mirror of
https://github.com/SashLilac/cambridge.git
synced 2024-12-22 12:49:01 -06:00
Merge branch 'master' of https://github.com/Rexxt/cambridge
This commit is contained in:
commit
b6f1072587
2
.gitignore
vendored
2
.gitignore
vendored
@ -2,3 +2,5 @@
|
||||
*.love
|
||||
dist/*.zip
|
||||
dist/**/cambridge.exe
|
||||
dist/**/libs
|
||||
dist/**/*.md
|
60
README.md
60
README.md
@ -5,48 +5,55 @@ Cambridge
|
||||
|
||||
Welcome to Cambridge, the next open-source falling-block game engine!
|
||||
|
||||
This fork is written and maintained exclusively by [SashLilac](https://github.com/SashLilac) and [Oshisaure](https://github.com/oshisaure)!
|
||||
This fork is written and maintained exclusively by [SashLilac](https://github.com/SashLilac), [joezeng](https://github.com/joezeng) and [Oshisaure](https://github.com/oshisaure)!
|
||||
|
||||
Join our Discord server for help and a welcoming community! https://discord.gg/mteMJw4
|
||||
|
||||
Credits
|
||||
-------
|
||||
|
||||
- [Lilla Oshisaure](https://www.youtube.com/user/LeSpyroshisaure) for their amazing contributions to my life in general!
|
||||
- [Lilla Oshisaure](https://www.youtube.com/user/LeSpyroshisaure) for being my co-dev!
|
||||
- [joezeng](https://github.com/joezeng) for the original project, and for offering to help with the expansion!
|
||||
- [The Tetra Legends Discord](http://discord.com/invite/7hMx5r2) for supporting me and playtesting!
|
||||
- [joezeng](https://github.com/joezeng) for the original project.
|
||||
- [Hailey](https://github.com/haileylgbt) for some miscellaneous assets.
|
||||
- CylinderKnot for an amazing gamemode.
|
||||
- MarkGamed7794 for some miscellaneous contributions.
|
||||
- Mizu for the Cambridge logo and the [Cambridge launcher](https://github.com/rexxt/cambridge-launcher).
|
||||
- MattMayuga for the Cambridge banner.
|
||||
- [The Absolute Plus](https://discord.gg/6Gf2awJ) for being another source of motivation!
|
||||
|
||||
The following people in no particular order also helped with the project:
|
||||
- [Hailey](https://github.com/haileylgbt)
|
||||
- CylinderKnot
|
||||
- MarkGamed7794
|
||||
- [Mizu](https://github.com/rexxt)
|
||||
- MattMayuga
|
||||
- Kitaru
|
||||
- switchpalacecorner
|
||||
- [sinefuse](https://github.com/sinefuse)
|
||||
- [2Tie](https://github.com/2Tie)
|
||||
- [nightmareci](https://github.com/nightmareci)
|
||||
- [MyPasswordIsWeak](https://github.com/MyPasswordIsWeak)
|
||||
|
||||
![Cambridge Logo](https://cdn.discordapp.com/attachments/625496179433668635/763363717730664458/Icon_2.png)
|
||||
|
||||
Installation instructions
|
||||
-------------------------
|
||||
|
||||
Pre-built releases are available on the releases page.
|
||||
Playing the game
|
||||
----------------
|
||||
|
||||
### Windows
|
||||
|
||||
Unzip the exe file and run it directly. All assets are currently bundled inside the executable.
|
||||
You do not need LÖVE on Windows, as it comes bundled with the program.
|
||||
|
||||
### macOS
|
||||
To get the stable release, simply download the ZIP in the latest release. All assets needed are bundled with the executable.
|
||||
|
||||
For the time being, the file `cambridge.love` only works on the command line. Install `love` with [Homebrew](https://brew.sh), and run:
|
||||
If you want the bleeding edge version, or want mod pack support, download [this](https://github.com/SashLilac/cambridge/archive/master.zip).
|
||||
|
||||
$ love cambridge.love
|
||||
Extract the ZIP, open a Command Prompt at the folder you extracted Cambridge to, then run this command:
|
||||
|
||||
### Linux
|
||||
dist\windows\love.exe .
|
||||
|
||||
Same as macOS, except install `love` with your favourite package manager.
|
||||
Alternatively, if you're on a 32-bit system, run this instead:
|
||||
|
||||
dist\win32\love.exe .
|
||||
|
||||
Running from source
|
||||
-------------------
|
||||
32-bit systems do not support rich presence integration.
|
||||
|
||||
If you want the bleeding-edge release, you can also clone the code straight from this repository.
|
||||
Then, check the mod pack section at the bottom of this page.
|
||||
|
||||
### macOS, Linux
|
||||
|
||||
@ -54,14 +61,21 @@ If you haven't already, install `love` with your favourite package manager (Home
|
||||
|
||||
Clone the repository in git:
|
||||
|
||||
git clone https://github.com/SashLilac/cambridge
|
||||
git clone https://github.com/SashLilac/cambridge
|
||||
|
||||
Alternatively, download the source code ZIP in the latest release.
|
||||
|
||||
Then, navigate to the root directory that you just cloned, and type:
|
||||
|
||||
love .
|
||||
love .
|
||||
|
||||
It should run automatically!
|
||||
|
||||
## Installing modpacks
|
||||
|
||||
Simply drag your mode, ruleset, and randomizer Lua files into their respective directory, and they should appear automatically.
|
||||
|
||||
Alternatively, install [this](https://github.com/SashLilac/cambridge/releases/download/v0.2.1/modpackv1.zip) mod pack to get a taste of the mod potential.
|
||||
|
||||
License
|
||||
-------
|
||||
|
11
clean.bat
Normal file
11
clean.bat
Normal file
@ -0,0 +1,11 @@
|
||||
@del cambridge.love
|
||||
@del dist\windows\cambridge.exe
|
||||
@del dist\windows\SOURCES.md
|
||||
@del dist\windows\LICENSE.md
|
||||
@rmdir /Q /S dist\windows\libs
|
||||
@del dist\win32\cambridge.exe
|
||||
@del dist\win32\SOURCES.md
|
||||
@del dist\win32\LICENSE.md
|
||||
@rmdir /Q /S dist\win32\libs
|
||||
@del dist\cambridge-windows.zip
|
||||
@del dist\cambridge-win32.zip
|
@ -4,17 +4,17 @@ Game modes
|
||||
There are several classes of game modes. The modes that originate from other games are organized by suffix:
|
||||
|
||||
* The "C" series stand for "Classic" games, games that were produced before around 1992-1993 and generally have no wallkicks or lock delay.
|
||||
* C84 - The original version from the Electronika 60.
|
||||
* C88 - Sega Tetris.
|
||||
* C89 - Nintendo / NES Tetris.
|
||||
* C84 - The original version from the Electronika 60.
|
||||
* C88 - Sega Tetris.
|
||||
* C89 - Nintendo / NES Tetris.
|
||||
* The "A" series stand for "Arika" games, or games in the Tetris the Grand Master series.
|
||||
* A1 - Tetris The Grand Master (the original from 1998).
|
||||
* A2 - Tetris The Absolute The Grand Master 2 PLUS.
|
||||
* A3 - Tetris The Grand Master 3 Terror-Instinct.
|
||||
* AX - Tetris The Grand Master ACE (X for Xbox).
|
||||
* A1 - Tetris The Grand Master (the original from 1998).
|
||||
* A2 - Tetris The Absolute The Grand Master 2 PLUS.
|
||||
* A3 - Tetris The Grand Master 3 Terror-Instinct.
|
||||
* AX - Tetris The Grand Master ACE (X for Xbox).
|
||||
* The "G" series stand for "Guideline" games, or games that follow the Tetris Guideline.
|
||||
* GF - Tetris Friends (2007-2019)
|
||||
* GJ - Tetris Online Japan (2005-2011)
|
||||
* GF - Tetris Friends (2007-2019)
|
||||
* GJ - Tetris Online Japan (2005-2011)
|
||||
* N stands for Nullpomino, only used for Phantom Mania N.
|
||||
|
||||
MARATHON
|
||||
|
14
funcs.lua
14
funcs.lua
@ -1,11 +1,11 @@
|
||||
function copy(t)
|
||||
-- returns deep copy of t (as opposed to the shallow copy you get from var = t)
|
||||
if type(t) ~= "table" then return t end
|
||||
local meta = getmetatable(t)
|
||||
local target = {}
|
||||
for k, v in pairs(t) do target[k] = v end
|
||||
setmetatable(target, meta)
|
||||
return target
|
||||
local meta = getmetatable(t)
|
||||
local target = {}
|
||||
for k, v in pairs(t) do target[k] = v end
|
||||
setmetatable(target, meta)
|
||||
return target
|
||||
end
|
||||
|
||||
function strTrueValues(tbl)
|
||||
@ -64,6 +64,6 @@ function formatBigNum(number)
|
||||
end
|
||||
|
||||
function Mod1(n, m)
|
||||
-- returns a number congruent to n modulo m in the range [1;m] (as opposed to [0;m-1])
|
||||
return ((n-1) % m) + 1
|
||||
-- returns a number congruent to n modulo m in the range [1;m] (as opposed to [0;m-1])
|
||||
return ((n-1) % m) + 1
|
||||
end
|
@ -5,12 +5,26 @@ local ffi = require "ffi"
|
||||
local osname = love.system.getOS()
|
||||
local discordRPClib = nil
|
||||
|
||||
-- FFI requires the libraries really be files just sitting in the filesystem. It
|
||||
-- can't load libraries from a .love archive, nor a fused executable on Windows.
|
||||
-- Merely using love.filesystem.getSource() only works when running LOVE with
|
||||
-- the game unarchived from command line, like "love .".
|
||||
--
|
||||
-- The code here setting "source" will set the directory where the game was run
|
||||
-- from, so FFI can load discordRPC. We assume that the discordRPC library's
|
||||
-- libs directory is in the same directory as the .love archive; if it's
|
||||
-- missing, it just won't load.
|
||||
local source = love.filesystem.getSource()
|
||||
if string.sub(source, -5) == ".love" or love.filesystem.isFused() then
|
||||
source = love.filesystem.getSourceBaseDirectory()
|
||||
end
|
||||
|
||||
if osname == "Linux" then
|
||||
discordRPClib = ffi.load(love.filesystem.getSource().."/libs/discord-rpc.so")
|
||||
discordRPClib = ffi.load(source.."/libs/discord-rpc.so")
|
||||
elseif osname == "OS X" then
|
||||
discordRPClib = ffi.load(love.filesystem.getSource().."/libs/discord-rpc.dylib")
|
||||
discordRPClib = ffi.load(source.."/libs/discord-rpc.dylib")
|
||||
elseif osname == "Windows" then
|
||||
discordRPClib = ffi.load(love.filesystem.getSource().."/libs/discord-rpc.dll")
|
||||
discordRPClib = ffi.load(source.."/libs/discord-rpc.dll")
|
||||
else
|
||||
-- Else it crashes later on
|
||||
error(string.format("Discord rpc not supported on platform (%s)", osname))
|
||||
|
76
load/rpc.lua
76
load/rpc.lua
@ -1,58 +1,58 @@
|
||||
print("Loading discord RPC...")
|
||||
DiscordRPC = {
|
||||
loaded = false
|
||||
loaded = false
|
||||
}
|
||||
local success, RPC = pcall(require, "libs.discordRPC")
|
||||
if success then
|
||||
DiscordRPC.loaded = true
|
||||
DiscordRPC.appId = "599778517789573120"
|
||||
DiscordRPC.loaded = true
|
||||
DiscordRPC.appId = "599778517789573120"
|
||||
|
||||
function RPC.ready(userId, username, discriminator, avatar)
|
||||
print(string.format("Discord: ready (%s, %s, %s, %s)", userId, username, discriminator, avatar))
|
||||
end
|
||||
function RPC.ready(userId, username, discriminator, avatar)
|
||||
print(string.format("Discord: ready (%s, %s, %s, %s)", userId, username, discriminator, avatar))
|
||||
end
|
||||
|
||||
function RPC.disconnected(errorCode, message)
|
||||
print(string.format("Discord: disconnected (%d: %s)", errorCode, message))
|
||||
end
|
||||
function RPC.disconnected(errorCode, message)
|
||||
print(string.format("Discord: disconnected (%d: %s)", errorCode, message))
|
||||
end
|
||||
|
||||
function RPC.errored(errorCode, message)
|
||||
print(string.format("Discord: error (%d: %s)", errorCode, message))
|
||||
end
|
||||
function RPC.errored(errorCode, message)
|
||||
print(string.format("Discord: error (%d: %s)", errorCode, message))
|
||||
end
|
||||
|
||||
function RPC.joinGame(joinSecret)
|
||||
print(string.format("Discord: join (%s)", joinSecret))
|
||||
end
|
||||
function RPC.joinGame(joinSecret)
|
||||
print(string.format("Discord: join (%s)", joinSecret))
|
||||
end
|
||||
|
||||
function RPC.spectateGame(spectateSecret)
|
||||
print(string.format("Discord: spectate (%s)", spectateSecret))
|
||||
end
|
||||
function RPC.spectateGame(spectateSecret)
|
||||
print(string.format("Discord: spectate (%s)", spectateSecret))
|
||||
end
|
||||
|
||||
function RPC.joinRequest(userId, username, discriminator, avatar)
|
||||
print(string.format("Discord: join request (%s, %s, %s, %s)", userId, username, discriminator, avatar))
|
||||
RPC.respond(userId, "yes")
|
||||
end
|
||||
function RPC.joinRequest(userId, username, discriminator, avatar)
|
||||
print(string.format("Discord: join request (%s, %s, %s, %s)", userId, username, discriminator, avatar))
|
||||
RPC.respond(userId, "yes")
|
||||
end
|
||||
|
||||
RPC.initialize(DiscordRPC.appId, true)
|
||||
local now = os.time(os.date("*t"))
|
||||
|
||||
DiscordRPC.RPC = RPC
|
||||
print("DiscordRPC successfully loaded.")
|
||||
RPC.initialize(DiscordRPC.appId, true)
|
||||
local now = os.time(os.date("*t"))
|
||||
|
||||
DiscordRPC.RPC = RPC
|
||||
print("DiscordRPC successfully loaded.")
|
||||
else
|
||||
print("DiscordRPC failed to load!")
|
||||
print(RPC)
|
||||
print("DiscordRPC failed to load!")
|
||||
print(RPC)
|
||||
end
|
||||
|
||||
DiscordRPC.presence = {
|
||||
startTimestamp = now,
|
||||
details = "Loading game...",
|
||||
state = "",
|
||||
largeImageKey = "icon2",
|
||||
largeImageText = "Arcade Stacker",
|
||||
smallImageKey = "",
|
||||
smallImageText = ""
|
||||
startTimestamp = now,
|
||||
details = "Loading game...",
|
||||
state = "",
|
||||
largeImageKey = "icon2",
|
||||
largeImageText = "Arcade Stacker",
|
||||
smallImageKey = "",
|
||||
smallImageText = ""
|
||||
}
|
||||
|
||||
function DiscordRPC:update(newstuff)
|
||||
for k, v in pairs(newstuff) do self.presence[k] = v end
|
||||
if self.loaded then self.RPC.updatePresence(self.presence) end
|
||||
for k, v in pairs(newstuff) do self.presence[k] = v end
|
||||
if self.loaded then self.RPC.updatePresence(self.presence) end
|
||||
end
|
||||
|
152
main.lua
152
main.lua
@ -15,21 +15,42 @@ function love.load()
|
||||
|
||||
love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
|
||||
|
||||
if not config.gamesettings then config.gamesettings = {} end
|
||||
for _, option in ipairs(GameConfigScene.options) do
|
||||
if not config.gamesettings[option[1]] then
|
||||
config.gamesettings[option[1]] = 1
|
||||
end
|
||||
end
|
||||
|
||||
if not config.gamesettings then config.gamesettings = {} end
|
||||
for _, option in ipairs(GameConfigScene.options) do
|
||||
if not config.gamesettings[option[1]] then
|
||||
config.gamesettings[option[1]] = 1
|
||||
end
|
||||
end
|
||||
|
||||
if not config.input then
|
||||
config.input = {}
|
||||
scene = InputConfigScene()
|
||||
else
|
||||
if config.current_mode then current_mode = config.current_mode end
|
||||
if config.current_ruleset then current_ruleset = config.current_ruleset end
|
||||
scene = TitleScene()
|
||||
end
|
||||
|
||||
game_modes = {}
|
||||
mode_list = love.filesystem.getDirectoryItems("tetris/modes")
|
||||
for i=1,#mode_list do
|
||||
if(mode_list[i] ~= "gamemode.lua" and mode_list[i] ~= "unrefactored_modes") then
|
||||
game_modes[#game_modes+1] = require ("tetris.modes."..string.sub(mode_list[i],1,-5))
|
||||
end
|
||||
end
|
||||
rulesets = {}
|
||||
rule_list = love.filesystem.getDirectoryItems("tetris/rulesets")
|
||||
for i=1,#rule_list do
|
||||
if(rule_list[i] ~= "ruleset.lua" and rule_list[i] ~= "unrefactored_rulesets") then
|
||||
rulesets[#rulesets+1] = require ("tetris.rulesets."..string.sub(rule_list[i],1,-5))
|
||||
end
|
||||
end
|
||||
--sort mode/rule lists
|
||||
local function padnum(d) return ("%03d%s"):format(#d, d) end
|
||||
table.sort(game_modes, function(a,b)
|
||||
return tostring(a.name):gsub("%d+",padnum) < tostring(b.name):gsub("%d+",padnum) end)
|
||||
table.sort(rulesets, function(a,b)
|
||||
return tostring(a.name):gsub("%d+",padnum) < tostring(b.name):gsub("%d+",padnum) end)
|
||||
|
||||
end
|
||||
|
||||
local TARGET_FPS = 60
|
||||
@ -88,13 +109,124 @@ function love.draw()
|
||||
love.graphics.pop()
|
||||
end
|
||||
|
||||
function love.keypressed(key, scancode, isrepeat)
|
||||
function love.keypressed(key, scancode)
|
||||
-- global hotkeys
|
||||
if scancode == "f4" then
|
||||
config["fullscreen"] = not config["fullscreen"]
|
||||
love.window.setFullscreen(config["fullscreen"])
|
||||
elseif scancode == "f2" and scene.title ~= "Input Config" and scene.title ~= "Game" then
|
||||
scene = InputConfigScene()
|
||||
-- function keys are reserved
|
||||
elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
|
||||
return
|
||||
-- escape is reserved for menu_back
|
||||
elseif scancode == "escape" then
|
||||
scene:onInputPress({input="menu_back", type="key", key=key, scancode=scancode})
|
||||
-- pass any other key to the scene, with its configured mapping
|
||||
else
|
||||
scene:onKeyPress({key=key, scancode=scancode, isRepeat=isrepeat})
|
||||
local input_pressed = nil
|
||||
if config.input and config.input.keys then
|
||||
input_pressed = config.input.keys[scancode]
|
||||
end
|
||||
scene:onInputPress({input=input_pressed, type="key", key=key, scancode=scancode})
|
||||
end
|
||||
end
|
||||
|
||||
function love.keyreleased(key, scancode)
|
||||
-- escape is reserved for menu_back
|
||||
if scancode == "escape" then
|
||||
scene:onInputRelease({input="menu_back", type="key", key=key, scancode=scancode})
|
||||
-- function keys are reserved
|
||||
elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
|
||||
return
|
||||
-- handle all other keys; tab is reserved, but the input config scene keeps it from getting configured as a game input, so pass tab to the scene here
|
||||
else
|
||||
local input_released = nil
|
||||
if config.input and config.input.keys then
|
||||
input_released = config.input.keys[scancode]
|
||||
end
|
||||
scene:onInputRelease({input=input_released, type="key", key=key, scancode=scancode})
|
||||
end
|
||||
end
|
||||
|
||||
function love.joystickpressed(joystick, button)
|
||||
local input_pressed = nil
|
||||
if
|
||||
config.input and
|
||||
config.input.joysticks and
|
||||
config.input.joysticks[joystick:getName()] and
|
||||
config.input.joysticks[joystick:getName()].buttons
|
||||
then
|
||||
input_pressed = config.input.joysticks[joystick:getName()].buttons[button]
|
||||
end
|
||||
scene:onInputPress({input=input_pressed, type="joybutton", name=joystick:getName(), button=button})
|
||||
end
|
||||
|
||||
function love.joystickreleased(joystick, button)
|
||||
local input_released = nil
|
||||
if
|
||||
config.input and
|
||||
config.input.joysticks and
|
||||
config.input.joysticks[joystick:getName()] and
|
||||
config.input.joysticks[joystick:getName()].buttons
|
||||
then
|
||||
input_released = config.input.joysticks[joystick:getName()].buttons[button]
|
||||
end
|
||||
scene:onInputRelease({input=input_released, type="joybutton", name=joystick:getName(), button=button})
|
||||
end
|
||||
|
||||
function love.joystickaxis(joystick, axis, value)
|
||||
local input_pressed = nil
|
||||
local positive_released = nil
|
||||
local negative_released = nil
|
||||
if
|
||||
config.input and
|
||||
config.input.joysticks and
|
||||
config.input.joysticks[joystick:getName()] and
|
||||
config.input.joysticks[joystick:getName()].axes and
|
||||
config.input.joysticks[joystick:getName()].axes[axis]
|
||||
then
|
||||
if math.abs(value) >= 0.5 then
|
||||
input_pressed = config.input.joysticks[joystick:getName()].axes[axis][value >= 0.5 and "positive" or "negative"]
|
||||
end
|
||||
positive_released = config.input.joysticks[joystick:getName()].axes[axis].positive
|
||||
negative_released = config.input.joysticks[joystick:getName()].axes[axis].negative
|
||||
end
|
||||
if math.abs(value) >= 0.5 then
|
||||
scene:onInputPress({input=input_pressed, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
|
||||
else
|
||||
scene:onInputRelease({input=positive_released, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
|
||||
scene:onInputRelease({input=negative_released, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
|
||||
end
|
||||
end
|
||||
|
||||
function love.joystickhat(joystick, hat, direction)
|
||||
local input_pressed = nil
|
||||
local has_hat = false
|
||||
if
|
||||
config.input and
|
||||
config.input.joysticks and
|
||||
config.input.joysticks[joystick:getName()] and
|
||||
config.input.joysticks[joystick:getName()].hats and
|
||||
config.input.joysticks[joystick:getName()].hats[hat]
|
||||
then
|
||||
if direction ~= "c" then
|
||||
input_pressed = config.input.joysticks[joystick:getName()].hats[hat][direction]
|
||||
end
|
||||
has_hat = true
|
||||
end
|
||||
if input_pressed then
|
||||
scene:onInputPress({input=input_pressed, type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
|
||||
elseif has_hat then
|
||||
for i, direction in ipairs{"d", "l", "ld", "lu", "r", "rd", "ru", "u"} do
|
||||
scene:onInputRelease({input=config.input.joysticks[joystick:getName()].hats[hat][direction], type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
|
||||
end
|
||||
elseif direction ~= "c" then
|
||||
scene:onInputPress({input=nil, type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
|
||||
else
|
||||
for i, direction in ipairs{"d", "l", "ld", "lu", "r", "rd", "ru", "u"} do
|
||||
scene:onInputRelease({input=nil, type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
2
package.bat
Normal file
2
package.bat
Normal file
@ -0,0 +1,2 @@
|
||||
tar -a -c -f cambridge.zip libs/binser.lua libs/classic.lua libs/discordRPC.lua load res scene tetris conf.lua main.lua scene.lua funcs.lua
|
||||
rename cambridge.zip cambridge.love
|
26
release.bat
Normal file
26
release.bat
Normal file
@ -0,0 +1,26 @@
|
||||
call package.bat
|
||||
|
||||
mkdir dist
|
||||
mkdir dist\windows
|
||||
mkdir dist\windows\libs
|
||||
mkdir dist\win32
|
||||
mkdir dist\win32\libs
|
||||
|
||||
copy /b dist\windows\love.exe+cambridge.love dist\windows\cambridge.exe
|
||||
copy /b dist\win32\love.exe+cambridge.love dist\win32\cambridge.exe
|
||||
|
||||
copy libs\discord-rpc.dll dist\windows\libs
|
||||
copy libs\discord-rpc.dll dist\win32\libs
|
||||
|
||||
copy SOURCES.md dist\windows
|
||||
copy LICENSE.md dist\windows
|
||||
copy SOURCES.md dist\win32
|
||||
copy LICENSE.md dist\win32
|
||||
|
||||
cd dist\windows
|
||||
tar -a -c -f ..\cambridge-windows.zip cambridge.exe *.dll libs *.md
|
||||
cd ..\..
|
||||
|
||||
cd dist\win32
|
||||
tar -a -c -f ..\cambridge-win32.zip cambridge.exe *.dll libs *.md
|
||||
cd ..\..
|
BIN
res/img/bonew.png
Normal file
BIN
res/img/bonew.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 229 B |
BIN
res/img/s8.png
Normal file
BIN
res/img/s8.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 233 B |
@ -5,7 +5,8 @@ Scene = Object:extend()
|
||||
function Scene:new() end
|
||||
function Scene:update() end
|
||||
function Scene:render() end
|
||||
function Scene:onKeyPress() end
|
||||
function Scene:onInputPress() end
|
||||
function Scene:onInputRelease() end
|
||||
|
||||
ExitScene = require "scene.exit"
|
||||
GameScene = require "scene.game"
|
||||
|
@ -17,7 +17,7 @@ function ConfigScene:changeOption(rel)
|
||||
self.main_menu_state = (self.main_menu_state + len + rel - 1) % len + 1
|
||||
end
|
||||
|
||||
function ConfigScene:onKeyPress(e)
|
||||
function ConfigScene:onInputPress(e)
|
||||
end
|
||||
|
||||
return ConfigScene
|
||||
|
@ -7,7 +7,7 @@ function ExitScene:new()
|
||||
end
|
||||
|
||||
function ExitScene:update()
|
||||
love.event.quit()
|
||||
love.event.quit()
|
||||
end
|
||||
|
||||
function ExitScene:render()
|
||||
@ -16,7 +16,7 @@ end
|
||||
function ExitScene:changeOption(rel)
|
||||
end
|
||||
|
||||
function ExitScene:onKeyPress(e)
|
||||
function ExitScene:onInputPress(e)
|
||||
end
|
||||
|
||||
return ExitScene
|
||||
|
@ -1,30 +1,40 @@
|
||||
local GameScene = Scene:extend()
|
||||
|
||||
GameScene.title = "Game"
|
||||
|
||||
require 'load.save'
|
||||
|
||||
function GameScene:new(game_mode, ruleset)
|
||||
self.retry_mode = game_mode
|
||||
self.retry_ruleset = ruleset
|
||||
self.game = game_mode()
|
||||
self.ruleset = ruleset()
|
||||
self.game:initialize(self.ruleset)
|
||||
self.inputs = {
|
||||
left=false,
|
||||
right=false,
|
||||
up=false,
|
||||
down=false,
|
||||
rotate_left=false,
|
||||
rotate_left2=false,
|
||||
rotate_right=false,
|
||||
rotate_right2=false,
|
||||
rotate_180=false,
|
||||
hold=false,
|
||||
}
|
||||
DiscordRPC:update({
|
||||
details = self.game.rpc_details,
|
||||
state = self.game.name,
|
||||
})
|
||||
details = self.game.rpc_details,
|
||||
state = self.game.name,
|
||||
})
|
||||
end
|
||||
|
||||
function GameScene:update()
|
||||
if love.window.hasFocus() then
|
||||
self.game:update({
|
||||
left = love.keyboard.isScancodeDown(config.input.left),
|
||||
right = love.keyboard.isScancodeDown(config.input.right),
|
||||
up = love.keyboard.isScancodeDown(config.input.up),
|
||||
down = love.keyboard.isScancodeDown(config.input.down),
|
||||
rotate_left = love.keyboard.isScancodeDown(config.input.rotate_left),
|
||||
rotate_left2 = love.keyboard.isScancodeDown(config.input.rotate_left2),
|
||||
rotate_right = love.keyboard.isScancodeDown(config.input.rotate_right),
|
||||
rotate_right2 = love.keyboard.isScancodeDown(config.input.rotate_right2),
|
||||
rotate_180 = love.keyboard.isScancodeDown(config.input.rotate_180),
|
||||
hold = love.keyboard.isScancodeDown(config.input.hold),
|
||||
}, self.ruleset)
|
||||
local inputs = {}
|
||||
for input, value in pairs(self.inputs) do
|
||||
inputs[input] = value
|
||||
end
|
||||
self.game:update(inputs, self.ruleset)
|
||||
end
|
||||
|
||||
self.game.grid:update()
|
||||
@ -60,23 +70,24 @@ function GameScene:render()
|
||||
|
||||
end
|
||||
|
||||
function GameScene:onKeyPress(e)
|
||||
if (self.game.completed) and
|
||||
(e.scancode == "return" or e.scancode == "escape") and e.isRepeat == false then
|
||||
function GameScene:onInputPress(e)
|
||||
if self.game.completed and (e.input == "menu_decide" or e.input == "menu_back" or e.input == "retry") then
|
||||
highscore_entry = self.game:getHighscoreData()
|
||||
highscore_hash = self.game.hash .. "-" .. self.ruleset.hash
|
||||
submitHighscore(highscore_hash, highscore_entry)
|
||||
scene = e.input == "retry" and GameScene(self.retry_mode, self.retry_ruleset) or ModeSelectScene()
|
||||
elseif e.input == "retry" then
|
||||
scene = GameScene(self.retry_mode, self.retry_ruleset)
|
||||
elseif e.input == "menu_back" then
|
||||
scene = ModeSelectScene()
|
||||
elseif (e.scancode == config.input.retry) then
|
||||
-- fuck this, this is hacky but the way this codebase is setup prevents anything else
|
||||
-- it seems like all the values that get touched in the child gamemode class
|
||||
-- stop being linked to the values of the GameMode superclass because of how `mt.__index` works
|
||||
-- not even sure this is the actual problem, but I don't want to have to rebuild everything about
|
||||
-- the core organisation of everything. this hacky way will have to do until someone figures out something.
|
||||
love.keypressed("escape", "escape", false)
|
||||
love.keypressed("return", "return", false)
|
||||
elseif e.scancode == "escape" then
|
||||
scene = ModeSelectScene()
|
||||
elseif e.input and string.sub(e.input, 1, 5) ~= "menu_" then
|
||||
self.inputs[e.input] = true
|
||||
end
|
||||
end
|
||||
|
||||
function GameScene:onInputRelease(e)
|
||||
if e.input and string.sub(e.input, 1, 5) ~= "menu_" then
|
||||
self.inputs[e.input] = false
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -5,10 +5,10 @@ ConfigScene.title = "Game Settings"
|
||||
require 'load.save'
|
||||
|
||||
ConfigScene.options = {
|
||||
-- this serves as reference to what the options' values mean i guess?
|
||||
{"manlock", "Manual locking", {"Per ruleset","Per gamemode","Harddrop", "Softdrop"}},
|
||||
{"piece_colour", "Piece Colours", {"Per ruleset", "Arika", "TTC"}},
|
||||
{"world_reverse", "World Reverse", {"No", "Yes"}},
|
||||
-- this serves as reference to what the options' values mean i guess?
|
||||
{"manlock", "Manual locking",{"Per ruleset","Per gamemode","Harddrop", "Softdrop"}},
|
||||
{"piece_colour", "Piece Colours", {"Per ruleset","Arika" ,"TTC"}},
|
||||
{"world_reverse","A Button Rotation", {"Left" ,"Auto" ,"Right"}},
|
||||
}
|
||||
local optioncount = #ConfigScene.options
|
||||
|
||||
@ -16,11 +16,11 @@ function ConfigScene:new()
|
||||
-- load current config
|
||||
self.config = config.input
|
||||
self.highlight = 1
|
||||
|
||||
|
||||
DiscordRPC:update({
|
||||
details = "In menus",
|
||||
state = "Changing game settings",
|
||||
})
|
||||
details = "In menus",
|
||||
state = "Changing game settings",
|
||||
})
|
||||
end
|
||||
|
||||
function ConfigScene:update()
|
||||
@ -33,46 +33,46 @@ function ConfigScene:render()
|
||||
0, 0, 0,
|
||||
0.5, 0.5
|
||||
)
|
||||
|
||||
|
||||
love.graphics.setFont(font_3x5_4)
|
||||
love.graphics.print("GAME SETTINGS", 80, 40)
|
||||
|
||||
love.graphics.print("GAME SETTINGS", 80, 40)
|
||||
|
||||
love.graphics.setColor(1, 1, 1, 0.5)
|
||||
love.graphics.rectangle("fill", 20, 98 + self.highlight * 20, 170, 22)
|
||||
|
||||
love.graphics.rectangle("fill", 20, 98 + self.highlight * 20, 170, 22)
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
for i, option in ipairs(ConfigScene.options) do
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.printf(option[2], 40, 100 + i * 20, 150, "left")
|
||||
for j, setting in ipairs(option[3]) do
|
||||
love.graphics.setColor(1, 1, 1, config.gamesettings[option[1]] == j and 1 or 0.5)
|
||||
love.graphics.printf(setting, 100 + 110 * j, 100 + i * 20, 100, "center")
|
||||
end
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.printf(option[2], 40, 100 + i * 20, 150, "left")
|
||||
for j, setting in ipairs(option[3]) do
|
||||
love.graphics.setColor(1, 1, 1, config.gamesettings[option[1]] == j and 1 or 0.5)
|
||||
love.graphics.printf(setting, 100 + 110 * j, 100 + i * 20, 100, "center")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function ConfigScene:onKeyPress(e)
|
||||
if e.scancode == "return" and e.isRepeat == false then
|
||||
function ConfigScene:onInputPress(e)
|
||||
if e.input == "menu_decide" or e.scancode == "return" then
|
||||
playSE("mode_decide")
|
||||
saveConfig()
|
||||
scene = TitleScene()
|
||||
elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then
|
||||
elseif e.input == "up" or e.scancode == "up" then
|
||||
playSE("cursor")
|
||||
self.highlight = Mod1(self.highlight-1, optioncount)
|
||||
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
|
||||
elseif e.input == "down" or e.scancode == "down" then
|
||||
playSE("cursor")
|
||||
self.highlight = Mod1(self.highlight+1, optioncount)
|
||||
elseif (e.scancode == config.input["left"] or e.scancode == "left") and e.isRepeat == false then
|
||||
elseif e.input == "left" or e.scancode == "left" then
|
||||
playSE("cursor_lr")
|
||||
local option = ConfigScene.options[self.highlight]
|
||||
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]-1, #option[3])
|
||||
elseif (e.scancode == config.input["right"] or e.scancode == "right") and e.isRepeat == false then
|
||||
local option = ConfigScene.options[self.highlight]
|
||||
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]-1, #option[3])
|
||||
elseif e.input == "right" or e.scancode == "right" then
|
||||
playSE("cursor_lr")
|
||||
local option = ConfigScene.options[self.highlight]
|
||||
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]+1, #option[3])
|
||||
elseif e.scancode == "escape" then
|
||||
loadSave()
|
||||
scene = TitleScene()
|
||||
local option = ConfigScene.options[self.highlight]
|
||||
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]+1, #option[3])
|
||||
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
|
||||
loadSave()
|
||||
scene = TitleScene()
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -5,28 +5,38 @@ ConfigScene.title = "Input Config"
|
||||
require 'load.save'
|
||||
|
||||
local configurable_inputs = {
|
||||
"menu_decide",
|
||||
"menu_back",
|
||||
"left",
|
||||
"right",
|
||||
"up",
|
||||
"down",
|
||||
"right",
|
||||
"up",
|
||||
"down",
|
||||
"rotate_left",
|
||||
"rotate_left2",
|
||||
"rotate_right",
|
||||
"rotate_right2",
|
||||
"rotate_180",
|
||||
"hold",
|
||||
"retry",
|
||||
"rotate_right",
|
||||
"rotate_right2",
|
||||
"rotate_180",
|
||||
"hold",
|
||||
"retry",
|
||||
}
|
||||
|
||||
local function newSetInputs()
|
||||
local set_inputs = {}
|
||||
for i, input in ipairs(configurable_inputs) do
|
||||
set_inputs[input] = false
|
||||
end
|
||||
return set_inputs
|
||||
end
|
||||
|
||||
function ConfigScene:new()
|
||||
-- load current config
|
||||
self.config = config.input
|
||||
self.input_state = 1
|
||||
self.set_inputs = newSetInputs()
|
||||
self.new_input = {}
|
||||
|
||||
DiscordRPC:update({
|
||||
details = "In menus",
|
||||
state = "Changing input config",
|
||||
})
|
||||
details = "In menus",
|
||||
state = "Changing input config",
|
||||
})
|
||||
end
|
||||
|
||||
function ConfigScene:update()
|
||||
@ -41,39 +51,106 @@ function ConfigScene:render()
|
||||
)
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
for i, input in pairs(configurable_inputs) do
|
||||
love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
|
||||
if config.input[input] then
|
||||
love.graphics.printf(
|
||||
love.keyboard.getKeyFromScancode(config.input[input]) .. " (" .. config.input[input] .. ")",
|
||||
240, 50 + i * 20, 200, "left"
|
||||
)
|
||||
for i, input in ipairs(configurable_inputs) do
|
||||
love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
|
||||
if self.set_inputs[input] then
|
||||
love.graphics.printf(self.set_inputs[input], 240, 50 + i * 20, 300, "left")
|
||||
end
|
||||
end
|
||||
if self.input_state > table.getn(configurable_inputs) then
|
||||
love.graphics.print("press enter to confirm, delete to retry")
|
||||
love.graphics.print("press enter to confirm, delete/backspace to retry" .. (config.input and ", escape to cancel" or ""))
|
||||
else
|
||||
love.graphics.print("press key for " .. configurable_inputs[self.input_state])
|
||||
love.graphics.print("press key or joystick input for " .. configurable_inputs[self.input_state] .. ", tab to skip" .. (config.input and ", escape to cancel" or ""), 0, 0)
|
||||
love.graphics.print("function keys (F1, F2, etc.), escape, and tab can't be changed", 0, 20)
|
||||
end
|
||||
end
|
||||
|
||||
function ConfigScene:onKeyPress(e)
|
||||
if self.input_state > table.getn(configurable_inputs) then
|
||||
if e.scancode == "return" then
|
||||
-- save, then load next scene
|
||||
saveConfig()
|
||||
local function addJoystick(input, name)
|
||||
if not input.joysticks then
|
||||
input.joysticks = {}
|
||||
end
|
||||
if not input.joysticks[name] then
|
||||
input.joysticks[name] = {}
|
||||
end
|
||||
end
|
||||
|
||||
function ConfigScene:onInputPress(e)
|
||||
if e.type == "key" then
|
||||
-- function keys, escape, and tab are reserved and can't be remapped
|
||||
if e.scancode == "escape" and config.input then
|
||||
-- cancel only if there was an input config already
|
||||
scene = TitleScene()
|
||||
elseif e.scancode == "delete" or e.scancode == "backspace" then
|
||||
self.input_state = 1
|
||||
elseif self.input_state > table.getn(configurable_inputs) then
|
||||
if e.scancode == "return" then
|
||||
-- save new input, then load next scene
|
||||
config.input = self.new_input
|
||||
saveConfig()
|
||||
scene = TitleScene()
|
||||
elseif e.scancode == "delete" or e.scancode == "backspace" then
|
||||
-- retry
|
||||
self.input_state = 1
|
||||
self.set_inputs = newSetInputs()
|
||||
self.new_input = {}
|
||||
end
|
||||
elseif e.scancode == "tab" then
|
||||
self.set_inputs[configurable_inputs[self.input_state]] = "skipped"
|
||||
self.input_state = self.input_state + 1
|
||||
elseif e.scancode ~= "escape" then
|
||||
-- all other keys can be configured
|
||||
if not self.new_input.keys then
|
||||
self.new_input.keys = {}
|
||||
end
|
||||
self.set_inputs[configurable_inputs[self.input_state]] = "key " .. love.keyboard.getKeyFromScancode(e.scancode) .. " (" .. e.scancode .. ")"
|
||||
self.new_input.keys[e.scancode] = configurable_inputs[self.input_state]
|
||||
self.input_state = self.input_state + 1
|
||||
end
|
||||
elseif string.sub(e.type, 1, 3) == "joy" then
|
||||
if self.input_state <= table.getn(configurable_inputs) then
|
||||
if e.type == "joybutton" then
|
||||
addJoystick(self.new_input, e.name)
|
||||
if not self.new_input.joysticks[e.name].buttons then
|
||||
self.new_input.joysticks[e.name].buttons = {}
|
||||
end
|
||||
self.set_inputs[configurable_inputs[self.input_state]] =
|
||||
"jbtn " ..
|
||||
e.button ..
|
||||
" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
|
||||
self.new_input.joysticks[e.name].buttons[e.button] = configurable_inputs[self.input_state]
|
||||
self.input_state = self.input_state + 1
|
||||
elseif e.type == "joyaxis" then
|
||||
if math.abs(e.value) >= 0.5 then
|
||||
addJoystick(self.new_input, e.name)
|
||||
if not self.new_input.joysticks[e.name].axes then
|
||||
self.new_input.joysticks[e.name].axes = {}
|
||||
end
|
||||
if not self.new_input.joysticks[e.name].axes[e.axis] then
|
||||
self.new_input.joysticks[e.name].axes[e.axis] = {}
|
||||
end
|
||||
self.set_inputs[configurable_inputs[self.input_state]] =
|
||||
"jaxis " ..
|
||||
(e.value >= 0.5 and "+" or "-") .. e.axis ..
|
||||
" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
|
||||
self.new_input.joysticks[e.name].axes[e.axis][e.value >= 0.5 and "positive" or "negative"] = configurable_inputs[self.input_state]
|
||||
self.input_state = self.input_state + 1
|
||||
end
|
||||
elseif e.type == "joyhat" then
|
||||
if e.direction ~= "c" then
|
||||
addJoystick(self.new_input, e.name)
|
||||
if not self.new_input.joysticks[e.name].hats then
|
||||
self.new_input.joysticks[e.name].hats = {}
|
||||
end
|
||||
if not self.new_input.joysticks[e.name].hats[e.hat] then
|
||||
self.new_input.joysticks[e.name].hats[e.hat] = {}
|
||||
end
|
||||
self.set_inputs[configurable_inputs[self.input_state]] =
|
||||
"jhat " ..
|
||||
e.hat .. " " .. e.direction ..
|
||||
" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
|
||||
self.new_input.joysticks[e.name].hats[e.hat][e.direction] = configurable_inputs[self.input_state]
|
||||
self.input_state = self.input_state + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
if e.scancode == "escape" then
|
||||
loadSave()
|
||||
scene = TitleScene()
|
||||
else
|
||||
config.input[configurable_inputs[self.input_state]] = e.scancode
|
||||
self.input_state = self.input_state + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -5,44 +5,6 @@ ModeSelectScene.title = "Game Start"
|
||||
current_mode = 1
|
||||
current_ruleset = 1
|
||||
|
||||
game_modes = {
|
||||
require 'tetris.modes.marathon_2020',
|
||||
require 'tetris.modes.survival_2020',
|
||||
require 'tetris.modes.ck',
|
||||
--require 'tetris.modes.strategy',
|
||||
--require 'tetris.modes.interval_training',
|
||||
--require 'tetris.modes.pacer_test',
|
||||
require 'tetris.modes.demon_mode',
|
||||
require 'tetris.modes.phantom_mania',
|
||||
require 'tetris.modes.phantom_mania2',
|
||||
require 'tetris.modes.phantom_mania_n',
|
||||
require 'tetris.modes.race_40',
|
||||
require 'tetris.modes.marathon_a1',
|
||||
require 'tetris.modes.marathon_a2',
|
||||
require 'tetris.modes.marathon_a3',
|
||||
require 'tetris.modes.marathon_ax4',
|
||||
require 'tetris.modes.marathon_c89',
|
||||
require 'tetris.modes.survival_a1',
|
||||
require 'tetris.modes.survival_a2',
|
||||
require 'tetris.modes.survival_a3',
|
||||
require 'tetris.modes.big_a2',
|
||||
require 'tetris.modes.konoha',
|
||||
}
|
||||
|
||||
rulesets = {
|
||||
require 'tetris.rulesets.cambridge',
|
||||
require 'tetris.rulesets.arika',
|
||||
require 'tetris.rulesets.arika_ti',
|
||||
require 'tetris.rulesets.ti_srs',
|
||||
require 'tetris.rulesets.arika_ace',
|
||||
require 'tetris.rulesets.arika_ace2',
|
||||
require 'tetris.rulesets.arika_srs',
|
||||
require 'tetris.rulesets.standard_exp',
|
||||
--require 'tetris.rulesets.bonkers',
|
||||
--require 'tetris.rulesets.shirase',
|
||||
--require 'tetris.rulesets.super302',
|
||||
}
|
||||
|
||||
function ModeSelectScene:new()
|
||||
self.menu_state = {
|
||||
mode = current_mode,
|
||||
@ -50,9 +12,9 @@ function ModeSelectScene:new()
|
||||
select = "mode",
|
||||
}
|
||||
DiscordRPC:update({
|
||||
details = "In menus",
|
||||
state = "Choosing a mode",
|
||||
})
|
||||
details = "In menus",
|
||||
state = "Choosing a mode",
|
||||
})
|
||||
end
|
||||
|
||||
function ModeSelectScene:update()
|
||||
@ -70,14 +32,14 @@ function ModeSelectScene:render()
|
||||
elseif self.menu_state.select == "ruleset" then
|
||||
love.graphics.setColor(1, 1, 1, 0.25)
|
||||
end
|
||||
love.graphics.rectangle("fill", 20, 78 + 20 * self.menu_state.mode, 240, 22)
|
||||
love.graphics.rectangle("fill", 20, 258, 240, 22)
|
||||
|
||||
if self.menu_state.select == "mode" then
|
||||
love.graphics.setColor(1, 1, 1, 0.25)
|
||||
elseif self.menu_state.select == "ruleset" then
|
||||
love.graphics.setColor(1, 1, 1, 0.5)
|
||||
end
|
||||
love.graphics.rectangle("fill", 340, 78 + 20 * self.menu_state.ruleset, 200, 22)
|
||||
love.graphics.rectangle("fill", 340, 258, 200, 22)
|
||||
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
|
||||
@ -85,15 +47,19 @@ function ModeSelectScene:render()
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
for idx, mode in pairs(game_modes) do
|
||||
love.graphics.printf(mode.name, 40, 80 + 20 * idx, 200, "left")
|
||||
if(idx >= self.menu_state.mode-9 and idx <= self.menu_state.mode+9) then
|
||||
love.graphics.printf(mode.name, 40, (260 - 20*(self.menu_state.mode)) + 20 * idx, 200, "left")
|
||||
end
|
||||
end
|
||||
for idx, ruleset in pairs(rulesets) do
|
||||
love.graphics.printf(ruleset.name, 360, 80 + 20 * idx, 160, "left")
|
||||
if(idx >= self.menu_state.ruleset-9 and idx <= self.menu_state.ruleset+9) then
|
||||
love.graphics.printf(ruleset.name, 360, (260 - 20*(self.menu_state.ruleset)) + 20 * idx, 160, "left")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function ModeSelectScene:onKeyPress(e)
|
||||
if e.scancode == "return" and e.isRepeat == false then
|
||||
function ModeSelectScene:onInputPress(e)
|
||||
if e.input == "menu_decide" or e.scancode == "return" then
|
||||
current_mode = self.menu_state.mode
|
||||
current_ruleset = self.menu_state.ruleset
|
||||
config.current_mode = current_mode
|
||||
@ -101,18 +67,17 @@ function ModeSelectScene:onKeyPress(e)
|
||||
playSE("mode_decide")
|
||||
saveConfig()
|
||||
scene = GameScene(game_modes[self.menu_state.mode], rulesets[self.menu_state.ruleset])
|
||||
elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then
|
||||
elseif e.input == "up" or e.scancode == "up" then
|
||||
self:changeOption(-1)
|
||||
playSE("cursor")
|
||||
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
|
||||
elseif e.input == "down" or e.scancode == "down" then
|
||||
self:changeOption(1)
|
||||
playSE("cursor")
|
||||
elseif (e.scancode == config.input["left"] or e.scancode == "left") or
|
||||
(e.scancode == config.input["right"] or e.scancode == "right") then
|
||||
elseif e.input == "left" or e.input == "right" or e.scancode == "left" or e.scancode == "right" then
|
||||
self:switchSelect()
|
||||
playSE("cursor_lr")
|
||||
elseif e.scancode == "escape" then
|
||||
scene = TitleScene()
|
||||
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
|
||||
scene = TitleScene()
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -4,30 +4,30 @@ local main_menu_screens = {
|
||||
ModeSelectScene,
|
||||
InputConfigScene,
|
||||
GameConfigScene,
|
||||
ExitScene,
|
||||
ExitScene,
|
||||
}
|
||||
|
||||
local mainmenuidle = {
|
||||
"Idle",
|
||||
"On title screen",
|
||||
"On main menu screen",
|
||||
"Twiddling their thumbs",
|
||||
"Admiring the main menu's BG",
|
||||
"Waiting for spring to come",
|
||||
"Actually not playing",
|
||||
"Contemplating collecting stars",
|
||||
"Preparing to put the block!!",
|
||||
"Having a nap",
|
||||
"In menus",
|
||||
"Bottom text",
|
||||
"Idle",
|
||||
"On title screen",
|
||||
"On main menu screen",
|
||||
"Twiddling their thumbs",
|
||||
"Admiring the main menu's BG",
|
||||
"Waiting for spring to come",
|
||||
"Actually not playing",
|
||||
"Contemplating collecting stars",
|
||||
"Preparing to put the block!!",
|
||||
"Having a nap",
|
||||
"In menus",
|
||||
"Bottom text",
|
||||
}
|
||||
|
||||
function TitleScene:new()
|
||||
self.main_menu_state = 1
|
||||
DiscordRPC:update({
|
||||
details = "In menus",
|
||||
state = mainmenuidle[math.random(#mainmenuidle)],
|
||||
})
|
||||
details = "In menus",
|
||||
state = mainmenuidle[math.random(#mainmenuidle)],
|
||||
})
|
||||
end
|
||||
|
||||
function TitleScene:update()
|
||||
@ -57,18 +57,18 @@ function TitleScene:changeOption(rel)
|
||||
self.main_menu_state = (self.main_menu_state + len + rel - 1) % len + 1
|
||||
end
|
||||
|
||||
function TitleScene:onKeyPress(e)
|
||||
if e.scancode == "return" and e.isRepeat == false then
|
||||
function TitleScene:onInputPress(e)
|
||||
if e.input == "menu_decide" or e.scancode == "return" then
|
||||
playSE("main_decide")
|
||||
scene = main_menu_screens[self.main_menu_state]()
|
||||
elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then
|
||||
elseif e.input == "up" or e.scancode == "up" then
|
||||
self:changeOption(-1)
|
||||
playSE("cursor")
|
||||
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
|
||||
elseif e.input == "down" or e.scancode == "down" then
|
||||
self:changeOption(1)
|
||||
playSE("cursor")
|
||||
elseif e.scancode == "escape" and e.isRepeat == false then
|
||||
love.event.quit()
|
||||
elseif e.input == "menu_back" or e.scancode == "backspace" or e.scancode == "delete" then
|
||||
love.event.quit()
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -4,6 +4,7 @@ local Grid = Object:extend()
|
||||
|
||||
local empty = { skin = "", colour = "" }
|
||||
local oob = { skin = "", colour = "" }
|
||||
local block = { skin = "2tie", colour = "A" }
|
||||
|
||||
function Grid:new()
|
||||
self.grid = {}
|
||||
@ -28,10 +29,10 @@ function Grid:clear()
|
||||
end
|
||||
|
||||
function Grid:getCell(x, y)
|
||||
if x < 1 or x > 10 or y > 24 then return oob
|
||||
elseif y < 1 then return empty
|
||||
else return self.grid[y][x]
|
||||
end
|
||||
if x < 1 or x > 10 or y > 24 then return oob
|
||||
elseif y < 1 then return empty
|
||||
else return self.grid[y][x]
|
||||
end
|
||||
end
|
||||
|
||||
function Grid:isOccupied(x, y)
|
||||
@ -66,11 +67,11 @@ function Grid:canPlaceBigPiece(piece)
|
||||
for index, offset in pairs(offsets) do
|
||||
local x = piece.position.x + offset.x
|
||||
local y = piece.position.y + offset.y
|
||||
if (
|
||||
self:isOccupied(x * 2 + 0, y * 2 + 0)
|
||||
or self:isOccupied(x * 2 + 1, y * 2 + 0)
|
||||
or self:isOccupied(x * 2 + 0, y * 2 + 1)
|
||||
or self:isOccupied(x * 2 + 1, y * 2 + 1)
|
||||
if (
|
||||
self:isOccupied(x * 2 + 0, y * 2 + 0)
|
||||
or self:isOccupied(x * 2 + 1, y * 2 + 0)
|
||||
or self:isOccupied(x * 2 + 0, y * 2 + 1)
|
||||
or self:isOccupied(x * 2 + 1, y * 2 + 1)
|
||||
) then
|
||||
return false
|
||||
end
|
||||
@ -141,14 +142,35 @@ function Grid:copyBottomRow()
|
||||
self.grid[24] = {empty, empty, empty, empty, empty, empty, empty, empty, empty, empty}
|
||||
self.grid_age[24] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
|
||||
for col = 1, 10 do
|
||||
self.grid[24][col] = (self.grid[23][col] == empty) and empty or {
|
||||
skin = self.grid[23][col].skin,
|
||||
colour = "X"
|
||||
}
|
||||
self.grid[24][col] = (self.grid[23][col] == empty) and empty or block
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function Grid:garbageRise(row_vals)
|
||||
for row = 1, 23 do
|
||||
self.grid[row] = self.grid[row+1]
|
||||
self.grid_age[row] = self.grid_age[row+1]
|
||||
end
|
||||
self.grid[24] = {empty, empty, empty, empty, empty, empty, empty, empty, empty, empty}
|
||||
self.grid_age[24] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
|
||||
for col = 1, 10 do
|
||||
self.grid[24][col] = (row_vals[col] == "e") and empty or block
|
||||
end
|
||||
end
|
||||
|
||||
function Grid:applyFourWide()
|
||||
for row = 1, 24 do
|
||||
local x = self.grid[row]
|
||||
x[1] = x[1]~=block and block or x[1]
|
||||
x[2] = x[2]~=block and block or x[2]
|
||||
x[3] = x[3]~=block and block or x[3]
|
||||
x[8] = x[8]~=block and block or x[8]
|
||||
x[9] = x[9]~=block and block or x[9]
|
||||
x[10] = x[10]~=block and block or x[10]
|
||||
end
|
||||
end
|
||||
|
||||
function Grid:applyPiece(piece)
|
||||
if piece.big then
|
||||
self:applyBigPiece(piece)
|
||||
@ -174,12 +196,12 @@ function Grid:applyBigPiece(piece)
|
||||
y = piece.position.y + offset.y
|
||||
for a = 1, 2 do
|
||||
for b = 1, 2 do
|
||||
if y*2+a > 0 then
|
||||
self.grid[y*2+a][x*2+b] = {
|
||||
skin = piece.skin,
|
||||
colour = piece.colour
|
||||
}
|
||||
end
|
||||
if y*2+a > 0 then
|
||||
self.grid[y*2+a][x*2+b] = {
|
||||
skin = piece.skin,
|
||||
colour = piece.colour
|
||||
}
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
@ -187,45 +209,45 @@ end
|
||||
|
||||
function Grid:checkForBravo(cleared_row_count)
|
||||
for i = 0, 23 - cleared_row_count do
|
||||
for j = 0, 9 do
|
||||
if self:isOccupied(j, i) then return false end
|
||||
end
|
||||
end
|
||||
for j = 0, 9 do
|
||||
if self:isOccupied(j, i) then return false end
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function Grid:checkSecretGrade()
|
||||
local sgrade = 0
|
||||
for i=23,5,-1 do
|
||||
local validLine = true
|
||||
local emptyCell = 0
|
||||
if i > 13 then
|
||||
emptyCell = 23-i
|
||||
end
|
||||
if i <= 13 then
|
||||
emptyCell = i-5
|
||||
end
|
||||
for j=0,9 do
|
||||
if (not self:isOccupied(j,i) and j ~= emptyCell) or (j == emptyCell and self:isOccupied(j,i)) then
|
||||
validLine = false
|
||||
end
|
||||
end
|
||||
if not self:isOccupied(emptyCell,i-1) then
|
||||
validLine = false
|
||||
end
|
||||
if(validLine) then
|
||||
sgrade = sgrade + 1
|
||||
else
|
||||
-- return sgrade
|
||||
end
|
||||
end
|
||||
--[[
|
||||
if(sgrade == 0) then return ""
|
||||
elseif(sgrade < 10) then return 10-sgrade
|
||||
elseif(sgrade < 19) then return "S"..(sgrade-9) end
|
||||
return "GM"
|
||||
--]]
|
||||
return sgrade
|
||||
local sgrade = 0
|
||||
for i=23,5,-1 do
|
||||
local validLine = true
|
||||
local emptyCell = 0
|
||||
if i > 13 then
|
||||
emptyCell = 23-i
|
||||
end
|
||||
if i <= 13 then
|
||||
emptyCell = i-5
|
||||
end
|
||||
for j=0,9 do
|
||||
if (not self:isOccupied(j,i) and j ~= emptyCell) or (j == emptyCell and self:isOccupied(j,i)) then
|
||||
validLine = false
|
||||
end
|
||||
end
|
||||
if not self:isOccupied(emptyCell,i-1) then
|
||||
validLine = false
|
||||
end
|
||||
if(validLine) then
|
||||
sgrade = sgrade + 1
|
||||
else
|
||||
return sgrade
|
||||
end
|
||||
end
|
||||
--[[
|
||||
if(sgrade == 0) then return ""
|
||||
elseif(sgrade < 10) then return 10-sgrade
|
||||
elseif(sgrade < 19) then return "S"..(sgrade-9) end
|
||||
return "GM"
|
||||
--]]
|
||||
return sgrade
|
||||
end
|
||||
|
||||
function Grid:update()
|
||||
@ -239,14 +261,18 @@ function Grid:update()
|
||||
end
|
||||
|
||||
function Grid:draw()
|
||||
for y = 1, 24 do
|
||||
for y = 5, 24 do
|
||||
for x = 1, 10 do
|
||||
if self.grid[y][x] ~= empty then
|
||||
if self.grid_age[y][x] < 1 then
|
||||
if self.grid_age[y][x] < 2 then
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(blocks[self.grid[y][x].skin]["F"], 48+x*16, y*16)
|
||||
else
|
||||
love.graphics.setColor(0.5, 0.5, 0.5, 1)
|
||||
if self.grid[y][x].skin == "bone" then
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
else
|
||||
love.graphics.setColor(0.5, 0.5, 0.5, 1)
|
||||
end
|
||||
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
|
||||
end
|
||||
if self.grid[y][x].skin ~= "bone" then
|
||||
@ -271,12 +297,12 @@ function Grid:draw()
|
||||
end
|
||||
|
||||
function Grid:drawInvisible(opacity_function, garbage_opacity_function)
|
||||
for y = 1, 24 do
|
||||
for y = 5, 24 do
|
||||
for x = 1, 10 do
|
||||
if self.grid[y][x] ~= empty then
|
||||
if self.grid[y][x].colour == "X" then
|
||||
opacity = 1
|
||||
elseif garbage_opacity_function and self.grid[y][x].colour == "G" then
|
||||
elseif garbage_opacity_function and self.grid[y][x].colour == "A" then
|
||||
opacity = garbage_opacity_function(self.grid_age[y][x])
|
||||
else
|
||||
opacity = opacity_function(self.grid_age[y][x])
|
||||
|
@ -10,7 +10,7 @@ function Piece:new(shape, rotation, position, block_offsets, gravity, lock_delay
|
||||
self.gravity = gravity
|
||||
self.lock_delay = lock_delay
|
||||
self.skin = skin
|
||||
self.colour = colour
|
||||
self.colour = colour
|
||||
self.ghost = false
|
||||
self.locked = false
|
||||
self.big = big
|
||||
@ -98,7 +98,7 @@ end
|
||||
|
||||
function Piece:dropToBottom(grid)
|
||||
local piece_y = self.position.y
|
||||
self:dropSquares(24, grid)
|
||||
self:dropSquares(math.huge, grid)
|
||||
self.gravity = 0
|
||||
if self.position.y > piece_y then
|
||||
-- if it got dropped any, also reset lock delay
|
||||
|
@ -15,99 +15,95 @@ MarathonA2Game.tagline = "The points don't matter! Can you reach the invisible r
|
||||
|
||||
|
||||
function MarathonA2Game:new()
|
||||
self.super:new()
|
||||
self.big_mode = true
|
||||
self.super:new()
|
||||
self.big_mode = true
|
||||
self.roll_frames = 0
|
||||
self.combo = 1
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
self.combo = 1
|
||||
|
||||
self.grade = 0
|
||||
self.grade_points = 0
|
||||
self.grade_point_decay_counter = 0
|
||||
self.section_start_time = 0
|
||||
self.section_times = { [0] = 0 }
|
||||
self.section_tetrises = { [0] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
|
||||
|
||||
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
|
||||
self.lock_drop = false
|
||||
self.lock_drop = false
|
||||
self.lock_hard_drop = false
|
||||
self.enable_hold = false
|
||||
self.next_queue_length = 1
|
||||
end
|
||||
|
||||
function MarathonA2Game:getARE()
|
||||
if self.level < 700 then return 27
|
||||
elseif self.level < 800 then return 18
|
||||
else return 14 end
|
||||
if self.level < 700 then return 27
|
||||
elseif self.level < 800 then return 18
|
||||
else return 14 end
|
||||
end
|
||||
|
||||
function MarathonA2Game:getLineARE()
|
||||
if self.level < 600 then return 27
|
||||
elseif self.level < 700 then return 18
|
||||
elseif self.level < 800 then return 14
|
||||
else return 8 end
|
||||
if self.level < 600 then return 27
|
||||
elseif self.level < 700 then return 18
|
||||
elseif self.level < 800 then return 14
|
||||
else return 8 end
|
||||
end
|
||||
|
||||
function MarathonA2Game:getDasLimit()
|
||||
if self.level < 500 then return 15
|
||||
elseif self.level < 900 then return 9
|
||||
else return 7 end
|
||||
if self.level < 500 then return 15
|
||||
elseif self.level < 900 then return 9
|
||||
else return 7 end
|
||||
end
|
||||
|
||||
function MarathonA2Game: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
|
||||
else return 6 end
|
||||
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
|
||||
else return 6 end
|
||||
end
|
||||
|
||||
function MarathonA2Game:getLockDelay()
|
||||
if self.level < 900 then return 30
|
||||
else return 17 end
|
||||
if self.level < 900 then return 30
|
||||
else return 17 end
|
||||
end
|
||||
|
||||
function MarathonA2Game: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
|
||||
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 MarathonA2Game:advanceOneFrame()
|
||||
if self.clear then
|
||||
self.roll_frames = self.roll_frames + 1
|
||||
if self.roll_frames < 0 then return false end
|
||||
if self.roll_frames > 3694 then
|
||||
self.completed = true
|
||||
if self.grade == 32 then
|
||||
self.grade = 33
|
||||
end
|
||||
end
|
||||
elseif self.ready_frames == 0 then
|
||||
self.frames = self.frames + 1
|
||||
@ -123,43 +119,31 @@ end
|
||||
|
||||
function MarathonA2Game:onLineClear(cleared_row_count)
|
||||
cleared_row_count = cleared_row_count / 2
|
||||
self:updateSectionTimes(self.level, self.level + 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
|
||||
if self:qualifiesForMRoll() then
|
||||
self.grade = 32
|
||||
end
|
||||
self.grid:clear()
|
||||
self.roll_frames = -150
|
||||
end
|
||||
self.level = math.min(self.level + cleared_row_count, 999)
|
||||
if self.level == 999 and not self.clear then
|
||||
self.clear = true
|
||||
self.grid:clear()
|
||||
self.roll_frames = -150
|
||||
end
|
||||
self.lock_drop = self.level >= 900
|
||||
self.lock_hard_drop = self.level >= 900
|
||||
end
|
||||
|
||||
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
|
||||
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
|
||||
cleared_lines = cleared_lines / 2
|
||||
self:updateGrade(cleared_lines)
|
||||
if cleared_lines > 0 then
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + 2 * drop_bonus) *
|
||||
cleared_lines * self.combo * self.bravo
|
||||
)
|
||||
self.lines = self.lines + cleared_lines
|
||||
self.combo = self.combo + 2 * (cleared_lines - 1)
|
||||
else
|
||||
if not self.clear then
|
||||
cleared_lines = cleared_lines / 2
|
||||
self:updateGrade(cleared_lines)
|
||||
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
|
||||
self.combo = 1
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonA2Game:updateSectionTimes(old_level, new_level)
|
||||
if self.clear then return end
|
||||
if math.floor(old_level / 100) < math.floor(new_level / 100) or
|
||||
new_level >= 999 then
|
||||
-- record new section
|
||||
section_time = self.frames - self.section_start_time
|
||||
self.section_times[math.floor(old_level / 100)] = section_time
|
||||
self.section_start_time = self.frames
|
||||
end
|
||||
end
|
||||
|
||||
@ -224,7 +208,7 @@ local grade_conversion = {
|
||||
1, 2, 3, 4, 5, 5, 6, 6, 7, 7,
|
||||
7, 8, 8, 8, 9, 9, 9, 10, 11, 12,
|
||||
12, 12, 13, 13, 14, 14, 15, 15, 16, 16,
|
||||
17, 18, 19
|
||||
17
|
||||
}
|
||||
|
||||
function MarathonA2Game:updateGrade(cleared_lines)
|
||||
@ -249,49 +233,12 @@ function MarathonA2Game:updateGrade(cleared_lines)
|
||||
end
|
||||
end
|
||||
|
||||
local tetris_requirements = { [0] = 2, 2, 2, 2, 2, 1, 1, 1, 1, 1 }
|
||||
|
||||
function MarathonA2Game:qualifiesForMRoll()
|
||||
if not self.clear then return false end
|
||||
-- tetris requirements
|
||||
for section = 0, 9 do
|
||||
if self.section_tetrises[section] < tetris_requirements[section] then
|
||||
return false
|
||||
end
|
||||
end
|
||||
-- section time requirements
|
||||
local section_average = 0
|
||||
for section = 0, 4 do
|
||||
section_average = section_average + self.section_times[section]
|
||||
if self.section_times[section] > frameTime(1,05) then
|
||||
return false
|
||||
end
|
||||
end
|
||||
-- section time average requirements
|
||||
if self.section_times[5] > section_average / 5 then
|
||||
return false
|
||||
end
|
||||
for section = 6, 9 do
|
||||
if self.section_times[section] > self.section_times[section - 1] + 120 then
|
||||
return false
|
||||
end
|
||||
end
|
||||
if self.grade < 17 or self.frames > frameTime(8,45) then
|
||||
return false
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function MarathonA2Game:getLetterGrade()
|
||||
local grade = grade_conversion[self.grade]
|
||||
if grade < 9 then
|
||||
return tostring(9 - grade)
|
||||
elseif grade < 18 then
|
||||
return "S" .. tostring(grade - 8)
|
||||
elseif grade == 18 then
|
||||
return "M"
|
||||
else
|
||||
return "GM"
|
||||
end
|
||||
end
|
||||
|
||||
@ -301,18 +248,9 @@ MarathonA2Game.rollOpacityFunction = function(age)
|
||||
else return 1 - (age - 240) / 60 end
|
||||
end
|
||||
|
||||
MarathonA2Game.mRollOpacityFunction = function(age)
|
||||
if age > 4 then return 0
|
||||
else return 1 - age / 4 end
|
||||
end
|
||||
|
||||
function MarathonA2Game:drawGrid(ruleset)
|
||||
if self.clear and not (self.completed or self.game_over) then
|
||||
if self:qualifiesForMRoll() then
|
||||
self.grid:drawInvisible(self.mRollOpacityFunction)
|
||||
else
|
||||
self.grid:drawInvisible(self.rollOpacityFunction)
|
||||
end
|
||||
self.grid:drawInvisible(self.rollOpacityFunction)
|
||||
else
|
||||
self.grid:draw()
|
||||
if self.piece ~= nil and self.level < 100 then
|
||||
@ -336,7 +274,10 @@ function MarathonA2Game:drawScoringInfo()
|
||||
love.graphics.printf("LEVEL", 240, 320, 40, "left")
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
if self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1)
|
||||
elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
|
||||
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
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")
|
||||
|
@ -1,325 +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.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)
|
||||
if cleared_row_count == 0 then self:advanceBottomRow(1) end
|
||||
end
|
||||
|
||||
function SurvivalCKGame:updateScore(level, drop_bonus, cleared_lines)
|
||||
if cleared_lines > 0 then
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
|
||||
)
|
||||
self.lines = self.lines + cleared_lines
|
||||
self.combo = self.combo + cleared_lines - 1
|
||||
else
|
||||
self.drop_bonus = 0
|
||||
self.combo = 1
|
||||
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
|
@ -1,265 +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
|
||||
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
|
||||
end
|
||||
else
|
||||
self.level = math.min(new_level, 2500)
|
||||
end
|
||||
end
|
||||
|
||||
function DemonModeGame:updateScore(level, drop_bonus, cleared_lines)
|
||||
if cleared_lines > 0 then
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
|
||||
)
|
||||
self.lines = self.lines + cleared_lines
|
||||
self.combo = self.combo + cleared_lines - 1
|
||||
else
|
||||
self.drop_bonus = 0
|
||||
self.combo = 1
|
||||
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
|
@ -43,12 +43,12 @@ function GameMode:new()
|
||||
self.draw_section_times = false
|
||||
self.draw_secondary_section_times = false
|
||||
self.big_mode = false
|
||||
self.rpc_details = "In game"
|
||||
self.rpc_details = "In game"
|
||||
-- variables related to configurable parameters
|
||||
self.drop_locked = false
|
||||
self.hard_drop_locked = false
|
||||
self.lock_on_soft_drop = false
|
||||
self.lock_on_hard_drop = false
|
||||
self.lock_on_soft_drop = false
|
||||
self.lock_on_hard_drop = false
|
||||
self.hold_queue = nil
|
||||
self.held = false
|
||||
self.section_start_time = 0
|
||||
@ -65,7 +65,7 @@ function GameMode:getLineClearDelay() return 40 end
|
||||
function GameMode:getDasLimit() return 15 end
|
||||
|
||||
function GameMode:getNextPiece(ruleset)
|
||||
|
||||
|
||||
return {
|
||||
skin = "2tie",
|
||||
shape = self.randomizer:nextPiece(),
|
||||
@ -75,12 +75,12 @@ end
|
||||
|
||||
function GameMode:initialize(ruleset)
|
||||
-- generate next queue
|
||||
self:new()
|
||||
self:new()
|
||||
for i = 1, self.next_queue_length do
|
||||
table.insert(self.next_queue, self:getNextPiece(ruleset))
|
||||
end
|
||||
self.lock_on_soft_drop = ({ruleset.softdrop_lock, self.instant_soft_drop, false, true })[config.gamesettings.manlock]
|
||||
self.lock_on_hard_drop = ({ruleset.harddrop_lock, self.instant_hard_drop, true, false})[config.gamesettings.manlock]
|
||||
self.lock_on_soft_drop = ({ruleset.softdrop_lock, self.instant_soft_drop, false, true })[config.gamesettings.manlock]
|
||||
self.lock_on_hard_drop = ({ruleset.harddrop_lock, self.instant_hard_drop, true, false})[config.gamesettings.manlock]
|
||||
end
|
||||
|
||||
function GameMode:update(inputs, ruleset)
|
||||
@ -369,7 +369,7 @@ function GameMode:drawGhostPiece(ruleset)
|
||||
end
|
||||
|
||||
function GameMode:drawNextQueue(ruleset)
|
||||
local colourscheme = ({ruleset.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
|
||||
local colourscheme = ({ruleset.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
|
||||
function drawPiece(piece, skin, offsets, pos_x, pos_y)
|
||||
for index, offset in pairs(offsets) do
|
||||
local x = offset.x + ruleset.spawn_positions[piece].x
|
||||
@ -389,7 +389,8 @@ function GameMode:drawNextQueue(ruleset)
|
||||
end
|
||||
end
|
||||
if self.hold_queue ~= nil then
|
||||
self:setHoldOpacity()
|
||||
local hold_color = self.held and 0.6 or 1
|
||||
self:setHoldOpacity(1, hold_color)
|
||||
drawPiece(
|
||||
self.hold_queue.shape,
|
||||
self.hold_queue.skin,
|
||||
@ -400,8 +401,16 @@ function GameMode:drawNextQueue(ruleset)
|
||||
return false
|
||||
end
|
||||
|
||||
function GameMode:setNextOpacity(i) love.graphics.setColor(1, 1, 1, 1) end
|
||||
function GameMode:setHoldOpacity() love.graphics.setColor(1, 1, 1, 1) end
|
||||
function GameMode:setNextOpacity(i, j)
|
||||
i = i ~= nil and i or 1
|
||||
j = j ~= nil and j or 1
|
||||
love.graphics.setColor(j, j, j, i)
|
||||
end
|
||||
function GameMode:setHoldOpacity(i, j)
|
||||
i = i ~= nil and i or 1
|
||||
j = j ~= nil and j or 1
|
||||
love.graphics.setColor(j, j, j, i)
|
||||
end
|
||||
|
||||
function GameMode:drawScoringInfo()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
|
@ -1,155 +0,0 @@
|
||||
require 'funcs'
|
||||
|
||||
local GameMode = require 'tetris.modes.gamemode'
|
||||
local Piece = require 'tetris.components.piece'
|
||||
|
||||
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
|
||||
|
||||
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()
|
||||
IntervalTrainingGame.super:new()
|
||||
self.roll_frames = 0
|
||||
self.combo = 1
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
self.section_time_limit = 1800
|
||||
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:getARE()
|
||||
return 4
|
||||
end
|
||||
|
||||
function IntervalTrainingGame:getLineARE()
|
||||
return 4
|
||||
end
|
||||
|
||||
function IntervalTrainingGame:getDasLimit()
|
||||
return 6
|
||||
end
|
||||
|
||||
function IntervalTrainingGame:getLineClearDelay()
|
||||
return 6
|
||||
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
|
||||
return false
|
||||
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 or 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)
|
||||
if not self.clear then
|
||||
local new_level = self.level + 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
|
||||
else
|
||||
self.level = math.min(new_level, 999)
|
||||
end
|
||||
end
|
||||
|
||||
function IntervalTrainingGame:drawGrid(ruleset)
|
||||
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")
|
||||
love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
|
||||
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 not self.clear and time_left < frameTime(0,10) and time_left % 4 < 2 then
|
||||
love.graphics.setColor(1, 0.3, 0.3, 1)
|
||||
end
|
||||
love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")
|
||||
|
||||
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
|
@ -1,190 +0,0 @@
|
||||
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.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
|
@ -36,10 +36,12 @@ function Marathon2020Game:new()
|
||||
self.grade_points = 0
|
||||
self.grade_point_decay_counter = 0
|
||||
self.max_grade_points = 0
|
||||
|
||||
self.cool_timer = 0
|
||||
end
|
||||
|
||||
function Marathon2020Game:getARE()
|
||||
if self.delay_level < 1 then return 27
|
||||
if self.delay_level < 1 then return 27
|
||||
elseif self.delay_level < 2 then return 24
|
||||
elseif self.delay_level < 3 then return 21
|
||||
elseif self.delay_level < 4 then return 18
|
||||
@ -58,7 +60,7 @@ function Marathon2020Game:getLineARE()
|
||||
end
|
||||
|
||||
function Marathon2020Game:getDasLimit()
|
||||
if self.delay_level < 1 then return 15
|
||||
if self.delay_level < 1 then return 15
|
||||
elseif self.delay_level < 3 then return 12
|
||||
elseif self.delay_level < 5 then return 9
|
||||
elseif self.delay_level < 8 then return 8
|
||||
@ -70,7 +72,7 @@ function Marathon2020Game:getDasLimit()
|
||||
end
|
||||
|
||||
function Marathon2020Game:getLineClearDelay()
|
||||
if self.delay_level < 1 then return 40
|
||||
if self.delay_level < 1 then return 40
|
||||
elseif self.delay_level < 3 then return 25
|
||||
elseif self.delay_level < 4 then return 20
|
||||
elseif self.delay_level < 5 then return 15
|
||||
@ -82,7 +84,7 @@ function Marathon2020Game:getLineClearDelay()
|
||||
end
|
||||
|
||||
function Marathon2020Game:getLockDelay()
|
||||
if self.delay_level < 6 then return 30
|
||||
if self.delay_level < 6 then return 30
|
||||
elseif self.delay_level < 7 then return 26
|
||||
elseif self.delay_level < 8 then return 22
|
||||
elseif self.delay_level < 9 then return 19
|
||||
@ -96,35 +98,35 @@ function Marathon2020Game:getLockDelay()
|
||||
end
|
||||
|
||||
function Marathon2020Game:getGravity()
|
||||
if self.level < 30 then return 4/256
|
||||
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 < 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
|
||||
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
|
||||
|
||||
@ -258,7 +260,7 @@ local function getSectionForLevel(level)
|
||||
end
|
||||
|
||||
function Marathon2020Game:getEndOfSectionForSection(section)
|
||||
if self.torikan_passed[900] == false and section == 10 then return 999
|
||||
if self.torikan_passed[900] == false and section == 10 then return 999
|
||||
elseif self.torikan_passed[1900] == false and section == 20 then return 2000
|
||||
elseif section == 20 then return 2020
|
||||
else return section * 100 end
|
||||
@ -301,7 +303,7 @@ function Marathon2020Game:checkClear(level)
|
||||
level >= 2020
|
||||
) then
|
||||
|
||||
if self.torikan_passed[500] == false then self.level = 500
|
||||
if self.torikan_passed[500] == false then self.level = 500
|
||||
elseif self.torikan_passed[900] == false then self.level = 999
|
||||
elseif self.torikan_passed[1000] == false then self.level = 1000
|
||||
elseif self.torikan_passed[1500] == false then self.level = 1500
|
||||
@ -327,6 +329,7 @@ function Marathon2020Game:updateSectionTimes(old_level, new_level)
|
||||
self.section_cool_count = self.section_cool_count + 1
|
||||
self.delay_level = math.min(20, self.delay_level + 1)
|
||||
table.insert(self.section_status, "cool")
|
||||
self.cool_timer = 300
|
||||
end
|
||||
|
||||
local section = getSectionForLevel(old_level)
|
||||
@ -430,6 +433,11 @@ function Marathon2020Game:drawScoringInfo()
|
||||
|
||||
self:drawSectionTimesWithSecondary(current_section)
|
||||
|
||||
if (self.cool_timer > 0) then
|
||||
love.graphics.printf("COOL!!", 64, 400, 160, "center")
|
||||
self.cool_timer = self.cool_timer - 1
|
||||
end
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.printf(self:getTotalGrade(), text_x, 120, 90, "left")
|
||||
love.graphics.printf(self.grade_points, text_x, 220, 90, "left")
|
||||
|
@ -14,26 +14,26 @@ MarathonA1Game.tagline = "Can you score enough points to reach the title of Gran
|
||||
|
||||
|
||||
function MarathonA1Game:new()
|
||||
MarathonA1Game.super:new()
|
||||
|
||||
MarathonA1Game.super:new()
|
||||
|
||||
self.roll_frames = 0
|
||||
self.combo = 1
|
||||
self.combo = 1
|
||||
self.bravos = 0
|
||||
self.gm_conditions = {
|
||||
level300 = false,
|
||||
level500 = false,
|
||||
level999 = false
|
||||
}
|
||||
self.SGnames = {
|
||||
"9", "8", "7", "6", "5", "4", "3", "2", "1",
|
||||
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
|
||||
"GM"
|
||||
}
|
||||
|
||||
}
|
||||
self.SGnames = {
|
||||
"9", "8", "7", "6", "5", "4", "3", "2", "1",
|
||||
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
|
||||
"GM"
|
||||
}
|
||||
|
||||
self.randomizer = History4RollsRandomizer()
|
||||
|
||||
self.lock_drop = false
|
||||
self.enable_hard_drop = false
|
||||
self.lock_drop = false
|
||||
self.enable_hard_drop = false
|
||||
self.enable_hold = false
|
||||
self.next_queue_length = 1
|
||||
end
|
||||
@ -59,60 +59,60 @@ function MarathonA1Game:getLockDelay()
|
||||
end
|
||||
|
||||
local function getRankForScore(score)
|
||||
if score < 400 then return {rank = "9", next = 400}
|
||||
elseif score < 800 then return {rank = "8", next = 800}
|
||||
elseif score < 1400 then return {rank = "7", next = 1400}
|
||||
elseif score < 2000 then return {rank = "6", next = 2000}
|
||||
elseif score < 3500 then return {rank = "5", next = 3500}
|
||||
elseif score < 5500 then return {rank = "4", next = 5500}
|
||||
elseif score < 8000 then return {rank = "3", next = 8000}
|
||||
elseif score < 12000 then return {rank = "2", next = 12000}
|
||||
elseif score < 16000 then return {rank = "1", next = 16000}
|
||||
elseif score < 22000 then return {rank = "S1", next = 22000}
|
||||
elseif score < 30000 then return {rank = "S2", next = 30000}
|
||||
elseif score < 40000 then return {rank = "S3", next = 40000}
|
||||
elseif score < 52000 then return {rank = "S4", next = 52000}
|
||||
elseif score < 66000 then return {rank = "S5", next = 66000}
|
||||
elseif score < 82000 then return {rank = "S6", next = 82000}
|
||||
elseif score < 100000 then return {rank = "S7", next = 100000}
|
||||
elseif score < 120000 then return {rank = "S8", next = 120000}
|
||||
else return {rank = "S9", next = "???"}
|
||||
end
|
||||
if score < 400 then return {rank = "9", next = 400}
|
||||
elseif score < 800 then return {rank = "8", next = 800}
|
||||
elseif score < 1400 then return {rank = "7", next = 1400}
|
||||
elseif score < 2000 then return {rank = "6", next = 2000}
|
||||
elseif score < 3500 then return {rank = "5", next = 3500}
|
||||
elseif score < 5500 then return {rank = "4", next = 5500}
|
||||
elseif score < 8000 then return {rank = "3", next = 8000}
|
||||
elseif score < 12000 then return {rank = "2", next = 12000}
|
||||
elseif score < 16000 then return {rank = "1", next = 16000}
|
||||
elseif score < 22000 then return {rank = "S1", next = 22000}
|
||||
elseif score < 30000 then return {rank = "S2", next = 30000}
|
||||
elseif score < 40000 then return {rank = "S3", next = 40000}
|
||||
elseif score < 52000 then return {rank = "S4", next = 52000}
|
||||
elseif score < 66000 then return {rank = "S5", next = 66000}
|
||||
elseif score < 82000 then return {rank = "S6", next = 82000}
|
||||
elseif score < 100000 then return {rank = "S7", next = 100000}
|
||||
elseif score < 120000 then return {rank = "S8", next = 120000}
|
||||
else return {rank = "S9", next = "???"}
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonA1Game:getGravity()
|
||||
local level = self.level
|
||||
if (level < 30) then return 4/256
|
||||
elseif (level < 35) then return 6/256
|
||||
elseif (level < 40) then return 8/256
|
||||
elseif (level < 50) then return 10/256
|
||||
elseif (level < 60) then return 12/256
|
||||
elseif (level < 70) then return 16/256
|
||||
elseif (level < 80) then return 32/256
|
||||
elseif (level < 90) then return 48/256
|
||||
elseif (level < 100) then return 64/256
|
||||
elseif (level < 120) then return 80/256
|
||||
elseif (level < 140) then return 96/256
|
||||
elseif (level < 160) then return 112/256
|
||||
elseif (level < 170) then return 128/256
|
||||
elseif (level < 200) then return 144/256
|
||||
elseif (level < 220) then return 4/256
|
||||
elseif (level < 230) then return 32/256
|
||||
elseif (level < 233) then return 64/256
|
||||
elseif (level < 236) then return 96/256
|
||||
elseif (level < 239) then return 128/256
|
||||
elseif (level < 243) then return 160/256
|
||||
elseif (level < 247) then return 192/256
|
||||
elseif (level < 251) then return 224/256
|
||||
elseif (level < 300) then return 1
|
||||
elseif (level < 330) then return 2
|
||||
elseif (level < 360) then return 3
|
||||
elseif (level < 400) then return 4
|
||||
elseif (level < 420) then return 5
|
||||
elseif (level < 450) then return 4
|
||||
elseif (level < 500) then return 3
|
||||
else return 20
|
||||
end
|
||||
local level = self.level
|
||||
if (level < 30) then return 4/256
|
||||
elseif (level < 35) then return 6/256
|
||||
elseif (level < 40) then return 8/256
|
||||
elseif (level < 50) then return 10/256
|
||||
elseif (level < 60) then return 12/256
|
||||
elseif (level < 70) then return 16/256
|
||||
elseif (level < 80) then return 32/256
|
||||
elseif (level < 90) then return 48/256
|
||||
elseif (level < 100) then return 64/256
|
||||
elseif (level < 120) then return 80/256
|
||||
elseif (level < 140) then return 96/256
|
||||
elseif (level < 160) then return 112/256
|
||||
elseif (level < 170) then return 128/256
|
||||
elseif (level < 200) then return 144/256
|
||||
elseif (level < 220) then return 4/256
|
||||
elseif (level < 230) then return 32/256
|
||||
elseif (level < 233) then return 64/256
|
||||
elseif (level < 236) then return 96/256
|
||||
elseif (level < 239) then return 128/256
|
||||
elseif (level < 243) then return 160/256
|
||||
elseif (level < 247) then return 192/256
|
||||
elseif (level < 251) then return 224/256
|
||||
elseif (level < 300) then return 1
|
||||
elseif (level < 330) then return 2
|
||||
elseif (level < 360) then return 3
|
||||
elseif (level < 400) then return 4
|
||||
elseif (level < 420) then return 5
|
||||
elseif (level < 450) then return 4
|
||||
elseif (level < 500) then return 3
|
||||
else return 20
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonA1Game:advanceOneFrame()
|
||||
@ -134,47 +134,47 @@ function MarathonA1Game:onPieceEnter()
|
||||
end
|
||||
|
||||
function MarathonA1Game:onLineClear(cleared_row_count)
|
||||
self:checkGMRequirements(self.level, self.level + cleared_row_count)
|
||||
self:checkGMRequirements(self.level, self.level + cleared_row_count)
|
||||
if not self.clear then
|
||||
local new_level = math.min(self.level + cleared_row_count, 999)
|
||||
if self.level == 999 then
|
||||
if new_level == 999 then
|
||||
self.clear = true
|
||||
else
|
||||
self.level = new_level
|
||||
end
|
||||
self.level = new_level
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonA1Game:updateScore(level, drop_bonus, cleared_lines)
|
||||
if self.grid:checkForBravo(cleared_lines) then
|
||||
self.bravo = 4
|
||||
self.bravos = self.bravos + 1
|
||||
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
|
||||
)
|
||||
self.lines = self.lines + cleared_lines
|
||||
else
|
||||
if not self.clear then
|
||||
if self.grid:checkForBravo(cleared_lines) then
|
||||
self.bravo = 4
|
||||
self.bravos = self.bravos + 1
|
||||
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
|
||||
self.combo = 1
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonA1Game:checkGMRequirements(old_level, new_level)
|
||||
if old_level < 300 and new_level >= 300 then
|
||||
if self.score > 12000 and self.frames <= frameTime(4,15) then
|
||||
if self.score >= 12000 and self.frames <= frameTime(4,15) then
|
||||
self.gm_conditions["level300"] = true
|
||||
end
|
||||
elseif old_level < 500 and new_level >= 500 then
|
||||
if self.score > 40000 and self.frames <= frameTime(7,30) then
|
||||
if self.score >= 40000 and self.frames <= frameTime(7,30) then
|
||||
self.gm_conditions["level500"] = true
|
||||
end
|
||||
elseif old_level < 999 and new_level >= 999 then
|
||||
if self.score > 126000 and self.frames <= frameTime(13,30) then
|
||||
self.gm_conditions["level900"] = true
|
||||
if self.score >= 126000 and self.frames <= frameTime(13,30) then
|
||||
self.gm_conditions["level999"] = true
|
||||
end
|
||||
end
|
||||
end
|
||||
@ -201,16 +201,16 @@ function MarathonA1Game:drawScoringInfo()
|
||||
love.graphics.printf("SCORE", 240, 200, 40, "left")
|
||||
love.graphics.printf("NEXT RANK", 240, 260, 90, "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
|
||||
local sg = self.grid:checkSecretGrade()
|
||||
if sg >= 5 then
|
||||
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
|
||||
end
|
||||
|
||||
if self.bravos > 0 then love.graphics.printf("BRAVO", 300, 120, 40, "left") end
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.printf(self.score, 240, 220, 90, "left")
|
||||
if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level900"] then
|
||||
if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level999"] then
|
||||
love.graphics.printf("GM", 240, 140, 90, "left")
|
||||
else
|
||||
love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left")
|
||||
@ -218,11 +218,11 @@ function MarathonA1Game:drawScoringInfo()
|
||||
love.graphics.printf(getRankForScore(self.score).next, 240, 280, 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
|
||||
if sg >= 5 then
|
||||
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
|
||||
end
|
||||
if self.bravos > 0 then love.graphics.printf(self.bravos, 300, 140, 40, "left") end
|
||||
|
||||
|
||||
love.graphics.setFont(font_8x11)
|
||||
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
|
||||
end
|
||||
|
@ -15,10 +15,10 @@ MarathonA2Game.tagline = "The points don't matter! Can you reach the invisible r
|
||||
|
||||
|
||||
function MarathonA2Game:new()
|
||||
MarathonA2Game.super:new()
|
||||
|
||||
MarathonA2Game.super:new()
|
||||
|
||||
self.roll_frames = 0
|
||||
self.combo = 1
|
||||
self.combo = 1
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
self.grade = 0
|
||||
self.grade_points = 0
|
||||
@ -26,89 +26,89 @@ function MarathonA2Game:new()
|
||||
self.section_start_time = 0
|
||||
self.section_times = { [0] = 0 }
|
||||
self.section_tetrises = { [0] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
|
||||
|
||||
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.SGnames = {
|
||||
"9", "8", "7", "6", "5", "4", "3", "2", "1",
|
||||
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
|
||||
"GM"
|
||||
}
|
||||
|
||||
self.lock_drop = false
|
||||
self.lock_drop = false
|
||||
self.lock_hard_drop = false
|
||||
self.enable_hold = false
|
||||
self.next_queue_length = 1
|
||||
end
|
||||
|
||||
function MarathonA2Game:getARE()
|
||||
if self.level < 700 then return 27
|
||||
elseif self.level < 800 then return 18
|
||||
else return 14 end
|
||||
if self.level < 700 then return 27
|
||||
elseif self.level < 800 then return 18
|
||||
else return 14 end
|
||||
end
|
||||
|
||||
function MarathonA2Game:getLineARE()
|
||||
if self.level < 600 then return 27
|
||||
elseif self.level < 700 then return 18
|
||||
elseif self.level < 800 then return 14
|
||||
else return 8 end
|
||||
if self.level < 600 then return 27
|
||||
elseif self.level < 700 then return 18
|
||||
elseif self.level < 800 then return 14
|
||||
else return 8 end
|
||||
end
|
||||
|
||||
function MarathonA2Game:getDasLimit()
|
||||
if self.level < 500 then return 15
|
||||
elseif self.level < 900 then return 9
|
||||
else return 7 end
|
||||
if self.level < 500 then return 15
|
||||
elseif self.level < 900 then return 9
|
||||
else return 7 end
|
||||
end
|
||||
|
||||
function MarathonA2Game: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
|
||||
else return 6 end
|
||||
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
|
||||
else return 6 end
|
||||
end
|
||||
|
||||
function MarathonA2Game:getLockDelay()
|
||||
if self.level < 900 then return 30
|
||||
else return 17 end
|
||||
if self.level < 900 then return 30
|
||||
else return 17 end
|
||||
end
|
||||
|
||||
function MarathonA2Game: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
|
||||
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 MarathonA2Game:advanceOneFrame()
|
||||
if self.clear then
|
||||
self.roll_frames = self.roll_frames + 1
|
||||
if self.roll_frames < 0 then return false end
|
||||
if self.roll_frames > 3694 then
|
||||
self.completed = true
|
||||
if self.grade == 32 then
|
||||
@ -127,33 +127,33 @@ function MarathonA2Game:onPieceEnter()
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonA2Game:onLineClear(cleared_row_count)
|
||||
self:updateSectionTimes(self.level, self.level + 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
|
||||
if self:qualifiesForMRoll() then
|
||||
self.grade = 32
|
||||
end
|
||||
self.grid:clear()
|
||||
self.roll_frames = -150
|
||||
end
|
||||
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
|
||||
if not self.clear then
|
||||
self:updateGrade(cleared_lines)
|
||||
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
|
||||
else self.lines = self.lines + cleared_lines end
|
||||
end
|
||||
|
||||
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
|
||||
self:updateGrade(cleared_lines)
|
||||
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
|
||||
if cleared_lines > 0 then
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + 2 * drop_bonus) *
|
||||
cleared_lines * self.combo * self.bravo
|
||||
)
|
||||
self.lines = self.lines + cleared_lines
|
||||
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||
else
|
||||
self.drop_bonus = 0
|
||||
self.combo = 1
|
||||
function MarathonA2Game: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
|
||||
self.grid:clear()
|
||||
if self:qualifiesForMRoll() then self.grade = 32 end
|
||||
self.roll_frames = -150
|
||||
end
|
||||
self.lock_drop = self.level >= 900
|
||||
self.lock_hard_drop = self.level >= 900
|
||||
end
|
||||
|
||||
function MarathonA2Game:updateSectionTimes(old_level, new_level)
|
||||
@ -253,7 +253,7 @@ function MarathonA2Game:updateGrade(cleared_lines)
|
||||
end
|
||||
end
|
||||
|
||||
local tetris_requirements = { [0] = 2, 2, 2, 2, 2, 1, 1, 1, 1, 1 }
|
||||
local tetris_requirements = { [0] = 2, 2, 2, 2, 2, 1, 1, 1, 1, 0 }
|
||||
|
||||
function MarathonA2Game:qualifiesForMRoll()
|
||||
if not self.clear then return false end
|
||||
@ -280,7 +280,7 @@ function MarathonA2Game:qualifiesForMRoll()
|
||||
return false
|
||||
end
|
||||
end
|
||||
if self.grade < 17 or self.frames > frameTime(9,30) then
|
||||
if self.grade < 31 or self.frames > frameTime(8,45) then
|
||||
return false
|
||||
end
|
||||
return true
|
||||
@ -338,19 +338,29 @@ function MarathonA2Game:drawScoringInfo()
|
||||
love.graphics.printf("GRADE", 240, 120, 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
|
||||
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)
|
||||
if self.clear then
|
||||
if self:qualifiesForMRoll() then
|
||||
if self.lines >= 32 and self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1)
|
||||
else love.graphics.setColor(0, 1, 0, 1) end
|
||||
else
|
||||
if self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1)
|
||||
else love.graphics.setColor(0, 1, 0, 1) end
|
||||
end
|
||||
end
|
||||
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
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
|
||||
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")
|
||||
|
@ -15,11 +15,11 @@ MarathonA3Game.tagline = "The game gets faster way more quickly! Can you get all
|
||||
|
||||
|
||||
function MarathonA3Game:new()
|
||||
MarathonA3Game.super:new()
|
||||
|
||||
self.speed_level = 0
|
||||
MarathonA3Game.super:new()
|
||||
|
||||
self.speed_level = 0
|
||||
self.roll_frames = 0
|
||||
self.combo = 1
|
||||
self.combo = 1
|
||||
self.grade = 0
|
||||
self.grade_points = 0
|
||||
self.roll_points = 0
|
||||
@ -29,96 +29,99 @@ function MarathonA3Game:new()
|
||||
self.section_start_time = 0
|
||||
self.section_70_times = { [0] = 0 }
|
||||
self.section_times = { [0] = 0 }
|
||||
|
||||
self.section_cool = false
|
||||
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
|
||||
self.SGnames = {
|
||||
"9", "8", "7", "6", "5", "4", "3", "2", "1",
|
||||
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
|
||||
"GM"
|
||||
}
|
||||
"9", "8", "7", "6", "5", "4", "3", "2", "1",
|
||||
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
|
||||
"GM"
|
||||
}
|
||||
|
||||
self.lock_drop = true
|
||||
self.lock_hard_drop = true
|
||||
self.lock_drop = true
|
||||
self.lock_hard_drop = true
|
||||
self.enable_hold = true
|
||||
self.next_queue_length = 3
|
||||
|
||||
self.coolregret_message = "COOL!!"
|
||||
self.coolregret_timer = 0
|
||||
|
||||
self.torikan_passed = false
|
||||
end
|
||||
|
||||
function MarathonA3Game:getARE()
|
||||
if self.speed_level < 700 then return 27
|
||||
elseif self.speed_level < 800 then return 18
|
||||
elseif self.speed_level < 1000 then return 14
|
||||
elseif self.speed_level < 1100 then return 8
|
||||
elseif self.speed_level < 1200 then return 7
|
||||
else return 6 end
|
||||
if self.speed_level < 700 then return 27
|
||||
elseif self.speed_level < 800 then return 18
|
||||
elseif self.speed_level < 1000 then return 14
|
||||
elseif self.speed_level < 1100 then return 8
|
||||
elseif self.speed_level < 1200 then return 7
|
||||
else return 6 end
|
||||
end
|
||||
|
||||
function MarathonA3Game:getLineARE()
|
||||
if self.speed_level < 600 then return 27
|
||||
elseif self.speed_level < 700 then return 18
|
||||
elseif self.speed_level < 800 then return 14
|
||||
elseif self.speed_level < 1100 then return 8
|
||||
elseif self.speed_level < 1200 then return 7
|
||||
else return 6 end
|
||||
if self.speed_level < 600 then return 27
|
||||
elseif self.speed_level < 700 then return 18
|
||||
elseif self.speed_level < 800 then return 14
|
||||
elseif self.speed_level < 1100 then return 8
|
||||
elseif self.speed_level < 1200 then return 7
|
||||
else return 6 end
|
||||
end
|
||||
|
||||
function MarathonA3Game:getDasLimit()
|
||||
if self.speed_level < 500 then return 15
|
||||
elseif self.speed_level < 900 then return 9
|
||||
else return 7 end
|
||||
if self.speed_level < 500 then return 15
|
||||
elseif self.speed_level < 900 then return 9
|
||||
else return 7 end
|
||||
end
|
||||
|
||||
function MarathonA3Game:getLineClearDelay()
|
||||
if self.speed_level < 500 then return 40
|
||||
elseif self.speed_level < 600 then return 25
|
||||
elseif self.speed_level < 700 then return 16
|
||||
elseif self.speed_level < 800 then return 12
|
||||
elseif self.speed_level < 1100 then return 6
|
||||
elseif self.speed_level < 1200 then return 5
|
||||
else return 4 end
|
||||
if self.speed_level < 500 then return 40
|
||||
elseif self.speed_level < 600 then return 25
|
||||
elseif self.speed_level < 700 then return 16
|
||||
elseif self.speed_level < 800 then return 12
|
||||
elseif self.speed_level < 1100 then return 6
|
||||
elseif self.speed_level < 1200 then return 5
|
||||
else return 4 end
|
||||
end
|
||||
|
||||
function MarathonA3Game:getLockDelay()
|
||||
if self.speed_level < 900 then return 30
|
||||
elseif self.speed_level < 1100 then return 17
|
||||
else return 15 end
|
||||
if self.speed_level < 900 then return 30
|
||||
elseif self.speed_level < 1100 then return 17
|
||||
else return 15 end
|
||||
end
|
||||
|
||||
function MarathonA3Game:getGravity()
|
||||
if (self.speed_level < 30) then return 4/256
|
||||
elseif (self.speed_level < 35) then return 6/256
|
||||
elseif (self.speed_level < 40) then return 8/256
|
||||
elseif (self.speed_level < 50) then return 10/256
|
||||
elseif (self.speed_level < 60) then return 12/256
|
||||
elseif (self.speed_level < 70) then return 16/256
|
||||
elseif (self.speed_level < 80) then return 32/256
|
||||
elseif (self.speed_level < 90) then return 48/256
|
||||
elseif (self.speed_level < 100) then return 64/256
|
||||
elseif (self.speed_level < 120) then return 80/256
|
||||
elseif (self.speed_level < 140) then return 96/256
|
||||
elseif (self.speed_level < 160) then return 112/256
|
||||
elseif (self.speed_level < 170) then return 128/256
|
||||
elseif (self.speed_level < 200) then return 144/256
|
||||
elseif (self.speed_level < 220) then return 4/256
|
||||
elseif (self.speed_level < 230) then return 32/256
|
||||
elseif (self.speed_level < 233) then return 64/256
|
||||
elseif (self.speed_level < 236) then return 96/256
|
||||
elseif (self.speed_level < 239) then return 128/256
|
||||
elseif (self.speed_level < 243) then return 160/256
|
||||
elseif (self.speed_level < 247) then return 192/256
|
||||
elseif (self.speed_level < 251) then return 224/256
|
||||
elseif (self.speed_level < 300) then return 1
|
||||
elseif (self.speed_level < 330) then return 2
|
||||
elseif (self.speed_level < 360) then return 3
|
||||
elseif (self.speed_level < 400) then return 4
|
||||
elseif (self.speed_level < 420) then return 5
|
||||
elseif (self.speed_level < 450) then return 4
|
||||
elseif (self.speed_level < 500) then return 3
|
||||
else return 20
|
||||
end
|
||||
if (self.speed_level < 30) then return 4/256
|
||||
elseif (self.speed_level < 35) then return 6/256
|
||||
elseif (self.speed_level < 40) then return 8/256
|
||||
elseif (self.speed_level < 50) then return 10/256
|
||||
elseif (self.speed_level < 60) then return 12/256
|
||||
elseif (self.speed_level < 70) then return 16/256
|
||||
elseif (self.speed_level < 80) then return 32/256
|
||||
elseif (self.speed_level < 90) then return 48/256
|
||||
elseif (self.speed_level < 100) then return 64/256
|
||||
elseif (self.speed_level < 120) then return 80/256
|
||||
elseif (self.speed_level < 140) then return 96/256
|
||||
elseif (self.speed_level < 160) then return 112/256
|
||||
elseif (self.speed_level < 170) then return 128/256
|
||||
elseif (self.speed_level < 200) then return 144/256
|
||||
elseif (self.speed_level < 220) then return 4/256
|
||||
elseif (self.speed_level < 230) then return 32/256
|
||||
elseif (self.speed_level < 233) then return 64/256
|
||||
elseif (self.speed_level < 236) then return 96/256
|
||||
elseif (self.speed_level < 239) then return 128/256
|
||||
elseif (self.speed_level < 243) then return 160/256
|
||||
elseif (self.speed_level < 247) then return 192/256
|
||||
elseif (self.speed_level < 251) then return 224/256
|
||||
elseif (self.speed_level < 300) then return 1
|
||||
elseif (self.speed_level < 330) then return 2
|
||||
elseif (self.speed_level < 360) then return 3
|
||||
elseif (self.speed_level < 400) then return 4
|
||||
elseif (self.speed_level < 420) then return 5
|
||||
elseif (self.speed_level < 450) then return 4
|
||||
elseif (self.speed_level < 500) then return 3
|
||||
else return 20
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonA3Game:advanceOneFrame()
|
||||
@ -146,30 +149,31 @@ end
|
||||
|
||||
function MarathonA3Game:onPieceEnter()
|
||||
if (self.level % 100 ~= 99) and self.level ~= 998 and self.frames ~= 0 then
|
||||
self:updateSectionTimes(self.level, self.level + 1)
|
||||
self.level = self.level + 1
|
||||
self.speed_level = self.speed_level + 1
|
||||
end
|
||||
self:updateSectionTimes(self.level, self.level + 1)
|
||||
self.level = self.level + 1
|
||||
self.speed_level = self.speed_level + 1
|
||||
self.torikan_passed = self.level >= 500 and true or false
|
||||
end
|
||||
end
|
||||
|
||||
local cleared_row_levels = {1, 2, 4, 6}
|
||||
|
||||
function MarathonA3Game:onLineClear(cleared_row_count)
|
||||
local advanced_levels = cleared_row_levels[cleared_row_count]
|
||||
self:updateSectionTimes(self.level, self.level + advanced_levels)
|
||||
if not self.clear then
|
||||
self.level = math.min(self.level + advanced_levels, 999)
|
||||
end
|
||||
self.speed_level = self.speed_level + advanced_levels
|
||||
if self.level == 999 and not self.clear then
|
||||
self.clear = true
|
||||
self.grid:clear()
|
||||
self.roll_frames = -150
|
||||
end
|
||||
if self.level >= 500 and self.frames >= 25200 then
|
||||
local advanced_levels = cleared_row_levels[cleared_row_count]
|
||||
self:updateSectionTimes(self.level, self.level + advanced_levels)
|
||||
if not self.clear then
|
||||
self.level = math.min(self.level + advanced_levels, 999)
|
||||
end
|
||||
self.speed_level = self.speed_level + advanced_levels
|
||||
if self.level == 999 and not self.clear then
|
||||
self.clear = true
|
||||
self.grid:clear()
|
||||
self.roll_frames = -150
|
||||
end
|
||||
if not self.torikan_passed and self.level >= 500 and self.frames >= 25200 then
|
||||
self.level = 500
|
||||
self.game_over = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local cool_cutoffs = {
|
||||
@ -192,48 +196,53 @@ function MarathonA3Game:updateSectionTimes(old_level, new_level)
|
||||
table.insert(self.section_times, section_time)
|
||||
self.section_start_time = self.frames
|
||||
|
||||
self.speed_level = self.section_cool and self.speed_level + 100 or self.speed_level
|
||||
|
||||
if section_time > regret_cutoffs[section] then
|
||||
self.section_cool_grade = self.section_cool_grade - 1
|
||||
table.insert(self.section_status, "regret")
|
||||
self.coolregret_message = "REGRET!!"
|
||||
self.coolregret_timer = 300
|
||||
elseif section <= 9 and self.section_status[section - 1] == "cool" and
|
||||
self.section_70_times[section] < self.section_70_times[section - 1] + 120 then
|
||||
elseif self.section_cool then
|
||||
self.section_cool_grade = self.section_cool_grade + 1
|
||||
self.speed_level = self.speed_level + 100
|
||||
table.insert(self.section_status, "cool")
|
||||
self.coolregret_message = "COOL!!"
|
||||
self.coolregret_timer = 300
|
||||
elseif self.section_status[section - 1] == "cool" then
|
||||
table.insert(self.section_status, "none")
|
||||
elseif section <= 9 and self.section_70_times[section] < cool_cutoffs[section] then
|
||||
self.section_cool_grade = self.section_cool_grade + 1
|
||||
self.speed_level = self.speed_level + 100
|
||||
table.insert(self.section_status, "cool")
|
||||
self.coolregret_message = "COOL!!"
|
||||
self.coolregret_timer = 300
|
||||
else
|
||||
table.insert(self.section_status, "none")
|
||||
end
|
||||
elseif section <= 9 and old_level % 100 < 70 and new_level % 100 >= 70 then
|
||||
|
||||
self.section_cool = false
|
||||
elseif old_level % 100 < 70 and new_level % 100 >= 70 then
|
||||
-- record section 70 time
|
||||
section_70_time = self.frames - self.section_start_time
|
||||
table.insert(self.section_70_times, section_70_time)
|
||||
|
||||
if section <= 9 and self.section_status[section - 1] == "cool" and
|
||||
self.section_70_times[section] < self.section_70_times[section - 1] + 120 then
|
||||
self.section_cool = true
|
||||
self.coolregret_message = "COOL!!"
|
||||
self.coolregret_timer = 300
|
||||
elseif self.section_status[section - 1] == "cool" then self.section_cool = false
|
||||
elseif section <= 9 and self.section_70_times[section] < cool_cutoffs[section] then
|
||||
self.section_cool = true
|
||||
self.coolregret_message = "COOL!!"
|
||||
self.coolregret_timer = 300
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonA3Game:updateScore(level, drop_bonus, cleared_lines)
|
||||
self:updateGrade(cleared_lines)
|
||||
if cleared_lines > 0 then
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
|
||||
)
|
||||
self.lines = self.lines + cleared_lines
|
||||
self.combo = self.combo + cleared_lines - 1
|
||||
else
|
||||
if not self.clear then
|
||||
self:updateGrade(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
|
||||
self.combo = 1
|
||||
end
|
||||
end
|
||||
|
||||
@ -353,6 +362,8 @@ function MarathonA3Game:getLetterGrade()
|
||||
return "M" .. tostring(grade - 17)
|
||||
elseif grade < 32 then
|
||||
return master_grades[grade - 26]
|
||||
elseif grade >= 32 and self.roll_frames < 3238 then
|
||||
return "MM"
|
||||
else
|
||||
return "GM"
|
||||
end
|
||||
@ -398,9 +409,9 @@ function MarathonA3Game:drawScoringInfo()
|
||||
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
|
||||
if sg >= 5 then
|
||||
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
|
||||
end
|
||||
|
||||
-- draw section time data
|
||||
current_section = math.floor(self.level / 100) + 1
|
||||
@ -427,21 +438,24 @@ function MarathonA3Game:drawScoringInfo()
|
||||
current_x = section_70_x
|
||||
end
|
||||
|
||||
love.graphics.printf(formatTime(self.frames - self.section_start_time), current_x, 40 + 20 * current_section, 90, "left")
|
||||
if not self.clear then love.graphics.printf(formatTime(self.frames - self.section_start_time), current_x, 40 + 20 * current_section, 90, "left") end
|
||||
|
||||
if(self.coolregret_timer > 0) then
|
||||
love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
|
||||
self.coolregret_timer = self.coolregret_timer - 1
|
||||
end
|
||||
love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
|
||||
self.coolregret_timer = self.coolregret_timer - 1
|
||||
end
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.printf(self.score, 240, 220, 90, "left")
|
||||
if self.roll_frames > 3238 then love.graphics.setColor(1, 0.5, 0, 1)
|
||||
elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
|
||||
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
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.printf(self.SGnames[sg], 240, 450, 180, "left")
|
||||
end
|
||||
|
||||
love.graphics.setFont(font_8x11)
|
||||
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
|
||||
|
@ -24,12 +24,13 @@ function MarathonAX4Game:new()
|
||||
self.section_clear = false
|
||||
|
||||
self.lock_drop = true
|
||||
self.lock_hard_drop = true
|
||||
self.enable_hold = true
|
||||
self.next_queue_length = 3
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getARE()
|
||||
if self.lines < 10 then return 18
|
||||
if self.lines < 10 then return 18
|
||||
elseif self.lines < 40 then return 14
|
||||
elseif self.lines < 60 then return 12
|
||||
elseif self.lines < 70 then return 10
|
||||
@ -43,14 +44,14 @@ function MarathonAX4Game:getLineARE()
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getDasLimit()
|
||||
if self.lines < 20 then return 10
|
||||
if self.lines < 20 then return 10
|
||||
elseif self.lines < 50 then return 9
|
||||
elseif self.lines < 70 then return 8
|
||||
else return 7 end
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getLineClearDelay()
|
||||
if self.lines < 10 then return 14
|
||||
if self.lines < 10 then return 14
|
||||
elseif self.lines < 30 then return 9
|
||||
else return 5 end
|
||||
end
|
||||
@ -98,6 +99,7 @@ function MarathonAX4Game:onLineClear(cleared_row_count)
|
||||
self:updateSectionTimes(self.lines, new_lines)
|
||||
self.lines = math.min(new_lines, 150)
|
||||
if self.lines == 150 then
|
||||
self.grid:clear()
|
||||
self.clear = true
|
||||
self.roll_frames = -150
|
||||
end
|
||||
|
@ -1,185 +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.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
|
@ -1,170 +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)
|
||||
for i = 1, 30 do
|
||||
table.insert(self.next_queue, self:getNextPiece(ruleset))
|
||||
end
|
||||
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
|
@ -15,13 +15,14 @@ function PhantomManiaGame:new()
|
||||
PhantomManiaGame.super:new()
|
||||
|
||||
self.lock_drop = true
|
||||
self.lock_hard_drop = true
|
||||
self.next_queue_length = 1
|
||||
|
||||
self.SGnames = {
|
||||
"9", "8", "7", "6", "5", "4", "3", "2", "1",
|
||||
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
|
||||
"GM"
|
||||
}
|
||||
|
||||
self.SGnames = {
|
||||
"9", "8", "7", "6", "5", "4", "3", "2", "1",
|
||||
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
|
||||
"GM"
|
||||
}
|
||||
|
||||
self.roll_frames = 0
|
||||
self.combo = 1
|
||||
@ -29,7 +30,7 @@ function PhantomManiaGame:new()
|
||||
end
|
||||
|
||||
function PhantomManiaGame:getARE()
|
||||
if self.level < 100 then return 18
|
||||
if self.level < 100 then return 18
|
||||
elseif self.level < 200 then return 14
|
||||
elseif self.level < 400 then return 8
|
||||
elseif self.level < 500 then return 7
|
||||
@ -37,14 +38,14 @@ function PhantomManiaGame:getARE()
|
||||
end
|
||||
|
||||
function PhantomManiaGame:getLineARE()
|
||||
if self.level < 100 then return 18
|
||||
if self.level < 100 then return 18
|
||||
elseif self.level < 400 then return 8
|
||||
elseif self.level < 500 then return 7
|
||||
else return 6 end
|
||||
end
|
||||
|
||||
function PhantomManiaGame:getDasLimit()
|
||||
if self.level < 200 then return 11
|
||||
if self.level < 200 then return 11
|
||||
elseif self.level < 300 then return 10
|
||||
elseif self.level < 400 then return 9
|
||||
else return 7 end
|
||||
@ -55,7 +56,7 @@ function PhantomManiaGame:getLineClearDelay()
|
||||
end
|
||||
|
||||
function PhantomManiaGame:getLockDelay()
|
||||
if self.level < 100 then return 30
|
||||
if self.level < 100 then return 30
|
||||
elseif self.level < 200 then return 26
|
||||
elseif self.level < 300 then return 22
|
||||
elseif self.level < 400 then return 18
|
||||
@ -117,16 +118,17 @@ function PhantomManiaGame:onLineClear(cleared_row_count)
|
||||
end
|
||||
|
||||
function PhantomManiaGame:updateScore(level, drop_bonus, cleared_lines)
|
||||
if cleared_lines > 0 then
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
|
||||
)
|
||||
self.lines = self.lines + cleared_lines
|
||||
self.combo = self.combo + cleared_lines - 1
|
||||
else
|
||||
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
|
||||
self.combo = 1
|
||||
end
|
||||
end
|
||||
|
||||
@ -170,10 +172,10 @@ function PhantomManiaGame:drawScoringInfo()
|
||||
if getLetterGrade(self.level, self.clear) ~= "" then love.graphics.printf("GRADE", text_x, 120, 40, "left") end
|
||||
love.graphics.printf("SCORE", text_x, 200, 40, "left")
|
||||
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
|
||||
local sg = self.grid:checkSecretGrade()
|
||||
if sg >= 5 then
|
||||
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
|
||||
end
|
||||
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)
|
||||
if getLetterGrade(self.level, self.clear) ~= "" then love.graphics.printf(getLetterGrade(self.level, self.clear), text_x, 140, 90, "left") end
|
||||
@ -185,9 +187,9 @@ function PhantomManiaGame:drawScoringInfo()
|
||||
love.graphics.printf(self:getSectionEndLevel(), text_x, 370, 40, "right")
|
||||
end
|
||||
|
||||
if sg >= 5 then
|
||||
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
|
||||
end
|
||||
if sg >= 5 then
|
||||
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
|
||||
end
|
||||
end
|
||||
|
||||
function PhantomManiaGame:getSectionEndLevel()
|
||||
|
@ -16,7 +16,6 @@ PhantomMania2Game.tagline = "The blocks disappear even faster now! Can you make
|
||||
|
||||
function PhantomMania2Game:new()
|
||||
PhantomMania2Game.super:new()
|
||||
self.level = 0
|
||||
self.grade = 0
|
||||
self.garbage = 0
|
||||
self.clear = false
|
||||
@ -26,27 +25,31 @@ function PhantomMania2Game:new()
|
||||
self.hold_age = 0
|
||||
self.queue_age = 0
|
||||
self.roll_points = 0
|
||||
|
||||
self.SGnames = {
|
||||
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
|
||||
"m1", "m2", "m3", "m4", "m5", "m6", "m7", "m8", "m9",
|
||||
"GM"
|
||||
}
|
||||
|
||||
self.SGnames = {
|
||||
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
|
||||
"m1", "m2", "m3", "m4", "m5", "m6", "m7", "m8", "m9",
|
||||
"GM"
|
||||
}
|
||||
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
|
||||
self.lock_drop = true
|
||||
self.lock_hard_drop = true
|
||||
self.enable_hold = true
|
||||
self.next_queue_length = 3
|
||||
|
||||
self.coolregret_message = ""
|
||||
self.coolregret_timer = 0
|
||||
end
|
||||
|
||||
function PhantomMania2Game:getARE()
|
||||
if self.level < 300 then return 12
|
||||
if self.level < 300 then return 12
|
||||
else return 6 end
|
||||
end
|
||||
|
||||
function PhantomMania2Game:getLineARE()
|
||||
if self.level < 100 then return 8
|
||||
if self.level < 100 then return 8
|
||||
elseif self.level < 200 then return 7
|
||||
elseif self.level < 500 then return 6
|
||||
elseif self.level < 1300 then return 5
|
||||
@ -54,7 +57,7 @@ function PhantomMania2Game:getLineARE()
|
||||
end
|
||||
|
||||
function PhantomMania2Game:getDasLimit()
|
||||
if self.level < 200 then return 9
|
||||
if self.level < 200 then return 9
|
||||
elseif self.level < 500 then return 7
|
||||
else return 5 end
|
||||
end
|
||||
@ -64,7 +67,7 @@ function PhantomMania2Game:getLineClearDelay()
|
||||
end
|
||||
|
||||
function PhantomMania2Game:getLockDelay()
|
||||
if self.level < 200 then return 18
|
||||
if self.level < 200 then return 18
|
||||
elseif self.level < 300 then return 17
|
||||
elseif self.level < 500 then return 15
|
||||
elseif self.level < 600 then return 13
|
||||
@ -122,6 +125,8 @@ function PhantomMania2Game:advanceOneFrame()
|
||||
return false
|
||||
elseif self.roll_frames > 3238 then
|
||||
switchBGM(nil)
|
||||
self.roll_points = self.level >= 1300 and self.roll_points + 150 or self.roll_points
|
||||
self.grade = self.grade + math.floor(self.roll_points / 100)
|
||||
self.completed = true
|
||||
end
|
||||
elseif self.ready_frames == 0 then
|
||||
@ -143,7 +148,8 @@ function PhantomMania2Game:onPieceEnter()
|
||||
end
|
||||
|
||||
local cleared_row_levels = {1, 2, 4, 6}
|
||||
local cleared_row_points = {2, 6, 15, 40}
|
||||
local torikan_roll_points = {10, 20, 30, 100}
|
||||
local big_roll_points = {10, 20, 100, 200}
|
||||
|
||||
function PhantomMania2Game:onLineClear(cleared_row_count)
|
||||
if not self.clear then
|
||||
@ -162,7 +168,8 @@ function PhantomMania2Game:onLineClear(cleared_row_count)
|
||||
end
|
||||
self:advanceBottomRow(-cleared_row_count)
|
||||
else
|
||||
self.roll_points = self.roll_points + cleared_row_points[cleared_row_count / 2]
|
||||
if self.big_mode then self.roll_points = self.roll_points + big_roll_points[cleared_row_count / 2]
|
||||
else self.roll_points = self.roll_points + torikan_roll_points[cleared_row_count] end
|
||||
if self.roll_points >= 100 then
|
||||
self.roll_points = self.roll_points - 100
|
||||
self.grade = self.grade + 1
|
||||
@ -171,24 +178,27 @@ function PhantomMania2Game:onLineClear(cleared_row_count)
|
||||
end
|
||||
|
||||
function PhantomMania2Game:onPieceLock(piece, cleared_row_count)
|
||||
self.super:onPieceLock()
|
||||
if cleared_row_count == 0 then self:advanceBottomRow(1) end
|
||||
end
|
||||
|
||||
function PhantomMania2Game:onHold()
|
||||
self.super.onHold()
|
||||
self.hold_age = 0
|
||||
end
|
||||
|
||||
function PhantomMania2Game:updateScore(level, drop_bonus, cleared_lines)
|
||||
if cleared_lines > 0 then
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
|
||||
)
|
||||
self.lines = self.lines + cleared_lines
|
||||
self.combo = self.combo + cleared_lines - 1
|
||||
else
|
||||
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
|
||||
self.combo = 1
|
||||
end
|
||||
end
|
||||
|
||||
@ -213,8 +223,13 @@ function PhantomMania2Game:updateSectionTimes(old_level, new_level)
|
||||
self.section_start_time = self.frames
|
||||
if section_time <= cool_cutoffs[section] then
|
||||
self.grade = self.grade + 2
|
||||
self.coolregret_message = "COOL!!"
|
||||
self.coolregret_timer = 300
|
||||
elseif section_time <= regret_cutoffs[section] then
|
||||
self.grade = self.grade + 1
|
||||
else
|
||||
self.coolregret_message = "REGRET!!"
|
||||
self.coolregret_timer = 300
|
||||
end
|
||||
end
|
||||
end
|
||||
@ -291,10 +306,17 @@ function PhantomMania2Game:drawScoringInfo()
|
||||
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")
|
||||
local sg = self.grid:checkSecretGrade()
|
||||
if sg >= 5 then
|
||||
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
|
||||
end
|
||||
local sg = self.grid:checkSecretGrade()
|
||||
if sg >= 5 then
|
||||
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
|
||||
end
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.printf(getLetterGrade(math.floor(self.grade)), text_x, 140, 90, "left")
|
||||
@ -305,10 +327,10 @@ function PhantomMania2Game:drawScoringInfo()
|
||||
else
|
||||
love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right")
|
||||
end
|
||||
|
||||
if sg >= 5 then
|
||||
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
|
||||
end
|
||||
|
||||
if sg >= 5 then
|
||||
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
|
||||
end
|
||||
end
|
||||
|
||||
function PhantomMania2Game:getBackground()
|
||||
|
@ -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
|
@ -1,129 +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.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 0
|
||||
end
|
||||
|
||||
function Race40Game:getARE()
|
||||
return 0
|
||||
end
|
||||
|
||||
function Race40Game:getLineARE()
|
||||
return self:getARE()
|
||||
end
|
||||
|
||||
function Race40Game:getDasLimit()
|
||||
return 6
|
||||
end
|
||||
|
||||
function Race40Game:getLineClearDelay()
|
||||
return 0
|
||||
end
|
||||
|
||||
function Race40Game:getLockDelay()
|
||||
return 15
|
||||
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.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: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")
|
||||
|
||||
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")
|
||||
|
||||
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
|
@ -16,7 +16,6 @@ StrategyGame.tagline = "You have lots of time to think! Can you use it to place
|
||||
|
||||
function StrategyGame:new()
|
||||
StrategyGame.super:new()
|
||||
self.level = 0
|
||||
self.clear = false
|
||||
self.completed = false
|
||||
self.roll_frames = 0
|
||||
@ -28,7 +27,7 @@ function StrategyGame:new()
|
||||
end
|
||||
|
||||
function StrategyGame:getARE()
|
||||
if self.level < 100 then return 60
|
||||
if self.level < 100 then return 60
|
||||
elseif self.level < 200 then return 54
|
||||
elseif self.level < 300 then return 48
|
||||
elseif self.level < 400 then return 42
|
||||
@ -53,7 +52,7 @@ function StrategyGame:getLineClearDelay()
|
||||
end
|
||||
|
||||
function StrategyGame:getLockDelay()
|
||||
if self.level < 500 then return 8
|
||||
if self.level < 500 then return 8
|
||||
elseif self.level < 700 then return 6
|
||||
else return 4 end
|
||||
end
|
||||
@ -84,7 +83,7 @@ function StrategyGame:advanceOneFrame()
|
||||
end
|
||||
|
||||
function StrategyGame:onPieceEnter()
|
||||
if (self.level % 100 ~= 99) and not self.clear and self.frames ~= 0 then
|
||||
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
|
||||
@ -99,16 +98,17 @@ function StrategyGame:onLineClear(cleared_row_count)
|
||||
end
|
||||
|
||||
function StrategyGame:updateScore(level, drop_bonus, cleared_lines)
|
||||
if cleared_lines > 0 then
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
|
||||
)
|
||||
self.lines = self.lines + cleared_lines
|
||||
self.combo = self.combo + cleared_lines - 1
|
||||
else
|
||||
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
|
||||
self.combo = 1
|
||||
end
|
||||
end
|
||||
|
||||
@ -135,11 +135,11 @@ function StrategyGame:drawScoringInfo()
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.printf(self.score, text_x, 220, 90, "left")
|
||||
love.graphics.printf(self.level, text_x, 340, 50, "right")
|
||||
love.graphics.printf(self.level, text_x, 340, 40, "right")
|
||||
if self.clear then
|
||||
love.graphics.printf(self.level, text_x, 370, 50, "right")
|
||||
love.graphics.printf(self.level, text_x, 370, 40, "right")
|
||||
else
|
||||
love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right")
|
||||
love.graphics.printf(self.level < 900 and math.floor(self.level / 100 + 1) * 100 or 999, text_x, 370, 40, "right")
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -27,6 +27,7 @@ function Survival2020Game:new()
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
|
||||
self.lock_drop = true
|
||||
self.lock_hard_drop = true
|
||||
self.enable_hold = true
|
||||
self.next_queue_length = 3
|
||||
end
|
||||
@ -45,7 +46,7 @@ function Survival2020Game:getLineARE()
|
||||
end
|
||||
|
||||
function Survival2020Game:getDasLimit()
|
||||
if self.level < 200 then return 9
|
||||
if self.level < 200 then return 9
|
||||
elseif self.level < 500 then return 7
|
||||
elseif self.level < 1000 then return 5
|
||||
elseif self.level < 1500 then return 4
|
||||
@ -174,16 +175,17 @@ function Survival2020Game:onLineClear(cleared_row_count)
|
||||
end
|
||||
|
||||
function Survival2020Game:updateScore(level, drop_bonus, cleared_lines)
|
||||
if cleared_lines > 0 then
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
|
||||
)
|
||||
self.lines = self.lines + cleared_lines
|
||||
self.combo = self.combo + cleared_lines - 1
|
||||
else
|
||||
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
|
||||
self.combo = 1
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -15,28 +15,28 @@ SurvivalA1Game.tagline = "The game starts fast and only gets faster!"
|
||||
|
||||
|
||||
function SurvivalA1Game:new()
|
||||
SurvivalA1Game.super:new()
|
||||
|
||||
SurvivalA1Game.super:new()
|
||||
|
||||
self.roll_frames = 0
|
||||
self.combo = 1
|
||||
self.combo = 1
|
||||
self.bravos = 0
|
||||
|
||||
self.gm_conditions = {
|
||||
level300 = false,
|
||||
level500 = false,
|
||||
level999 = false
|
||||
}
|
||||
|
||||
self.SGnames = {
|
||||
"9", "8", "7", "6", "5", "4", "3", "2", "1",
|
||||
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
|
||||
"GM"
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
self.SGnames = {
|
||||
"9", "8", "7", "6", "5", "4", "3", "2", "1",
|
||||
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
|
||||
"GM"
|
||||
}
|
||||
|
||||
self.randomizer = History4RollsRandomizer()
|
||||
|
||||
self.lock_drop = false
|
||||
self.enable_hard_drop = false
|
||||
self.lock_drop = false
|
||||
self.enable_hard_drop = false
|
||||
self.enable_hold = false
|
||||
self.next_queue_length = 1
|
||||
end
|
||||
@ -62,29 +62,29 @@ function SurvivalA1Game:getLockDelay()
|
||||
end
|
||||
|
||||
function SurvivalA1Game:getGravity()
|
||||
return 20
|
||||
return 20
|
||||
end
|
||||
|
||||
local function getRankForScore(score)
|
||||
if score < 400 then return {rank = "9", next = 400}
|
||||
elseif score < 800 then return {rank = "8", next = 800}
|
||||
elseif score < 1400 then return {rank = "7", next = 1400}
|
||||
elseif score < 2000 then return {rank = "6", next = 2000}
|
||||
elseif score < 3500 then return {rank = "5", next = 3500}
|
||||
elseif score < 5500 then return {rank = "4", next = 5500}
|
||||
elseif score < 8000 then return {rank = "3", next = 8000}
|
||||
elseif score < 12000 then return {rank = "2", next = 12000}
|
||||
elseif score < 16000 then return {rank = "1", next = 16000}
|
||||
elseif score < 22000 then return {rank = "S1", next = 22000}
|
||||
elseif score < 30000 then return {rank = "S2", next = 30000}
|
||||
elseif score < 40000 then return {rank = "S3", next = 40000}
|
||||
elseif score < 52000 then return {rank = "S4", next = 52000}
|
||||
elseif score < 66000 then return {rank = "S5", next = 66000}
|
||||
elseif score < 82000 then return {rank = "S6", next = 82000}
|
||||
elseif score < 100000 then return {rank = "S7", next = 100000}
|
||||
elseif score < 120000 then return {rank = "S8", next = 120000}
|
||||
else return {rank = "S9", next = "???"}
|
||||
end
|
||||
if score < 400 then return {rank = "9", next = 400}
|
||||
elseif score < 800 then return {rank = "8", next = 800}
|
||||
elseif score < 1400 then return {rank = "7", next = 1400}
|
||||
elseif score < 2000 then return {rank = "6", next = 2000}
|
||||
elseif score < 3500 then return {rank = "5", next = 3500}
|
||||
elseif score < 5500 then return {rank = "4", next = 5500}
|
||||
elseif score < 8000 then return {rank = "3", next = 8000}
|
||||
elseif score < 12000 then return {rank = "2", next = 12000}
|
||||
elseif score < 16000 then return {rank = "1", next = 16000}
|
||||
elseif score < 22000 then return {rank = "S1", next = 22000}
|
||||
elseif score < 30000 then return {rank = "S2", next = 30000}
|
||||
elseif score < 40000 then return {rank = "S3", next = 40000}
|
||||
elseif score < 52000 then return {rank = "S4", next = 52000}
|
||||
elseif score < 66000 then return {rank = "S5", next = 66000}
|
||||
elseif score < 82000 then return {rank = "S6", next = 82000}
|
||||
elseif score < 100000 then return {rank = "S7", next = 100000}
|
||||
elseif score < 120000 then return {rank = "S8", next = 120000}
|
||||
else return {rank = "S9", next = "???"}
|
||||
end
|
||||
end
|
||||
|
||||
function SurvivalA1Game:advanceOneFrame()
|
||||
@ -106,47 +106,48 @@ function SurvivalA1Game:onPieceEnter()
|
||||
end
|
||||
|
||||
function SurvivalA1Game:onLineClear(cleared_row_count)
|
||||
self:checkGMRequirements(self.level, self.level + cleared_row_count)
|
||||
self:checkGMRequirements(self.level, self.level + cleared_row_count)
|
||||
if not self.clear then
|
||||
local new_level = math.min(self.level + cleared_row_count, 999)
|
||||
if self.level == 999 then
|
||||
if new_level == 999 then
|
||||
self.clear = true
|
||||
else
|
||||
self.level = new_level
|
||||
self.level = new_level
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function SurvivalA1Game:updateScore(level, drop_bonus, cleared_lines)
|
||||
if self.grid:checkForBravo(cleared_lines) then
|
||||
self.bravo = 4
|
||||
self.bravos = self.bravos + 1
|
||||
else self.bravo = 1 end
|
||||
if cleared_lines > 0 then
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||
cleared_lines * self.bravo * self.combo
|
||||
)
|
||||
self.lines = self.lines + cleared_lines
|
||||
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||
else
|
||||
if not self.clear then
|
||||
if self.grid:checkForBravo(cleared_lines) then
|
||||
self.bravo = 4
|
||||
self.bravos = self.bravos + 1
|
||||
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
|
||||
self.combo = 1
|
||||
end
|
||||
end
|
||||
|
||||
function SurvivalA1Game:checkGMRequirements(old_level, new_level)
|
||||
if old_level < 300 and new_level >= 300 then
|
||||
if self.score > 12000 and self.frames <= frameTime(4,15) then
|
||||
if self.score >= 12000 and self.frames <= frameTime(4,15) then
|
||||
self.gm_conditions["level300"] = true
|
||||
end
|
||||
elseif old_level < 500 and new_level >= 500 then
|
||||
if self.score > 40000 and self.frames <= frameTime(7,30) then
|
||||
if self.score >= 40000 and self.frames <= frameTime(7,30) then
|
||||
self.gm_conditions["level500"] = true
|
||||
end
|
||||
elseif old_level < 999 and new_level >= 999 then
|
||||
if self.score > 126000 and self.frames <= frameTime(13,30) then
|
||||
self.gm_conditions["level900"] = true
|
||||
if self.score >= 126000 and self.frames <= frameTime(13,30) then
|
||||
self.gm_conditions["level999"] = true
|
||||
end
|
||||
end
|
||||
end
|
||||
@ -170,16 +171,16 @@ function SurvivalA1Game:drawScoringInfo()
|
||||
love.graphics.printf("SCORE", 240, 200, 40, "left")
|
||||
love.graphics.printf("NEXT RANK", 240, 260, 90, "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
|
||||
local sg = self.grid:checkSecretGrade()
|
||||
if sg >= 5 then
|
||||
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
|
||||
end
|
||||
|
||||
if self.bravos > 0 then love.graphics.printf("BRAVO", 300, 120, 40, "left") end
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.printf(self.score, 240, 220, 90, "left")
|
||||
if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level900"] then
|
||||
if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level999"] then
|
||||
love.graphics.printf("GM", 240, 140, 90, "left")
|
||||
else
|
||||
love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left")
|
||||
@ -187,9 +188,9 @@ function SurvivalA1Game:drawScoringInfo()
|
||||
love.graphics.printf(getRankForScore(self.score).next, 240, 280, 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
|
||||
if sg >= 5 then
|
||||
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
|
||||
end
|
||||
if self.bravos > 0 then love.graphics.printf(self.bravos, 300, 140, 40, "left") end
|
||||
|
||||
love.graphics.setFont(font_8x11)
|
||||
|
@ -19,14 +19,15 @@ function SurvivalA2Game:new()
|
||||
self.roll_frames = 0
|
||||
self.combo = 1
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
|
||||
self.SGnames = {
|
||||
"9", "8", "7", "6", "5", "4", "3", "2", "1",
|
||||
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
|
||||
"GM"
|
||||
}
|
||||
|
||||
self.SGnames = {
|
||||
"9", "8", "7", "6", "5", "4", "3", "2", "1",
|
||||
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
|
||||
"GM"
|
||||
}
|
||||
|
||||
self.lock_drop = true
|
||||
self.lock_hard_drop = true
|
||||
end
|
||||
|
||||
function SurvivalA2Game:getARE()
|
||||
@ -88,7 +89,7 @@ function SurvivalA2Game:advanceOneFrame()
|
||||
end
|
||||
|
||||
function SurvivalA2Game:onPieceEnter()
|
||||
if (self.level % 100 ~= 99 or self.level == 998) and not self.clear and self.frames ~= 0 then
|
||||
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
|
||||
@ -98,9 +99,9 @@ function SurvivalA2Game:onLineClear(cleared_row_count)
|
||||
local new_level = math.min(self.level + cleared_row_count, 999)
|
||||
if self.level == 999 or self:hitTorikan(self.level, new_level) then
|
||||
self.clear = true
|
||||
if self.level < 999 then
|
||||
self.game_over = true
|
||||
end
|
||||
if self.level < 999 then
|
||||
self.game_over = true
|
||||
end
|
||||
else
|
||||
self.level = new_level
|
||||
end
|
||||
@ -108,17 +109,18 @@ function SurvivalA2Game:onLineClear(cleared_row_count)
|
||||
end
|
||||
|
||||
function SurvivalA2Game:updateScore(level, drop_bonus, cleared_lines)
|
||||
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
|
||||
if cleared_lines > 0 then
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||
cleared_lines * self.bravo * self.combo
|
||||
)
|
||||
self.lines = self.lines + cleared_lines
|
||||
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||
else
|
||||
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
|
||||
self.combo = 1
|
||||
end
|
||||
end
|
||||
|
||||
@ -149,19 +151,21 @@ function SurvivalA2Game:drawScoringInfo()
|
||||
if self:getLetterGrade() ~= "" then love.graphics.printf("GRADE", text_x, 120, 40, "left") end
|
||||
love.graphics.printf("SCORE", text_x, 200, 40, "left")
|
||||
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
|
||||
local sg = self.grid:checkSecretGrade()
|
||||
if sg >= 5 then
|
||||
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
|
||||
end
|
||||
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, text_x, 220, 90, "left")
|
||||
if self.roll_frames > 2968 then love.graphics.setColor(1, 0.5, 0, 1)
|
||||
elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
|
||||
if self:getLetterGrade() ~= "" then love.graphics.printf(self:getLetterGrade(), text_x, 140, 90, "left") end
|
||||
love.graphics.printf(self.level, text_x, 340, 40, "right")
|
||||
love.graphics.printf(self:getSectionEndLevel(), text_x, 370, 40, "right")
|
||||
if sg >= 5 then
|
||||
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
|
||||
end
|
||||
if sg >= 5 then
|
||||
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
|
||||
end
|
||||
end
|
||||
|
||||
function SurvivalA2Game:getSectionEndLevel()
|
||||
|
@ -12,11 +12,8 @@ SurvivalA3Game.hash = "SurvivalA3"
|
||||
SurvivalA3Game.tagline = "The blocks turn black and white! Can you make it to level 1300?"
|
||||
|
||||
|
||||
|
||||
|
||||
function SurvivalA3Game:new()
|
||||
SurvivalA3Game.super:new()
|
||||
self.level = 0
|
||||
self.grade = 0
|
||||
self.garbage = 0
|
||||
self.clear = false
|
||||
@ -24,14 +21,15 @@ function SurvivalA3Game:new()
|
||||
self.roll_frames = 0
|
||||
self.combo = 1
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
|
||||
self.SGnames = {
|
||||
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
|
||||
"m1", "m2", "m3", "m4", "m5", "m6", "m7", "m8", "m9",
|
||||
"GM"
|
||||
}
|
||||
|
||||
|
||||
self.SGnames = {
|
||||
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
|
||||
"m1", "m2", "m3", "m4", "m5", "m6", "m7", "m8", "m9",
|
||||
"GM"
|
||||
}
|
||||
|
||||
self.lock_drop = true
|
||||
self.lock_hard_drop = true
|
||||
self.enable_hold = true
|
||||
self.next_queue_length = 3
|
||||
|
||||
@ -41,19 +39,19 @@ end
|
||||
|
||||
function SurvivalA3Game:initialize(ruleset)
|
||||
|
||||
self.torikan_time = frameTime(2,28)
|
||||
if ruleset.world then self.torikan_time = frameTime(3,03) end
|
||||
self.super.initialize(self, ruleset)
|
||||
-- ^ notice the . here instead of the :
|
||||
self.torikan_time = frameTime(2,28)
|
||||
if ruleset.world then self.torikan_time = frameTime(3,03) end
|
||||
self.super.initialize(self, ruleset)
|
||||
-- ^ notice the . here instead of the :
|
||||
end
|
||||
|
||||
function SurvivalA3Game:getARE()
|
||||
if self.level < 300 then return 12
|
||||
if self.level < 300 then return 12
|
||||
else return 6 end
|
||||
end
|
||||
|
||||
function SurvivalA3Game:getLineARE()
|
||||
if self.level < 100 then return 8
|
||||
if self.level < 100 then return 8
|
||||
elseif self.level < 200 then return 7
|
||||
elseif self.level < 500 then return 6
|
||||
elseif self.level < 1300 then return 5
|
||||
@ -61,7 +59,7 @@ function SurvivalA3Game:getLineARE()
|
||||
end
|
||||
|
||||
function SurvivalA3Game:getDasLimit()
|
||||
if self.level < 100 then return 9
|
||||
if self.level < 100 then return 9
|
||||
elseif self.level < 500 then return 7
|
||||
else return 5 end
|
||||
end
|
||||
@ -72,7 +70,7 @@ function SurvivalA3Game:getLineClearDelay()
|
||||
end
|
||||
|
||||
function SurvivalA3Game:getLockDelay()
|
||||
if self.level < 200 then return 18
|
||||
if self.level < 200 then return 18
|
||||
elseif self.level < 300 then return 17
|
||||
elseif self.level < 500 then return 15
|
||||
elseif self.level < 600 then return 13
|
||||
@ -140,21 +138,20 @@ function SurvivalA3Game:onPieceEnter()
|
||||
end
|
||||
|
||||
local cleared_row_levels = {1, 2, 4, 6}
|
||||
local cleared_row_points = {0.02, 0.05, 0.15, 0.6}
|
||||
|
||||
function SurvivalA3Game: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
|
||||
self.clear = true
|
||||
if new_level >= 1300 then
|
||||
self.level = 1300
|
||||
self.grid:clear()
|
||||
self.big_mode = true
|
||||
self.roll_frames = -150
|
||||
else
|
||||
self.game_over = true
|
||||
self.grid:clear()
|
||||
self.big_mode = true
|
||||
self.roll_frames = -150
|
||||
else
|
||||
self.game_over = true
|
||||
end
|
||||
else
|
||||
self.level = math.min(new_level, 1300)
|
||||
@ -164,20 +161,22 @@ function SurvivalA3Game:onLineClear(cleared_row_count)
|
||||
end
|
||||
|
||||
function SurvivalA3Game:onPieceLock(piece, cleared_row_count)
|
||||
self.super:onPieceLock()
|
||||
if cleared_row_count == 0 then self:advanceBottomRow(1) end
|
||||
end
|
||||
|
||||
function SurvivalA3Game:updateScore(level, drop_bonus, cleared_lines)
|
||||
if cleared_lines > 0 then
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
|
||||
)
|
||||
self.lines = self.lines + cleared_lines
|
||||
self.combo = self.combo + cleared_lines - 1
|
||||
else
|
||||
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
|
||||
self.combo = 1
|
||||
end
|
||||
end
|
||||
|
||||
@ -229,10 +228,10 @@ function SurvivalA3Game:drawScoringInfo()
|
||||
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")
|
||||
local sg = self.grid:checkSecretGrade()
|
||||
if sg >= 5 then
|
||||
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
|
||||
end
|
||||
local sg = self.grid:checkSecretGrade()
|
||||
if sg >= 5 then
|
||||
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
|
||||
end
|
||||
|
||||
if(self.coolregret_timer > 0) then
|
||||
love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
|
||||
@ -243,7 +242,10 @@ function SurvivalA3Game:drawScoringInfo()
|
||||
self:drawSectionTimesWithSplits(current_section)
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
if self.roll_frames > 3238 then love.graphics.setColor(1, 0.5, 0, 1)
|
||||
elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
|
||||
love.graphics.printf(getLetterGrade(math.floor(self.grade)), text_x, 140, 90, "left")
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.printf(self.score, text_x, 220, 90, "left")
|
||||
love.graphics.printf(self.level, text_x, 340, 50, "right")
|
||||
if self.clear then
|
||||
@ -251,9 +253,9 @@ function SurvivalA3Game:drawScoringInfo()
|
||||
else
|
||||
love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right")
|
||||
end
|
||||
if sg >= 5 then
|
||||
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
|
||||
end
|
||||
if sg >= 5 then
|
||||
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
|
||||
end
|
||||
end
|
||||
|
||||
function SurvivalA3Game:getBackground()
|
||||
|
@ -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
|
@ -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
|
@ -3,27 +3,27 @@ local Randomizer = require 'tetris.randomizers.randomizer'
|
||||
local Bag7NoSZOStartRandomizer = Randomizer:extend()
|
||||
|
||||
function Bag7NoSZOStartRandomizer:shuffleBag()
|
||||
local b = self.bag
|
||||
local ln = #b
|
||||
for i = 1, ln do
|
||||
local j = math.random(i, ln)
|
||||
b[i], b[j] = b[j], b[i]
|
||||
end
|
||||
local b = self.bag
|
||||
local ln = #b
|
||||
for i = 1, ln do
|
||||
local j = math.random(i, ln)
|
||||
b[i], b[j] = b[j], b[i]
|
||||
end
|
||||
end
|
||||
|
||||
local function isnotSZO(x) return not(x == "S" or x == "Z" or x == "O") end
|
||||
|
||||
function Bag7NoSZOStartRandomizer:initialize()
|
||||
self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
|
||||
repeat
|
||||
self:shuffleBag()
|
||||
until isnotSZO(self.bag[7])
|
||||
repeat
|
||||
self:shuffleBag()
|
||||
until isnotSZO(self.bag[7])
|
||||
end
|
||||
|
||||
function Bag7NoSZOStartRandomizer:generatePiece()
|
||||
if #self.bag == 0 then
|
||||
self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
|
||||
self:shuffleBag()
|
||||
self:shuffleBag()
|
||||
end
|
||||
return table.remove(self.bag)
|
||||
end
|
||||
|
@ -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
|
@ -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
|
@ -4,22 +4,22 @@ local History4RollsRandomizer = Randomizer:extend()
|
||||
|
||||
function History4RollsRandomizer:initialize()
|
||||
self.history = {"Z", "Z", "Z", "Z"}
|
||||
self.first = true
|
||||
self.first = true
|
||||
end
|
||||
|
||||
function History4RollsRandomizer:generatePiece()
|
||||
if self.first then
|
||||
self.first = false
|
||||
return self:updateHistory(({"L", "J", "I", "T"})[math.random(4)])
|
||||
else
|
||||
local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
|
||||
for i = 1, 4 do
|
||||
local x = math.random(7)
|
||||
if not inHistory(shapes[x], self.history) or i == 4 then
|
||||
return self:updateHistory(shapes[x])
|
||||
end
|
||||
end
|
||||
end
|
||||
if self.first then
|
||||
self.first = false
|
||||
return self:updateHistory(({"L", "J", "I", "T"})[math.random(4)])
|
||||
else
|
||||
local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
|
||||
for i = 1, 4 do
|
||||
local x = math.random(7)
|
||||
if not inHistory(shapes[x], self.history) or i == 4 then
|
||||
return self:updateHistory(shapes[x])
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function History4RollsRandomizer:updateHistory(shape)
|
||||
|
@ -4,22 +4,22 @@ local History6RollsRandomizer = Randomizer:extend()
|
||||
|
||||
function History6RollsRandomizer:initialize()
|
||||
self.history = {"Z", "S", "Z", "S"}
|
||||
self.first = true
|
||||
self.first = true
|
||||
end
|
||||
|
||||
function History6RollsRandomizer:generatePiece()
|
||||
if self.first then
|
||||
self.first = false
|
||||
return self:updateHistory(({"L", "J", "I", "T"})[math.random(4)])
|
||||
else
|
||||
local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
|
||||
for i = 1, 6 do
|
||||
local x = math.random(7)
|
||||
if not inHistory(shapes[x], self.history) or i == 6 then
|
||||
return self:updateHistory(shapes[x])
|
||||
end
|
||||
end
|
||||
end
|
||||
if self.first then
|
||||
self.first = false
|
||||
return self:updateHistory(({"L", "J", "I", "T"})[math.random(4)])
|
||||
else
|
||||
local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
|
||||
for i = 1, 6 do
|
||||
local x = math.random(7)
|
||||
if not inHistory(shapes[x], self.history) or i == 6 then
|
||||
return self:updateHistory(shapes[x])
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function History6RollsRandomizer:updateHistory(shape)
|
||||
|
@ -3,67 +3,67 @@ local Randomizer = require 'tetris.randomizers.randomizer'
|
||||
local History6Rolls35PoolRandomizer = Randomizer:extend()
|
||||
|
||||
function History6Rolls35PoolRandomizer:initialize()
|
||||
self.first = true
|
||||
self.first = true
|
||||
self.history = {"Z", "S", "Z", "S"}
|
||||
self.pool = {
|
||||
"I", "I", "I", "I", "I",
|
||||
"T", "T", "T", "T", "T",
|
||||
"L", "L", "L", "L", "L",
|
||||
"J", "J", "J", "J", "J",
|
||||
"S", "S", "S", "S", "S",
|
||||
"Z", "Z", "Z", "Z", "Z",
|
||||
"O", "O", "O", "O", "O",
|
||||
"T", "T", "T", "T", "T",
|
||||
"L", "L", "L", "L", "L",
|
||||
"J", "J", "J", "J", "J",
|
||||
"S", "S", "S", "S", "S",
|
||||
"Z", "Z", "Z", "Z", "Z",
|
||||
"O", "O", "O", "O", "O",
|
||||
}
|
||||
self.droughts = {
|
||||
I = 0,
|
||||
T = 0,
|
||||
L = 0,
|
||||
J = 0,
|
||||
S = 0,
|
||||
Z = 0,
|
||||
O = 0,
|
||||
}
|
||||
self.droughts = {
|
||||
I = 0,
|
||||
T = 0,
|
||||
L = 0,
|
||||
J = 0,
|
||||
S = 0,
|
||||
Z = 0,
|
||||
O = 0,
|
||||
}
|
||||
end
|
||||
|
||||
function History6Rolls35PoolRandomizer:generatePiece()
|
||||
local index, x
|
||||
if self.first then
|
||||
local prevent = {"S", "Z", "O"}
|
||||
repeat
|
||||
index = math.random(#self.pool)
|
||||
x = self.pool[index]
|
||||
until not inHistory(x, prevent)
|
||||
self.first = false
|
||||
else
|
||||
for i = 1, 6 do
|
||||
index = math.random(#self.pool)
|
||||
x = self.pool[index]
|
||||
if not inHistory(x, self.history) or i == 6 then
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
self.pool[index] = self:updateHistory(x)
|
||||
return x
|
||||
local index, x
|
||||
if self.first then
|
||||
local prevent = {"S", "Z", "O"}
|
||||
repeat
|
||||
index = math.random(#self.pool)
|
||||
x = self.pool[index]
|
||||
until not inHistory(x, prevent)
|
||||
self.first = false
|
||||
else
|
||||
for i = 1, 6 do
|
||||
index = math.random(#self.pool)
|
||||
x = self.pool[index]
|
||||
if not inHistory(x, self.history) or i == 6 then
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
self.pool[index] = self:updateHistory(x)
|
||||
return x
|
||||
end
|
||||
|
||||
function History6Rolls35PoolRandomizer:updateHistory(shape)
|
||||
table.remove(self.history, 1)
|
||||
table.insert(self.history, shape)
|
||||
|
||||
local highdrought
|
||||
local highdroughtcount = 0
|
||||
for k, v in pairs(self.droughts) do
|
||||
if k == shape then
|
||||
self.droughts[k] = 0
|
||||
else
|
||||
self.droughts[k] = v + 1
|
||||
if v >= highdroughtcount then
|
||||
highdrought = k
|
||||
highdroughtcount = v
|
||||
end
|
||||
end
|
||||
end
|
||||
local highdrought
|
||||
local highdroughtcount = 0
|
||||
for k, v in pairs(self.droughts) do
|
||||
if k == shape then
|
||||
self.droughts[k] = 0
|
||||
else
|
||||
self.droughts[k] = v + 1
|
||||
if v >= highdroughtcount then
|
||||
highdrought = k
|
||||
highdroughtcount = v
|
||||
end
|
||||
end
|
||||
end
|
||||
return highdrought
|
||||
end
|
||||
|
||||
|
@ -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
|
@ -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
|
@ -82,18 +82,18 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
) and (
|
||||
piece.rotation == 0 or piece.rotation == 2
|
||||
) then
|
||||
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
|
||||
if offset.x == 0 then
|
||||
return
|
||||
else
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
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
|
||||
if offset.x == 0 then
|
||||
return
|
||||
else
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- kick right, kick left
|
||||
if (grid:canPlacePiece(new_piece:withOffset({x=1, y=0}))) then
|
||||
@ -110,7 +110,14 @@ function ARS:onPieceDrop(piece, grid)
|
||||
piece.lock_delay = 0 -- step reset
|
||||
end
|
||||
|
||||
function ARS:get180RotationValue() return 3 end
|
||||
function ARS:get180RotationValue()
|
||||
if config.gamesettings.world_reverse == 3 then
|
||||
return 3
|
||||
else
|
||||
return 1
|
||||
end
|
||||
end
|
||||
|
||||
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
||||
|
||||
return ARS
|
||||
|
@ -7,13 +7,13 @@ ARS.name = "ACE-ARS"
|
||||
ARS.hash = "ArikaACE"
|
||||
|
||||
ARS.colourscheme = {
|
||||
I = "C",
|
||||
L = "O",
|
||||
J = "B",
|
||||
S = "G",
|
||||
Z = "R",
|
||||
O = "Y",
|
||||
T = "M",
|
||||
I = "C",
|
||||
L = "O",
|
||||
J = "B",
|
||||
S = "G",
|
||||
Z = "R",
|
||||
O = "Y",
|
||||
T = "M",
|
||||
}
|
||||
|
||||
ARS.softdrop_lock = false
|
||||
@ -98,18 +98,18 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
) and (
|
||||
piece.rotation == 0 or piece.rotation == 2
|
||||
) then
|
||||
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
|
||||
if offset.x == 0 then
|
||||
return
|
||||
else
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
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
|
||||
if offset.x == 0 then
|
||||
return
|
||||
else
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if piece.shape == "I" then
|
||||
-- special kick rules for I
|
||||
@ -138,20 +138,20 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
end
|
||||
end
|
||||
else
|
||||
-- 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})
|
||||
elseif piece.shape == "T"
|
||||
and new_piece.rotation == 0
|
||||
and piece.floorkick == 0
|
||||
and grid:canPlacePiece(new_piece:withOffset({x=0, y=-1}))
|
||||
then
|
||||
-- T floorkick
|
||||
piece.floorkick = piece.floorkick + 1
|
||||
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
|
||||
end
|
||||
-- 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})
|
||||
elseif piece.shape == "T"
|
||||
and new_piece.rotation == 0
|
||||
and piece.floorkick == 0
|
||||
and grid:canPlacePiece(new_piece:withOffset({x=0, y=-1}))
|
||||
then
|
||||
-- T floorkick
|
||||
piece.floorkick = piece.floorkick + 1
|
||||
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
@ -185,7 +185,14 @@ function ARS:onPieceRotate(piece, grid)
|
||||
end
|
||||
end
|
||||
|
||||
function ARS:get180RotationValue() return 3 end
|
||||
function ARS:get180RotationValue()
|
||||
if config.gamesettings.world_reverse == 3 then
|
||||
return 3
|
||||
else
|
||||
return 1
|
||||
end
|
||||
end
|
||||
|
||||
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
||||
|
||||
return ARS
|
||||
|
@ -85,18 +85,18 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
) and (
|
||||
piece.rotation == 0 or piece.rotation == 2
|
||||
) then
|
||||
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
|
||||
if offset.x == 0 then
|
||||
return
|
||||
else
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
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
|
||||
if offset.x == 0 then
|
||||
return
|
||||
else
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if piece.shape == "I" then
|
||||
-- special kick rules for I
|
||||
@ -125,20 +125,20 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
end
|
||||
end
|
||||
else
|
||||
-- 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})
|
||||
elseif piece.shape == "T"
|
||||
and new_piece.rotation == 0
|
||||
and piece.floorkick == 0
|
||||
and grid:canPlacePiece(new_piece:withOffset({x=0, y=-1}))
|
||||
then
|
||||
-- T floorkick
|
||||
piece.floorkick = piece.floorkick + 1
|
||||
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
|
||||
end
|
||||
-- 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})
|
||||
elseif piece.shape == "T"
|
||||
and new_piece.rotation == 0
|
||||
and piece.floorkick == 0
|
||||
and grid:canPlacePiece(new_piece:withOffset({x=0, y=-1}))
|
||||
then
|
||||
-- T floorkick
|
||||
piece.floorkick = piece.floorkick + 1
|
||||
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
@ -172,7 +172,14 @@ function ARS:onPieceRotate(piece, grid)
|
||||
end
|
||||
end
|
||||
|
||||
function ARS:get180RotationValue() return 3 end
|
||||
function ARS:get180RotationValue()
|
||||
if config.gamesettings.world_reverse == 3 then
|
||||
return 3
|
||||
else
|
||||
return 1
|
||||
end
|
||||
end
|
||||
|
||||
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
||||
|
||||
return ARS
|
||||
|
@ -7,19 +7,17 @@ SRS.name = "ACE-SRS"
|
||||
SRS.hash = "ACE Standard"
|
||||
SRS.world = true
|
||||
SRS.colourscheme = {
|
||||
I = "C",
|
||||
L = "O",
|
||||
J = "B",
|
||||
S = "G",
|
||||
Z = "R",
|
||||
O = "Y",
|
||||
T = "M",
|
||||
I = "C",
|
||||
L = "O",
|
||||
J = "B",
|
||||
S = "G",
|
||||
Z = "R",
|
||||
O = "Y",
|
||||
T = "M",
|
||||
}
|
||||
SRS.softdrop_lock = false
|
||||
SRS.harddrop_lock = true
|
||||
|
||||
SRS.enable_IRS_wallkicks = true
|
||||
|
||||
SRS.spawn_positions = {
|
||||
I = { x=5, y=2 },
|
||||
J = { x=4, y=3 },
|
||||
@ -186,5 +184,12 @@ function SRS:onPieceRotate(piece, grid)
|
||||
end
|
||||
end
|
||||
|
||||
function SRS:get180RotationValue() return 3 end
|
||||
function SRS:get180RotationValue()
|
||||
if config.gamesettings.world_reverse == 1 then
|
||||
return 1
|
||||
else
|
||||
return 3
|
||||
end
|
||||
end
|
||||
|
||||
return SRS
|
||||
|
@ -85,18 +85,18 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
) and (
|
||||
piece.rotation == 0 or piece.rotation == 2
|
||||
) then
|
||||
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
|
||||
if offset.x == 0 then
|
||||
return
|
||||
else
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
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
|
||||
if offset.x == 0 then
|
||||
return
|
||||
else
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if piece.shape == "I" then
|
||||
-- special kick rules for I
|
||||
@ -125,20 +125,20 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
end
|
||||
end
|
||||
else
|
||||
-- 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})
|
||||
elseif piece.shape == "T"
|
||||
and new_piece.rotation == 0
|
||||
and piece.floorkick == 0
|
||||
and grid:canPlacePiece(new_piece:withOffset({x=0, y=-1}))
|
||||
then
|
||||
-- T floorkick
|
||||
piece.floorkick = piece.floorkick + 1
|
||||
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
|
||||
end
|
||||
-- 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})
|
||||
elseif piece.shape == "T"
|
||||
and new_piece.rotation == 0
|
||||
and piece.floorkick == 0
|
||||
and grid:canPlacePiece(new_piece:withOffset({x=0, y=-1}))
|
||||
then
|
||||
-- T floorkick
|
||||
piece.floorkick = piece.floorkick + 1
|
||||
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
@ -151,7 +151,14 @@ function ARS:onPieceDrop(piece, grid)
|
||||
piece.lock_delay = 0 -- step reset
|
||||
end
|
||||
|
||||
function ARS:get180RotationValue() return 3 end
|
||||
function ARS:get180RotationValue()
|
||||
if config.gamesettings.world_reverse == 3 then
|
||||
return 3
|
||||
else
|
||||
return 1
|
||||
end
|
||||
end
|
||||
|
||||
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
||||
|
||||
return ARS
|
||||
|
@ -363,10 +363,10 @@ function CRS:attemptRotate(new_inputs, piece, grid, initial)
|
||||
end
|
||||
|
||||
if rot_dir == 0 then return end
|
||||
|
||||
if self.world and config.gamesettings.world_reverse == 2 then
|
||||
rot_dir = 4 - rot_dir
|
||||
end
|
||||
|
||||
if 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)
|
||||
|
@ -9,13 +9,13 @@ Ruleset.hash = ""
|
||||
-- Arika-type ruleset defaults
|
||||
Ruleset.world = false
|
||||
Ruleset.colourscheme = {
|
||||
I = "R",
|
||||
L = "O",
|
||||
J = "B",
|
||||
S = "M",
|
||||
Z = "G",
|
||||
O = "Y",
|
||||
T = "C",
|
||||
I = "R",
|
||||
L = "O",
|
||||
J = "B",
|
||||
S = "M",
|
||||
Z = "G",
|
||||
O = "Y",
|
||||
T = "C",
|
||||
}
|
||||
Ruleset.softdrop_lock = true
|
||||
Ruleset.harddrop_lock = false
|
||||
@ -24,6 +24,60 @@ Ruleset.enable_IRS_wallkicks = false
|
||||
|
||||
-- Component functions.
|
||||
|
||||
function Ruleset:new()
|
||||
if config.gamesettings.piece_colour == 1 then
|
||||
blocks["bone"] = (not self.world) and
|
||||
{
|
||||
R = love.graphics.newImage("res/img/bone.png"),
|
||||
O = love.graphics.newImage("res/img/bone.png"),
|
||||
Y = love.graphics.newImage("res/img/bone.png"),
|
||||
G = love.graphics.newImage("res/img/bone.png"),
|
||||
C = love.graphics.newImage("res/img/bone.png"),
|
||||
B = love.graphics.newImage("res/img/bone.png"),
|
||||
M = love.graphics.newImage("res/img/bone.png"),
|
||||
F = love.graphics.newImage("res/img/bone.png"),
|
||||
A = love.graphics.newImage("res/img/bone.png"),
|
||||
X = love.graphics.newImage("res/img/bone.png"),
|
||||
} or {
|
||||
R = love.graphics.newImage("res/img/bonew.png"),
|
||||
O = love.graphics.newImage("res/img/bonew.png"),
|
||||
Y = love.graphics.newImage("res/img/bonew.png"),
|
||||
G = love.graphics.newImage("res/img/bonew.png"),
|
||||
C = love.graphics.newImage("res/img/bonew.png"),
|
||||
B = love.graphics.newImage("res/img/bonew.png"),
|
||||
M = love.graphics.newImage("res/img/bonew.png"),
|
||||
F = love.graphics.newImage("res/img/bonew.png"),
|
||||
A = love.graphics.newImage("res/img/bonew.png"),
|
||||
X = love.graphics.newImage("res/img/bonew.png"),
|
||||
}
|
||||
else
|
||||
blocks["bone"] = (config.gamesettings.piece_colour == 2) and
|
||||
{
|
||||
R = love.graphics.newImage("res/img/bone.png"),
|
||||
O = love.graphics.newImage("res/img/bone.png"),
|
||||
Y = love.graphics.newImage("res/img/bone.png"),
|
||||
G = love.graphics.newImage("res/img/bone.png"),
|
||||
C = love.graphics.newImage("res/img/bone.png"),
|
||||
B = love.graphics.newImage("res/img/bone.png"),
|
||||
M = love.graphics.newImage("res/img/bone.png"),
|
||||
F = love.graphics.newImage("res/img/bone.png"),
|
||||
A = love.graphics.newImage("res/img/bone.png"),
|
||||
X = love.graphics.newImage("res/img/bone.png"),
|
||||
} or {
|
||||
R = love.graphics.newImage("res/img/bonew.png"),
|
||||
O = love.graphics.newImage("res/img/bonew.png"),
|
||||
Y = love.graphics.newImage("res/img/bonew.png"),
|
||||
G = love.graphics.newImage("res/img/bonew.png"),
|
||||
C = love.graphics.newImage("res/img/bonew.png"),
|
||||
B = love.graphics.newImage("res/img/bonew.png"),
|
||||
M = love.graphics.newImage("res/img/bonew.png"),
|
||||
F = love.graphics.newImage("res/img/bonew.png"),
|
||||
A = love.graphics.newImage("res/img/bonew.png"),
|
||||
X = love.graphics.newImage("res/img/bonew.png"),
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
function Ruleset:rotatePiece(inputs, piece, grid, prev_inputs, initial)
|
||||
local new_inputs = {}
|
||||
|
||||
@ -53,7 +107,7 @@ function Ruleset:attemptRotate(new_inputs, piece, grid, initial)
|
||||
end
|
||||
|
||||
if rot_dir == 0 then return end
|
||||
if self.world and config.gamesettings.world_reverse == 2 then
|
||||
if config.gamesettings.world_reverse == 3 or (self.world and config.gamesettings.world_reverse == 2) then
|
||||
rot_dir = 4 - rot_dir
|
||||
end
|
||||
|
||||
@ -134,8 +188,8 @@ function Ruleset:initializePiece(
|
||||
else
|
||||
spawn_positions = self.spawn_positions
|
||||
end
|
||||
local colours = ({self.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
|
||||
|
||||
local colours = ({self.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
|
||||
|
||||
local piece = Piece(data.shape, data.orientation - 1, {
|
||||
x = spawn_positions[data.shape].x,
|
||||
y = spawn_positions[data.shape].y
|
||||
|
@ -7,13 +7,13 @@ SRS.name = "Guideline SRS"
|
||||
SRS.hash = "Standard"
|
||||
SRS.world = true
|
||||
SRS.colourscheme = {
|
||||
I = "C",
|
||||
L = "O",
|
||||
J = "B",
|
||||
S = "G",
|
||||
Z = "R",
|
||||
O = "Y",
|
||||
T = "M",
|
||||
I = "C",
|
||||
L = "O",
|
||||
J = "B",
|
||||
S = "G",
|
||||
Z = "R",
|
||||
O = "Y",
|
||||
T = "M",
|
||||
}
|
||||
SRS.softdrop_lock = false
|
||||
SRS.harddrop_lock = true
|
||||
@ -132,13 +132,13 @@ SRS.wallkicks_line = {
|
||||
};
|
||||
|
||||
function SRS:check_new_low(piece)
|
||||
for _, block in pairs(piece:getBlockOffsets()) do
|
||||
local y = piece.position.y + block.y
|
||||
if y > piece.lowest_y then
|
||||
piece.manipulations = 0
|
||||
piece.lowest_y = y
|
||||
end
|
||||
end
|
||||
for _, block in pairs(piece:getBlockOffsets()) do
|
||||
local y = piece.position.y + block.y
|
||||
if y > piece.lowest_y then
|
||||
piece.manipulations = 0
|
||||
piece.lowest_y = y
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Component functions.
|
||||
@ -170,16 +170,16 @@ end
|
||||
|
||||
function SRS:onPieceCreate(piece, grid)
|
||||
piece.manipulations = 0
|
||||
piece.lowest_y = -math.huge
|
||||
piece.lowest_y = -math.huge
|
||||
end
|
||||
|
||||
function SRS:onPieceDrop(piece, grid)
|
||||
self:check_new_low(piece)
|
||||
if piece.manipulations >= 15 and piece:isDropBlocked(grid) then
|
||||
piece.locked = true
|
||||
else
|
||||
piece.lock_delay = 0 -- step reset
|
||||
end
|
||||
self:check_new_low(piece)
|
||||
if piece.manipulations >= 15 and piece:isDropBlocked(grid) then
|
||||
piece.locked = true
|
||||
else
|
||||
piece.lock_delay = 0 -- step reset
|
||||
end
|
||||
end
|
||||
|
||||
function SRS:onPieceMove(piece, grid)
|
||||
@ -194,8 +194,8 @@ end
|
||||
|
||||
function SRS:onPieceRotate(piece, grid)
|
||||
piece.lock_delay = 0 -- rotate reset
|
||||
self:check_new_low(piece)
|
||||
piece.manipulations = piece.manipulations + 1
|
||||
self:check_new_low(piece)
|
||||
piece.manipulations = piece.manipulations + 1
|
||||
if piece:isDropBlocked(grid) then
|
||||
if piece.manipulations >= 15 then
|
||||
piece.locked = true
|
||||
|
@ -7,19 +7,17 @@ SRS.name = "Ti-World"
|
||||
SRS.hash = "Bad I-kicks"
|
||||
SRS.world = true
|
||||
SRS.colourscheme = {
|
||||
I = "C",
|
||||
L = "O",
|
||||
J = "B",
|
||||
S = "G",
|
||||
Z = "R",
|
||||
O = "Y",
|
||||
T = "M",
|
||||
I = "C",
|
||||
L = "O",
|
||||
J = "B",
|
||||
S = "G",
|
||||
Z = "R",
|
||||
O = "Y",
|
||||
T = "M",
|
||||
}
|
||||
SRS.softdrop_lock = false
|
||||
SRS.harddrop_lock = true
|
||||
|
||||
SRS.enable_IRS_wallkicks = true
|
||||
|
||||
SRS.spawn_positions = {
|
||||
I = { x=5, y=4 },
|
||||
J = { x=4, y=5 },
|
||||
@ -187,5 +185,12 @@ function SRS:onPieceRotate(piece, grid)
|
||||
end
|
||||
end
|
||||
|
||||
function SRS:get180RotationValue() return 3 end
|
||||
function SRS:get180RotationValue()
|
||||
if config.gamesettings.world_reverse == 1 then
|
||||
return 1
|
||||
else
|
||||
return 3
|
||||
end
|
||||
end
|
||||
|
||||
return SRS
|
||||
|
@ -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
|
@ -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
|
@ -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
|
@ -1,133 +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() return config["reverse_rotate"] and 1 or 3 end
|
||||
function Tengen:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
||||
|
||||
return Tengen
|
Loading…
Reference in New Issue
Block a user