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12 Commits

Author SHA1 Message Date
Joe Z
2b9740768b How did that get away? 2019-07-07 23:14:17 -04:00
Joe Z
0e65b39395 BGM kept looping after exiting credits_a3, which is not what we want. 2019-07-07 19:38:46 -04:00
Joe Z
ca04333bb7 Lowered the volume of Credits A3 by a factor of 10. 2019-07-07 19:34:07 -04:00
Joe Zeng
80c7c99bd7 Added Credits A3 mode. (#26)
Also updated the documentation.
2019-07-07 18:55:03 -04:00
Joe Z
717afbebf6 Added Marathon WCB. 2019-07-07 18:06:13 -04:00
Joe Z
7227085f84 Made instant DAS respect instant gravity. 2019-07-07 17:25:35 -04:00
Joe Zeng
c40392f00f DAS priority reversal (#25)
* Reversed the priority of key presses when charging DAS.
* Made it an actual config option.
* Config should be false by default.
2019-07-07 17:23:17 -04:00
Joe Z
001c8f0ea8 Fixed some issues with Marathon A1. 2019-07-07 12:11:28 -04:00
Joe Z
7fa0e60145 Made the menu scroll up and down when it overflows. 2019-06-29 15:09:48 -04:00
Joe Z
901f7f2d12 Fixed a bug in the "actual cleared row count" for Big Mode. 2019-06-22 00:07:10 -04:00
Joe Z
35f4aea67d Added Ti-SRS and modified delay curve behaviour on Marathon 2020.
I realized that playing at 4/8 for 800 levels straight is probably too much,
so I made it that only the first 10 sections count for advancing the delay
curve faster than it would normally go. Now only the last 500 levels can be
at delay level 20.
2019-06-21 23:44:58 -04:00
Joe Z
7deaa5ab92 Added all the Marathon AX modes and Ace-ARS. 2019-06-19 22:56:33 -04:00
26 changed files with 785 additions and 158 deletions

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@@ -15,7 +15,9 @@ There are several classes of game modes. The modes that originate from other gam
* The "G" series stand for "Guideline" games, or games that follow the Tetris Guideline. * The "G" series stand for "Guideline" games, or games that follow the Tetris Guideline.
* GF - Tetris Friends (2007-2019) * GF - Tetris Friends (2007-2019)
* GJ - Tetris Online Japan (2005-2011) * GJ - Tetris Online Japan (2005-2011)
* N stands for Nullpomino, only used for Phantom Mania N. * The "N" series stands for Nullpomino, only used for Phantom Mania N.
* The "W" series stands for "Web" games, which are fanmade games released on the web.
* WCB - RainComplex.net's Cat Boi Quatro.
MARATHON MARATHON
-------- --------
@@ -23,12 +25,15 @@ MARATHON
Modes in which the goal is to play as well as possible over a limited game interval. Modes in which the goal is to play as well as possible over a limited game interval.
* **MARATHON 2020**: 2020 levels of pure pain. Can you make it all the way? * **MARATHON 2020**: 2020 levels of pure pain. Can you make it all the way?
* **MARATHON WCB**: CatBoiQuatro! Can you control the pieces?
From other games: From other games:
* **MARATHON A1**: Tetris the Grand Master 1. * **MARATHON A1**: Tetris the Grand Master 1.
* **MARATHON A2**: Tetris the Grand Master 2 (TAP Master). * **MARATHON A2**: Tetris the Grand Master 2 (TAP Master).
* **MARATHON A3**: Tetris the Grand Master 3 (no exams). * **MARATHON A3**: Tetris the Grand Master 3 (no exams).
* **MARATHON AX4**: Another mode from TGM Ace. * **MARATHON AX**: Normal mode from TGM Ace.
* **MARATHON AX2**: Hi-Speed1 mode from TGM Ace.
* **MARATHON AX3**: Hi-Speed2 mode from TGM Ace.
* **MARATHON C89**: Nintendo NES Tetris. Can you transition and make it to the killscreen? * **MARATHON C89**: Nintendo NES Tetris. Can you transition and make it to the killscreen?
@@ -43,6 +48,8 @@ From other games:
* **SURVIVAL A1**: 20G mode from Tetris the Grand Master. * **SURVIVAL A1**: 20G mode from Tetris the Grand Master.
* **SURVIVAL A2**: T.A. Death. * **SURVIVAL A2**: T.A. Death.
* **SURVIVAL A3**: Ti Shirase. * **SURVIVAL A3**: Ti Shirase.
* **SURVIVAL AX**: Another mode from TGM Ace.
* **SURVIVAL AX2**: Another2 mode from TGM Ace.
RACE RACE
@@ -53,6 +60,14 @@ Modes with no levels, just a single timed goal.
* **Race 40**: How fast can you clear 40 lines? No limits, no holds barred. * **Race 40**: How fast can you clear 40 lines? No limits, no holds barred.
CREDITS
-------
Modes that are just the credit rolls of specific games.
* **CREDITS A3**: Tetris the Grand Master 3's famous M-roll.
PHANTOM MANIA PHANTOM MANIA
------------- -------------
@@ -63,7 +78,6 @@ Modes where pieces turn invisible as soon as you lock them. One of Cambridge's s
* **Phantom Mania 2**: Phantom Mania but way faster! Can you face a mode where even the garbage and the next preview turn invisible? * **Phantom Mania 2**: Phantom Mania but way faster! Can you face a mode where even the garbage and the next preview turn invisible?
OTHER MODES OTHER MODES
----------- -----------

View File

@@ -10,16 +10,13 @@ A ruleset consists of the following things:
If you're used to Nullpomino, you may notice a few things missing from that definition. For example, piece previews, hold queues, and randomizers have been moved to being game-specific rules, rather than rules that are changeable with the ruleset you use. Soft and hard drop behaviour is also game-specific now, so that times can be more plausibly compared across rulesets. If you're used to Nullpomino, you may notice a few things missing from that definition. For example, piece previews, hold queues, and randomizers have been moved to being game-specific rules, rather than rules that are changeable with the ruleset you use. Soft and hard drop behaviour is also game-specific now, so that times can be more plausibly compared across rulesets.
There are six rulesets currently supported:
Rotation system * Cambridge - a ruleset original to Cambridge, used for all custom modes. Supports 180-degree rotations!
---------------
A rotation system defines the following things:
* The block offsets of each piece orientation.
* The wall or floor kicks that will be attempted for each type of rotation.
There are four rotation systems currently supported: * SRS - the rotation system used in the Tetris Guideline games. Supports 180-degree rotations!
* Ti-SRS - SRS but with no 180-degree rotations.
* Cambridge * ARS - the rotation system from the original Tetris the Grand Master.
* Classic ARS * Ti-ARS - ARS with floorkicks! From TGM3: Terror Instinct.
* Ti-ARS * Ace-ARS - ARS with floorkicks and move reset! From TGM ACE.
* SRS

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@@ -11,6 +11,7 @@ function love.load()
config["side_next"] = false config["side_next"] = false
config["reverse_rotate"] = true config["reverse_rotate"] = true
config["fullscreen"] = false config["fullscreen"] = false
config["das_last_key"] = false
love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true}); love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});

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@@ -5,12 +5,15 @@ ModeSelectScene.title = "Game Start"
current_mode = 1 current_mode = 1
current_ruleset = 1 current_ruleset = 1
MAX_MODES = 19
game_modes = { game_modes = {
require 'tetris.modes.marathon_2020', require 'tetris.modes.marathon_2020',
require 'tetris.modes.survival_2020', require 'tetris.modes.survival_2020',
require 'tetris.modes.strategy', require 'tetris.modes.strategy',
require 'tetris.modes.interval_training', require 'tetris.modes.interval_training',
require 'tetris.modes.pacer_test', require 'tetris.modes.pacer_test',
require 'tetris.modes.marathon_wcb',
require 'tetris.modes.demon_mode', require 'tetris.modes.demon_mode',
require 'tetris.modes.phantom_mania', require 'tetris.modes.phantom_mania',
require 'tetris.modes.phantom_mania2', require 'tetris.modes.phantom_mania2',
@@ -19,18 +22,25 @@ game_modes = {
require 'tetris.modes.marathon_a1', require 'tetris.modes.marathon_a1',
require 'tetris.modes.marathon_a2', require 'tetris.modes.marathon_a2',
require 'tetris.modes.marathon_a3', require 'tetris.modes.marathon_a3',
require 'tetris.modes.marathon_ax4', require 'tetris.modes.marathon_ax',
require 'tetris.modes.marathon_ax2',
require 'tetris.modes.marathon_ax3',
require 'tetris.modes.marathon_c89', require 'tetris.modes.marathon_c89',
require 'tetris.modes.survival_a1', require 'tetris.modes.survival_a1',
require 'tetris.modes.survival_a2', require 'tetris.modes.survival_a2',
require 'tetris.modes.survival_a3', require 'tetris.modes.survival_a3',
require 'tetris.modes.survival_ax',
require 'tetris.modes.survival_ax2',
require 'tetris.modes.credits_a3',
} }
rulesets = { rulesets = {
require 'tetris.rulesets.cambridge', require 'tetris.rulesets.cambridge',
require 'tetris.rulesets.standard',
require 'tetris.rulesets.standard_ti',
require 'tetris.rulesets.arika', require 'tetris.rulesets.arika',
require 'tetris.rulesets.arika_ti', require 'tetris.rulesets.arika_ti',
require 'tetris.rulesets.standard_exp', require 'tetris.rulesets.arika_ace',
--require 'tetris.rulesets.bonkers', --require 'tetris.rulesets.bonkers',
--require 'tetris.rulesets.shirase', --require 'tetris.rulesets.shirase',
--require 'tetris.rulesets.super302', --require 'tetris.rulesets.super302',
@@ -47,38 +57,58 @@ end
function ModeSelectScene:update() function ModeSelectScene:update()
end end
function getCursorHeight(x)
return 78 + 20 * x
end
function ModeSelectScene:drawList(name, items, cursor, x)
local start, finish
if table.getn(items) < MAX_MODES then
start = 1
finish = table.getn(items)
else
if cursor < 10 then
start = 1
finish = 19
elseif cursor > table.getn(items) - 9 then
start = table.getn(items) - 18
finish = table.getn(items)
else
start = cursor - 9
finish = cursor + 9
end
end
if self.menu_state.select == name then
love.graphics.setColor(1, 1, 1, 0.5)
else
love.graphics.setColor(1, 1, 1, 0.25)
end
love.graphics.rectangle("fill", x, getCursorHeight(cursor - start), 240, 22)
love.graphics.setColor(1, 1, 1, 1)
for idx = start, finish do
local item = items[idx]
love.graphics.printf(item.name, x + 20, 80 + 20 * (idx - start), 200, "left")
end
end
function ModeSelectScene:render() function ModeSelectScene:render()
love.graphics.setFont(font_3x5_2)
love.graphics.draw( love.graphics.draw(
backgrounds[0], backgrounds[0],
0, 0, 0, 0, 0, 0,
0.5, 0.5 0.5, 0.5
) )
if self.menu_state.select == "mode" then love.graphics.draw(misc_graphics["select_mode"], 20, 30)
love.graphics.setColor(1, 1, 1, 0.5)
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)
if self.menu_state.select == "mode" then self:drawList("mode", game_modes, self.menu_state.mode, 20)
love.graphics.setColor(1, 1, 1, 0.25) self:drawList("ruleset", rulesets, self.menu_state.ruleset, 320)
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.setColor(1, 1, 1, 1)
love.graphics.draw(misc_graphics["select_mode"], 20, 40)
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")
end
for idx, ruleset in pairs(rulesets) do
love.graphics.printf(ruleset.name, 360, 80 + 20 * idx, 160, "left")
end
end end
function ModeSelectScene:onKeyPress(e) function ModeSelectScene:onKeyPress(e)

View File

@@ -77,12 +77,15 @@ function Piece:setRelativeRotation(rot)
return self return self
end end
function Piece:moveInGrid(step, squares, grid) function Piece:moveInGrid(step, squares, grid, instant)
local moved = false local moved = false
for x = 1, squares do for x = 1, squares do
if grid:canPlacePiece(self:withOffset(step)) then if grid:canPlacePiece(self:withOffset(step)) then
moved = true moved = true
self:setOffset(step) self:setOffset(step)
if instant then
self:dropToBottom(grid)
end
else else
break break
end end

119
tetris/modes/credits_a3.lua Normal file
View File

@@ -0,0 +1,119 @@
require 'funcs'
local IntervalTrainingMode = require 'tetris.modes.interval_training'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local CreditsA3Game = IntervalTrainingMode:extend()
CreditsA3Game.name = "Credits A3"
CreditsA3Game.hash = "CreditsA3"
CreditsA3Game.tagline = "How consistently can you clear the Ti M-roll?"
function CreditsA3Game:new()
CreditsA3Game.super:new()
self.section_time_limit = 3238
self.norm = 0
self.section = 0
end
function CreditsA3Game:advanceOneFrame(inputs, ruleset)
if self.frames == 0 then
switchBGM("credit_roll", "gm3")
end
if self.roll_frames > 0 then
self.roll_frames = self.roll_frames - 1
if self.roll_frames == 0 then
-- reset
self.norm = 0
self.frames = 0
self.grid:clear()
switchBGM("credit_roll", "gm3")
self:initializeOrHold(inputs, ruleset)
else
return false
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
if self:getSectionTime() >= self.section_time_limit then
self.norm = self.norm + 16
self.piece = nil
if self.norm >= 60 then
self.section = self.section + 1
self.roll_frames = 150
else
self.game_over = true
switchBGM(nil)
end
end
end
return true
end
function CreditsA3Game:onPieceEnter()
-- do nothing
end
function CreditsA3Game:onLineClear(cleared_row_count)
if not self.clear then
self.norm = self.norm + (cleared_row_count == 4 and 10 or cleared_row_count)
end
end
CreditsA3Game.rollOpacityFunction = function(age)
if age > 4 then return 0
else return 1 - age / 4 end
end
function CreditsA3Game:drawGrid(ruleset)
if not self.game_over and self.roll_frames < 30 then
self.grid:drawInvisible(self.rollOpacityFunction)
else
self.grid:draw()
end
end
function CreditsA3Game:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
st(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
love.graphics.printf("NORM", 240, 320, 40, "left")
self:drawSectionTimesWithSplits(self.section)
love.graphics.setFont(font_3x5_3)
-- 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 < sp(0,10) and time_left % 4 < 2 then
if self.norm >= 44 then
love.graphics.setColor(0.3, 1, 0.3, 1) -- flash green if goal has been cleared
else
love.graphics.setColor(1, 0.3, 0.3, 1) -- otherwise flash red
end
end
love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.norm, 240, 340, 40, "right")
if self.game_over or self.roll_frames > 0 then
love.graphics.printf("60", 240, 370, 40, "right")
else
love.graphics.printf("44", 240, 370, 40, "right")
end
end
function CreditsA3Game:getBackground()
return self.section
end
return CreditsA3Game

View File

@@ -91,10 +91,20 @@ function GameMode:update(inputs, ruleset)
if self.completed then return end if self.completed then return end
-- advance one frame -- advance one frame
if self:advanceOneFrame(inputs) == false then return end if self:advanceOneFrame(inputs, ruleset) == false then return end
self:chargeDAS(inputs, self:getDasLimit(), self.getARR()) self:chargeDAS(inputs, self:getDasLimit(), self.getARR())
-- set attempt flags
if inputs["left"] or inputs["right"] then self:onAttemptPieceMove(self.piece) end
if
inputs["rotate_left"] or inputs["rotate_right"] or
inputs["rotate_left2"] or inputs["rotate_right2"] or
inputs["rotate_180"]
then
self:onAttemptPieceRotate(self.piece)
end
if self.piece == nil then if self.piece == nil then
self:processDelays(inputs, ruleset) self:processDelays(inputs, ruleset)
else else
@@ -152,6 +162,10 @@ function GameMode:update(inputs, ruleset)
local cleared_row_count = self.grid:getClearedRowCount() local cleared_row_count = self.grid:getClearedRowCount()
if self.big_mode then
cleared_row_count = cleared_row_count / 2
end
self:onPieceLock(self.piece, cleared_row_count) self:onPieceLock(self.piece, cleared_row_count)
self:updateScore(self.level, self.drop_bonus, cleared_row_count) self:updateScore(self.level, self.drop_bonus, cleared_row_count)
@@ -194,6 +208,8 @@ end
-- event functions -- event functions
function GameMode:whilePieceActive() end function GameMode:whilePieceActive() end
function GameMode:onAttemptPieceMove(piece) end
function GameMode:onAttemptPieceRotate(piece) end
function GameMode:onPieceLock(piece, cleared_row_count) end function GameMode:onPieceLock(piece, cleared_row_count) end
function GameMode:onLineClear(cleared_row_count) end function GameMode:onLineClear(cleared_row_count) end
function GameMode:onPieceEnter() end function GameMode:onPieceEnter() end
@@ -211,30 +227,66 @@ function GameMode:onGameOver()
switchBGM(nil) switchBGM(nil)
end end
function GameMode:chargeDAS(inputs) -- DAS functions
if inputs[self.das.direction] == true then
local das_frames = self.das.frames + 1 function GameMode:startRightDAS()
if das_frames >= self:getDasLimit() then self.move = "right"
if self.das.direction == "left" then self.das = { direction = "right", frames = 0 }
self.move = (self:getARR() == 0 and "speed" or "") .. "left" if self:getDasLimit() == 0 then
self.das.frames = self:getDasLimit() - self:getARR() self:continueDAS()
elseif self.das.direction == "right" then end
self.move = (self:getARR() == 0 and "speed" or "") .. "right" end
self.das.frames = self:getDasLimit() - self:getARR()
end function GameMode:startLeftDAS()
else self.move = "left"
self.move = "none" self.das = { direction = "left", frames = 0 }
self.das.frames = das_frames if self:getDasLimit() == 0 then
self:continueDAS()
end
end
function GameMode:continueDAS()
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 end
elseif inputs["right"] == true then
self.move = "right"
self.das = { direction = "right", frames = 0 }
elseif inputs["left"] == true then
self.move = "left"
self.das = { direction = "left", frames = 0 }
else else
self.move = "none" self.move = "none"
self.das = { direction = "none", frames = -1 } self.das.frames = das_frames
end
end
function GameMode:stopDAS()
self.move = "none"
self.das = { direction = "none", frames = -1 }
end
function GameMode:chargeDAS(inputs)
if config["das_last_key"] then
if inputs["right"] == true and self.das.direction ~= "right" and not self.prev_inputs["right"] then
self:startRightDAS()
elseif inputs["left"] == true and self.das.direction ~= "left" and not self.prev_inputs["left"] then
self:startLeftDAS()
elseif inputs[self.das.direction] == true then
self:continueDAS()
else
self:stopDAS()
end
else -- default behaviour, das first key pressed
if inputs[self.das.direction] == true then
self:continueDAS()
elseif inputs["right"] == true then
self:startRightDAS()
elseif inputs["left"] == true then
self:startLeftDAS()
else
self:stopDAS()
end
end end
end end
@@ -392,8 +444,7 @@ function GameMode:drawScoringInfo()
love.graphics.print( love.graphics.print(
self.das.direction .. " " .. self.das.direction .. " " ..
self.das.frames .. " " .. self.das.frames .. " " ..
st(self.prev_inputs) .. st(self.prev_inputs)
self.drop_bonus
) )
love.graphics.setFont(font_8x11) love.graphics.setFont(font_8x11)
@@ -403,7 +454,7 @@ end
function GameMode:drawSectionTimes(current_section) function GameMode:drawSectionTimes(current_section)
local section_x = 530 local section_x = 530
for section, time in pairs(self.section_times) do for section, time in ipairs(self.section_times) do
if section > 0 then if section > 0 then
love.graphics.printf(formatTime(time), section_x, 40 + 20 * section, 90, "left") love.graphics.printf(formatTime(time), section_x, 40 + 20 * section, 90, "left")
end end
@@ -412,7 +463,7 @@ function GameMode:drawSectionTimes(current_section)
love.graphics.printf(formatTime(self.frames - self.section_start_time), section_x, 40 + 20 * current_section, 90, "left") love.graphics.printf(formatTime(self.frames - self.section_start_time), section_x, 40 + 20 * current_section, 90, "left")
end end
function GameMode:drawSectionTimesWithSecondary(current_section) function GameMode:drawSectionTimesWithSecondary(current_section, section_colour_function)
local section_x = 530 local section_x = 530
local section_secondary_x = 440 local section_secondary_x = 440
@@ -423,6 +474,9 @@ function GameMode:drawSectionTimesWithSecondary(current_section)
end end
for section, time in pairs(self.secondary_section_times) do for section, time in pairs(self.secondary_section_times) do
if self.section_colour_function then
love.graphics.setColor(self:section_colour_function(section))
end
if section > 0 then if section > 0 then
love.graphics.printf(formatTime(time), section_secondary_x, 40 + 20 * section, 90, "left") love.graphics.printf(formatTime(time), section_secondary_x, 40 + 20 * section, 90, "left")
end end

View File

@@ -28,19 +28,19 @@ function IntervalTrainingGame:new()
end end
function IntervalTrainingGame:getARE() function IntervalTrainingGame:getARE()
return 4 return 6
end end
function IntervalTrainingGame:getLineARE() function IntervalTrainingGame:getLineARE()
return 4 return 6
end end
function IntervalTrainingGame:getDasLimit() function IntervalTrainingGame:getDasLimit()
return 6 return 7
end end
function IntervalTrainingGame:getLineClearDelay() function IntervalTrainingGame:getLineClearDelay()
return 6 return 4
end end
function IntervalTrainingGame:getLockDelay() function IntervalTrainingGame:getLockDelay()
@@ -130,8 +130,6 @@ function IntervalTrainingGame:drawScoringInfo()
self:drawSectionTimesWithSplits(current_section) self:drawSectionTimesWithSplits(current_section)
love.graphics.setFont(font_3x5_3) love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.level, 240, 340, 40, "right")
-- draw time left, flash red if necessary -- draw time left, flash red if necessary
local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0) local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0)
if not self.game_over and not self.clear and time_left < sp(0,10) and time_left % 4 < 2 then if not self.game_over and not self.clear and time_left < sp(0,10) and time_left % 4 < 2 then
@@ -140,6 +138,7 @@ function IntervalTrainingGame:drawScoringInfo()
love.graphics.printf(formatTime(time_left), 240, 270, 160, "left") love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")
love.graphics.setColor(1, 1, 1, 1) 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") love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
end end

View File

@@ -323,9 +323,9 @@ function Marathon2020Game:checkClear(level)
end end
function Marathon2020Game:updateSectionTimes(old_level, new_level) function Marathon2020Game:updateSectionTimes(old_level, new_level)
function sectionCool() function sectionCool(section)
self.section_cool_count = self.section_cool_count + 1 self.section_cool_count = self.section_cool_count + 1
self.delay_level = math.min(20, self.delay_level + 1) if section < 10 then self.delay_level = math.min(20, self.delay_level + 1) end
table.insert(self.section_status, "cool") table.insert(self.section_status, "cool")
end end
@@ -343,7 +343,7 @@ function Marathon2020Game:updateSectionTimes(old_level, new_level)
table.insert(self.section_times, section_time) table.insert(self.section_times, section_time)
self.section_start_time = self.frames self.section_start_time = self.frames
if section > 4 then self.delay_level = math.min(20, self.delay_level + 1) end if section > 5 then self.delay_level = math.min(20, self.delay_level + 1) end
self:checkTorikan(section) self:checkTorikan(section)
self:checkClear(new_level) self:checkClear(new_level)
@@ -352,11 +352,11 @@ function Marathon2020Game:updateSectionTimes(old_level, new_level)
self.secondary_section_times[section] < self.secondary_section_times[section - 1] + 120 and self.secondary_section_times[section] < self.secondary_section_times[section - 1] + 120 and
self.secondary_section_times[section] < cool_cutoffs[section] self.secondary_section_times[section] < cool_cutoffs[section]
) then ) then
sectionCool() sectionCool(section)
elseif self.section_status[section - 1] == "cool" then elseif self.section_status[section - 1] == "cool" then
table.insert(self.section_status, "none") table.insert(self.section_status, "none")
elseif section <= 19 and self.secondary_section_times[section] < cool_cutoffs[section] then elseif section <= 19 and self.secondary_section_times[section] < cool_cutoffs[section] then
sectionCool() sectionCool(section)
else else
table.insert(self.section_status, "none") table.insert(self.section_status, "none")
end end
@@ -417,6 +417,14 @@ function Marathon2020Game:drawGrid()
end end
end end
function Marathon2020Game:sectionColourFunction(section)
if self.section_status[section] == "cool" then
return { 0, 1, 0, 1 }
else
return { 1, 1, 1, 1 }
end
end
function Marathon2020Game:drawScoringInfo() function Marathon2020Game:drawScoringInfo()
Marathon2020Game.super.drawScoringInfo(self) Marathon2020Game.super.drawScoringInfo(self)
@@ -428,7 +436,7 @@ function Marathon2020Game:drawScoringInfo()
love.graphics.printf("GRADE PTS.", text_x, 200, 90, "left") love.graphics.printf("GRADE PTS.", text_x, 200, 90, "left")
love.graphics.printf("LEVEL", text_x, 320, 40, "left") love.graphics.printf("LEVEL", text_x, 320, 40, "left")
self:drawSectionTimesWithSecondary(current_section) self:drawSectionTimesWithSecondary(current_section, self.sectionColourFunction)
love.graphics.setFont(font_3x5_3) love.graphics.setFont(font_3x5_3)
love.graphics.printf(self:getTotalGrade(), text_x, 120, 90, "left") love.graphics.printf(self:getTotalGrade(), text_x, 120, 90, "left")

View File

@@ -12,7 +12,6 @@ MarathonA1Game.hash = "MarathonA1"
MarathonA1Game.tagline = "Can you score enough points to reach the title of Grand Master?" MarathonA1Game.tagline = "Can you score enough points to reach the title of Grand Master?"
function MarathonA1Game:new() function MarathonA1Game:new()
MarathonA1Game.super:new() MarathonA1Game.super:new()
@@ -131,7 +130,8 @@ 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 if not self.clear then
local new_level = math.min(self.level + cleared_row_count, 999) local new_level = math.min(self.level + cleared_row_count, 999)
if self.level == 999 then if new_level == 999 then
self.level = 999
self.clear = true self.clear = true
else else
self.level = new_level self.level = new_level
@@ -140,6 +140,7 @@ function MarathonA1Game:onLineClear(cleared_row_count)
end end
function MarathonA1Game:updateScore(level, drop_bonus, cleared_lines) function MarathonA1Game:updateScore(level, drop_bonus, cleared_lines)
if self.clear then return end
if cleared_lines > 0 then if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2 self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + ( self.score = self.score + (

View File

@@ -5,20 +5,19 @@ local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls' local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local MarathonAX4Game = GameMode:extend() local MarathonAXGame = GameMode:extend()
MarathonAX4Game.name = "Marathon AX4" MarathonAXGame.name = "Marathon AX"
MarathonAX4Game.hash = "MarathonAX4" MarathonAXGame.hash = "MarathonAX"
MarathonAX4Game.tagline = "Can you clear the time hurdles when the game goes this fast?" MarathonAXGame.tagline = "Can you clear the time hurdles when the game goes this fast?"
function MarathonAX4Game:new() function MarathonAXGame:new()
MarathonAX4Game.super:new() MarathonAXGame.super:new()
self.roll_frames = 0 self.roll_frames = 0
self.randomizer = History6RollsRandomizer() self.randomizer = History6RollsRandomizer()
self.section_time_limit = 3600
self.section_start_time = 0 self.section_start_time = 0
self.section_times = { [0] = 0 } self.section_times = { [0] = 0 }
self.section_clear = false self.section_clear = false
@@ -28,52 +27,48 @@ function MarathonAX4Game:new()
self.next_queue_length = 3 self.next_queue_length = 3
end end
function MarathonAX4Game:getARE() function MarathonAXGame:getSectionTimeLimit()
if self.lines < 10 then return 18 if self.lines < 20 then return 7200
elseif self.lines < 40 then return 14 else return 5400 end
elseif self.lines < 60 then return 12
elseif self.lines < 70 then return 10
elseif self.lines < 80 then return 8
elseif self.lines < 90 then return 7
else return 6 end
end end
function MarathonAX4Game:getLineARE() function MarathonAXGame:getARE()
return 27
end
function MarathonAXGame:getLineARE()
return self:getARE() return self:getARE()
end end
function MarathonAX4Game:getDasLimit() function MarathonAXGame:getDasLimit()
if self.lines < 20 then return 10 return 15
elseif self.lines < 50 then return 9
elseif self.lines < 70 then return 8
else return 7 end
end end
function MarathonAX4Game:getLineClearDelay() function MarathonAXGame:getLineClearDelay()
if self.lines < 10 then return 14 return 40
elseif self.lines < 30 then return 9
else return 5 end
end end
function MarathonAX4Game:getLockDelay() function MarathonAXGame:getLockDelay()
if self.lines < 10 then return 28 return 30
elseif self.lines < 20 then return 24
elseif self.lines < 30 then return 22
elseif self.lines < 40 then return 20
elseif self.lines < 50 then return 18
elseif self.lines < 70 then return 14
else return 13 end
end end
function MarathonAX4Game:getGravity() function MarathonAXGame:getGravity()
return 20 if self.lines < 10 then return 4/256
elseif self.lines < 20 then return 12/256
elseif self.lines < 30 then return 48/256
elseif self.lines < 40 then return 72/256
elseif self.lines < 50 then return 96/256
elseif self.lines < 60 then return 1/2
elseif self.lines < 70 then return 1
elseif self.lines < 80 then return 3/2
elseif self.lines < 90 then return 2
elseif self.lines < 100 then return 3
elseif self.lines < 110 then return 4
elseif self.lines < 120 then return 5
else return 20 end
end end
function MarathonAX4Game:getSection() function MarathonAXGame:advanceOneFrame()
return math.floor(level / 100) + 1
end
function MarathonAX4Game:advanceOneFrame()
if self.clear then if self.clear then
self.roll_frames = self.roll_frames + 1 self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then if self.roll_frames < 0 then
@@ -85,14 +80,14 @@ function MarathonAX4Game:advanceOneFrame()
if not self.section_clear then if not self.section_clear then
self.frames = self.frames + 1 self.frames = self.frames + 1
end end
if self:getSectionTime() >= self.section_time_limit then if self:getSectionTime() >= self:getSectionTimeLimit() then
self.game_over = true self.game_over = true
end end
end end
return true return true
end end
function MarathonAX4Game:onLineClear(cleared_row_count) function MarathonAXGame:onLineClear(cleared_row_count)
if not self.clear then if not self.clear then
local new_lines = self.lines + cleared_row_count local new_lines = self.lines + cleared_row_count
self:updateSectionTimes(self.lines, new_lines) self:updateSectionTimes(self.lines, new_lines)
@@ -104,11 +99,11 @@ function MarathonAX4Game:onLineClear(cleared_row_count)
end end
end end
function MarathonAX4Game:getSectionTime() function MarathonAXGame:getSectionTime()
return self.frames - self.section_start_time return self.frames - self.section_start_time
end end
function MarathonAX4Game:updateSectionTimes(old_lines, new_lines) function MarathonAXGame:updateSectionTimes(old_lines, new_lines)
if math.floor(old_lines / 10) < math.floor(new_lines / 10) then if math.floor(old_lines / 10) < math.floor(new_lines / 10) then
-- record new section -- record new section
table.insert(self.section_times, self:getSectionTime()) table.insert(self.section_times, self:getSectionTime())
@@ -117,23 +112,23 @@ function MarathonAX4Game:updateSectionTimes(old_lines, new_lines)
end end
end end
function MarathonAX4Game:onPieceEnter() function MarathonAXGame:onPieceEnter()
self.section_clear = false self.section_clear = false
end end
function MarathonAX4Game:drawGrid(ruleset) function MarathonAXGame:drawGrid(ruleset)
self.grid:draw() self.grid:draw()
end end
function MarathonAX4Game:getHighscoreData() function MarathonAXGame:getHighscoreData()
return { return {
lines = self.lines, lines = self.lines,
frames = self.frames, frames = self.frames,
} }
end end
function MarathonAX4Game:drawScoringInfo() function MarathonAXGame:drawScoringInfo()
MarathonAX4Game.super.drawScoringInfo(self) MarathonAXGame.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
@@ -155,7 +150,7 @@ function MarathonAX4Game:drawScoringInfo()
love.graphics.printf(self.clear and self.lines or self:getSectionEndLines(), 240, 370, 40, "right") love.graphics.printf(self.clear and self.lines or self:getSectionEndLines(), 240, 370, 40, "right")
-- draw time left, flash red if necessary -- draw time left, flash red if necessary
local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0) local time_left = self:getSectionTimeLimit() - math.max(self:getSectionTime(), 0)
if not self.game_over and not self.clear and time_left < sp(0,10) and time_left % 4 < 2 then if not self.game_over and not self.clear and time_left < sp(0,10) and time_left % 4 < 2 then
love.graphics.setColor(1, 0.3, 0.3, 1) love.graphics.setColor(1, 0.3, 0.3, 1)
end end
@@ -163,12 +158,12 @@ function MarathonAX4Game:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
end end
function MarathonAX4Game:getSectionEndLines() function MarathonAXGame:getSectionEndLines()
return math.floor(self.lines / 10 + 1) * 10 return math.floor(self.lines / 10 + 1) * 10
end end
function MarathonAX4Game:getBackground() function MarathonAXGame:getBackground()
return math.floor(self.lines / 10) return math.floor(self.lines / 10)
end end
return MarathonAX4Game return MarathonAXGame

View File

@@ -0,0 +1,42 @@
require 'funcs'
local MarathonAX = require 'tetris.modes.marathon_ax'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local MarathonAX2Game = MarathonAX:extend()
MarathonAX2Game.name = "Marathon AX2"
MarathonAX2Game.hash = "MarathonAX2"
MarathonAX2Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
function MarathonAX2Game:new()
MarathonAX2Game.super:new()
self.roll_frames = 0
self.randomizer = History6RollsRandomizer()
self.section_time_limit = 3600
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.section_clear = false
self.lock_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function MarathonAX2Game:getGravity()
if self.lines < 10 then return 84/256
elseif self.lines < 20 then return 1/2
elseif self.lines < 30 then return 1
elseif self.lines < 40 then return 2
elseif self.lines < 50 then return 3
elseif self.lines < 60 then return 4
elseif self.lines < 70 then return 5
else return 20 end
end
return MarathonAX2Game

View File

@@ -0,0 +1,35 @@
require 'funcs'
local MarathonAX = require 'tetris.modes.marathon_ax'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local MarathonAX3Game = MarathonAX:extend()
MarathonAX3Game.name = "Marathon AX3"
MarathonAX3Game.hash = "MarathonAX3"
MarathonAX3Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
function MarathonAX3Game:new()
MarathonAX3Game.super:new()
self.roll_frames = 0
self.randomizer = History6RollsRandomizer()
self.section_time_limit = 3600
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.section_clear = false
self.lock_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function MarathonAX3Game:getGravity()
return 20
end
return MarathonAX3Game

View File

@@ -0,0 +1,133 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local MarathonWCBGame = GameMode:extend()
MarathonWCBGame.name = "Marathon WCB"
MarathonWCBGame.hash = "MarathonWCB"
MarathonWCBGame.tagline = "When all the pieces slip right to their destinations... can you keep up?"
function MarathonWCBGame:new()
MarathonWCBGame.super:new()
self.pieces = 0
self.randomizer = History6RollsRandomizer()
self.lock_drop = true
self.lock_hard_drop = true
self.instant_hard_drop = true
self.instant_soft_drop = true
self.enable_hold = false
self.next_queue_length = 3
self.piece_is_active = false
end
function MarathonWCBGame:getDropSpeed()
return 20
end
function MarathonWCBGame:getARR()
return 0
end
function MarathonWCBGame:getARE()
return 0
end
function MarathonWCBGame:getLineARE()
return 0
end
function MarathonWCBGame:getDasLimit()
return 0
end
function MarathonWCBGame:getLineClearDelay()
return 0
end
function MarathonWCBGame:getLockDelay()
return math.huge
end
function MarathonWCBGame:getGravity()
return self.piece_is_active and 20 or 0
end
function MarathonWCBGame: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 MarathonWCBGame:onAttemptPieceMove()
if self.piece ~= nil then
-- don't let the piece move before it's finished dropping
self.piece:dropToBottom(self.grid)
end
self.piece_is_active = true
end
function MarathonWCBGame:onAttemptPieceRotate()
self.piece_is_active = true
end
function MarathonWCBGame:onPieceLock()
self.piece_is_active = false
self.pieces = self.pieces + 1
end
function MarathonWCBGame:onLineClear(cleared_row_count)
if not self.clear then
self.lines = self.lines + cleared_row_count
end
end
function MarathonWCBGame:drawGrid(ruleset)
self.grid:draw()
if self.piece ~= nil then
self:drawGhostPiece(ruleset)
end
end
function MarathonWCBGame:getHighscoreData()
return {
pieces = self.pieces,
frames = self.frames,
}
end
function MarathonWCBGame:drawScoringInfo()
MarathonWCBGame.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, 160, 80, "left")
love.graphics.printf("pieces", text_x, 220, 80, "left")
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.lines, text_x, 180, 80, "left")
love.graphics.printf(self.pieces, text_x, 240, 80, "left")
end
function MarathonWCBGame:getBackground()
return (math.floor(self.pieces / 50) % 20)
end
return MarathonWCBGame

View File

@@ -156,7 +156,7 @@ function PhantomMania2Game:onLineClear(cleared_row_count)
end end
self:advanceBottomRow(-cleared_row_count) self:advanceBottomRow(-cleared_row_count)
else else
self.roll_points = self.roll_points + cleared_row_points[cleared_row_count / 2] self.roll_points = self.roll_points + cleared_row_points[cleared_row_count]
if self.roll_points >= 100 then if self.roll_points >= 100 then
self.roll_points = self.roll_points - 100 self.roll_points = self.roll_points - 100
self.grade = self.grade + 1 self.grade = self.grade + 1
@@ -234,7 +234,7 @@ PhantomMania2Game.garbageOpacityFunction = function(age)
end end
function PhantomMania2Game:drawGrid() function PhantomMania2Game:drawGrid()
if not (self.game_over or (self.clear and self.level < 1300)) then if not (self.game_over) then
self.grid:drawInvisible(self.rollOpacityFunction, self.garbageOpacityFunction) self.grid:drawInvisible(self.rollOpacityFunction, self.garbageOpacityFunction)
else else
self.grid:draw() self.grid:draw()

View File

@@ -25,7 +25,7 @@ function Race40Game:new()
self.lock_drop = true self.lock_drop = true
self.lock_hard_drop = true self.lock_hard_drop = true
self.instant_hard_drop = true self.instant_hard_drop = true
self.instant_soft_drop = false self.instant_soft_drop = true
self.enable_hold = true self.enable_hold = true
self.next_queue_length = 3 self.next_queue_length = 3
end end
@@ -39,11 +39,11 @@ function Race40Game:getARR()
end end
function Race40Game:getARE() function Race40Game:getARE()
return 0 return 4
end end
function Race40Game:getLineARE() function Race40Game:getLineARE()
return self:getARE() return 2
end end
function Race40Game:getDasLimit() function Race40Game:getDasLimit()
@@ -51,15 +51,15 @@ function Race40Game:getDasLimit()
end end
function Race40Game:getLineClearDelay() function Race40Game:getLineClearDelay()
return 0 return 2
end end
function Race40Game:getLockDelay() function Race40Game:getLockDelay()
return 15 return 30
end end
function Race40Game:getGravity() function Race40Game:getGravity()
return 1/64 return 20
end end
function Race40Game:advanceOneFrame() function Race40Game:advanceOneFrame()

View File

@@ -132,10 +132,10 @@ function SurvivalA3Game:onLineClear(cleared_row_count)
if new_level >= 1300 or self:hitTorikan(self.level, new_level) then if new_level >= 1300 or self:hitTorikan(self.level, new_level) then
if new_level >= 1300 then if new_level >= 1300 then
self.level = 1300 self.level = 1300
self.big_mode = true
end end
self.clear = true self.clear = true
self.grid:clear() self.grid:clear()
self.big_mode = true
self.roll_frames = -150 self.roll_frames = -150
else else
self.level = math.min(new_level, 1300) self.level = math.min(new_level, 1300)

View File

@@ -0,0 +1,76 @@
require 'funcs'
local MarathonAX = require 'tetris.modes.marathon_ax'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local SurvivalAXGame = MarathonAX:extend()
SurvivalAXGame.name = "Survival AX"
SurvivalAXGame.hash = "SurvivalAX"
SurvivalAXGame.tagline = "Can you clear the time hurdles when the game goes this fast?"
function SurvivalAXGame:new()
SurvivalAXGame.super:new()
self.roll_frames = 0
self.randomizer = History6RollsRandomizer()
self.section_time_limit = 3600
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.section_clear = false
self.lock_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function SurvivalAXGame:getSectionTimeLimit()
return 3600
end
function SurvivalAXGame:getARE()
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
elseif self.lines < 80 then return 8
elseif self.lines < 90 then return 7
else return 6 end
end
function SurvivalAXGame:getLineARE()
return self:getARE()
end
function SurvivalAXGame:getDasLimit()
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 SurvivalAXGame:getLineClearDelay()
if self.lines < 10 then return 14
elseif self.lines < 30 then return 8
else return 5 end
end
function SurvivalAXGame:getLockDelay()
if self.lines < 10 then return 30
elseif self.lines < 20 then return 26
elseif self.lines < 30 then return 24
elseif self.lines < 40 then return 22
elseif self.lines < 50 then return 20
elseif self.lines < 70 then return 16
else return 15 end
end
function SurvivalAXGame:getGravity()
return 20
end
return SurvivalAXGame

View File

@@ -0,0 +1,59 @@
require 'funcs'
local MarathonAX2 = require 'tetris.modes.marathon_ax2'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local SurvivalAX2Game = MarathonAX2:extend()
SurvivalAX2Game.name = "Survival AX2"
SurvivalAX2Game.hash = "SurvivalAX2"
SurvivalAX2Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
function SurvivalAX2Game:new()
SurvivalAX2Game.super:new()
self.roll_frames = 0
self.randomizer = History6RollsRandomizer()
self.section_time_limit = 3600
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.section_clear = false
self.lock_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function SurvivalAX2Game:getSectionTimeLimit()
return 3600
end
function SurvivalAX2Game:getARE()
return 6
end
function SurvivalAX2Game:getLineARE()
return self:getARE()
end
function SurvivalAX2Game:getDasLimit()
return 7
end
function SurvivalAX2Game:getLineClearDelay()
return 5
end
function SurvivalAX2Game:getLockDelay()
return 15
end
function SurvivalAX2Game:getGravity()
return 20
end
return SurvivalAX2Game

View File

@@ -0,0 +1,32 @@
local ArikaTI = require 'tetris.rulesets.arika_ti'
local ARS = ArikaTI:extend()
ARS.name = "Ace-ARS"
ARS.hash = "ArikaAce"
function ARS:onPieceCreate(piece, grid)
piece.floorkick = 0
piece.rotate_counter = 0
piece.move_counter = 0
end
function ARS:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset
end
function ARS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.move_counter = piece.move_counter + 1
if piece.move_counter >= 128 then
piece.locked = true
end
end
end
function ARS:onPieceRotate(piece, grid)
self:onPieceMove(piece, grid)
end
return ARS

View File

@@ -117,13 +117,12 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
end end
end end
elseif piece.shape ~= "I" then elseif piece.shape ~= "I" then
-- kick right, kick left -- kick right, kick left
if (grid:canPlacePiece(new_piece:withOffset({x=1, y=0}))) then if (grid:canPlacePiece(new_piece:withOffset({x=1, y=0}))) then
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0}) piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
elseif (grid:canPlacePiece(new_piece:withOffset({x=-1, y=0}))) then elseif (grid:canPlacePiece(new_piece:withOffset({x=-1, y=0}))) then
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0}) piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
end end
else
end end
end end

View File

@@ -398,6 +398,7 @@ function CRS:onPieceDrop(piece, grid)
end end
function CRS:onPieceMove(piece, grid) function CRS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then if piece:isDropBlocked(grid) then
piece.move_counter = piece.move_counter + 1 piece.move_counter = piece.move_counter + 1
if piece.move_counter >= 24 then if piece.move_counter >= 24 then
@@ -407,6 +408,7 @@ function CRS:onPieceMove(piece, grid)
end end
function CRS:onPieceRotate(piece, grid) function CRS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then if piece:isDropBlocked(grid) then
piece.rotate_counter = piece.rotate_counter + 1 piece.rotate_counter = piece.rotate_counter + 1
if piece.rotate_counter >= 12 then if piece.rotate_counter >= 12 then
@@ -415,6 +417,4 @@ function CRS:onPieceRotate(piece, grid)
end end
end end
function CRS:getDefaultOrientation() return 1 end -- downward facing pieces by default
return CRS return CRS

View File

@@ -56,16 +56,16 @@ function Ruleset:attemptWallkicks(piece, new_piece, rot_dir, grid)
-- do nothing in default ruleset -- do nothing in default ruleset
end end
function Ruleset:movePiece(piece, grid, move) function Ruleset:movePiece(piece, grid, move, instant)
local x = piece.position.x local x = piece.position.x
if move == "left" then if move == "left" then
piece:moveInGrid({x=-1, y=0}, 1, grid) piece:moveInGrid({x=-1, y=0}, 1, grid, false)
elseif move == "speedleft" then
piece:moveInGrid({x=-1, y=0}, 10, grid)
elseif move == "right" then elseif move == "right" then
piece:moveInGrid({x=1, y=0}, 1, grid) piece:moveInGrid({x=1, y=0}, 1, grid, false)
elseif move == "speedleft" then
piece:moveInGrid({x=-1, y=0}, 10, grid, instant)
elseif move == "speedright" then elseif move == "speedright" then
piece:moveInGrid({x=1, y=0}, 10, grid) piece:moveInGrid({x=1, y=0}, 10, grid, instant)
end end
if piece.position.x ~= x then if piece.position.x ~= x then
self:onPieceMove(piece, grid) self:onPieceMove(piece, grid)
@@ -138,7 +138,7 @@ function Ruleset:processPiece(
hard_drop_enabled, additive_gravity hard_drop_enabled, additive_gravity
) )
self:rotatePiece(inputs, piece, grid, prev_inputs, false) self:rotatePiece(inputs, piece, grid, prev_inputs, false)
self:movePiece(piece, grid, move) self:movePiece(piece, grid, move, gravity >= 20)
self:dropPiece( self:dropPiece(
inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked, inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
hard_drop_enabled, additive_gravity hard_drop_enabled, additive_gravity

View File

@@ -0,0 +1,30 @@
local Standard = require 'tetris.rulesets.standard'
local SRS = Standard:extend()
SRS.name = "Ti-SRS"
SRS.hash = "StandardTI"
function SRS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.move_counter = piece.move_counter + 1
if piece.move_counter >= 10 then
piece.locked = true
end
end
end
function SRS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset
if piece:isDropBlocked(grid) then
piece.rotate_counter = piece.rotate_counter + 1
if piece.rotate_counter >= 8 then
piece.locked = true
end
end
end
function SRS:get180RotationValue() return config["reverse_rotate"] and 1 or 3 end
return SRS