Stopped bottom-row garbage from clearing 5 lines. (#16)

Resolves #15.

1) Cleared row count is marked before the onPieceLock method is called, letting the piece lock procedure react to the count of rows the piece is about to clear. (In practice, only 0 and non-0 will be different.)

2) The modes with bottom-row garbage will not advance the garbage counter when the piece is about to clear lines, as should be the case.

Also included:

3) Changed the Always O Randomizer to the Always Randomizer that takes which piece it should "always" produce as an argument in the constructor.

4) Fixed the torikan for level 800 in Phantom Mania 2. It should have been 4:45, not 4:40.
This commit is contained in:
Joe Zeng 2019-06-03 23:12:48 -04:00 committed by GitHub
parent b7fc51f4bd
commit 96ac054cf6
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 30 additions and 21 deletions

View File

@ -145,18 +145,18 @@ function GameMode:update(inputs, ruleset)
if self.piece.locked == true then
self.grid:applyPiece(self.piece)
self:onPieceLock(self.piece)
self.piece = nil
if self.enable_hold then
self.held = false
end
self.grid:markClearedRows()
local cleared_row_count = self.grid:getClearedRowCount()
self:onPieceLock(self.piece, cleared_row_count)
self:updateScore(self.level, self.drop_bonus, cleared_row_count)
self.piece = nil
if self.enable_hold then
self.held = false
end
if cleared_row_count > 0 then
self.lcd = self:getLineClearDelay()
self.are = self:getLineARE()
@ -191,7 +191,7 @@ end
-- event functions
function GameMode:whilePieceActive() end
function GameMode:onPieceLock(piece) end
function GameMode:onPieceLock(piece, cleared_row_count) end
function GameMode:onLineClear(cleared_row_count) end
function GameMode:onPieceEnter() end
function GameMode:onHold() end

View File

@ -92,7 +92,7 @@ function PhantomMania2Game:hitTorikan(old_level, new_level)
self.level = 500
return true
end
if old_level < 800 and new_level >= 800 and self.frames > sp(4,40) then
if old_level < 800 and new_level >= 800 and self.frames > sp(4,45) then
self.level = 800
return true
end
@ -155,8 +155,8 @@ function PhantomMania2Game:onLineClear(cleared_row_count)
end
end
function PhantomMania2Game:onPieceLock()
self:advanceBottomRow(1)
function PhantomMania2Game:onPieceLock(piece, cleared_row_count)
if cleared_row_count == 0 then self:advanceBottomRow(1) end
end
function PhantomMania2Game:onHold()

View File

@ -141,8 +141,8 @@ function SurvivalA3Game:onLineClear(cleared_row_count)
end
end
function SurvivalA3Game:onPieceLock()
self:advanceBottomRow(1)
function SurvivalA3Game:onPieceLock(piece, cleared_row_count)
if cleared_row_count == 0 then self:advanceBottomRow(1) end
end
function SurvivalA3Game:updateScore(level, drop_bonus, cleared_lines)

View File

@ -0,0 +1,18 @@
local Randomizer = require 'tetris.randomizers.randomizer'
local AlwaysRandomizer = Randomizer:extend()
function AlwaysRandomizer:new(piece)
self.piece = piece
self:initialize()
self.next_queue = {}
for i = 1, 30 do
table.insert(self.next_queue, self:generatePiece())
end
end
function AlwaysRandomizer:generatePiece()
return self.piece
end
return AlwaysRandomizer

View File

@ -1,9 +0,0 @@
local Randomizer = require 'tetris.randomizers.randomizer'
local AlwaysORandomizer = Randomizer:extend()
function AlwaysORandomizer:generatePiece()
return "O"
end
return AlwaysORandomizer