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https://github.com/SashLilac/cambridge.git
synced 2025-05-13 20:21:25 -05:00
First bundled release.
This commit is contained in:
204
tetris/components/grid.lua
Normal file
204
tetris/components/grid.lua
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@@ -0,0 +1,204 @@
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local Object = require 'libs.classic'
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local Grid = Object:extend()
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local empty = { skin = "", colour = "" }
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function Grid:new()
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self.grid = {}
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self.grid_age = {}
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for y = 1, 24 do
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self.grid[y] = {}
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self.grid_age[y] = {}
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for x = 1, 10 do
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self.grid[y][x] = empty
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self.grid_age[y][x] = 0
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end
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end
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end
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function Grid:clear()
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for y = 1, 24 do
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for x = 1, 10 do
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self.grid[y][x] = empty
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self.grid_age[y][x] = 0
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end
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end
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end
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function Grid:isOccupied(x, y)
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return self.grid[y+1][x+1] ~= empty
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end
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function Grid:isRowFull(row)
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for index, square in pairs(self.grid[row]) do
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if square == empty then return false end
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end
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return true
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end
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function Grid:canPlacePiece(piece)
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local offsets = piece:getBlockOffsets()
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for index, offset in pairs(offsets) do
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local x = piece.position.x + offset.x
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local y = piece.position.y + offset.y
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if x >= 10 or x < 0 or y >= 24 or y < 0 or self.grid[y+1][x+1] ~= empty then
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return false
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end
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end
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return true
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end
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function Grid:canPlacePieceInVisibleGrid(piece)
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local offsets = piece:getBlockOffsets()
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for index, offset in pairs(offsets) do
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local x = piece.position.x + offset.x
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local y = piece.position.y + offset.y
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if x >= 10 or x < 0 or y >= 24 or y < 4 or self.grid[y+1][x+1] ~= empty then
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return false
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end
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end
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return true
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end
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function Grid:getClearedRowCount()
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local count = 0
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for row = 1, 24 do
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if self:isRowFull(row) then
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count = count + 1
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end
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end
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return count
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end
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function Grid:markClearedRows()
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for row = 1, 24 do
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if self:isRowFull(row) then
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for x = 1, 10 do
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self.grid[row][x] = {
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skin = self.grid[row][x].skin,
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colour = "X"
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}
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end
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end
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end
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return true
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end
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function Grid:clearClearedRows()
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for row = 1, 24 do
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if self:isRowFull(row) then
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for above_row = row, 2, -1 do
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self.grid[above_row] = self.grid[above_row - 1]
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self.grid_age[above_row] = self.grid_age[above_row - 1]
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end
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self.grid[1] = {empty, empty, empty, empty, empty, empty, empty, empty, empty, empty}
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self.grid_age[1] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
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end
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end
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return true
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end
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function Grid:copyBottomRow()
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for row = 1, 23 do
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self.grid[row] = self.grid[row+1]
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self.grid_age[row] = self.grid_age[row+1]
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end
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self.grid[24] = {empty, empty, empty, empty, empty, empty, empty, empty, empty, empty}
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self.grid_age[24] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
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for col = 1, 10 do
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self.grid[24][col] = (self.grid[23][col] == empty) and empty or {
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skin = self.grid[23][col].skin,
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colour = "G"
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}
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end
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return true
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end
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function Grid:applyPiece(piece)
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offsets = piece:getBlockOffsets()
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for index, offset in pairs(offsets) do
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x = piece.position.x + offset.x
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y = piece.position.y + offset.y
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self.grid[y+1][x+1] = {
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skin = piece.skin,
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colour = piece.shape
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}
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end
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end
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function Grid:update()
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for y = 1, 24 do
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for x = 1, 10 do
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if self.grid[y][x] ~= empty then
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self.grid_age[y][x] = self.grid_age[y][x] + 1
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end
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end
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end
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end
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function Grid:draw()
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for y = 1, 24 do
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for x = 1, 10 do
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if self.grid[y][x] ~= empty then
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if self.grid_age[y][x] < 1 then
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(blocks[self.grid[y][x].skin]["F"], 48+x*16, y*16)
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else
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love.graphics.setColor(0.5, 0.5, 0.5, 1)
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love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
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end
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love.graphics.setColor(0.8, 0.8, 0.8, 1)
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love.graphics.setLineWidth(1)
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if y > 1 and self.grid[y-1][x] == empty then
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love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
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end
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if y < 24 and self.grid[y+1][x] == empty then
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love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
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end
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if x > 1 and self.grid[y][x-1] == empty then
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love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
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end
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if x < 10 and self.grid[y][x+1] == empty then
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love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
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end
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end
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end
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end
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end
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function Grid:drawInvisible(opacity_function, garbage_opacity_function)
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for y = 1, 24 do
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for x = 1, 10 do
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if self.grid[y][x] ~= empty then
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if self.grid[y][x].colour == "X" then
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opacity = 1
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elseif garbage_opacity_function and self.grid[y][x].colour == "G" then
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opacity = garbage_opacity_function(self.grid_age[y][x])
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else
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opacity = opacity_function(self.grid_age[y][x])
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end
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love.graphics.setColor(0.5, 0.5, 0.5, opacity)
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love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
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if opacity > 0 and self.grid[y][x].colour ~= "X" then
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love.graphics.setColor(0.64, 0.64, 0.64)
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love.graphics.setLineWidth(1)
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if y > 1 and self.grid[y-1][x] == empty then
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love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
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end
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if y < 24 and self.grid[y+1][x] == empty then
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love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
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end
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if x > 1 and self.grid[y][x-1] == empty then
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love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
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end
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if x < 10 and self.grid[y][x+1] == empty then
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love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
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end
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end
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end
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end
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end
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end
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return Grid
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153
tetris/components/piece.lua
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153
tetris/components/piece.lua
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@@ -0,0 +1,153 @@
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local Object = require 'libs.classic'
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local Piece = Object:extend()
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function Piece:new(shape, rotation, position, block_offsets, gravity, lock_delay, skin)
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self.shape = shape
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self.rotation = rotation
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self.position = position
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self.block_offsets = block_offsets
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self.gravity = gravity
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self.lock_delay = lock_delay
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self.skin = skin
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self.ghost = false
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self.locked = false
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end
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-- Functions that return a new piece to test in rotation systems.
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function Piece:withOffset(offset)
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return Piece(
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self.shape, self.rotation,
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{x = self.position.x + offset.x, y = self.position.y + offset.y},
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self.block_offsets, self.gravity, self.lock_delay, self.skin
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)
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end
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function Piece:withRelativeRotation(rot)
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local new_rot = self.rotation + rot
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while new_rot < 0 do new_rot = new_rot + 4 end
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while new_rot >= 4 do new_rot = new_rot - 4 end
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return Piece(
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self.shape, new_rot, self.position,
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self.block_offsets, self.gravity, self.lock_delay, self.skin
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)
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end
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-- Functions that return predicates relative to a grid.
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function Piece:getBlockOffsets()
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return self.block_offsets[self.shape][self.rotation + 1]
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end
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function Piece:occupiesSquare(x, y)
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local offsets = self:getBlockOffsets()
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for index, offset in pairs(offsets) do
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local new_offset = {x = self.position.x + offset.x, y = self.position.y + offset.y}
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if new_offset.x == x and new_offset.y == y then
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return true
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end
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end
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return false
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end
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function Piece:isMoveBlocked(grid, offset)
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local moved_piece = self:withOffset(offset)
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return not grid:canPlacePiece(moved_piece)
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end
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function Piece:isDropBlocked(grid)
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return self:isMoveBlocked(grid, { x=0, y=1 })
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end
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-- Procedures to actually do stuff to pieces.
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function Piece:setOffset(offset)
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self.position.x = self.position.x + offset.x
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self.position.y = self.position.y + offset.y
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return self
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end
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function Piece:setRelativeRotation(rot)
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new_rot = self.rotation + rot
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while new_rot < 0 do new_rot = new_rot + 4 end
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while new_rot >= 4 do new_rot = new_rot - 4 end
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self.rotation = new_rot
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return self
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end
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function Piece:moveInGrid(step, squares, grid)
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local moved = false
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for x = 1, squares do
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if grid:canPlacePiece(self:withOffset(step)) then
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moved = true
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self:setOffset(step)
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else
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break
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end
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end
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if moved and step.y == 0 then playSE("move") end
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return self
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end
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function Piece:dropSquares(dropped_squares, grid)
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self:moveInGrid({ x = 0, y = 1 }, dropped_squares, grid)
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end
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function Piece:dropToBottom(grid)
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local piece_y = self.position.y
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self:dropSquares(20, grid)
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self.gravity = 0
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if self.position.y > piece_y then
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-- if it got dropped any, also reset lock delay
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if self.ghost == false then playSE("bottom") end
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self.lock_delay = 0
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end
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return self
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end
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function Piece:lockIfBottomed(grid)
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if self:isDropBlocked(grid) then
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self.locked = true
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end
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return self
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end
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function Piece:addGravity(gravity, grid)
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local new_gravity = self.gravity + gravity
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if self:isDropBlocked(grid) then
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self.gravity = math.min(1, new_gravity)
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self.lock_delay = self.lock_delay + 1
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else
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local dropped_squares = math.floor(new_gravity)
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local new_frac_gravity = new_gravity - dropped_squares
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self.gravity = new_frac_gravity
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self:dropSquares(dropped_squares, grid)
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if self:isDropBlocked(grid) then
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playSE("bottom")
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end
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end
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return self
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end
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-- Procedures for drawing.
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function Piece:draw(opacity, brightness, grid, partial_das)
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if opacity == nil then opacity = 1 end
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if brightness == nil then brightness = 1 end
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love.graphics.setColor(brightness, brightness, brightness, opacity)
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local offsets = self:getBlockOffsets()
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local gravity_offset = 0
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if grid ~= nil and not self:isDropBlocked(grid) then
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gravity_offset = self.gravity * 16
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end
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if partial_das == nil then partial_das = 0 end
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for index, offset in pairs(offsets) do
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local x = self.position.x + offset.x
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local y = self.position.y + offset.y
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love.graphics.draw(blocks[self.skin][self.shape], 64+x*16+partial_das, 16+y*16+gravity_offset)
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end
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return false
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end
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return Piece
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Block a user