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https://github.com/SashLilac/cambridge.git
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Refactored the "Ligne" modes. (#21)
* Added Ligne C89, now known as Marathon C89. * Refactored all the Ligne modes to no longer use the "Ligne" name. Ligne -> Race 40 Ligne A1 -> Marathon AX4 Ligne C89 -> Marathon C89
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@ -1,13 +1,26 @@
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Game modes
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==========
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There are several classes of game modes.
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There are several classes of game modes. The modes that originate from other games are organized by suffix:
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* The "C" series stand for "Classic" games, games that were produced before around 1992-1993 and generally have no wallkicks or lock delay.
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* C84 - The original version from the Electronika 60.
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* C88 - Sega Tetris.
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* C89 - Nintendo / NES Tetris.
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* The "A" series stand for "Arika" games, or games in the Tetris the Grand Master series.
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* A1 - Tetris The Grand Master (the original from 1998).
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* A2 - Tetris The Absolute The Grand Master 2 PLUS.
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* A3 - Tetris The Grand Master 3 Terror-Instinct.
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* AX - Tetris The Grand Master ACE (X for Xbox).
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* The "G" series stand for "Guideline" games, or games that follow the Tetris Guideline.
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* GF - Tetris Friends (2007-2019)
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* GJ - Tetris Online Japan (2005-2011)
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* N stands for Nullpomino, only used for Phantom Mania N.
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MARATHON
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--------
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Modes in which the goal is to play as well as possible over a limited game interval, to ultimately achieve the title of Grand Master.
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Modes in which the goal is to play as well as possible over a limited game interval.
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* **MARATHON 2020**: 2020 levels of pure pain. Can you make it all the way?
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@ -15,6 +28,8 @@ From other games:
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* **MARATHON A1**: Tetris the Grand Master 1.
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* **MARATHON A2**: Tetris the Grand Master 2 (TAP Master).
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* **MARATHON A3**: Tetris the Grand Master 3 (no exams).
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* **MARATHON AX4**: Another mode from TGM Ace.
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* **MARATHON C89**: Nintendo NES Tetris. Can you transition and make it to the killscreen?
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SURVIVAL
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@ -30,6 +45,14 @@ From other games:
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* **SURVIVAL A3**: Ti Shirase.
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RACE
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----
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Modes with no levels, just a single timed goal.
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* **Race 40**: How fast can you clear 40 lines? No limits, no holds barred.
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PHANTOM MANIA
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-------------
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@ -40,6 +63,7 @@ Modes where pieces turn invisible as soon as you lock them. One of Cambridge's s
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* **Phantom Mania 2**: Phantom Mania but way faster! Can you face a mode where even the garbage and the next preview turn invisible?
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OTHER MODES
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-----------
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@ -47,4 +71,6 @@ OTHER MODES
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* **TetrisGram™ Pacer Test**: is a multi-stage piece-placing ability test that progressively gets more difficult as it continues.
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* **Interval Training**: 30 seconds per section. 20G. 15 frames of lock delay. How long can you last?
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* **Interval Training**: 30 seconds per section. 20G. 15 frames of lock delay. How long can you last?
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* **Demon Mode**: An original mode from Oshisaure! Can you push through the ever faster levels and not get denied?
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@ -15,14 +15,15 @@ game_modes = {
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require 'tetris.modes.phantom_mania',
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require 'tetris.modes.phantom_mania2',
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require 'tetris.modes.phantom_mania_n',
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require 'tetris.modes.ligne',
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require 'tetris.modes.race_40',
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require 'tetris.modes.marathon_a1',
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require 'tetris.modes.marathon_a2',
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require 'tetris.modes.marathon_a3',
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require 'tetris.modes.marathon_ax4',
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require 'tetris.modes.marathon_c89',
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require 'tetris.modes.survival_a1',
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require 'tetris.modes.survival_a2',
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require 'tetris.modes.survival_a3',
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require 'tetris.modes.marathon_l1',
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}
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rulesets = {
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@ -139,9 +139,9 @@ function Piece:draw(opacity, brightness, grid, partial_das)
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love.graphics.setColor(brightness, brightness, brightness, opacity)
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local offsets = self:getBlockOffsets()
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local gravity_offset = 0
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if grid ~= nil and not self:isDropBlocked(grid) then
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gravity_offset = self.gravity * 16
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end
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--if grid ~= nil and not self:isDropBlocked(grid) then
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-- gravity_offset = self.gravity * 16
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--end
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if partial_das == nil then partial_das = 0 end
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for index, offset in pairs(offsets) do
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local x = self.position.x + offset.x
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@ -36,6 +36,7 @@ function GameMode:new()
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self.enable_hold = false
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self.enable_hard_drop = true
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self.next_queue_length = 1
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self.additive_gravity = true
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self.draw_section_times = false
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self.draw_secondary_section_times = false
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self.big_mode = false
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@ -120,7 +121,8 @@ function GameMode:update(inputs, ruleset)
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ruleset:processPiece(
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inputs, self.piece, self.grid, self:getGravity(), self.prev_inputs,
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self.move, self:getLockDelay(), self:getDropSpeed(),
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self.drop_locked, self.hard_drop_locked, self.enable_hard_drop
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self.drop_locked, self.hard_drop_locked,
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self.enable_hard_drop, self.additive_gravity
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)
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local piece_dy = self.piece.position.y - piece_y
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@ -5,17 +5,15 @@ local Piece = require 'tetris.components.piece'
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local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
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local MarathonL1Game = GameMode:extend()
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local MarathonAX4Game = GameMode:extend()
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MarathonL1Game.name = "Line Attack"
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MarathonL1Game.hash = "MarathonL1"
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MarathonL1Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
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MarathonAX4Game.name = "Marathon AX4"
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MarathonAX4Game.hash = "MarathonAX4"
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MarathonAX4Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
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function MarathonL1Game:new()
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MarathonL1Game.super:new()
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function MarathonAX4Game:new()
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MarathonAX4Game.super:new()
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self.roll_frames = 0
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self.randomizer = History6RollsRandomizer()
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@ -30,7 +28,7 @@ function MarathonL1Game:new()
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self.next_queue_length = 3
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end
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function MarathonL1Game:getARE()
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function MarathonAX4Game:getARE()
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if self.lines < 10 then return 18
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elseif self.lines < 40 then return 14
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elseif self.lines < 60 then return 12
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@ -40,24 +38,24 @@ function MarathonL1Game:getARE()
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else return 6 end
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end
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function MarathonL1Game:getLineARE()
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function MarathonAX4Game:getLineARE()
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return self:getARE()
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end
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function MarathonL1Game:getDasLimit()
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function MarathonAX4Game:getDasLimit()
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if self.lines < 20 then return 10
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elseif self.lines < 50 then return 9
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elseif self.lines < 70 then return 8
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else return 7 end
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end
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function MarathonL1Game:getLineClearDelay()
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function MarathonAX4Game:getLineClearDelay()
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if self.lines < 10 then return 14
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elseif self.lines < 30 then return 9
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else return 5 end
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end
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function MarathonL1Game:getLockDelay()
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function MarathonAX4Game:getLockDelay()
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if self.lines < 10 then return 28
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elseif self.lines < 20 then return 24
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elseif self.lines < 30 then return 22
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@ -67,15 +65,15 @@ function MarathonL1Game:getLockDelay()
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else return 13 end
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end
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function MarathonL1Game:getGravity()
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function MarathonAX4Game:getGravity()
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return 20
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end
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function MarathonL1Game:getSection()
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function MarathonAX4Game:getSection()
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return math.floor(level / 100) + 1
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end
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function MarathonL1Game:advanceOneFrame()
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function MarathonAX4Game:advanceOneFrame()
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if self.clear then
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self.roll_frames = self.roll_frames + 1
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if self.roll_frames < 0 then
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@ -94,7 +92,7 @@ function MarathonL1Game:advanceOneFrame()
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return true
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end
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function MarathonL1Game:onLineClear(cleared_row_count)
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function MarathonAX4Game:onLineClear(cleared_row_count)
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if not self.clear then
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local new_lines = self.lines + cleared_row_count
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self:updateSectionTimes(self.lines, new_lines)
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@ -106,11 +104,11 @@ function MarathonL1Game:onLineClear(cleared_row_count)
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end
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end
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function MarathonL1Game:getSectionTime()
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function MarathonAX4Game:getSectionTime()
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return self.frames - self.section_start_time
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end
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function MarathonL1Game:updateSectionTimes(old_lines, new_lines)
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function MarathonAX4Game:updateSectionTimes(old_lines, new_lines)
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if math.floor(old_lines / 10) < math.floor(new_lines / 10) then
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-- record new section
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table.insert(self.section_times, self:getSectionTime())
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@ -119,23 +117,23 @@ function MarathonL1Game:updateSectionTimes(old_lines, new_lines)
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end
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end
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function MarathonL1Game:onPieceEnter()
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function MarathonAX4Game:onPieceEnter()
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self.section_clear = false
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end
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function MarathonL1Game:drawGrid(ruleset)
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function MarathonAX4Game:drawGrid(ruleset)
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self.grid:draw()
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end
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function MarathonL1Game:getHighscoreData()
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function MarathonAX4Game:getHighscoreData()
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return {
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lines = self.lines,
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frames = self.frames,
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}
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end
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function MarathonL1Game:drawScoringInfo()
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MarathonL1Game.super.drawScoringInfo(self)
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function MarathonAX4Game:drawScoringInfo()
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MarathonAX4Game.super.drawScoringInfo(self)
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love.graphics.setColor(1, 1, 1, 1)
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@ -165,12 +163,12 @@ function MarathonL1Game:drawScoringInfo()
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love.graphics.setColor(1, 1, 1, 1)
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end
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function MarathonL1Game:getSectionEndLines()
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function MarathonAX4Game:getSectionEndLines()
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return math.floor(self.lines / 10 + 1) * 10
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end
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function MarathonL1Game:getBackground()
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function MarathonAX4Game:getBackground()
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return math.floor(self.lines / 10)
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end
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return MarathonL1Game
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return MarathonAX4Game
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185
tetris/modes/marathon_c89.lua
Normal file
185
tetris/modes/marathon_c89.lua
Normal file
@ -0,0 +1,185 @@
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require 'funcs'
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local GameMode = require 'tetris.modes.gamemode'
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local Piece = require 'tetris.components.piece'
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local Randomizer = require 'tetris.randomizers.randomizer'
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local MarathonC89Game = GameMode:extend()
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MarathonC89Game.name = "Marathon C89"
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MarathonC89Game.hash = "MarathonC89"
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MarathonC89Game.tagline = "Can you play fast enough to reach the killscreen?"
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function MarathonC89Game:new()
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MarathonC89Game.super:new()
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self.randomizer = Randomizer()
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self.ready_frames = 1
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self.waiting_frames = 72
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self.start_level = 12
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self.level = 12
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self.lock_drop = true
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self.enable_hard_drop = false
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self.enable_hold = false
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self.next_queue_length = 1
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self.additive_gravity = false
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end
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function MarathonC89Game:getDropSpeed() return 1/2 end
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function MarathonC89Game:getDasLimit() return 16 end
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function MarathonC89Game:getARR() return 6 end
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function MarathonC89Game:getARE() return 6 end
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function MarathonC89Game:getLineARE() return 6 end
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function MarathonC89Game:getLineClearDelay() return 30 end
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function MarathonC89Game:getLockDelay() return 0 end
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function MarathonC89Game:chargeDAS(inputs)
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if inputs[self.das.direction] == true and
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self.prev_inputs[self.das.direction] == true and
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not inputs["down"] and
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self.piece ~= nil
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then
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local das_frames = self.das.frames + 1
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if das_frames >= self:getDasLimit() then
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if self.das.direction == "left" then
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self.move = (self:getARR() == 0 and "speed" or "") .. "left"
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self.das.frames = self:getDasLimit() - self:getARR()
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elseif self.das.direction == "right" then
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self.move = (self:getARR() == 0 and "speed" or "") .. "right"
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self.das.frames = self:getDasLimit() - self:getARR()
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end
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else
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self.move = "none"
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self.das.frames = das_frames
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end
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elseif inputs["right"] == true then
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self.das.direction = "right"
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if not inputs["down"] and self.piece ~= nil then
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self.move = "right"
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self.das.frames = 0
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else
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self.move = "none"
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end
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elseif inputs["left"] == true then
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self.das.direction = "left"
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if not inputs["down"] and self.piece ~= nil then
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self.move = "left"
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self.das.frames = 0
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else
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self.move = "none"
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end
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else
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self.move = "none"
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end
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if self.das.direction == "left" and self.piece ~= nil and self.piece:isMoveBlocked(self.grid, {x=-1, y=0}) or
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self.das.direction == "right" and self.piece ~= nil and self.piece:isMoveBlocked(self.grid, {x=1, y=0})
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then
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self.das.frames = self:getDasLimit()
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end
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if inputs["down"] == false and self.prev_inputs["down"] == true then
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self.drop_bonus = 0
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end
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end
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local gravity_table = {
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[0] =
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1366/65536, 1525/65536, 1725/65536, 1986/65536, 2341/65536,
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2850/65536, 3641/65536, 5042/65536, 8192/65536, 10923/65536,
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13108/65536, 13108/65536, 13108/65536, 16384/65536, 16384/65536,
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16384/65536, 21846/65536, 21846/65536, 21846/65536
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}
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function MarathonC89Game:getGravity()
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if self.waiting_frames > 0 then return 0 end
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if self.level >= 29 then return 1
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elseif self.level >= 19 then return 1/2
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else return gravity_table[self.level] end
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end
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function MarathonC89Game:advanceOneFrame()
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if self.waiting_frames > 0 then
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self.waiting_frames = self.waiting_frames - 1
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else
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self.frames = self.frames + 1
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end
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return true
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end
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function MarathonC89Game:onPieceLock()
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self.score = self.score + self.drop_bonus
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self.drop_bonus = 0
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end
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local cleared_line_scores = { 40, 100, 300, 1200 }
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function MarathonC89Game:getLevelForLines()
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if self.start_level < 10 then
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return math.max(self.start_level, math.floor(self.lines / 10))
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elseif self.start_level < 16 then
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return math.max(self.start_level, self.start_level + math.floor((self.lines - 100) / 10))
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else
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return math.max(self.start_level, math.floor((self.lines - 60) / 10))
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end
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end
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function MarathonC89Game:updateScore(level, drop_bonus, cleared_lines)
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if cleared_lines > 0 then
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self.score = self.score + cleared_line_scores[cleared_lines] * (self.level + 1)
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self.lines = self.lines + cleared_lines
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self.level = self:getLevelForLines()
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else
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self.drop_bonus = 0
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self.combo = 1
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end
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end
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function MarathonC89Game:drawGrid()
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self.grid:draw()
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if self.piece ~= nil and self.level < 100 then
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self:drawGhostPiece(ruleset)
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end
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end
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function MarathonC89Game:drawScoringInfo()
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MarathonC89Game.super.drawScoringInfo(self)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.setFont(font_3x5_2)
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love.graphics.print(
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self.das.direction .. " " ..
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self.das.frames .. " " ..
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st(self.prev_inputs)
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)
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love.graphics.printf("NEXT", 64, 40, 40, "left")
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love.graphics.printf("LINES", 240, 120, 40, "left")
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love.graphics.printf("SCORE", 240, 200, 40, "left")
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love.graphics.setFont(font_3x5_3)
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love.graphics.printf(self.lines, 240, 140, 90, "left")
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love.graphics.printf(self.score, 240, 220, 90, "left")
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love.graphics.setFont(font_8x11)
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love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
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end
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function MarathonC89Game:getBackground()
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return math.min(self.level, 19)
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end
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function MarathonC89Game:getHighscoreData()
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return {
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score = self.score,
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level = self.level,
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}
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end
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return MarathonC89Game
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@ -5,17 +5,15 @@ local Piece = require 'tetris.components.piece'
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local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
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local LigneGame = GameMode:extend()
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local Race40Game = GameMode:extend()
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|
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LigneGame.name = "Ligne"
|
||||
LigneGame.hash = "Ligne"
|
||||
LigneGame.tagline = "How fast can you clear 40 lines?"
|
||||
Race40Game.name = "Race 40"
|
||||
Race40Game.hash = "Race40"
|
||||
Race40Game.tagline = "How fast can you clear 40 lines?"
|
||||
|
||||
|
||||
|
||||
|
||||
function LigneGame:new()
|
||||
LigneGame.super:new()
|
||||
function Race40Game:new()
|
||||
Race40Game.super:new()
|
||||
|
||||
self.lines = 0
|
||||
self.line_goal = 40
|
||||
@ -32,39 +30,39 @@ function LigneGame:new()
|
||||
self.next_queue_length = 3
|
||||
end
|
||||
|
||||
function LigneGame:getDropSpeed()
|
||||
function Race40Game:getDropSpeed()
|
||||
return 20
|
||||
end
|
||||
|
||||
function LigneGame:getARR()
|
||||
function Race40Game:getARR()
|
||||
return 0
|
||||
end
|
||||
|
||||
function LigneGame:getARE()
|
||||
function Race40Game:getARE()
|
||||
return 0
|
||||
end
|
||||
|
||||
function LigneGame:getLineARE()
|
||||
function Race40Game:getLineARE()
|
||||
return self:getARE()
|
||||
end
|
||||
|
||||
function LigneGame:getDasLimit()
|
||||
function Race40Game:getDasLimit()
|
||||
return 6
|
||||
end
|
||||
|
||||
function LigneGame:getLineClearDelay()
|
||||
function Race40Game:getLineClearDelay()
|
||||
return 0
|
||||
end
|
||||
|
||||
function LigneGame:getLockDelay()
|
||||
function Race40Game:getLockDelay()
|
||||
return 15
|
||||
end
|
||||
|
||||
function LigneGame:getGravity()
|
||||
function Race40Game:getGravity()
|
||||
return 1/64
|
||||
end
|
||||
|
||||
function LigneGame:advanceOneFrame()
|
||||
function Race40Game:advanceOneFrame()
|
||||
if self.clear then
|
||||
self.roll_frames = self.roll_frames + 1
|
||||
if self.roll_frames > 150 then
|
||||
@ -77,11 +75,11 @@ function LigneGame:advanceOneFrame()
|
||||
return true
|
||||
end
|
||||
|
||||
function LigneGame:onPieceLock()
|
||||
function Race40Game:onPieceLock()
|
||||
self.pieces = self.pieces + 1
|
||||
end
|
||||
|
||||
function LigneGame:onLineClear(cleared_row_count)
|
||||
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
|
||||
@ -90,22 +88,22 @@ function LigneGame:onLineClear(cleared_row_count)
|
||||
end
|
||||
end
|
||||
|
||||
function LigneGame:drawGrid(ruleset)
|
||||
function Race40Game:drawGrid(ruleset)
|
||||
self.grid:draw()
|
||||
if self.piece ~= nil then
|
||||
self:drawGhostPiece(ruleset)
|
||||
end
|
||||
end
|
||||
|
||||
function LigneGame:getHighscoreData()
|
||||
function Race40Game:getHighscoreData()
|
||||
return {
|
||||
level = self.level,
|
||||
frames = self.frames,
|
||||
}
|
||||
end
|
||||
|
||||
function LigneGame:drawScoringInfo()
|
||||
LigneGame.super.drawScoringInfo(self)
|
||||
function Race40Game:drawScoringInfo()
|
||||
Race40Game.super.drawScoringInfo(self)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
|
||||
local text_x = config["side_next"] and 320 or 240
|
||||
@ -124,8 +122,8 @@ function LigneGame:drawScoringInfo()
|
||||
love.graphics.printf(math.max(0, self.line_goal - self.lines), text_x, 340, 40, "left")
|
||||
end
|
||||
|
||||
function LigneGame:getBackground()
|
||||
function Race40Game:getBackground()
|
||||
return 2
|
||||
end
|
||||
|
||||
return LigneGame
|
||||
return Race40Game
|
@ -72,10 +72,17 @@ function Ruleset:movePiece(piece, grid, move)
|
||||
end
|
||||
end
|
||||
|
||||
function Ruleset:dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked, hard_drop_enabled)
|
||||
function Ruleset:dropPiece(
|
||||
inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
|
||||
hard_drop_enabled, additive_gravity
|
||||
)
|
||||
local y = piece.position.y
|
||||
if inputs["down"] == true and drop_locked == false then
|
||||
piece:addGravity(gravity + drop_speed, grid)
|
||||
if additive_gravity then
|
||||
piece:addGravity(gravity + drop_speed, grid)
|
||||
else
|
||||
piece:addGravity(math.max(gravity, drop_speed), grid)
|
||||
end
|
||||
elseif inputs["up"] == true and hard_drop_enabled == true then
|
||||
if hard_drop_locked == true or piece:isDropBlocked(grid) then
|
||||
piece:addGravity(gravity, grid)
|
||||
@ -127,11 +134,15 @@ function Ruleset:onPieceCreate(piece) end
|
||||
function Ruleset:processPiece(
|
||||
inputs, piece, grid, gravity, prev_inputs,
|
||||
move, lock_delay, drop_speed,
|
||||
drop_locked, hard_drop_locked, hard_drop_enabled
|
||||
drop_locked, hard_drop_locked,
|
||||
hard_drop_enabled, additive_gravity
|
||||
)
|
||||
self:rotatePiece(inputs, piece, grid, prev_inputs, false)
|
||||
self:movePiece(piece, grid, move)
|
||||
self:dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked, hard_drop_enabled)
|
||||
self:dropPiece(
|
||||
inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
|
||||
hard_drop_enabled, additive_gravity
|
||||
)
|
||||
self:lockPiece(piece, grid, lock_delay)
|
||||
end
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user