mirror of
https://github.com/SashLilac/cambridge.git
synced 2024-12-22 17:59:02 -06:00
Merge branch 'master' into 3d_blocks
This commit is contained in:
commit
ea133c6f8c
12
README.md
12
README.md
@ -5,7 +5,7 @@ Cambridge
|
||||
|
||||
Welcome to Cambridge, the next open-source falling-block game engine!
|
||||
|
||||
The project is written and maintained exclusively by [Milla](https://github.com/MillaBasset), [joezeng](https://github.com/joezeng) and [Oshisaure](https://github.com/oshisaure)!
|
||||
The project is written and maintained exclusively by [Milla](https://github.com/MillaBasset), [joezeng](https://github.com/joezeng) and [Oshisaure](https://github.com/oshisaure)!
|
||||
|
||||
The Discord server has been reopened! https://discord.gg/AADZUmgsph
|
||||
|
||||
@ -16,11 +16,11 @@ Playing the game
|
||||
|
||||
### Windows
|
||||
|
||||
You do not need LÖVE on Windows, as it comes bundled with the program.
|
||||
You do not need LÖVE on Windows, as it comes bundled with the program.
|
||||
|
||||
#### Stable release
|
||||
|
||||
To get the stable release, simply download either `cambridge-win32.zip` (32-bit) or `cambridge-windows.zip` (64-bit) in the [latest release](https://github.com/MillaBasset/cambridge/releases/latest).
|
||||
To get the stable release, simply download either `cambridge-win32.zip` (32-bit) or `cambridge-windows.zip` (64-bit) in the [latest release](https://github.com/MillaBasset/cambridge/releases/latest).
|
||||
|
||||
All assets needed are bundled with the executable.
|
||||
|
||||
@ -28,11 +28,11 @@ All assets needed are bundled with the executable.
|
||||
|
||||
If you want the bleeding edge version, download [this](https://github.com/MillaBasset/cambridge/archive/master.zip). Extract the ZIP to a folder of your choosing.
|
||||
|
||||
Assuming you're on a 64-bit system, you can double-click `start_win64.bat` to run the game. If that doesn't work, open a Command Prompt where you extracted Cambridge and run:
|
||||
If you're on Windows, you can double-click `start.bat` to run the game. If that doesn't work, open a Command Prompt where you extracted Cambridge and run:
|
||||
|
||||
dist\windows\love.exe .
|
||||
|
||||
If you're on a 32-bit system, you'll want to double-click `start_win32.bat`. If that doesn't work, run this instead:
|
||||
If that doesn't work, run this instead, still using Command Prompt where you extracted Cambridge:
|
||||
|
||||
dist\win32\love.exe .
|
||||
|
||||
@ -107,4 +107,4 @@ Other Notable Games
|
||||
- [Puzzle Trial](https://kagamine-rin.itch.io/puzzle-trial) by Rin
|
||||
- [stackfuse](https://github.com/sinefuse/stackfuse) by sinefuse
|
||||
|
||||
![Cambridge Logo](https://cdn.discordapp.com/attachments/625496179433668635/763363717730664458/Icon_2.png)
|
||||
![Cambridge Logo](https://cdn.discordapp.com/attachments/827186653772644452/1077674343544393820/Icon_2.png)
|
||||
|
@ -60,6 +60,9 @@ function formatTime(frames)
|
||||
min = math.floor(frames/3600)
|
||||
sec = math.floor(frames/60) % 60
|
||||
hund = math.floor(frames/.6) % 100
|
||||
if frames == 15641 then
|
||||
hund = math.ceil(frames/.6) % 100
|
||||
end
|
||||
str = string.format("%02d:%02d.%02d", min, sec, hund)
|
||||
return str
|
||||
end
|
||||
|
30
load/bgm.lua
30
load/bgm.lua
@ -6,14 +6,17 @@ bgm = {
|
||||
}
|
||||
|
||||
local current_bgm = nil
|
||||
local pitch = 1
|
||||
local bgm_locked = false
|
||||
local unfocused = false
|
||||
|
||||
function switchBGM(sound, subsound)
|
||||
if bgm_locked then
|
||||
return
|
||||
end
|
||||
if current_bgm ~= nil then
|
||||
current_bgm:stop()
|
||||
end
|
||||
if bgm_locked or config.bgm_volume <= 0 then
|
||||
if config.bgm_volume <= 0 then
|
||||
current_bgm = nil
|
||||
elseif sound ~= nil then
|
||||
if subsound ~= nil then
|
||||
@ -67,25 +70,28 @@ function processBGMFadeout(dt)
|
||||
fadeout_time = 0
|
||||
fading_bgm = false
|
||||
end
|
||||
current_bgm:setVolume(fadeout_time * config.bgm_volume / total_fadeout_time)
|
||||
current_bgm:setVolume(
|
||||
fadeout_time * config.bgm_volume / total_fadeout_time
|
||||
)
|
||||
end
|
||||
end
|
||||
|
||||
function pauseBGM(f)
|
||||
if f then
|
||||
unfocused = true
|
||||
end
|
||||
function pauseBGM()
|
||||
if current_bgm ~= nil then
|
||||
current_bgm:pause()
|
||||
end
|
||||
end
|
||||
|
||||
function resumeBGM(f)
|
||||
if f and scene.paused and unfocused then
|
||||
unfocused = false
|
||||
return
|
||||
end
|
||||
function resumeBGM()
|
||||
if current_bgm ~= nil then
|
||||
current_bgm:play()
|
||||
current_bgm:setPitch(pitch)
|
||||
end
|
||||
end
|
||||
|
||||
function pitchBGM(new_pitch)
|
||||
pitch = new_pitch
|
||||
if current_bgm ~= nil then
|
||||
current_bgm:setPitch(pitch)
|
||||
end
|
||||
end
|
||||
|
@ -26,8 +26,18 @@ font_3x5_4 = love.graphics.newImageFont(
|
||||
-4
|
||||
)
|
||||
|
||||
font_8x11 = love.graphics.newImageFont(
|
||||
"res/fonts/8x11_medium.png",
|
||||
"0123456789:.",
|
||||
-- this would be font_8x11 with the other one as 8x11_2
|
||||
-- but that would break compatibility :(
|
||||
font_8x11_small = love.graphics.newImageFont(
|
||||
"res/fonts/8x11.png",
|
||||
" 0123456789:;.,ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz" ..
|
||||
"?!/\\^@$%<=>()*-+[]_&",
|
||||
1
|
||||
)
|
||||
|
||||
font_8x11 = love.graphics.newImageFont(
|
||||
"res/fonts/8x11_medium.png",
|
||||
" 0123456789:;.,ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz" ..
|
||||
"?!/\\^@$%<=>()*-+[]_&",
|
||||
1
|
||||
)
|
||||
|
@ -1,31 +1,106 @@
|
||||
backgrounds = {
|
||||
[0] = love.graphics.newImage("res/backgrounds/0.png"),
|
||||
love.graphics.newImage("res/backgrounds/100.png"),
|
||||
love.graphics.newImage("res/backgrounds/200.png"),
|
||||
love.graphics.newImage("res/backgrounds/300.png"),
|
||||
love.graphics.newImage("res/backgrounds/400.png"),
|
||||
love.graphics.newImage("res/backgrounds/500.png"),
|
||||
love.graphics.newImage("res/backgrounds/600.png"),
|
||||
love.graphics.newImage("res/backgrounds/700.png"),
|
||||
love.graphics.newImage("res/backgrounds/800.png"),
|
||||
love.graphics.newImage("res/backgrounds/900.png"),
|
||||
love.graphics.newImage("res/backgrounds/1000.png"),
|
||||
love.graphics.newImage("res/backgrounds/1100.png"),
|
||||
love.graphics.newImage("res/backgrounds/1200.png"),
|
||||
love.graphics.newImage("res/backgrounds/1300.png"),
|
||||
love.graphics.newImage("res/backgrounds/1400.png"),
|
||||
love.graphics.newImage("res/backgrounds/1500.png"),
|
||||
love.graphics.newImage("res/backgrounds/1600.png"),
|
||||
love.graphics.newImage("res/backgrounds/1700.png"),
|
||||
love.graphics.newImage("res/backgrounds/1800.png"),
|
||||
love.graphics.newImage("res/backgrounds/1900.png"),
|
||||
title = love.graphics.newImage("res/backgrounds/title.png"),
|
||||
title_no_icon = love.graphics.newImage("res/backgrounds/title-no-icon.jpg"),
|
||||
title_night = love.graphics.newImage("res/backgrounds/title-night.jpg"),
|
||||
snow = love.graphics.newImage("res/backgrounds/snow.png"),
|
||||
input_config = love.graphics.newImage("res/backgrounds/options-input.png"),
|
||||
game_config = love.graphics.newImage("res/backgrounds/options-game.png"),
|
||||
named_backgrounds = {
|
||||
"title", "title_no_icon", "title_night",
|
||||
"snow", "options_input", "options_game"
|
||||
}
|
||||
current_playing_bgs = {}
|
||||
extended_bgs = {}
|
||||
image_formats = {".jpg", ".png"}
|
||||
bgpath = "res/backgrounds/"
|
||||
dir = love.filesystem.getDirectoryItems(bgpath)
|
||||
|
||||
backgrounds = {}
|
||||
|
||||
local function loadExtendedBgs()
|
||||
extended_bgs = require("res.backgrounds.extend_section_bg")
|
||||
end
|
||||
|
||||
-- error handling for if there is no extend_section_bg
|
||||
if pcall(loadExtendedBgs) then end
|
||||
|
||||
-- helper method to populate backgrounds
|
||||
local function createBackgroundIfExists(name, file_name)
|
||||
local format_index = 1
|
||||
|
||||
-- see if background is an extension of another background
|
||||
if extended_bgs[file_name] ~= nil then
|
||||
copy_bg = extended_bgs[file_name]
|
||||
copy_bg = copy_bg / 100
|
||||
backgrounds[name] = backgrounds[copy_bg]
|
||||
return true
|
||||
end
|
||||
|
||||
-- try creating image backgrounds
|
||||
while format_index <= #image_formats do
|
||||
for num, existing_file in pairs(dir) do
|
||||
if existing_file == (file_name..image_formats[format_index]) then
|
||||
local tempBgPath = bgpath .. file_name .. image_formats[format_index]
|
||||
backgrounds[name] = love.graphics.newImage(tempBgPath)
|
||||
return true
|
||||
end
|
||||
end
|
||||
format_index = format_index + 1
|
||||
end
|
||||
|
||||
-- try creating video background
|
||||
if love.filesystem.getInfo(bgpath .. file_name .. ".ogv") then
|
||||
for num, existing_file in pairs(dir) do
|
||||
if existing_file == (file_name..".ogv") then
|
||||
local tempBgPath = bgpath .. file_name .. ".ogv"
|
||||
backgrounds[name] = love.graphics.newVideo(
|
||||
tempBgPath, {["audio"] = false}
|
||||
)
|
||||
-- you can set audio to true, but the video will not loop
|
||||
-- properly if audio extends beyond video frames
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
local function stopOtherBgs(bg)
|
||||
if #current_playing_bgs == 0 and bg:typeOf("Video") then
|
||||
current_playing_bgs[#current_playing_bgs+1] = bg
|
||||
end
|
||||
|
||||
if #current_playing_bgs >= 1 then
|
||||
while current_playing_bgs[1] ~= bg and #current_playing_bgs >= 1 do
|
||||
current_playing_bgs[1]:pause()
|
||||
current_playing_bgs[1]:rewind()
|
||||
table.remove(current_playing_bgs, 1)
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function fetchBackgroundAndLoop(id)
|
||||
bg = backgrounds[id]
|
||||
|
||||
if bg:typeOf("Video") and not bg:isPlaying() then
|
||||
bg:rewind()
|
||||
bg:play()
|
||||
end
|
||||
|
||||
stopOtherBgs(bg)
|
||||
|
||||
return bg
|
||||
end
|
||||
|
||||
-- create section backgrounds
|
||||
local section = 0
|
||||
while (createBackgroundIfExists(section, section*100)) do
|
||||
section = section + 1
|
||||
end
|
||||
|
||||
-- create named backgrounds
|
||||
local nbgIndex = 1
|
||||
while nbgIndex <= #named_backgrounds do
|
||||
createBackgroundIfExists(
|
||||
named_backgrounds[nbgIndex],
|
||||
string.gsub(named_backgrounds[nbgIndex], "_", "-")
|
||||
)
|
||||
nbgIndex = nbgIndex + 1
|
||||
end
|
||||
|
||||
-- in order, the colors are:
|
||||
-- red, orange, yellow, green, cyan, blue
|
||||
@ -122,4 +197,17 @@ misc_graphics = {
|
||||
strike = love.graphics.newImage("res/img/strike.png"),
|
||||
santa = love.graphics.newImage("res/img/santa.png"),
|
||||
icon = love.graphics.newImage("res/img/cambridge_transparent.png")
|
||||
}
|
||||
}
|
||||
|
||||
-- utility function to allow any size background to be used
|
||||
-- this will stretch the background to 4:3 aspect ratio
|
||||
function drawBackground(id)
|
||||
local bg_object = fetchBackgroundAndLoop(id)
|
||||
local width = bg_object:getWidth()
|
||||
local height = bg_object:getHeight()
|
||||
love.graphics.draw(
|
||||
bg_object,
|
||||
0, 0, 0,
|
||||
640 / width, 480 / height
|
||||
)
|
||||
end
|
@ -1 +1 @@
|
||||
version = "v0.3.1"
|
||||
version = "v0.3.4"
|
25
main.lua
25
main.lua
@ -1,5 +1,4 @@
|
||||
function love.load()
|
||||
math.randomseed(os.time())
|
||||
highscores = {}
|
||||
love.graphics.setDefaultFilter("linear", "nearest")
|
||||
require "load.rpc"
|
||||
@ -25,6 +24,11 @@ function love.load()
|
||||
-- used for screenshots
|
||||
GLOBAL_CANVAS = love.graphics.newCanvas()
|
||||
|
||||
-- aliasing to prevent people using math.random by accident
|
||||
math.random = love.math.random
|
||||
math.randomseed = love.math.setRandomSeed
|
||||
math.randomseed(os.time())
|
||||
|
||||
-- init config
|
||||
initConfig()
|
||||
config.depth_3d = 100 -- TODO add a setting for this to the menu
|
||||
@ -111,8 +115,8 @@ function love.keypressed(key, scancode)
|
||||
saveConfig()
|
||||
scene.restart_message = true
|
||||
if config.secret then playSE("mode_decide")
|
||||
else playSE("erase") end
|
||||
-- f12 is reserved for saving screenshots
|
||||
else playSE("erase", "single") end
|
||||
-- f12 is reserved for saving screenshots
|
||||
elseif scancode == "f12" then
|
||||
local ss_name = os.date("ss/%Y-%m-%d_%H-%M-%S.png")
|
||||
local info = love.filesystem.getInfo("ss", "directory")
|
||||
@ -278,22 +282,17 @@ function love.wheelmoved(x, y)
|
||||
scene:onInputPress({input=nil, type="wheel", x=x, y=y})
|
||||
end
|
||||
|
||||
function love.focus(f)
|
||||
if f then
|
||||
resumeBGM(true)
|
||||
else
|
||||
pauseBGM(true)
|
||||
end
|
||||
end
|
||||
|
||||
function love.resize(w, h)
|
||||
GLOBAL_CANVAS:release()
|
||||
GLOBAL_CANVAS = love.graphics.newCanvas(w, h)
|
||||
GLOBAL_CANVAS:release()
|
||||
GLOBAL_CANVAS = love.graphics.newCanvas(w, h)
|
||||
end
|
||||
|
||||
-- higher values of TARGET_FPS will make the game run "faster"
|
||||
-- since the game is mostly designed for 60 FPS
|
||||
local TARGET_FPS = 60
|
||||
local FRAME_DURATION = 1.0 / TARGET_FPS
|
||||
|
||||
-- custom run function; optimizes game by syncing draw/update calls
|
||||
function love.run()
|
||||
if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
|
||||
|
||||
|
14
res/backgrounds/extend_section_bg.lua
Normal file
14
res/backgrounds/extend_section_bg.lua
Normal file
@ -0,0 +1,14 @@
|
||||
-- ex: extend_section_bg[100] = 0
|
||||
-- extend_section_bg[200] = 0
|
||||
-- the video background associated with section 0 will continue playing into 100 and 200 without restarting.
|
||||
-- will also cause any existing level 100, 200 backgrounds specified to NOT render.
|
||||
|
||||
-- please also note that you cannot currently extend any "named" backgrounds, such as "title" and "options-input"
|
||||
|
||||
extend_section_bg = {}
|
||||
|
||||
-- extend_section_bg[100] = 0
|
||||
-- extend_section_bg[200] = 0
|
||||
-- remove the dashes
|
||||
|
||||
return extend_section_bg
|
Binary file not shown.
Binary file not shown.
Before Width: | Height: | Size: 591 B After Width: | Height: | Size: 2.3 KiB |
Binary file not shown.
Before Width: | Height: | Size: 734 B After Width: | Height: | Size: 4.9 KiB |
Binary file not shown.
@ -16,9 +16,7 @@ function CreditsScene:new()
|
||||
end
|
||||
|
||||
function CreditsScene:update()
|
||||
if love.window.hasFocus() then
|
||||
self.frames = self.frames + 1
|
||||
end
|
||||
self.frames = self.frames + 1
|
||||
if self.frames >= 2100 * self.scroll_speed then
|
||||
playSE("mode_decide")
|
||||
scene = TitleScene()
|
||||
@ -32,11 +30,7 @@ function CreditsScene:render()
|
||||
local offset = self.frames / self.scroll_speed
|
||||
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(
|
||||
backgrounds[19],
|
||||
0, 0, 0,
|
||||
0.5, 0.5
|
||||
)
|
||||
drawBackground(19)
|
||||
|
||||
love.graphics.setFont(font_3x5_4)
|
||||
love.graphics.print("Cambridge Credits", 320, 500 - offset)
|
||||
|
@ -25,6 +25,8 @@ function GameScene:new(game_mode, ruleset, inputs)
|
||||
hold=false,
|
||||
}
|
||||
self.paused = false
|
||||
self.game.pause_count = 0
|
||||
self.game.pause_time = 0
|
||||
DiscordRPC:update({
|
||||
details = self.game.rpc_details,
|
||||
state = self.game.name,
|
||||
@ -33,7 +35,9 @@ function GameScene:new(game_mode, ruleset, inputs)
|
||||
end
|
||||
|
||||
function GameScene:update()
|
||||
if love.window.hasFocus() and not self.paused then
|
||||
if self.paused then
|
||||
self.game.pause_time = self.game.pause_time + 1
|
||||
else
|
||||
local inputs = {}
|
||||
for input, value in pairs(self.inputs) do
|
||||
inputs[input] = value
|
||||
@ -50,6 +54,16 @@ end
|
||||
|
||||
function GameScene:render()
|
||||
self.game:draw(self.paused)
|
||||
if self.game.pause_time > 0 or self.game.pause_count > 0 then
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
love.graphics.printf(string.format(
|
||||
"%d PAUSE%s (%s)",
|
||||
self.game.pause_count,
|
||||
self.game.pause_count == 1 and "" or "S",
|
||||
formatTime(self.game.pause_time)
|
||||
), 0, 0, 635, "right")
|
||||
end
|
||||
end
|
||||
|
||||
function GameScene:onInputPress(e)
|
||||
@ -67,12 +81,17 @@ function GameScene:onInputPress(e)
|
||||
scene = e.input == "retry" and GameScene(self.retry_mode, self.retry_ruleset, self.secret_inputs) or ModeSelectScene()
|
||||
elseif e.input == "retry" then
|
||||
switchBGM(nil)
|
||||
pitchBGM(1)
|
||||
self.game:onExit()
|
||||
scene = GameScene(self.retry_mode, self.retry_ruleset, self.secret_inputs)
|
||||
elseif e.input == "pause" and not (self.game.game_over or self.game.completed) then
|
||||
self.paused = not self.paused
|
||||
if self.paused then pauseBGM()
|
||||
else resumeBGM() end
|
||||
if self.paused then
|
||||
pauseBGM()
|
||||
self.game.pause_count = self.game.pause_count + 1
|
||||
else
|
||||
resumeBGM()
|
||||
end
|
||||
elseif e.input == "menu_back" then
|
||||
self.game:onExit()
|
||||
scene = ModeSelectScene()
|
||||
|
@ -45,11 +45,7 @@ end
|
||||
|
||||
function ConfigScene:render()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(
|
||||
backgrounds["game_config"],
|
||||
0, 0, 0,
|
||||
0.5, 0.5
|
||||
)
|
||||
drawBackground("options_game")
|
||||
|
||||
love.graphics.setFont(font_3x5_4)
|
||||
love.graphics.print("GAME SETTINGS", 80, 40)
|
||||
|
@ -20,11 +20,7 @@ function ConfigScene:update() end
|
||||
|
||||
function ConfigScene:render()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(
|
||||
backgrounds["input_config"],
|
||||
0, 0, 0,
|
||||
0.5, 0.5
|
||||
)
|
||||
drawBackground("options_input")
|
||||
|
||||
love.graphics.setFont(font_3x5_4)
|
||||
love.graphics.print("INPUT CONFIG", 80, 40)
|
||||
|
@ -45,11 +45,7 @@ end
|
||||
|
||||
function KeyConfigScene:render()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(
|
||||
backgrounds["input_config"],
|
||||
0, 0, 0,
|
||||
0.5, 0.5
|
||||
)
|
||||
drawBackground("options_input")
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
for i, input in ipairs(configurable_inputs) do
|
||||
|
@ -58,11 +58,7 @@ function ModeSelectScene:update()
|
||||
end
|
||||
|
||||
function ModeSelectScene:render()
|
||||
love.graphics.draw(
|
||||
backgrounds[0],
|
||||
0, 0, 0,
|
||||
0.5, 0.5
|
||||
)
|
||||
drawBackground(0)
|
||||
|
||||
love.graphics.draw(misc_graphics["select_mode"], 20, 40)
|
||||
|
||||
|
@ -6,6 +6,9 @@ ReplayScene.title = "Replay"
|
||||
|
||||
function ReplayScene:new(replay, game_mode, ruleset)
|
||||
config.gamesettings = replay["gamesettings"]
|
||||
if replay["delayed_auto_shift"] then config.das = replay["delayed_auto_shift"] end
|
||||
if replay["auto_repeat_rate"] then config.arr = replay["auto_repeat_rate"] end
|
||||
if replay["das_cut_delay"] then config.dcd = replay["das_cut_delay"] end
|
||||
love.math.setRandomSeed(replay["random_low"], replay["random_high"])
|
||||
love.math.setRandomState(replay["random_state"])
|
||||
self.retry_replay = replay
|
||||
@ -29,8 +32,13 @@ function ReplayScene:new(replay, game_mode, ruleset)
|
||||
hold=false,
|
||||
}
|
||||
self.paused = false
|
||||
self.game.pause_count = replay["pause_count"]
|
||||
self.game.pause_time = replay["pause_time"]
|
||||
self.replay = deepcopy(replay)
|
||||
self.replay_index = 1
|
||||
self.replay_speed = 1
|
||||
self.show_invisible = false
|
||||
self.frame_steps = 0
|
||||
DiscordRPC:update({
|
||||
details = "Viewing a replay",
|
||||
state = self.game.name,
|
||||
@ -39,18 +47,25 @@ function ReplayScene:new(replay, game_mode, ruleset)
|
||||
end
|
||||
|
||||
function ReplayScene:update()
|
||||
if love.window.hasFocus() and not self.paused then
|
||||
self.inputs = self.replay["inputs"][self.replay_index]["inputs"]
|
||||
self.replay["inputs"][self.replay_index]["frames"] = self.replay["inputs"][self.replay_index]["frames"] - 1
|
||||
if self.replay["inputs"][self.replay_index]["frames"] == 0 and self.replay_index < table.getn(self.replay["inputs"]) then
|
||||
self.replay_index = self.replay_index + 1
|
||||
local frames_left = self.replay_speed
|
||||
if not self.paused or self.frame_steps > 0 then
|
||||
if self.frame_steps > 0 then
|
||||
self.frame_steps = self.frame_steps - 1
|
||||
end
|
||||
local input_copy = {}
|
||||
for input, value in pairs(self.inputs) do
|
||||
input_copy[input] = value
|
||||
while frames_left > 0 do
|
||||
frames_left = frames_left - 1
|
||||
self.inputs = self.replay["inputs"][self.replay_index]["inputs"]
|
||||
self.replay["inputs"][self.replay_index]["frames"] = self.replay["inputs"][self.replay_index]["frames"] - 1
|
||||
if self.replay["inputs"][self.replay_index]["frames"] == 0 and self.replay_index < table.getn(self.replay["inputs"]) then
|
||||
self.replay_index = self.replay_index + 1
|
||||
end
|
||||
local input_copy = {}
|
||||
for input, value in pairs(self.inputs) do
|
||||
input_copy[input] = value
|
||||
end
|
||||
self.game:update(input_copy, self.ruleset)
|
||||
self.game.grid:update()
|
||||
end
|
||||
self.game:update(input_copy, self.ruleset)
|
||||
self.game.grid:update()
|
||||
DiscordRPC:update({
|
||||
details = "Viewing a replay",
|
||||
state = self.game.name,
|
||||
@ -64,6 +79,30 @@ function ReplayScene:render()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.printf("REPLAY", 0, 0, 635, "right")
|
||||
local pauses_y_coordinate = 23
|
||||
if self.replay_speed > 1 then
|
||||
pauses_y_coordinate = pauses_y_coordinate + 20
|
||||
love.graphics.printf(self.replay_speed.."X", 0, 20, 635, "right")
|
||||
end
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
if self.game.pause_time and self.game.pause_count then
|
||||
if self.game.pause_time > 0 or self.game.pause_count > 0 then
|
||||
love.graphics.printf(string.format(
|
||||
"%d PAUSE%s (%s)",
|
||||
self.game.pause_count,
|
||||
self.game.pause_count == 1 and "" or "S",
|
||||
formatTime(self.game.pause_time)
|
||||
), 0, pauses_y_coordinate, 635, "right")
|
||||
end
|
||||
else
|
||||
love.graphics.printf("?? PAUSES (--:--.--)", 0, pauses_y_coordinate, 635, "right")
|
||||
end
|
||||
if self.show_invisible then
|
||||
self.game.grid:draw()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.printf("SHOW INVIS", 64, 60, 160, "center")
|
||||
end
|
||||
end
|
||||
|
||||
function ReplayScene:onInputPress(e)
|
||||
@ -72,6 +111,8 @@ function ReplayScene:onInputPress(e)
|
||||
e.input == "menu_decide" or
|
||||
e.input == "retry"
|
||||
) then
|
||||
switchBGM(nil)
|
||||
pitchBGM(1)
|
||||
self.game:onExit()
|
||||
loadSave()
|
||||
love.math.setRandomSeed(os.time())
|
||||
@ -86,6 +127,23 @@ function ReplayScene:onInputPress(e)
|
||||
self.paused = not self.paused
|
||||
if self.paused then pauseBGM()
|
||||
else resumeBGM() end
|
||||
--frame step
|
||||
elseif e.input == "rotate_left" then
|
||||
self.frame_steps = self.frame_steps + 1
|
||||
elseif e.input == "left" then
|
||||
self.replay_speed = self.replay_speed - 1
|
||||
if self.replay_speed < 1 then
|
||||
self.replay_speed = 1
|
||||
end
|
||||
pitchBGM(self.replay_speed)
|
||||
elseif e.input == "right" then
|
||||
self.replay_speed = self.replay_speed + 1
|
||||
if self.replay_speed > 99 then
|
||||
self.replay_speed = 99
|
||||
end
|
||||
pitchBGM(self.replay_speed)
|
||||
elseif e.input == "hold" then
|
||||
self.show_invisible = not self.show_invisible
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -14,8 +14,12 @@ function ReplaySelectScene:new()
|
||||
replay_file_list = love.filesystem.getDirectoryItems("replays")
|
||||
for i=1,#replay_file_list do
|
||||
local data = love.filesystem.read("replays/"..replay_file_list[i])
|
||||
local new_replay = binser.deserialize(data)[1]
|
||||
replays[#replays + 1] = new_replay
|
||||
local success, new_replay = pcall(
|
||||
function() return binser.deserialize(data)[1] end
|
||||
)
|
||||
if success then
|
||||
replays[#replays + 1] = new_replay
|
||||
end
|
||||
end
|
||||
table.sort(replays, function(a, b)
|
||||
return a["timestamp"] > b["timestamp"]
|
||||
@ -43,8 +47,6 @@ function ReplaySelectScene:new()
|
||||
end
|
||||
|
||||
function ReplaySelectScene:update()
|
||||
switchBGM(nil) -- experimental
|
||||
|
||||
if self.das_up or self.das_down or self.das_left or self.das_right then
|
||||
self.das = self.das + 1
|
||||
else
|
||||
@ -74,16 +76,12 @@ function ReplaySelectScene:update()
|
||||
end
|
||||
|
||||
function ReplaySelectScene:render()
|
||||
love.graphics.draw(
|
||||
backgrounds[0],
|
||||
0, 0, 0,
|
||||
0.5, 0.5
|
||||
)
|
||||
drawBackground(0)
|
||||
|
||||
-- Same graphic as mode select
|
||||
--love.graphics.draw(misc_graphics["select_mode"], 20, 40)
|
||||
|
||||
love.graphics.setFont(font_3x5_4)
|
||||
love.graphics.setFont(font_8x11)
|
||||
love.graphics.print("SELECT REPLAY", 20, 35)
|
||||
|
||||
if self.display_warning then
|
||||
|
@ -29,11 +29,7 @@ function SettingsScene:update() end
|
||||
|
||||
function SettingsScene:render()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(
|
||||
backgrounds["game_config"],
|
||||
0, 0, 0,
|
||||
0.5, 0.5
|
||||
)
|
||||
drawBackground("options_game")
|
||||
|
||||
love.graphics.setFont(font_3x5_4)
|
||||
love.graphics.print("SETTINGS", 80, 40)
|
||||
|
@ -46,11 +46,7 @@ end
|
||||
|
||||
function StickConfigScene:render()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(
|
||||
backgrounds["input_config"],
|
||||
0, 0, 0,
|
||||
0.5, 0.5
|
||||
)
|
||||
drawBackground("options_input")
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
for i, input in ipairs(configurable_inputs) do
|
||||
|
@ -74,11 +74,7 @@ local block_offsets = {
|
||||
function TitleScene:render()
|
||||
love.graphics.setFont(font_3x5_4)
|
||||
love.graphics.setColor(1, 1, 1, 1 - self.snow_bg_opacity)
|
||||
love.graphics.draw(
|
||||
backgrounds["title_no_icon"], -- title, title_night
|
||||
0, 0, 0,
|
||||
0.5, 0.5
|
||||
)
|
||||
drawBackground("title_no_icon") -- title, title_night
|
||||
|
||||
-- 490, 192
|
||||
for _, b in ipairs(block_offsets) do
|
||||
@ -109,11 +105,7 @@ function TitleScene:render()
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
love.graphics.setColor(1, 1, 1, self.snow_bg_opacity)
|
||||
love.graphics.draw(
|
||||
backgrounds["snow"],
|
||||
0, 0, 0,
|
||||
0.5, 0.5
|
||||
)
|
||||
drawBackground("snow")
|
||||
|
||||
love.graphics.draw(
|
||||
misc_graphics["santa"],
|
||||
|
@ -34,11 +34,7 @@ end
|
||||
|
||||
function TuningScene:render()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(
|
||||
backgrounds["game_config"],
|
||||
0, 0, 0,
|
||||
0.5, 0.5
|
||||
)
|
||||
drawBackground("options_game")
|
||||
|
||||
love.graphics.setColor(1, 1, 1, 0.5)
|
||||
love.graphics.rectangle("fill", 75, 98 + self.highlight * 75, 400, 33)
|
||||
|
7
start.bat
Normal file
7
start.bat
Normal file
@ -0,0 +1,7 @@
|
||||
@echo OFF
|
||||
|
||||
rem This solution of detecting the current CPU taken from here: https://stackoverflow.com/a/24590583
|
||||
reg Query "HKLM\Hardware\Description\System\CentralProcessor\0" | find /i "x86" > NUL && set CURRENT_CPU=32BIT || set CURRENT_CPU=64BIT
|
||||
|
||||
if %CURRENT_CPU%==32BIT .\dist\win32\love.exe .
|
||||
if %CURRENT_CPU%==64BIT .\dist\windows\love.exe .
|
@ -1 +0,0 @@
|
||||
dist\win32\love.exe .
|
@ -1 +0,0 @@
|
||||
dist\windows\love.exe .
|
@ -232,12 +232,15 @@ function Grid:applyBigPiece(piece)
|
||||
end
|
||||
end
|
||||
|
||||
function Grid:checkForBravo(cleared_row_count)
|
||||
for i = 0, self.height - 1 - cleared_row_count do
|
||||
for j = 0, self.width - 1 do
|
||||
if self:isOccupied(j, i) then return false end
|
||||
end
|
||||
-- places where you see this take an argument used the old, buggy method
|
||||
function Grid:checkForBravo()
|
||||
for i = 0, self.height - 1 do
|
||||
if not self:isRowFull(i+1) then
|
||||
for j = 0, self.width - 1 do
|
||||
if self:isOccupied(j, i) then return false end
|
||||
end
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
|
@ -10,41 +10,10 @@ BigA2Game.tagline = "Big blocks in the most celebrated TGM mode!"
|
||||
function BigA2Game:new()
|
||||
BigA2Game.super:new()
|
||||
self.big_mode = true
|
||||
end
|
||||
|
||||
function BigA2Game:updateScore(level, drop_bonus, cleared_lines)
|
||||
cleared_lines = cleared_lines / 2
|
||||
if not self.clear then
|
||||
self:updateGrade(cleared_lines)
|
||||
if cleared_lines >= 4 then
|
||||
self.tetris_count = self.tetris_count + 1
|
||||
end
|
||||
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 BigA2Game: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
|
||||
self.grid:clear()
|
||||
if self:qualifiesForMRoll() then self.grade = 32 end
|
||||
self.roll_frames = -150
|
||||
local getClearedRowCount = self.grid.getClearedRowCount
|
||||
self.grid.getClearedRowCount = function(self)
|
||||
return getClearedRowCount(self) / 2
|
||||
end
|
||||
self.lock_drop = self.level >= 900
|
||||
self.lock_hard_drop = self.level >= 900
|
||||
end
|
||||
|
||||
return BigA2Game
|
@ -136,25 +136,27 @@ function GameMode:saveReplay()
|
||||
replay["lines"] = self.lines
|
||||
replay["gamesettings"] = config.gamesettings
|
||||
replay["secret_inputs"] = self.secret_inputs
|
||||
replay["delayed_auto_shift"] = config.das
|
||||
replay["auto_repeat_rate"] = config.arr
|
||||
replay["das_cut_delay"] = config.dcd
|
||||
replay["timestamp"] = os.time()
|
||||
replay["pause_count"] = self.pause_count
|
||||
replay["pause_time"] = self.pause_time
|
||||
if love.filesystem.getInfo("replays") == nil then
|
||||
love.filesystem.createDirectory("replays")
|
||||
end
|
||||
local replay_files = love.filesystem.getDirectoryItems("replays")
|
||||
-- Select replay filename that doesn't collide with an existing one
|
||||
local init_name = string.format("replays/%s.crp", os.date("%Y-%m-%d_%H-%M-%S"))
|
||||
local replay_name = init_name
|
||||
local replay_number = 0
|
||||
local collision = true
|
||||
while collision do
|
||||
collision = false
|
||||
replay_number = replay_number + 1
|
||||
for key, file in pairs(replay_files) do
|
||||
if file == replay_number..".crp" then
|
||||
collision = true
|
||||
break
|
||||
end
|
||||
while true do
|
||||
if love.filesystem.getInfo(replay_name, "file") then
|
||||
replay_number = replay_number + 1
|
||||
replay_name = string.format("%s (%d)", init_name, replay_number)
|
||||
else
|
||||
break
|
||||
end
|
||||
end
|
||||
love.filesystem.write("replays/"..replay_number..".crp", binser.serialize(replay))
|
||||
love.filesystem.write(replay_name, binser.serialize(replay))
|
||||
end
|
||||
|
||||
function GameMode:addReplayInput(inputs)
|
||||
@ -178,6 +180,9 @@ function GameMode:update(inputs, ruleset)
|
||||
if self.game_over or self.completed then
|
||||
if self.save_replay and self.game_over_frames == 0 then
|
||||
self:saveReplay()
|
||||
|
||||
-- ensure replays are only saved once per game, incase self.game_over_frames == 0 for longer than one frame
|
||||
self.save_replay = false
|
||||
end
|
||||
self.game_over_frames = self.game_over_frames + 1
|
||||
return
|
||||
@ -399,6 +404,7 @@ end
|
||||
|
||||
function GameMode:onGameOver()
|
||||
switchBGM(nil)
|
||||
pitchBGM(1)
|
||||
local alpha = 0
|
||||
local animation_length = 120
|
||||
if self.game_over_frames < animation_length then
|
||||
@ -981,12 +987,10 @@ function GameMode:drawSectionTimesWithSplits(current_section, section_limit)
|
||||
end
|
||||
|
||||
function GameMode:drawBackground()
|
||||
local id = self:getBackground()
|
||||
if type(id) == "number" then id = clamp(id, 0, #backgrounds) end
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(
|
||||
backgrounds[self:getBackground()],
|
||||
0, 0, 0,
|
||||
0.5, 0.5
|
||||
)
|
||||
drawBackground(id)
|
||||
end
|
||||
|
||||
function GameMode:drawFrame()
|
||||
|
@ -283,7 +283,7 @@ function Marathon2020Game:sectionPassed(old_level, new_level)
|
||||
)
|
||||
else
|
||||
return (
|
||||
(new_level < 2001 and math.floor(old_level / 100) < math.floor(new_level / 100)) or
|
||||
(new_level < 2000 and math.floor(old_level / 100) < math.floor(new_level / 100)) or
|
||||
(new_level >= 2020)
|
||||
)
|
||||
end
|
||||
@ -353,15 +353,10 @@ function Marathon2020Game:updateSectionTimes(old_level, new_level)
|
||||
self.section_start_time = self.frames
|
||||
|
||||
if (
|
||||
self.section_status[section - 1] == "cool" and
|
||||
self.secondary_section_times[section] <= self.secondary_section_times[section - 1] + 120 and
|
||||
self.secondary_section_times[section] < cool_cutoffs[self.delay_level]
|
||||
(self.secondary_section_times[section] < cool_cutoffs[self.delay_level]) and
|
||||
(section == 1 or self.secondary_section_times[section] <= self.secondary_section_times[section - 1] + 120)
|
||||
) then
|
||||
sectionCool(section)
|
||||
elseif self.section_status[section - 1] == "cool" then
|
||||
table.insert(self.section_status, "none")
|
||||
elseif self.secondary_section_times[section] < cool_cutoffs[self.delay_level] then
|
||||
sectionCool(section)
|
||||
else
|
||||
table.insert(self.section_status, "none")
|
||||
end
|
||||
|
@ -249,10 +249,13 @@ local grade_conversion = {
|
||||
}
|
||||
|
||||
function MarathonA2Game:whilePieceActive()
|
||||
self.grade_point_decay_counter = self.grade_point_decay_counter + 1
|
||||
if self.grade_point_decay_counter >= grade_point_decays[self.grade + 1] then
|
||||
self.grade_point_decay_counter = 0
|
||||
self.grade_points = math.max(0, self.grade_points - 1)
|
||||
if self.clear then return
|
||||
else
|
||||
self.grade_point_decay_counter = self.grade_point_decay_counter + 1
|
||||
if self.grade_point_decay_counter >= grade_point_decays[self.grade + 1] then
|
||||
self.grade_point_decay_counter = 0
|
||||
self.grade_points = math.max(0, self.grade_points - 1)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -26,7 +26,9 @@ function MarathonA3Game:new()
|
||||
self.roll_points = 0
|
||||
self.grade_point_decay_counter = 0
|
||||
self.section_cool_grade = 0
|
||||
self.section_status = { [0] = "none" }
|
||||
--self.section_status = { [0] = "none" }
|
||||
self.section_cools = { [0] = 0 }
|
||||
self.section_regrets = { [0] = 0 }
|
||||
self.section_start_time = 0
|
||||
self.secondary_section_times = { [0] = 0 }
|
||||
self.section_times = { [0] = 0 }
|
||||
@ -201,15 +203,23 @@ function MarathonA3Game:updateSectionTimes(old_level, new_level)
|
||||
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")
|
||||
if self.grade > 0 then
|
||||
--this happens after the points are added, intentionally
|
||||
local currentgrade = self:getAggregateGrade()
|
||||
while self:getAggregateGrade() >= currentgrade do
|
||||
self.grade = self.grade - 1
|
||||
end
|
||||
self.grade_points = 0
|
||||
end
|
||||
table.insert(self.section_regrets, 1)
|
||||
self.coolregret_message = "REGRET!!"
|
||||
self.coolregret_timer = 300
|
||||
elseif self.section_cool then
|
||||
self.section_cool_grade = self.section_cool_grade + 1
|
||||
table.insert(self.section_status, "cool")
|
||||
else
|
||||
table.insert(self.section_status, "none")
|
||||
table.insert(self.section_regrets, 0)
|
||||
end
|
||||
|
||||
if self.section_cool then
|
||||
self.section_cool_grade = self.section_cool_grade + 1
|
||||
end
|
||||
|
||||
self.section_cool = false
|
||||
@ -223,6 +233,9 @@ function MarathonA3Game:updateSectionTimes(old_level, new_level)
|
||||
self.section_cool = true
|
||||
self.coolregret_message = "COOL!!"
|
||||
self.coolregret_timer = 300
|
||||
table.insert(self.section_cools, 1)
|
||||
else
|
||||
table.insert(self.section_cools, 0)
|
||||
end
|
||||
end
|
||||
end
|
||||
@ -402,9 +415,11 @@ MarathonA3Game.mRollOpacityFunction = function(age)
|
||||
end
|
||||
|
||||
function MarathonA3Game:sectionColourFunction(section)
|
||||
if self.section_status[section] == "cool" then
|
||||
if self.section_cools[section] == 1 and self.section_regrets[section] == 1 then
|
||||
return { 1, 1, 0, 1 }
|
||||
elseif self.section_cools[section] == 1 then
|
||||
return { 0, 1, 0, 1 }
|
||||
elseif self.section_status[section] == "regret" then
|
||||
elseif self.section_regrets[section] == 1 then
|
||||
return { 1, 0, 0, 1 }
|
||||
else
|
||||
return { 1, 1, 1, 1 }
|
||||
|
@ -28,7 +28,6 @@ function PhantomManiaGame:new()
|
||||
self.combo = 1
|
||||
self.tetrises = 0
|
||||
self.section_tetrises = {[0] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
|
||||
self.section_req = true
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
end
|
||||
|
||||
@ -55,7 +54,7 @@ function PhantomManiaGame:getDasLimit()
|
||||
end
|
||||
|
||||
function PhantomManiaGame:getLineClearDelay()
|
||||
return self:getLineARE()
|
||||
return self:getLineARE() - 2
|
||||
end
|
||||
|
||||
function PhantomManiaGame:getLockDelay()
|
||||
@ -120,11 +119,6 @@ function PhantomManiaGame:onLineClear(cleared_row_count)
|
||||
self.level = 999
|
||||
end
|
||||
self.clear = true
|
||||
for i = 0, 9 do
|
||||
if self.section_tetrises[i] < (i == 9 and 1 or 2) then
|
||||
self.section_req = false
|
||||
end
|
||||
end
|
||||
else
|
||||
self.level = new_level
|
||||
end
|
||||
@ -175,6 +169,10 @@ local function getLetterGrade(level, clear)
|
||||
end
|
||||
end
|
||||
|
||||
function PhantomManiaGame:qualifiesForGM()
|
||||
return true
|
||||
end
|
||||
|
||||
function PhantomManiaGame:drawScoringInfo()
|
||||
PhantomManiaGame.super.drawScoringInfo(self)
|
||||
|
||||
@ -195,7 +193,7 @@ function PhantomManiaGame:drawScoringInfo()
|
||||
if getLetterGrade(self.level, self.clear) ~= "" then
|
||||
if self.roll_frames > 1982 then love.graphics.setColor(1, 0.5, 0, 1)
|
||||
elseif self.level == 999 and self.clear then love.graphics.setColor(0, 1, 0, 1) end
|
||||
if self.level == 999 and self.section_req and self.tetrises >= 31 then
|
||||
if self.level == 999 and self:qualifiesForGM() then
|
||||
love.graphics.printf("GM", text_x, 140, 90, "left")
|
||||
else
|
||||
love.graphics.printf(getLetterGrade(self.level, self.clear), text_x, 140, 90, "left")
|
||||
|
@ -41,6 +41,7 @@ function PhantomMania2Game:new()
|
||||
|
||||
self.coolregret_message = ""
|
||||
self.coolregret_timer = 0
|
||||
self.coolregrets = { [0] = 0 }
|
||||
end
|
||||
|
||||
function PhantomMania2Game:getARE()
|
||||
@ -202,13 +203,13 @@ end
|
||||
local cool_cutoffs = {
|
||||
frameTime(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36),
|
||||
frameTime(0,30), frameTime(0,30), frameTime(0,30), frameTime(0,30), frameTime(0,30),
|
||||
frameTime(0,27), frameTime(0,27), frameTime(0,27),
|
||||
frameTime(0,30), frameTime(0,30), frameTime(0,30),
|
||||
}
|
||||
|
||||
local regret_cutoffs = {
|
||||
frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50),
|
||||
frameTime(0,40), frameTime(0,40), frameTime(0,40), frameTime(0,40), frameTime(0,40),
|
||||
frameTime(0,35), frameTime(0,35), frameTime(0,35),
|
||||
frameTime(0,42), frameTime(0,42), frameTime(0,42), frameTime(0,42), frameTime(0,42),
|
||||
frameTime(0,42), frameTime(0,42), frameTime(0,42),
|
||||
}
|
||||
|
||||
function PhantomMania2Game:updateSectionTimes(old_level, new_level)
|
||||
@ -219,11 +220,14 @@ 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
|
||||
table.insert(self.coolregrets, 2)
|
||||
self.coolregret_message = "COOL!!"
|
||||
self.coolregret_timer = 300
|
||||
elseif section_time <= regret_cutoffs[section] then
|
||||
self.grade = self.grade + 1
|
||||
table.insert(self.coolregrets, 1)
|
||||
else
|
||||
table.insert(self.coolregrets, 0)
|
||||
self.coolregret_message = "REGRET!!"
|
||||
self.coolregret_timer = 300
|
||||
end
|
||||
@ -292,6 +296,16 @@ function PhantomMania2Game:setHoldOpacity()
|
||||
end
|
||||
end
|
||||
|
||||
function PhantomMania2Game:sectionColourFunction(section)
|
||||
if self.coolregrets[section] == 2 then
|
||||
return { 0, 1, 0, 1 }
|
||||
elseif self.coolregrets[section] == 0 then
|
||||
return { 1, 0, 0, 1 }
|
||||
else
|
||||
return { 1, 1, 1, 1 }
|
||||
end
|
||||
end
|
||||
|
||||
function PhantomMania2Game:drawScoringInfo()
|
||||
PhantomMania2Game.super.drawScoringInfo(self)
|
||||
|
||||
|
@ -13,4 +13,14 @@ function PhantomManiaNGame:new()
|
||||
self.enable_hold = true
|
||||
end
|
||||
|
||||
function PhantomManiaNGame:qualifiesForGM()
|
||||
if self.tetrises < 31 then return false end
|
||||
for i = 0, 9 do
|
||||
if self.section_tetrises[i] < (i == 9 and 1 or 2) then
|
||||
return false
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
return PhantomManiaNGame
|
||||
|
@ -143,7 +143,7 @@ end
|
||||
function Survival2020Game:onPieceEnter()
|
||||
if not self.clear and (
|
||||
(self.level < 1900 and self.level % 100 ~= 99) or
|
||||
self.level == 2019
|
||||
(1900 <= self.level and self.level < 2019)
|
||||
) then
|
||||
self.level = self.level + 1
|
||||
end
|
||||
@ -201,7 +201,7 @@ end
|
||||
|
||||
Survival2020Game.opacityFunction = function(age)
|
||||
if age > 300 then return 0
|
||||
else return 1 - Math.max(age - 240, 0) / 60 end
|
||||
else return 1 - math.max(age - 240, 0) / 60 end
|
||||
end
|
||||
|
||||
function Survival2020Game:drawGrid()
|
||||
@ -249,7 +249,7 @@ function Survival2020Game:drawScoringInfo()
|
||||
end
|
||||
|
||||
function Survival2020Game:getBackground()
|
||||
return math.floor(self.level / 100)
|
||||
return math.min(19, math.floor(self.level / 100))
|
||||
end
|
||||
|
||||
function Survival2020Game:getHighscoreData()
|
||||
|
49
tetris/rulesets/arika_exp.lua
Normal file
49
tetris/rulesets/arika_exp.lua
Normal file
@ -0,0 +1,49 @@
|
||||
local Piece = require 'tetris.components.piece'
|
||||
local Ruleset = require 'tetris.rulesets.arika_ace2'
|
||||
|
||||
local ARS = Ruleset:extend()
|
||||
|
||||
ARS.name = "ARS-X"
|
||||
ARS.hash = "ArikaEXP"
|
||||
|
||||
ARS.MANIPULATIONS_MAX = 24
|
||||
ARS.ROTATIONS_MAX = 12
|
||||
|
||||
function ARS:onPieceCreate(piece, grid)
|
||||
piece.manipulations = 0
|
||||
piece.rotations = 0
|
||||
piece.lowest_y = -math.huge
|
||||
end
|
||||
|
||||
function ARS:checkNewLow(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.rotations = 0
|
||||
piece.lowest_y = y
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function ARS:onPieceMove(piece, grid)
|
||||
piece.lock_delay = 0 -- move reset
|
||||
if piece:isDropBlocked(grid) then
|
||||
piece.manipulations = piece.manipulations + 1
|
||||
if piece.manipulations >= ARS.MANIPULATIONS_MAX then
|
||||
piece.locked = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function ARS:onPieceRotate(piece, grid, upward)
|
||||
piece.lock_delay = 0 -- rotate reset
|
||||
if upward or piece:isDropBlocked(grid) then
|
||||
piece.rotations = piece.rotations + 1
|
||||
if piece.rotations >= ARS.ROTATIONS_MAX and piece:isDropBlocked(grid) then
|
||||
piece.locked = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return ARS
|
@ -1,5 +1,5 @@
|
||||
local Piece = require 'tetris.components.piece'
|
||||
local Ruleset = require 'tetris.rulesets.standard_exp'
|
||||
local Ruleset = require 'tetris.rulesets.standard_ace'
|
||||
|
||||
local SRS = Ruleset:extend()
|
||||
|
||||
@ -8,6 +8,8 @@ SRS.hash = "Standard"
|
||||
SRS.softdrop_lock = false
|
||||
SRS.harddrop_lock = true
|
||||
|
||||
SRS.enable_IRS_wallkicks = true
|
||||
|
||||
SRS.MANIPULATIONS_MAX = 15
|
||||
|
||||
SRS.wallkicks_line = {
|
||||
@ -33,8 +35,8 @@ SRS.wallkicks_line = {
|
||||
},
|
||||
};
|
||||
|
||||
function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
|
||||
function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
local kicks
|
||||
if piece.shape == "O" then
|
||||
return
|
||||
@ -69,6 +71,12 @@ function SRS:checkNewLow(piece)
|
||||
end
|
||||
end
|
||||
|
||||
function SRS:onPieceCreate(piece, grid)
|
||||
piece.manipulations = 0
|
||||
piece.rotations = 0
|
||||
piece.lowest_y = -math.huge
|
||||
end
|
||||
|
||||
function SRS:onPieceDrop(piece, grid)
|
||||
self:checkNewLow(piece)
|
||||
if piece.manipulations >= self.MANIPULATIONS_MAX and piece:isDropBlocked(grid) then
|
||||
@ -85,6 +93,8 @@ function SRS:onPieceMove(piece, grid)
|
||||
if piece.manipulations >= SRS.MANIPULATIONS_MAX then
|
||||
piece.locked = true
|
||||
end
|
||||
else
|
||||
piece.locked = false
|
||||
end
|
||||
end
|
||||
|
||||
@ -102,4 +112,6 @@ end
|
||||
|
||||
function SRS:canPieceRotate() return true end
|
||||
|
||||
function SRS:get180RotationValue() return 2 end
|
||||
|
||||
return SRS
|
||||
|
2
tetris/rulesets/arika_srs.lua → tetris/rulesets/standard_ace.lua
Executable file → Normal file
2
tetris/rulesets/arika_srs.lua → tetris/rulesets/standard_ace.lua
Executable file → Normal file
@ -1,5 +1,5 @@
|
||||
local Piece = require 'tetris.components.piece'
|
||||
local Ruleset = require 'tetris.rulesets.ti_srs'
|
||||
local Ruleset = require 'tetris.rulesets.standard_ti'
|
||||
|
||||
local SRS = Ruleset:extend()
|
||||
|
@ -1,5 +1,5 @@
|
||||
local Piece = require 'tetris.components.piece'
|
||||
local Ruleset = require 'tetris.rulesets.arika_srs'
|
||||
local Ruleset = require 'tetris.rulesets.standard_ti'
|
||||
|
||||
local SRS = Ruleset:extend()
|
||||
|
||||
@ -27,8 +27,6 @@ function SRS:checkNewLow(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.rotations = 0
|
||||
piece.lowest_y = y
|
||||
end
|
||||
end
|
||||
|
Loading…
Reference in New Issue
Block a user