function MarathonC89Game:drawGrid()
self.grid:draw()
if self.piece ~= nil and self.level < 100 then
self:drawGhostPiece(ruleset)
end
end
function MarathonC89Game:drawScoringInfo()
MarathonC89Game.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("LINES", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.lines, 240, 140, 90, "left")
love.graphics.printf(self.score, 240, 220, 90, "left")
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
function MarathonC89Game:getBackground()
return math.min(self.level, 19)
end
function MarathonC89Game:getHighscoreData()
return {
score = self.score,
level = self.level,
}
end
return MarathonC89Game

View File

@ -310,6 +310,8 @@ function PhantomMania2Game:drawScoringInfo()
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
self:drawSectionTimesWithSplits(math.floor(self.level / 100) + 1)
if(self.coolregret_timer > 0) then
love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
self.coolregret_timer = self.coolregret_timer - 1

View File

@ -1,22 +0,0 @@
local PhantomManiaGame = require 'tetris.modes.phantom_mania'
local PhantomManiaNGame = PhantomManiaGame:extend()
PhantomManiaNGame.name = "Phantom Mania N"
PhantomManiaNGame.hash = "PhantomManiaN"
PhantomManiaNGame.tagline = "The old mode from Nullpomino, for Ti-ARS and SRS support."
function PhantomManiaNGame:new()
PhantomManiaNGame.super:new()
self.SGnames = {
"M1", "M2", "M3", "M4", "M5", "M6", "M7", "M8", "M9",
"M10", "M11", "M12", "M13", "M14", "M15", "M16", "M17", "M18",
"GM"
}
self.next_queue_length = 3
self.enable_hold = true
end
return PhantomManiaNGame

View File

@ -1,151 +0,0 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local Bag7Randomiser = require 'tetris.randomizers.bag7noSZOstart'
local Race40Game = GameMode:extend()
Race40Game.name = "Race 40"
Race40Game.hash = "Race40"
Race40Game.tagline = "How fast can you clear 40 lines?"
function Race40Game:new()
Race40Game.super:new()
self.lines = 0
self.line_goal = 40
self.pieces = 0
self.randomizer = Bag7Randomiser()
self.roll_frames = 0
self.SGnames = {
[0] = "",
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.upstacked = false
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 = 3
end
function Race40Game:getDropSpeed()
return 20
end
function Race40Game:getARR()
return 1
end
function Race40Game:getARE()
return 0
end
function Race40Game:getLineARE()
return self:getARE()
end
function Race40Game:getDasLimit()
return 10
end
function Race40Game:getLineClearDelay()
return 0
end
function Race40Game:getLockDelay()
return 30
end
function Race40Game:getGravity()
return 1/64
end
function Race40Game:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames > 150 then
self.completed = true
end
return false
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function Race40Game:onPieceLock()
self.super:onPieceLock()
self.pieces = self.pieces + 1
end
function Race40Game:onLineClear(cleared_row_count)
if not self.clear then
self.lines = self.lines + cleared_row_count
if self.lines >= self.line_goal then
self.clear = true
end
end
end
function Race40Game:drawGrid(ruleset)
self.grid:draw()
if self.piece ~= nil then
self:drawGhostPiece(ruleset)
end
end
function Race40Game:getHighscoreData()
return {
level = self.level,
frames = self.frames,
}
end
function Race40Game:getSecretGrade(sg)
if sg == 19 then self.upstacked = true end
if self.upstacked then return self.SGnames[14 + math.floor((20 - sg) / 4)]
else return self.SGnames[math.floor((sg / 19) * 14)] end
end
function Race40Game:drawScoringInfo()
Race40Game.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("NEXT", 64, 40, 40, "left")
love.graphics.printf("LINES", text_x, 320, 40, "left")
love.graphics.printf("line/min", text_x, 160, 80, "left")
love.graphics.printf("piece/sec", text_x, 220, 80, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 7 or self.upstacked then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(string.format("%.02f", self.lines / math.max(1, self.frames) * 3600), text_x, 180, 80, "left")
love.graphics.printf(string.format("%.04f", self.pieces / math.max(1, self.frames) * 60), text_x, 240, 80, "left")
if sg >= 7 or self.upstacked then
love.graphics.printf(self:getSecretGrade(sg), 240, 450, 180, "left")
end
love.graphics.setFont(font_3x5_4)
love.graphics.printf(math.max(0, self.line_goal - self.lines), text_x, 340, 40, "left")
end
function Race40Game:getBackground()
return 2
end
return Race40Game

View File

@ -1,189 +0,0 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
local ScoreDrainGame = GameMode:extend()
ScoreDrainGame.name = "Score Drain"
ScoreDrainGame.hash = "ScoreDrain"
ScoreDrainGame.tagline = "Your score goes down over time! Avoid hitting 0 points, or your game is over!"
function ScoreDrainGame:new()
self.super:new()
self.score = 2500
self.drain_rate = 50
self.combo = 1
self.randomizer = History6RollsRandomizer()
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function ScoreDrainGame:getARE()
if self.level < 700 then return 27
elseif self.level < 800 then return 18
elseif self.level < 1000 then return 14
elseif self.level < 1100 then return 8
elseif self.level < 1200 then return 7
else return 6 end
end
function ScoreDrainGame:getLineARE()
if self.level < 600 then return 27
elseif self.level < 700 then return 18
elseif self.level < 800 then return 14
elseif self.level < 1100 then return 8
elseif self.level < 1200 then return 7
else return 6 end
end
function ScoreDrainGame:getDasLimit()
if self.level < 500 then return 15
elseif self.level < 900 then return 9
else return 7 end
end
function ScoreDrainGame:getLineClearDelay()
if self.level < 500 then return 40
elseif self.level < 600 then return 25
elseif self.level < 700 then return 16
elseif self.level < 800 then return 12
elseif self.level < 1100 then return 6
elseif self.level < 1200 then return 5
else return 4 end
end
function ScoreDrainGame:getLockDelay()
if self.level < 900 then return 30
elseif self.level < 1100 then return 17
else return 15 end
end
function ScoreDrainGame:getGravity()
if (self.level < 30) then return 4/256
elseif (self.level < 35) then return 6/256
elseif (self.level < 40) then return 8/256
elseif (self.level < 50) then return 10/256
elseif (self.level < 60) then return 12/256
elseif (self.level < 70) then return 16/256
elseif (self.level < 80) then return 32/256
elseif (self.level < 90) then return 48/256
elseif (self.level < 100) then return 64/256
elseif (self.level < 120) then return 80/256
elseif (self.level < 140) then return 96/256
elseif (self.level < 160) then return 112/256
elseif (self.level < 170) then return 128/256
elseif (self.level < 200) then return 144/256
elseif (self.level < 220) then return 4/256
elseif (self.level < 230) then return 32/256
elseif (self.level < 233) then return 64/256
elseif (self.level < 236) then return 96/256
elseif (self.level < 239) then return 128/256
elseif (self.level < 243) then return 160/256
elseif (self.level < 247) then return 192/256
elseif (self.level < 251) then return 224/256
elseif (self.level < 300) then return 1
elseif (self.level < 330) then return 2
elseif (self.level < 360) then return 3
elseif (self.level < 400) then return 4
elseif (self.level < 420) then return 5
elseif (self.level < 450) then return 4
elseif (self.level < 500) then return 3
else return 20
end
end
function ScoreDrainGame:advanceOneFrame()
if self.ready_frames == 0 then
self.frames = self.frames + 1
self.score = math.max(0, self.score - self.drain_rate / 60)
self.game_over = self.score <= 0 and true or false
end
return true
end
function ScoreDrainGame:onPieceEnter()
if (self.level % 100 ~= 99) and self.frames ~= 0 then
self.level = self.level + 1
end
end
local cleared_row_levels = {1, 2, 4, 6}
function ScoreDrainGame:onLineClear(cleared_row_count)
local new_level = self.level + cleared_row_levels[cleared_row_count]
self.drain_rate = math.floor(self.level / 100) < math.floor(new_level / 100) and self.drain_rate * 1.5 or self.drain_rate
self.level = new_level
end
function ScoreDrainGame:updateScore(level, drop_bonus, cleared_lines)
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo
)
else
self.combo = 1
end
self.drop_bonus = 0
end
function ScoreDrainGame:drawGrid()
self.grid:draw()
if self.piece ~= nil and self.level < 100 then
self:drawGhostPiece(ruleset)
end
end
function ScoreDrainGame:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("DRAIN RATE", 240, 90, 80, "left")
love.graphics.printf("SCORE", 240, 170, 40, "left")
love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
love.graphics.setFont(font_3x5_3)
love.graphics.printf(math.floor(self.drain_rate).."/s", 240, 110, 120, "left")
local frames_left = self.score / self.drain_rate * 60
if frames_left <= 600 and frames_left % 4 < 2 and not self.game_over then love.graphics.setColor(1, 0.3, 0.3, 1) end
love.graphics.printf(formatTime(frames_left), 240, 270, 120, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(math.floor(self.score), 240, 190, 90, "left")
love.graphics.printf(self.level, 240, 340, 50, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 50, "right")
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
function ScoreDrainGame:getHighscoreData()
return {
level = self.level,
frames = self.frames,
}
end
function ScoreDrainGame:getSectionEndLevel()
return math.floor(self.level / 100 + 1) * 100
end
function ScoreDrainGame:getBackground()
return math.floor(self.level / 100)
end
return ScoreDrainGame

View File

@ -1,212 +0,0 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local TGMPlusGame = GameMode:extend()
TGMPlusGame.name = "Marathon A2+"
TGMPlusGame.hash = "A2Plus"
TGMPlusGame.tagline = "The garbage rises steadily! Can you make it to level 999?"
function TGMPlusGame:new()
TGMPlusGame.super:new()
self.roll_frames = 0
self.combo = 1
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.randomizer = History6RollsRandomizer()
self.lock_drop = false
self.enable_hold = false
self.next_queue_length = 1
self.garbage_queue = 0
self.garbage_pos = 0
self.garbage_rows = {
[0] =
{"e", "b", "b", "b", "b", "b", "b", "b", "b", "b"},
{"e", "b", "b", "b", "b", "b", "b", "b", "b", "b"},
{"e", "b", "b", "b", "b", "b", "b", "b", "b", "b"},
{"e", "b", "b", "b", "b", "b", "b", "b", "b", "b"},
{"b", "b", "b", "b", "b", "b", "b", "b", "b", "e"},
{"b", "b", "b", "b", "b", "b", "b", "b", "b", "e"},
{"b", "b", "b", "b", "b", "b", "b", "b", "b", "e"},
{"b", "b", "b", "b", "b", "b", "b", "b", "b", "e"},
{"e", "e", "b", "b", "b", "b", "b", "b", "b", "b"},
{"e", "b", "b", "b", "b", "b", "b", "b", "b", "b"},
{"e", "b", "b", "b", "b", "b", "b", "b", "b", "b"},
{"b", "b", "b", "b", "b", "b", "b", "b", "e", "e"},
{"b", "b", "b", "b", "b", "b", "b", "b", "b", "e"},
{"b", "b", "b", "b", "b", "b", "b", "b", "b", "e"},
{"b", "b", "e", "b", "b", "b", "b", "b", "b", "b"},
{"b", "e", "e", "b", "b", "b", "b", "b", "b", "b"},
{"b", "e", "b", "b", "b", "b", "b", "b", "b", "b"},
{"b", "b", "b", "b", "b", "b", "b", "e", "b", "b"},
{"b", "b", "b", "b", "b", "b", "b", "e", "e", "b"},
{"b", "b", "b", "b", "b", "b", "b", "b", "e", "b"},
{"b", "b", "b", "b", "e", "e", "b", "b", "b", "b"},
{"b", "b", "b", "b", "e", "e", "b", "b", "b", "b"},
{"b", "b", "b", "b", "e", "b", "b", "b", "b", "b"},
{"b", "b", "b", "e", "e", "e", "b", "b", "b", "b"},
}
end
function TGMPlusGame:getARE() return 25 end
function TGMPlusGame:getDasLimit() return 15 end
function TGMPlusGame:getLockDelay() return 30 end
function TGMPlusGame:getLineClearDelay() return 40 end
function TGMPlusGame:getGravity()
if (self.level < 30) then return 4/256
elseif (self.level < 35) then return 6/256
elseif (self.level < 40) then return 8/256
elseif (self.level < 50) then return 10/256
elseif (self.level < 60) then return 12/256
elseif (self.level < 70) then return 16/256
elseif (self.level < 80) then return 32/256
elseif (self.level < 90) then return 48/256
elseif (self.level < 100) then return 64/256
elseif (self.level < 120) then return 80/256
elseif (self.level < 140) then return 96/256
elseif (self.level < 160) then return 112/256
elseif (self.level < 170) then return 128/256
elseif (self.level < 200) then return 144/256
elseif (self.level < 220) then return 4/256
elseif (self.level < 230) then return 32/256
elseif (self.level < 233) then return 64/256
elseif (self.level < 236) then return 96/256
elseif (self.level < 239) then return 128/256
elseif (self.level < 243) then return 160/256
elseif (self.level < 247) then return 192/256
elseif (self.level < 251) then return 224/256
elseif (self.level < 300) then return 1
elseif (self.level < 330) then return 2
elseif (self.level < 360) then return 3
elseif (self.level < 400) then return 4
elseif (self.level < 420) then return 5
elseif (self.level < 450) then return 4
elseif (self.level < 500) then return 3
else return 20
end
end
function TGMPlusGame:getGarbageLimit() return 13 - math.floor(self.level / 100) end
function TGMPlusGame:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames > 3694 then
self.completed = true
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function TGMPlusGame: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 TGMPlusGame:onPieceLock(piece, cleared_row_count)
self.super:onPieceLock()
if cleared_row_count == 0 then self:advanceBottomRow() end
end
function TGMPlusGame:onLineClear(cleared_row_count)
self.level = math.min(self.level + cleared_row_count, 999)
if self.level == 999 and not self.clear then self.clear = true end
if self.level >= 900 then self.lock_drop = true end
end
function TGMPlusGame:advanceBottomRow()
self.garbage_queue = self.garbage_queue + 1
if self.garbage_queue >= self:getGarbageLimit() then
self.grid:garbageRise(self.garbage_rows[self.garbage_pos])
self.garbage_queue = 0
self.garbage_pos = (self.garbage_pos + 1) % 24
end
end
function TGMPlusGame:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 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 TGMPlusGame:drawGrid(ruleset)
self.grid:draw()
if self.piece ~= nil and self.level < 100 then
self:drawGhostPiece(ruleset)
end
end
function TGMPlusGame:getHighscoreData()
return {
score = self.score,
level = self.level,
frames = self.frames,
}
end
function TGMPlusGame:getSectionEndLevel()
if self.level >= 900 then return 999
else return math.floor(self.level / 100 + 1) * 100 end
end
function TGMPlusGame:getBackground()
return math.floor(self.level / 100)
end
function TGMPlusGame: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("SCORE", 240, 200, 40, "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
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, 240, 220, 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
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
return TGMPlusGame

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@ -1,167 +0,0 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local PacerTest = GameMode:extend()
PacerTest.name = "TetrisGram™ Pacer Test"
PacerTest.hash = "PacerTest"
PacerTest.tagline = ""
local function getLevelFrames(level)
if level == 1 then return 72 * 60 / 8.0
else return 72 * 60 / (8 + level * 0.5)
end
end
local level_end_sections = {
7, 15, 23, 32, 41, 51, 61, 72, 83, 94,
106, 118, 131, 144, 157, 171, 185, 200,
215, 231, 247
}
function PacerTest:new()
PacerTest.super:new()
self.ready_frames = 2430
self.clear_frames = 0
self.randomizer = History6RollsRandomizer()
self.level = 1
self.section = 0
self.level_frames = 0
self.section_lines = 0
self.section_clear = false
self.strikes = 0
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true
self.instant_hard_drop = true
self.instant_soft_drop = false
self.next_queue_length = 3
end
function PacerTest:initialize(ruleset)
self.level_frames = getLevelFrames(1)
switchBGM("pacer_test")
end
function PacerTest:getARE()
return 0
end
function PacerTest:getLineARE()
return 0
end
function PacerTest:getDasLimit()
return 8
end
function PacerTest:getLineClearDelay()
return 6
end
function PacerTest:getLockDelay()
return 30
end
function PacerTest:getGravity()
return 1/64
end
function PacerTest:getSection()
return math.floor(level / 100) + 1
end
function PacerTest:advanceOneFrame()
if self.clear then
self.clear_frames = self.clear_frames + 1
if self.clear_frames > 600 then
self.completed = true
end
return false
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
self.level_frames = self.level_frames - 1
if self.level_frames <= 0 then
self:checkSectionStatus()
self.section = self.section + 1
if self.section >= level_end_sections[self.level] then
self.level = self.level + 1
end
self.level_frames = self.level_frames + getLevelFrames(self.level)
end
end
return true
end
function PacerTest:checkSectionStatus()
if self.section_clear then
self.strikes = 0
self.section_clear = false
else
self.strikes = self.strikes + 1
if self.strikes >= 2 then
self.game_over = true
fadeoutBGM(2.5)
end
end
self.section_lines = 0
end
function PacerTest:onLineClear(cleared_row_count)
self.section_lines = self.section_lines + cleared_row_count
if self.section_lines >= 3 then
self.section_clear = true
end
end
function PacerTest:drawGrid(ruleset)
self.grid:draw()
if self.piece ~= nil then
self:drawGhostPiece(ruleset)
end
end
function PacerTest:getHighscoreData()
return {
level = self.level,
frames = self.frames,
}
end
function PacerTest:drawScoringInfo()
PacerTest.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("NEXT", 64, 40, 40, "left")
love.graphics.printf("LINES", text_x, 224, 70, "left")
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
for i = 1, math.min(self.strikes, 3) do
love.graphics.draw(misc_graphics["strike"], text_x + (i - 1) * 30, 280)
end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.section_lines .. "/3", text_x, 244, 40, "left")
love.graphics.printf(self.level, text_x, 340, 40, "right")
love.graphics.printf(self.section, text_x, 370, 40, "right")
end
function PacerTest:getBackground()
return math.min(self.level - 1, 19)
end
return PacerTest

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@ -1,17 +0,0 @@
local Randomizer = require 'tetris.randomizers.randomizer'
local Bag5Randomizer = Randomizer:extend()
function Bag5Randomizer:initialize()
self.bag = {"I", "J", "L", "O", "T"}
end
function Bag5Randomizer:generatePiece()
if next(self.bag) == nil then
self.bag = {"I", "J", "L", "O", "T"}
end
local x = math.random(table.getn(self.bag))
return table.remove(self.bag, x)
end
return Bag5Randomizer

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@ -1,24 +0,0 @@
local Randomizer = require 'tetris.randomizers.randomizer'
local Bag5AltRandomizer = Randomizer:extend()
function Bag5AltRandomizer:initialize()
self.bag = {"I", "J", "L", "O", "T"}
self.prev = nil
end
function Bag5AltRandomizer:generatePiece()
if next(self.bag) == nil then
self.bag = {"I", "J", "L", "O", "T"}
end
local x = math.random(table.getn(self.bag))
local temp = table.remove(self.bag, x)
if temp == self.prev then
local y = math.random(table.getn(self.bag))
temp = table.remove(self.bag, y)
end
self.prev = temp
return temp
end
return Bag5AltRandomizer

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@ -1,24 +0,0 @@
local Randomizer = require 'tetris.randomizers.randomizer'
local Bag7Randomizer = Randomizer:extend()
function Bag7Randomizer:initialize()
self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
self.extra = {"I", "J", "L", "O", "S", "T", "Z"}
table.insert(self.bag, table.remove(self.extra, math.random(table.getn(self.extra))))
end
function Bag7Randomizer:generatePiece()
if next(self.extra) == nil then
self.extra = {"I", "J", "L", "O", "S", "T", "Z"}
end
if next(self.bag) == nil then
self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
table.insert(self.bag, table.remove(self.extra, math.random(table.getn(self.extra))))
end
local x = math.random(table.getn(self.bag))
--print("Bag: "..table.concat(self.bag, ", ").." | Extra: "..table.concat(self.extra, ", "))
return table.remove(self.bag, x)
end
return Bag7Randomizer

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@ -1,28 +0,0 @@
local Randomizer = require 'tetris.randomizers.randomizer'
local BagKonoha = Randomizer:extend()
function BagKonoha:initialize()
self.bag = {"I", "J", "L", "O", "T"}
self.prev = nil
self.allowrepeat = false
self.generated = 0
end
function BagKonoha:generatePiece()
self.generated = self.generated + 1
if #self.bag == 0 then
self.bag = {"I", "J", "L", "O", "T"}
end
local x = math.random(#self.bag)
local temp = table.remove(self.bag, x)
if temp == self.prev and not self.allowrepeat then
local y = math.random(#self.bag)
table.insert(self.bag, temp) -- should insert at the end of the bag, bag[y] doesnt change
temp = table.remove(self.bag, y)
end
self.prev = temp
return temp
end
return BagKonoha

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@ -1,30 +0,0 @@
local Randomizer = require 'tetris.randomizers.randomizer'
local RecursiveRandomizer = Randomizer:extend()
function RecursiveRandomizer:initialize()
self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
end
function RecursiveRandomizer:generatePiece()
--if next(self.bag) == nil then
-- self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
--end
local x = math.random(table.getn(self.bag) + 1)
while x == table.getn(self.bag) + 1 do
--print("Refill piece pulled")
table.insert(self.bag, "I")
table.insert(self.bag, "J")
table.insert(self.bag, "L")
table.insert(self.bag, "O")
table.insert(self.bag, "S")
table.insert(self.bag, "T")
table.insert(self.bag, "Z")
x = math.random(table.getn(self.bag) + 1)
end
--print("Number of pieces in bag: "..table.getn(self.bag))
--print("Bag: "..table.concat(self.bag, ", "))
return table.remove(self.bag, x)
end
return RecursiveRandomizer

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@ -1,19 +0,0 @@
local Randomizer = require 'tetris.randomizers.randomizer'
local SegaRandomizer = Randomizer:extend()
function SegaRandomizer:initialize()
self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
self.sequence = {}
for i = 1, 1000 do
self.sequence[i] = self.bag[math.random(table.getn(self.bag))]
end
self.counter = 0
end
function SegaRandomizer:generatePiece()
self.counter = self.counter + 1
return self.sequence[self.counter % 1000 + 1]
end
return SegaRandomizer

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@ -1,173 +0,0 @@
local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.ruleset'
local CRAP = Ruleset:extend()
CRAP.name = "C.R.A.P."
CRAP.hash = "Completely Random Auto-Positioner"
CRAP.world = true
CRAP.colors={"C","O","M","R","G","Y","B"}
CRAP.colourscheme = {
I = CRAP.colors[math.ceil(math.random(7))],
L = CRAP.colors[math.ceil(math.random(7))],
J = CRAP.colors[math.ceil(math.random(7))],
S = CRAP.colors[math.ceil(math.random(7))],
Z = CRAP.colors[math.ceil(math.random(7))],
O = CRAP.colors[math.ceil(math.random(7))],
T = CRAP.colors[math.ceil(math.random(7))],
}
CRAP.softdrop_lock = true
CRAP.harddrop_lock = false
CRAP.enable_IRS_wallkicks = true
CRAP.spawn_positions = {
I = { x=5, y=4 },
J = { x=4, y=5 },
L = { x=4, y=5 },
O = { x=5, y=5 },
S = { x=4, y=5 },
T = { x=4, y=5 },
Z = { x=4, y=5 },
}
CRAP.big_spawn_positions = {
I = { x=3, y=2 },
J = { x=2, y=3 },
L = { x=2, y=3 },
O = { x=3, y=3 },
S = { x=2, y=3 },
T = { x=2, y=3 },
Z = { x=2, y=3 },
}
CRAP.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
{ {x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1} },
{ {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=1, y=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1} },
{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0} },
{ {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0} },
},
Z={
{ {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0} },
{ {x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1} },
{ {x=1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1} },
}
}
-- Component functions.
function CRAP:attemptRotate(new_inputs, piece, grid, initial)
local rot_dir = 0
if (new_inputs["rotate_left"] or new_inputs["rotate_left2"]) then
rot_dir = 3
elseif (new_inputs["rotate_right"] or new_inputs["rotate_right2"]) then
rot_dir = 1
elseif (new_inputs["rotate_180"]) then
rot_dir = self:get180RotationValue()
end
if rot_dir == 0 then return end
if config.gamesettings.world_reverse == 3 or (self.world and config.gamesettings.world_reverse == 2) then
rot_dir = 4 - rot_dir
end
local new_piece = piece:withRelativeRotation(rot_dir)
self:attemptWallkicks(piece, new_piece, rot_dir, grid)
end
function CRAP:attemptWallkicks(piece, new_piece, rot_dir, grid)
for i=1,20 do
dx=math.floor(math.random(11))-5
dy=math.floor(math.random(11))-5
if grid:canPlacePiece(new_piece:withOffset({x=dx, y=dy})) then
piece:setRelativeRotation(rot_dir):setOffset({x=dx, y=dy})
self:onPieceRotate(piece, grid)
return
end
end
end
function CRAP:onPieceCreate(piece, grid)
CRAP:randomizeColours()
piece.manipulations = 0
piece.rotations = 0
end
function CRAP:onPieceDrop(piece, grid)
CRAP:randomizeColours()
piece.lock_delay = 0 -- step reset
end
function CRAP:onPieceMove(piece, grid)
CRAP:randomizeColours()
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 10 then
piece.locked = true
end
end
end
function CRAP:onPieceRotate(piece, grid)
CRAP:randomizeColours()
piece.lock_delay = 0 -- rotate reset
if piece:isDropBlocked(grid) then
piece.rotations = piece.rotations + 1
if piece.rotations >= 8 then
piece.locked = true
end
end
end
function CRAP:get180RotationValue() return 2 end
function CRAP:randomizeColours()
CRAP.colourscheme = {
I = CRAP.colors[math.ceil(math.random(7))],
L = CRAP.colors[math.ceil(math.random(7))],
J = CRAP.colors[math.ceil(math.random(7))],
S = CRAP.colors[math.ceil(math.random(7))],
Z = CRAP.colors[math.ceil(math.random(7))],
O = CRAP.colors[math.ceil(math.random(7))],
T = CRAP.colors[math.ceil(math.random(7))],
}
end
return CRAP

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@ -1,153 +0,0 @@
local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.ruleset'
local DTET = Ruleset:extend()
DTET.name = "D.R.S."
DTET.hash = "DTET"
DTET.spawn_positions = {
I = { x=5, y=4 },
J = { x=4, y=5 },
L = { x=4, y=5 },
O = { x=5, y=5 },
S = { x=4, y=5 },
T = { x=4, y=5 },
Z = { x=4, y=5 },
}
DTET.big_spawn_positions = {
I = { x=3, y=2 },
J = { x=2, y=3 },
L = { x=2, y=3 },
O = { x=3, y=3 },
S = { x=2, y=3 },
T = { x=2, y=3 },
Z = { x=2, y=3 },
}
DTET.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=-1, y=-1}, {x=-1, y=-2}, {x=-1, y=0}, {x=-1, y=1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=0, y=1} },
},
J={
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=1, y=0} },
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=-1, y=0} },
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=-1}, {x=1, y=-2}, {x=0, y=-2}, {x=0, y=0} },
},
L={
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=-1, y=0} },
{ {x=0, y=-1}, {x=-1, y=-2}, {x=0, y=-2}, {x=0, y=0} },
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=-2}, {x=0, y=-1}, {x=1, y=0}, {x=0, y=0} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=-2}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
{ {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1}, {x=1, y=-1} },
{ {x=1, y=0}, {x=1, y=-1}, {x=0, y=-1}, {x=0, y=-2} },
},
T={
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=0, y=0} },
{ {x=0, y=-1}, {x=0, y=0}, {x=-1, y=-1}, {x=0, y=-2} },
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-1}, {x=0, y=-2} },
},
Z={
{ {x=1, y=0}, {x=0, y=0}, {x=0, y=-1}, {x=-1, y=-1} },
{ {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=-2} },
{ {x=1, y=0}, {x=0, y=0}, {x=0, y=-1}, {x=-1, y=-1} },
{ {x=1, y=-2}, {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
}
}
-- clockwise kicks: {{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
-- counterclockwise kicks: {{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
DTET.wallkicks_3x3 = {
[0]={
[1]={{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
[2]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[3]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
},
[1]={
[0]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[2]={{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
[3]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
},
[2]={
[0]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[1]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[3]={{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
},
[3]={
[0]={{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
[1]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[2]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
},
};
DTET.wallkicks_line = {
[0]={
[1]={{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
[2]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[3]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
},
[1]={
[0]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[2]={{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
[3]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
},
[2]={
[0]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[1]={{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
[3]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
},
[3]={
[0]={{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
[1]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[2]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
},
};
function DTET:attemptWallkicks(piece, new_piece, rot_dir, grid)
local kicks
if piece.shape == "O" then
return
elseif piece.shape == "I" then
kicks = DTET.wallkicks_line[piece.rotation][new_piece.rotation]
else
kicks = DTET.wallkicks_3x3[piece.rotation][new_piece.rotation]
end
assert(piece.rotation ~= new_piece.rotation)
for idx, offset in pairs(kicks) do
kicked_piece = new_piece:withOffset(offset)
if grid:canPlacePiece(kicked_piece) then
piece:setRelativeRotation(rot_dir)
piece:setOffset(offset)
self:onPieceRotate(piece, grid)
return
end
end
end
function DTET:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset
end
function DTET:getDefaultOrientation() return 1 end
return DTET

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@ -1,45 +0,0 @@
local Piece = require 'tetris.components.piece'
local ARS = require 'tetris.rulesets.arika'
local EHeart = ARS:extend()
EHeart.name = "E-Heart ARS"
EHeart.hash = "EHeartARS"
function EHeart:attemptWallkicks(piece, new_piece, rot_dir, grid)
-- I and O don't kick
if (piece.shape == "I" or piece.shape == "O") then return end
-- center column rule (kicks)
local offsets = new_piece:getBlockOffsets()
table.sort(offsets, function(A, B) return A.y < B.y or A.y == B.y and A.x < B.y end)
for index, offset in pairs(offsets) do
if grid:isOccupied(piece.position.x + offset.x, piece.position.y + offset.y) then
-- individual checks for all 9 cells, in the given order
if offset.y < 0 then
if offset.x < 0 then self:lateralKick(1, piece, new_piece, rot_dir, grid)
elseif offset.x == 0 then return
elseif offset.x > 0 then self:lateralKick(-1, piece, new_piece, rot_dir, grid) end
elseif offset.y == 0 then
if offset.x < 0 then self:lateralKick(1, piece, new_piece, rot_dir, grid)
elseif offset.x == 0 then return
elseif offset.x > 0 then self:lateralKick(-1, piece, new_piece, rot_dir, grid) end
elseif offset.y > 0 then
if offset.x < 0 then self:lateralKick(1, piece, new_piece, rot_dir, grid)
elseif offset.x == 0 then return
elseif offset.x > 0 then self:lateralKick(-1, piece, new_piece, rot_dir, grid) end
end
end
end
end
function EHeart:lateralKick(dx, piece, new_piece, rot_dir, grid)
if (grid:canPlacePiece(new_piece:withOffset({x=dx, y=0}))) then
piece:setRelativeRotation(rot_dir):setOffset({x=dx, y=0})
self:onPieceRotate(piece, grid)
end
end
return EHeart

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@ -1,102 +0,0 @@
local Piece = require 'tetris.components.piece'
local SRS = require 'tetris.rulesets.standard_exp'
local PPTPRS = SRS:extend()
PPTPRS.name = "PPTPRS"
PPTPRS.hash = "Puyo Tetris Pentos"
PPTPRS.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0}, {x=-3, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2}, {x=0, y=-2} },
{ {x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1}, {x=2, y=1} },
{ {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2}, {x=-1, y=3} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1}, {x=0, y=1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1}, {x=-1, y=0} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1}, {x=1, y=0} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1}, {x=-1, y=1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=-1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=1}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=1} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1}, {x=-1, y=1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1}, {x=-2, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=-2} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1}, {x=1, y=0} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0} },
{ {x=1, y=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1}, {x=0, y=-2} },
{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0}, {x=2, y=0} },
{ {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1}, {x=0, y=2} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1}, {x=0, y=-2} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0}, {x=2, y=0} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=0, y=2} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0}, {x=-2, y=0} },
},
Z={
{ {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0}, {x=1, y=1} },
{ {x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1}, {x=-1, y=1} },
{ {x=1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1} },
{ {x=-1, y=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1}, {x=1, y=-1} },
}
}
PPTPRS.wallkicks_O = {
[0]={
[1]={{x=0, y=1}},
[2]={{x=0, y=1}},
[3]={{x=-1, y=0}},
},
[1]={
[0]={{x=0, y=-1}},
[2]={{x=-1, y=0}},
[3]={{x=-1, y=0}},
},
[2]={
[0]={{x=0, y=-1}},
[1]={{x=1, y=0}},
[3]={{x=0, y=-1}},
},
[3]={
[0]={{x=1, y=0}},
[1]={{x=1, y=0}},
[2]={{x=0, y=1}},
},
}
function PPTPRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
local kicks
if piece.shape == "O" then
kicks = PPTPRS.wallkicks_O[piece.rotation][new_piece.rotation]
elseif piece.shape == "I" then
kicks = SRS.wallkicks_line[piece.rotation][new_piece.rotation]
else
kicks = SRS.wallkicks_3x3[piece.rotation][new_piece.rotation]
end
assert(piece.rotation ~= new_piece.rotation)
for idx, offset in pairs(kicks) do
kicked_piece = new_piece:withOffset(offset)
if grid:canPlacePiece(kicked_piece) then
piece:setRelativeRotation(rot_dir)
piece:setOffset(offset)
self:onPieceRotate(piece, grid)
return
end
end
end
return PPTPRS

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@ -1,102 +0,0 @@
Piece = require("tetris.components.piece")
local BONKERS = {}
BONKERS.name = "B.O.N.K.E.R.S."
BONKERS.hash = "Bonkers"
BONKERS.spawn_positions = {
I = { x=5, y=4 },
J = { x=4, y=5 },
L = { x=4, y=5 },
O = { x=5, y=5 },
S = { x=4, y=5 },
T = { x=4, y=5 },
Z = { x=4, y=5 },
}
BONKERS.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
{ {x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1} },
{ {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=1, y=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1} },
{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0} },
{ {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0} },
},
Z={
{ {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0} },
{ {x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1} },
{ {x=1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1} },
}
}
-- Component functions.
function BONKERS:attemptWallkicks(piece, new_piece, rot_dir, grid)
if piece.shape == "O" then
break
elseif piece.shape == "I" then
horizontal_kicks = {0, 1, -1, 2, -2}
else
horizontal_kicks = {0, 1, -1}
end
for y_offset = 20, new_piece.position.y - 24, -1 do
for idx, x_offset in pairs(horizontal_kicks) do
local offset = {x=x_offset, y=y_offset}
kicked_piece = new_piece:withOffset(offset)
if grid:canPlacePiece(kicked_piece) then
piece:setRelativeRotation(rot_dir)
piece:setOffset(offset)
piece.lock_delay = 0 -- rotate reset
return
end
end
end
end
function BONKERS:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset
end
function BONKERS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset
end
function BONKERS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset
end
return BONKERS

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@ -1,235 +0,0 @@
Piece = require("tetris.components.piece")
require("funcs")
local SRS = {}
SRS.name = "SHIRASE"
SRS.hash = "Shirase"
SRS.spawn_positions = {
I = { x=5, y=4 },
J = { x=4, y=5 },
L = { x=4, y=5 },
O = { x=5, y=5 },
S = { x=4, y=5 },
T = { x=4, y=5 },
Z = { x=4, y=5 },
}
SRS.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
{ {x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1} },
{ {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=1, y=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1} },
{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0} },
{ {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0} },
},
Z={
{ {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0} },
{ {x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1} },
{ {x=1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1} },
}
}
SRS.wallkicks_3x3 = {
[0]={
[1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}},
[2]={{x=0, y=1}, {x=0, y=-1}},
[3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
},
[1]={
[0]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}},
[2]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}},
[3]={{x=0, y=1}, {x=0, y=-1}},
},
[2]={
[0]={{x=0, y=1}, {x=0, y=-1}},
[1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}},
[3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
},
[3]={
[0]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
[1]={{x=0, y=1}, {x=0, y=-1}},
[2]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
},
};
SRS.wallkicks_line = {
[0]={
[1]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}},
[2]={},
[3]={{x=-1, y=0}, {x=2, y=0}, {x=-1, y=-2}, {x=2, y=1}},
},
[1]={
[0]={{x=2, y=0}, {x=-1, y=0}, {x=2, y=-1}, {x=-1, y=2}},
[2]={{x=-1, y=0}, {x=2, y=0}, {x=-1, y=-2}, {x=2, y=1}},
[3]={{x=0, y=1}, {x=0, y=-1}, {x=0, y=2}, {x=0, y=-2}},
},
[2]={
[0]={},
[1]={{x=1, y=0}, {x=-2, y=0}, {x=1, y=2}, {x=-2, y=-1}},
[3]={{x=2, y=0}, {x=-1, y=0}, {x=2, y=-1}, {x=-1, y=2}},
},
[3]={
[0]={{x=1, y=0}, {x=-2, y=0}, {x=1, y=2}, {x=-2, y=-1}},
[1]={{x=0, y=1}, {x=0, y=-1}, {x=0, y=2}, {x=0, y=-2}},
[2]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}},
},
};
local basicOffsets = {
[0] = { x = 1, y = 0 },
[1] = { x = 0, y = 1 },
[2] = { x = -1, y = 0 },
[3] = { x = 0, y = -1 }
}
-- Component functions.
local function rotatePiece(inputs, piece, grid, prev_inputs)
local new_inputs = {}
for input, value in pairs(inputs) do
if value and not prev_inputs[input] then
new_inputs[input] = true
end
end
local rot_dir = 0
if (new_inputs["rotate_left"] or new_inputs["rotate_left2"]) then
rot_dir = 3
elseif (new_inputs["rotate_right"] or new_inputs["rotate_right2"]) then
rot_dir = 1
elseif (new_inputs["rotate_180"]) then
rot_dir = 2
end
while rot_dir ~= 0 do
rotated_piece = piece:withRelativeRotation(rot_dir)
rotation_offset = vAdd(
basicOffsets[piece.rotation],
vNeg(basicOffsets[rotated_piece.rotation])
)
new_piece = rotated_piece:withOffset(rotation_offset)
if (grid:canPlacePiece(new_piece)) then
piece:setRelativeRotation(rot_dir)
piece:setOffset(rotation_offset)
piece.lock_delay = 0 -- rotate reset
break
end
if piece.shape == "I" then
kicks = SRS.wallkicks_line[piece.rotation][new_piece.rotation]
else
kicks = SRS.wallkicks_3x3[piece.rotation][new_piece.rotation]
end
for idx, offset in pairs(kicks) do
kicked_piece = new_piece:withOffset(offset)
if grid:canPlacePiece(kicked_piece) then
piece:setRelativeRotation(rot_dir)
piece:setOffset(vAdd(offset, rotation_offset))
piece.lock_delay = 0 -- rotate reset
rot_dir = 0
end
if rot_dir == 0 then
break
end
end
rot_dir = 0
end
-- prev_inputs becomes the previous inputs
for input, value in pairs(inputs) do
prev_inputs[input] = inputs[input]
end
end
local function movePiece(piece, grid, move)
if move == "left" then
if not piece:isMoveBlocked(grid, {x=-1, y=0}) then
piece.lock_delay = 0 -- move reset
end
piece:moveInGrid({x=-1, y=0}, 1, grid)
elseif move == "right" then
if not piece:isMoveBlocked(grid, {x=1, y=0}) then
piece.lock_delay = 0 -- move reset
end
piece:moveInGrid({x=1, y=0}, 1, grid)
end
end
local function dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked)
local y = piece.position.y
if inputs["down"] == true and drop_locked == false then
piece:addGravity(gravity + 1, grid):lockIfBottomed(grid)
elseif inputs["up"] == true then
if piece:isDropBlocked(grid) then
return
end
piece:dropToBottom(grid)
else
piece:addGravity(gravity, grid)
end
if piece.position.y ~= y then -- step reset
piece.lock_delay = 0
end
end
local function lockPiece(piece, grid, lock_delay)
if piece:isDropBlocked(grid) and piece.lock_delay >= lock_delay then
piece.locked = true
end
end
function SRS.initializePiece(inputs, data, grid, gravity, prev_inputs, move, lock_delay, drop_speed, drop_locked)
local piece = Piece(shape, 0, {
x = SRS.spawn_positions[shape].x,
y = SRS.spawn_positions[shape].y
}, SRS.block_offsets, 0, 0)
-- have to copy that object otherwise it gets referenced
rotatePiece(inputs, piece, grid, {})
dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked)
return piece
end
function SRS.processPiece(inputs, piece, grid, gravity, prev_inputs, move, lock_delay, drop_speed, drop_locked)
rotatePiece(inputs, piece, grid, prev_inputs)
movePiece(piece, grid, move)
dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked)
lockPiece(piece, grid, lock_delay)
end
return SRS

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@ -1,174 +0,0 @@
Piece = require("tetris.components.piece")
local BONKERS = {}
BONKERS.name = "SUPER302"
BONKERS.hash = "Super302"
BONKERS.spawn_positions = {
I = { x=5, y=4 },
J = { x=4, y=5 },
L = { x=4, y=5 },
O = { x=5, y=5 },
S = { x=4, y=5 },
T = { x=4, y=5 },
Z = { x=4, y=5 },
}
BONKERS.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
{ {x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1} },
{ {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=1, y=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1} },
{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0} },
{ {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0} },
},
Z={
{ {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0} },
{ {x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1} },
{ {x=1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1} },
}
}
-- Component functions.
local function rotatePiece(inputs, piece, grid, prev_inputs)
local new_inputs = {}
for input, value in pairs(inputs) do
if value and not prev_inputs[input] then
new_inputs[input] = true
end
end
local rot_dir = 0
if (new_inputs["rotate_left"] or new_inputs["rotate_left2"]) then
rot_dir = 3
elseif (new_inputs["rotate_right"] or new_inputs["rotate_right2"]) then
rot_dir = 1
elseif (new_inputs["rotate_180"]) then
rot_dir = 2
end
while rot_dir ~= 0 do
if piece.filled then break end
new_piece = piece:withRelativeRotation(rot_dir)
if (grid:canPlacePiece(new_piece)) and piece.shape ~= "O" then
piece:setRelativeRotation(rot_dir)
piece.lock_delay = 0 -- rotate reset
else
-- set the piece to occupy the whole grid
piece.filled = true
unfilled_block_offsets = {}
for y = 4, 23 do
for x = 0, 9 do
if not grid:isOccupied(x, y) then
table.insert(unfilled_block_offsets, {x=x, y=y})
end
end
end
piece.position = {x=0, y=0}
piece.getBlockOffsets = function(piece)
return unfilled_block_offsets
end
piece.isDropBlocked = function(piece)
return true
end
end
rot_dir = 0
end
-- prev_inputs becomes the previous inputs
for input, value in pairs(inputs) do
prev_inputs[input] = inputs[input]
end
end
local function movePiece(piece, grid, move)
if move == "left" then
if not piece:isMoveBlocked(grid, {x=-1, y=0}) then
piece.lock_delay = 0 -- move reset
end
piece:moveInGrid({x=-1, y=0}, 1, grid)
elseif move == "right" then
if not piece:isMoveBlocked(grid, {x=1, y=0}) then
piece.lock_delay = 0 -- move reset
end
piece:moveInGrid({x=1, y=0}, 1, grid)
end
end
local function dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked)
local y = piece.position.y
if inputs["down"] == true and drop_locked == false then
piece:addGravity(gravity + 1, grid):lockIfBottomed(grid)
elseif inputs["up"] == true then
if piece:isDropBlocked(grid) then
return
end
piece:dropToBottom(grid)
else
piece:addGravity(gravity, grid)
end
if piece.position.y ~= y then -- step reset
piece.lock_delay = 0
end
end
local function lockPiece(piece, grid, lock_delay)
if piece:isDropBlocked(grid) and piece.lock_delay >= lock_delay then
piece.locked = true
end
end
function BONKERS.initializePiece(inputs, data, grid, gravity, prev_inputs, move, lock_delay, drop_speed, drop_locked)
local piece = Piece(shape, 0, {
x = BONKERS.spawn_positions[shape].x,
y = BONKERS.spawn_positions[shape].y
}, BONKERS.block_offsets, 0, 0)
-- have to copy that object otherwise it gets referenced
rotatePiece(inputs, piece, grid, {})
dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked)
return piece
end
function BONKERS.processPiece(inputs, piece, grid, gravity, prev_inputs, move, lock_delay, drop_speed, drop_locked)
rotatePiece(inputs, piece, grid, prev_inputs)
movePiece(piece, grid, move)
dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked)
lockPiece(piece, grid, lock_delay)
end
return BONKERS

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@ -1,140 +0,0 @@
local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.ruleset'
local Tengen = Ruleset:extend()
Tengen.name = "Tengen"
Tengen.hash = "Tengen"
Tengen.spawn_positions = {
I = { x=3, y=4 },
J = { x=4, y=4 },
L = { x=4, y=4 },
O = { x=5, y=4 },
S = { x=4, y=4 },
T = { x=4, y=4 },
Z = { x=4, y=4 },
}
Tengen.block_offsets = {
I={
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} },
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} },
},
J={
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=2, y=1} },
{ {x=1, y=0}, {x=1, y=1}, {x=1, y=2}, {x=0, y=2} },
{ {x=0, y=0}, {x=0, y=1}, {x=1, y=1}, {x=2, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=1, y=0} },
},
L={
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=0, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=1, y=2} },
{ {x=2, y=0}, {x=0, y=1}, {x=1, y=1}, {x=2, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=1, y=1}, {x=1, y=2} },
},
O={
{ {x=0, y=0}, {x=1, y=0}, {x=1, y=1}, {x=0, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=1, y=1}, {x=0, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=1, y=1}, {x=0, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=1, y=1}, {x=0, y=1} },
},
-- up to here
S={
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} },
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} },
},
T={
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} },
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} },
},
Z={
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} },
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} },
}
}
-- Component functions.
function Tengen:attemptWallkicks(piece, new_piece, rot_dir, grid)
-- O doesn't kick
if (piece.shape == "O") then return end
-- center column rule
if (
piece.shape == "J" or piece.shape == "T" or piece.shape == "L"
) and (
piece.rotation == 0 or piece.rotation == 2
) and (
grid:isOccupied(piece.position.x, piece.position.y) or
grid:isOccupied(piece.position.x, piece.position.y - 1) or
grid:isOccupied(piece.position.x, piece.position.y - 2)
) then return end
if piece.shape == "I" then
-- special kick rules for I
if new_piece.rotation == 0 or new_piece.rotation == 2 then
-- kick right, right2, left
if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
self:onPieceRotate(piece, grid)
elseif grid:canPlacePiece(new_piece:withOffset({x=2, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=2, y=0})
self:onPieceRotate(piece, grid)
elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
self:onPieceRotate(piece, grid)
end
elseif piece:isDropBlocked(grid) and (new_piece.rotation == 1 or new_piece.rotation == 3) and piece.floorkick == 0 then
-- kick up, up2
if grid:canPlacePiece(new_piece:withOffset({x=0, y=-1})) then
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
self:onPieceRotate(piece, grid)
piece.floorkick = 1
elseif grid:canPlacePiece(new_piece:withOffset({x=0, y=-2})) then
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-2})
self:onPieceRotate(piece, grid)
piece.floorkick = 1
end
end
elseif piece.shape ~= "I" then
-- kick right, kick left
if (grid:canPlacePiece(new_piece:withOffset({x=1, y=0}))) then
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
elseif (grid:canPlacePiece(new_piece:withOffset({x=-1, y=0}))) then
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
end
else
end
end
function Tengen:onPieceCreate(piece, grid)
piece.floorkick = 0
end
function Tengen:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset
end
function Tengen:get180RotationValue()
if config.gamesettings.world_reverse == 3 then
return 1
else
return 3
end
end
function Tengen:getDefaultOrientation() return 3 end -- downward facing pieces by default
return Tengen