Framework for custom line clear animations added
Colored fadeout is the defaultpull/16/head
parent
77f24f5ee5
commit
a047e51681
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@ -83,6 +83,7 @@ function GameScene:render()
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end
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self.game:drawGrid()
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if self.game.lcd > 0 then self.game:drawLineClearAnimation() end
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self.game:drawPiece()
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self.game:drawNextQueue(self.ruleset)
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self.game:drawScoringInfo()
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@ -111,18 +111,24 @@ function Grid:getClearedRowCount()
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end
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function Grid:markClearedRows()
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local block_table = {}
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for row = 1, self.height do
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if self:isRowFull(row) then
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block_table[row] = {}
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for x = 1, self.width do
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block_table[row][x] = {
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skin = self.grid[row][x].skin,
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colour = self.grid[row][x].colour,
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}
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self.grid[row][x] = {
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skin = self.grid[row][x].skin,
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colour = "X"
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}
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self.grid_age[row][x] = 0
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--self.grid_age[row][x] = 0
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end
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end
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end
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return true
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return block_table
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end
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function Grid:clearClearedRows()
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@ -396,7 +402,8 @@ function Grid:draw()
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if self.grid[y][x].skin == "bone" then
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love.graphics.setColor(1, 1, 1, 1)
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elseif self.grid[y][x].colour == "X" then
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love.graphics.setColor(0.5, 0.5, 0.5, 1 - self.grid_age[y][x] / 15)
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love.graphics.setColor(0, 0, 0, 0)
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--love.graphics.setColor(0.5, 0.5, 0.5, 1 - self.grid_age[y][x] / 15)
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else
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love.graphics.setColor(0.5, 0.5, 0.5, 1)
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end
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@ -427,10 +434,12 @@ end
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function Grid:drawOutline()
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for y = 5, self.height do
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for x = 1, self.width do
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--[[
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if self.grid[y][x].colour == "X" then
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love.graphics.setColor(0.5, 0.5, 0.5, 1 - self.grid_age[y][x] / 15)
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love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
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end
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]]
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if self.grid[y][x] ~= empty and self.grid[y][x].colour ~= "X" then
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love.graphics.setColor(0.8, 0.8, 0.8, 1)
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love.graphics.setLineWidth(1)
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@ -459,7 +468,8 @@ function Grid:drawInvisible(opacity_function, garbage_opacity_function, lock_fla
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for x = 1, self.width do
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if self.grid[y][x] ~= empty then
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if self.grid[y][x].colour == "X" then
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opacity = 1 - self.grid_age[y][x] / 15
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opacity = 0
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--opacity = 1 - self.grid_age[y][x] / 15
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elseif garbage_opacity_function and self.grid[y][x].colour == "A" then
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opacity = garbage_opacity_function(self.grid_age[y][x])
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else
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@ -506,7 +516,8 @@ function Grid:drawCustom(colour_function, gamestate)
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if block ~= empty then
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local R, G, B, A, outline = colour_function(gamestate, block, x, y, self.grid_age[y][x])
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if self.grid[y][x].colour == "X" then
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A = 1 - self.grid_age[y][x] / 15
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A = 0
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--A = 1 - self.grid_age[y][x] / 15
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end
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love.graphics.setColor(R, G, B, A)
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love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
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@ -63,6 +63,7 @@ function GameMode:new(secret_inputs)
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self.hard_drop_locked = false
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self.lock_on_soft_drop = false
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self.lock_on_hard_drop = false
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self.cleared_block_table = {}
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self.used_randomizer = nil
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self.hold_queue = nil
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self.held = false
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@ -244,7 +245,7 @@ function GameMode:update(inputs, ruleset)
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self:onPieceLock(self.piece, cleared_row_count)
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self:updateScore(self.level, self.drop_bonus, cleared_row_count)
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self.grid:markClearedRows()
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self.cleared_block_table = self.grid:markClearedRows()
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self.piece = nil
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if self.enable_hold then
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self.held = false
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@ -536,6 +537,67 @@ function GameMode:getHighScoreData()
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}
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end
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function GameMode:drawLineClearAnimation()
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-- animation function
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-- params: block x, y, skin, colour
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-- returns: table with RGBA, skin, colour, x, y
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-- Fadeout (default)
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-- [[
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function animation(x, y, skin, colour)
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return {
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1, 1, 1,
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-0.25 + 1.25 * (self.lcd / self:getLineClearDelay()),
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skin, colour,
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48 + x * 16, y * 16
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}
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end
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--]]
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-- Flash
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--[[
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function animation(x, y, skin, colour)
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return {
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1, 1, 1,
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self.lcd % 6 < 3 and 1 or 0.25,
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skin, colour,
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48 + x * 16, y * 16
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}
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end
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--]]
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-- TGM1 pop-out
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--[[
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function animation(x, y, skin, colour)
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local p = 0.48
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local l = (
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(self:getLineClearDelay() - self.lcd) / self:getLineClearDelay()
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)
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local dx = l * (x - (1 + self.grid.width) / 2)
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local dy = l * (y - (1 + self.grid.height) / 2)
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return {
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1, 1, 1, 1, skin, colour,
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48 + (x + dx) * 16,
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(y + dy) * 16 + (464 / (p - 1)) * l * (p - l)
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}
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end
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--]]
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for y, row in pairs(self.cleared_block_table) do
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for x, block in pairs(row) do
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local animation_table = animation(x, y, block.skin, block.colour)
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love.graphics.setColor(
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animation_table[1], animation_table[2],
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animation_table[3], animation_table[4]
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)
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love.graphics.draw(
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blocks[animation_table[5]][animation_table[6]],
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animation_table[7], animation_table[8]
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)
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end
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end
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end
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function GameMode:drawPiece()
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if self.piece ~= nil then
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self.piece:draw(
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