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19 Commits
47a5a53e23
...
v0.3-april
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afe6a43dab |
@@ -26,13 +26,13 @@ All assets needed are bundled with the executable.
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|||||||
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||||||
#### Bleeding edge
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#### Bleeding edge
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||||||
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||||||
If you want the bleeding edge version, download [this](https://github.com/MillaBasset/cambridge/archive/master.zip).
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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.
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||||||
Extract the ZIP, open a Command Prompt at the folder you extracted Cambridge to, then run this command:
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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:
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dist\windows\love.exe .
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dist\windows\love.exe .
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||||||
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||||||
Alternatively, if you're on a 32-bit system, run this instead:
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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:
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||||||
dist\win32\love.exe .
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dist\win32\love.exe .
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||||||
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@@ -42,7 +42,7 @@ Then, check the mod pack section at the bottom of this page.
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### macOS, Linux
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### macOS, Linux
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||||||
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If you haven't already, install `love` with your favourite package manager (Homebrew on macOS, your system's default on Linux). **Make sure you're using LÖVE 11, because it won't work with earlier versions!**
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If you haven't already, install `love` with your favourite package manager (Homebrew on macOS, your system's default on Linux). **Make sure you're using LÖVE 11.3, because it won't work with earlier or later versions!**
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||||||
#### Downloading a release
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#### Downloading a release
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||||||
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@@ -20,6 +20,7 @@ backgrounds = {
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love.graphics.newImage("res/backgrounds/1800.png"),
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love.graphics.newImage("res/backgrounds/1800.png"),
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love.graphics.newImage("res/backgrounds/1900.png"),
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love.graphics.newImage("res/backgrounds/1900.png"),
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title = love.graphics.newImage("res/backgrounds/title.png"),
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title = love.graphics.newImage("res/backgrounds/title.png"),
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title_no_icon = love.graphics.newImage("res/backgrounds/title-no-icon.jpg"),
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title_night = love.graphics.newImage("res/backgrounds/title-night.jpg"),
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title_night = love.graphics.newImage("res/backgrounds/title-night.jpg"),
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snow = love.graphics.newImage("res/backgrounds/snow.png"),
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snow = love.graphics.newImage("res/backgrounds/snow.png"),
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input_config = love.graphics.newImage("res/backgrounds/options-input.png"),
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input_config = love.graphics.newImage("res/backgrounds/options-input.png"),
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42
main.lua
42
main.lua
@@ -81,7 +81,7 @@ function love.draw()
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love.graphics.setFont(font_3x5_2)
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love.graphics.setFont(font_3x5_2)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(
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love.graphics.printf(
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string.format("%.2f", 1 / love.timer.getAverageDelta()) ..
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string.format("%.2f", 1.0 / love.timer.getAverageDelta()) ..
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"fps - " .. version, 0, 460, 635, "right"
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"fps - " .. version, 0, 460, 635, "right"
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)
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)
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||||||
end
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end
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||||||
@@ -118,7 +118,7 @@ function love.keypressed(key, scancode)
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love.filesystem.remove("ss")
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love.filesystem.remove("ss")
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||||||
love.filesystem.createDirectory("ss")
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love.filesystem.createDirectory("ss")
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||||||
end
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end
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print("Saving screenshot as "..ss_name)
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print("Saving screenshot as "..love.filesystem.getSaveDirectory().."/"..ss_name)
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GLOBAL_CANVAS:newImageData():encode("png", ss_name)
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GLOBAL_CANVAS:newImageData():encode("png", ss_name)
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-- function keys are reserved
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-- function keys are reserved
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elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
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elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
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@@ -290,6 +290,7 @@ function love.resize(w, h)
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end
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end
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||||||
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local TARGET_FPS = 60
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local TARGET_FPS = 60
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local FRAME_DURATION = 1.0 / TARGET_FPS
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function love.run()
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function love.run()
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||||||
if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
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if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
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@@ -299,7 +300,7 @@ function love.run()
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local dt = 0
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local dt = 0
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||||||
local last_time = love.timer.getTime()
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local last_time = love.timer.getTime()
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local time_accumulator = 0
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local time_accumulator = 0.0
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return function()
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return function()
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if love.event then
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if love.event then
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love.event.pump()
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love.event.pump()
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@@ -320,24 +321,39 @@ function love.run()
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if scene and scene.update and love.timer then
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if scene and scene.update and love.timer then
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scene:update()
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scene:update()
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local frame_duration = 1.0 / TARGET_FPS
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if time_accumulator < FRAME_DURATION then
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if time_accumulator < frame_duration then
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if love.graphics and love.graphics.isActive() and love.draw then
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if love.graphics and love.graphics.isActive() and love.draw then
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love.graphics.origin()
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love.graphics.origin()
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love.graphics.clear(love.graphics.getBackgroundColor())
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love.graphics.clear(love.graphics.getBackgroundColor())
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love.draw()
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love.draw()
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love.graphics.present()
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love.graphics.present()
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end
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end
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local end_time = last_time + frame_duration
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local time = love.timer.getTime()
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-- request 1ms delays first but stop short of overshooting, then do "0ms" delays without overshooting (0ms requests generally do a delay of some nonzero amount of time, but maybe less than 1ms)
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while time < end_time do
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for milliseconds=0.001,0.000,-0.001 do
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love.timer.sleep(0.001)
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local max_delay = 0.0
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time = love.timer.getTime()
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while max_delay < FRAME_DURATION do
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local delay_start_time = love.timer.getTime()
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||||||
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if delay_start_time - last_time < FRAME_DURATION - max_delay then
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love.timer.sleep(milliseconds)
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local last_delay = love.timer.getTime() - delay_start_time
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||||||
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if last_delay > max_delay then
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max_delay = last_delay
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||||||
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end
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else
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break
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end
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||||||
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end
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||||||
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end
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||||||
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while love.timer.getTime() - last_time < FRAME_DURATION do
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||||||
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-- busy loop, do nothing here until delay is finished; delays above stop short of finishing, so this part can finish it off precisely
|
||||||
end
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end
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time_accumulator = time_accumulator + time - last_time
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end
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end
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time_accumulator = time_accumulator - frame_duration
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||||||
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local finish_delay_time = love.timer.getTime()
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local real_frame_duration = finish_delay_time - last_time
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time_accumulator = time_accumulator + real_frame_duration - FRAME_DURATION
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last_time = finish_delay_time
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end
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end
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last_time = love.timer.getTime()
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||||||
end
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end
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||||||
end
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end
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||||||
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|||||||
@@ -1 +1,3 @@
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#!/bin/sh
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||||||
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zip -r cambridge.love libs load res scene tetris conf.lua main.lua scene.lua funcs.lua
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zip -r cambridge.love libs load res scene tetris conf.lua main.lua scene.lua funcs.lua
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||||||
@@ -1,4 +1,6 @@
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./package
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#!/bin/sh
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||||||
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||||||
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./package-love.sh
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mkdir dist
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mkdir dist
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mkdir dist/windows
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mkdir dist/windows
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mkdir dist/win32
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mkdir dist/win32
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BIN
res/backgrounds/title-no-icon.jpg
Normal file
BIN
res/backgrounds/title-no-icon.jpg
Normal file
Binary file not shown.
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After Width: | Height: | Size: 343 KiB |
@@ -5,7 +5,7 @@ CreditsScene.title = "Credits"
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|||||||
function CreditsScene:new()
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function CreditsScene:new()
|
||||||
self.frames = 0
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self.frames = 0
|
||||||
-- higher = slower
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-- higher = slower
|
||||||
self.scroll_speed = 1.85
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self.scroll_speed = 1.8
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||||||
switchBGM("credit_roll", "gm3")
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switchBGM("credit_roll", "gm3")
|
||||||
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||||||
DiscordRPC:update({
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DiscordRPC:update({
|
||||||
@@ -40,14 +40,14 @@ function CreditsScene:render()
|
|||||||
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|
||||||
love.graphics.setFont(font_3x5_4)
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love.graphics.setFont(font_3x5_4)
|
||||||
love.graphics.print("Cambridge Credits", 320, 500 - offset)
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love.graphics.print("Cambridge Credits", 320, 500 - offset)
|
||||||
love.graphics.print("THANK YOU\nFOR PLAYING!", 320, math.max(2030 - offset, 240))
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love.graphics.print("THANK YOU\nFOR PLAYING!", 320, math.max(2050 - offset, 240))
|
||||||
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|
||||||
love.graphics.setFont(font_3x5_3)
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love.graphics.setFont(font_3x5_3)
|
||||||
love.graphics.print("Game Developers", 320, 550 - offset)
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love.graphics.print("Game Developers", 320, 550 - offset)
|
||||||
love.graphics.print("Project Heads", 320, 640 - offset)
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love.graphics.print("Project Heads", 320, 640 - offset)
|
||||||
love.graphics.print("Notable Game Developers", 320, 750 - offset)
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love.graphics.print("Notable Game Developers", 320, 750 - offset)
|
||||||
love.graphics.print("Special Thanks", 320, 1000 - offset)
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love.graphics.print("Special Thanks", 320, 1000 - offset)
|
||||||
love.graphics.print("- Milla", 320, math.max(2110 - offset, 320))
|
love.graphics.print("- Milla", 320, math.max(2130 - offset, 320))
|
||||||
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|
||||||
love.graphics.setFont(font_3x5_2)
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love.graphics.setFont(font_3x5_2)
|
||||||
love.graphics.print("Oshisaure\nJoe Zeng", 320, 590 - offset)
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love.graphics.print("Oshisaure\nJoe Zeng", 320, 590 - offset)
|
||||||
@@ -66,7 +66,7 @@ function CreditsScene:render()
|
|||||||
"CylinderKnot\neightsixfivezero\nEricICX\nGesomaru\n" ..
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"CylinderKnot\neightsixfivezero\nEricICX\nGesomaru\n" ..
|
||||||
"gizmo4487\nJBroms\nKirby703\nKitaru\n" ..
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"gizmo4487\nJBroms\nKirby703\nKitaru\n" ..
|
||||||
"M1ssing0\nMattMayuga\nMyPasswordIsWeak\n" ..
|
"M1ssing0\nMattMayuga\nMyPasswordIsWeak\n" ..
|
||||||
"Nikki Karissa\noffwo\nOliver\nPineapple\npokemonfan1937\n" ..
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"Nikki Karissa\nnim\noffwo\nOliver\nPineapple\npokemonfan1937\n" ..
|
||||||
"Pyra Neoxi\nRDST64\nRocketLanterns\nRustyFoxxo\n" ..
|
"Pyra Neoxi\nRDST64\nRocketLanterns\nRustyFoxxo\n" ..
|
||||||
"saphie\nShelleloch\nSimon\nstratus\nSuper302\n" ..
|
"saphie\nShelleloch\nSimon\nstratus\nSuper302\n" ..
|
||||||
"switchpalacecorner\nterpyderp\nTetrian22\nTetro48\nThatCookie\n" ..
|
"switchpalacecorner\nterpyderp\nTetrian22\nTetro48\nThatCookie\n" ..
|
||||||
|
|||||||
@@ -9,6 +9,7 @@ function GameScene:new(game_mode, ruleset, inputs)
|
|||||||
self.retry_ruleset = ruleset
|
self.retry_ruleset = ruleset
|
||||||
self.secret_inputs = inputs
|
self.secret_inputs = inputs
|
||||||
self.game = game_mode(self.secret_inputs)
|
self.game = game_mode(self.secret_inputs)
|
||||||
|
self.game.secret_inputs = inputs
|
||||||
self.ruleset = ruleset(self.game)
|
self.ruleset = ruleset(self.game)
|
||||||
self.game:initialize(self.ruleset)
|
self.game:initialize(self.ruleset)
|
||||||
self.inputs = {
|
self.inputs = {
|
||||||
@@ -40,6 +41,8 @@ function GameScene:update()
|
|||||||
self.game:update(inputs, self.ruleset)
|
self.game:update(inputs, self.ruleset)
|
||||||
self.game.grid:update()
|
self.game.grid:update()
|
||||||
DiscordRPC:update({
|
DiscordRPC:update({
|
||||||
|
details = self.game.rpc_details,
|
||||||
|
state = self.game.name,
|
||||||
largeImageKey = "ingame-"..self.game:getBackground().."00"
|
largeImageKey = "ingame-"..self.game:getBackground().."00"
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -13,11 +13,12 @@ ConfigScene.options = {
|
|||||||
{"world_reverse", "A Button Rotation", false, {"Left", "Auto", "Right"}},
|
{"world_reverse", "A Button Rotation", false, {"Left", "Auto", "Right"}},
|
||||||
{"spawn_positions", "Spawn Positions", false, {"Per ruleset", "In field", "Out of field"}},
|
{"spawn_positions", "Spawn Positions", false, {"Per ruleset", "In field", "Out of field"}},
|
||||||
{"display_gamemode", "Debug Info", false, {"On", "Off"}},
|
{"display_gamemode", "Debug Info", false, {"On", "Off"}},
|
||||||
{"das_last_key", "DAS Last Key", false, {"Off", "On"}},
|
{"save_replay", "Save Replays", false, {"On", "Off"}},
|
||||||
{"smooth_movement", "Smooth Piece Drop", false, {"On", "Off"}},
|
{"smooth_movement", "Smooth Piece Drop", false, {"On", "Off"}},
|
||||||
{"synchroes_allowed", "Synchroes", false, {"Per ruleset", "On", "Off"}},
|
|
||||||
{"diagonal_input", "Diagonal Input", false, {"On", "Off"}},
|
{"diagonal_input", "Diagonal Input", false, {"On", "Off"}},
|
||||||
|
{"das_last_key", "DAS Last Key", false, {"Off", "On"}},
|
||||||
{"buffer_lock", "Buffer Drop Type", false, {"Off", "Hold", "Tap"}},
|
{"buffer_lock", "Buffer Drop Type", false, {"Off", "Hold", "Tap"}},
|
||||||
|
{"synchroes_allowed", "Synchroes", false, {"Per ruleset", "On", "Off"}},
|
||||||
{"sfx_volume", "SFX", true, "sfxSlider"},
|
{"sfx_volume", "SFX", true, "sfxSlider"},
|
||||||
{"bgm_volume", "BGM", true, "bgmSlider"},
|
{"bgm_volume", "BGM", true, "bgmSlider"},
|
||||||
}
|
}
|
||||||
@@ -33,8 +34,8 @@ function ConfigScene:new()
|
|||||||
state = "Changing game settings",
|
state = "Changing game settings",
|
||||||
})
|
})
|
||||||
|
|
||||||
self.sfxSlider = newSlider(165, 400, 225, config.sfx_volume * 100, 0, 100, function(v) config.sfx_volume = v / 100 end, {width=20, knob="circle", track="roundrect"})
|
self.sfxSlider = newSlider(165, 420, 225, config.sfx_volume * 100, 0, 100, function(v) config.sfx_volume = v / 100 end, {width=20, knob="circle", track="roundrect"})
|
||||||
self.bgmSlider = newSlider(465, 400, 225, config.bgm_volume * 100, 0, 100, function(v) config.bgm_volume = v / 100 end, {width=20, knob="circle", track="roundrect"})
|
self.bgmSlider = newSlider(465, 420, 225, config.bgm_volume * 100, 0, 100, function(v) config.bgm_volume = v / 100 end, {width=20, knob="circle", track="roundrect"})
|
||||||
end
|
end
|
||||||
|
|
||||||
function ConfigScene:update()
|
function ConfigScene:update()
|
||||||
@@ -58,7 +59,7 @@ function ConfigScene:render()
|
|||||||
if not ConfigScene.options[self.highlight][3] then
|
if not ConfigScene.options[self.highlight][3] then
|
||||||
love.graphics.rectangle("fill", 25, 98 + self.highlight * 20, 170, 22)
|
love.graphics.rectangle("fill", 25, 98 + self.highlight * 20, 170, 22)
|
||||||
else
|
else
|
||||||
love.graphics.rectangle("fill", 65 + (1+self.highlight-#self.options) * 300, 342, 215, 33)
|
love.graphics.rectangle("fill", 65 + (1+self.highlight-#self.options) * 300, 362, 215, 33)
|
||||||
end
|
end
|
||||||
|
|
||||||
love.graphics.setFont(font_3x5_2)
|
love.graphics.setFont(font_3x5_2)
|
||||||
@@ -75,8 +76,8 @@ function ConfigScene:render()
|
|||||||
|
|
||||||
love.graphics.setColor(1, 1, 1, 1)
|
love.graphics.setColor(1, 1, 1, 1)
|
||||||
love.graphics.setFont(font_3x5_3)
|
love.graphics.setFont(font_3x5_3)
|
||||||
love.graphics.print("SFX Volume: " .. math.floor(self.sfxSlider:getValue()) .. "%", 75, 345)
|
love.graphics.print("SFX Volume: " .. math.floor(self.sfxSlider:getValue()) .. "%", 75, 365)
|
||||||
love.graphics.print("BGM Volume: " .. math.floor(self.bgmSlider:getValue()) .. "%", 375, 345)
|
love.graphics.print("BGM Volume: " .. math.floor(self.bgmSlider:getValue()) .. "%", 375, 365)
|
||||||
|
|
||||||
love.graphics.setColor(1, 1, 1, 0.75)
|
love.graphics.setColor(1, 1, 1, 0.75)
|
||||||
self.sfxSlider:draw()
|
self.sfxSlider:draw()
|
||||||
|
|||||||
@@ -4,17 +4,18 @@ local ReplayScene = Scene:extend()
|
|||||||
|
|
||||||
ReplayScene.title = "Replay"
|
ReplayScene.title = "Replay"
|
||||||
|
|
||||||
function ReplayScene:new(replay, game_mode, ruleset, inputs)
|
function ReplayScene:new(replay, game_mode, ruleset)
|
||||||
config.gamesettings = replay["gamesettings"]
|
config.gamesettings = replay["gamesettings"]
|
||||||
love.math.setRandomSeed(replay["random_low"], replay["random_high"])
|
love.math.setRandomSeed(replay["random_low"], replay["random_high"])
|
||||||
love.math.setRandomState(replay["random_state"])
|
love.math.setRandomState(replay["random_state"])
|
||||||
self.retry_replay = replay
|
self.retry_replay = replay
|
||||||
self.retry_mode = game_mode
|
self.retry_mode = game_mode
|
||||||
self.retry_ruleset = ruleset
|
self.retry_ruleset = ruleset
|
||||||
self.secret_inputs = inputs
|
self.secret_inputs = replay["secret_inputs"]
|
||||||
self.game = game_mode(self.secret_inputs)
|
self.game = game_mode(self.secret_inputs)
|
||||||
|
self.game.save_replay = false
|
||||||
self.ruleset = ruleset(self.game)
|
self.ruleset = ruleset(self.game)
|
||||||
self.game:initialize(self.ruleset, true)
|
self.game:initialize(self.ruleset)
|
||||||
self.inputs = {
|
self.inputs = {
|
||||||
left=false,
|
left=false,
|
||||||
right=false,
|
right=false,
|
||||||
@@ -51,6 +52,8 @@ function ReplayScene:update()
|
|||||||
self.game:update(input_copy, self.ruleset)
|
self.game:update(input_copy, self.ruleset)
|
||||||
self.game.grid:update()
|
self.game.grid:update()
|
||||||
DiscordRPC:update({
|
DiscordRPC:update({
|
||||||
|
details = "Viewing a replay",
|
||||||
|
state = self.game.name,
|
||||||
largeImageKey = "ingame-"..self.game:getBackground().."00"
|
largeImageKey = "ingame-"..self.game:getBackground().."00"
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -121,12 +121,15 @@ function ReplaySelectScene:render()
|
|||||||
love.graphics.setFont(font_3x5_2)
|
love.graphics.setFont(font_3x5_2)
|
||||||
for idx, replay in ipairs(replays) do
|
for idx, replay in ipairs(replays) do
|
||||||
if(idx >= self.menu_state.replay-9 and idx <= self.menu_state.replay+9) then
|
if(idx >= self.menu_state.replay-9 and idx <= self.menu_state.replay+9) then
|
||||||
local display_string = os.date("%c", replay["timestamp"]).." "..replay["mode"].." "..replay["ruleset"]
|
local display_string = os.date("%c", replay["timestamp"]).." - "..replay["mode"].." - "..replay["ruleset"]
|
||||||
if replay["level"] ~= nil then
|
if replay["level"] ~= nil then
|
||||||
display_string = display_string.." Level: "..replay["level"]
|
display_string = display_string.." - Level: "..replay["level"]
|
||||||
end
|
end
|
||||||
if replay["timer"] ~= nil then
|
if replay["timer"] ~= nil then
|
||||||
display_string = display_string.." Time: "..formatTime(replay["timer"])
|
display_string = display_string.." - Time: "..formatTime(replay["timer"])
|
||||||
|
end
|
||||||
|
if #display_string > 75 then
|
||||||
|
display_string = display_string:sub(1, 75) .. "..."
|
||||||
end
|
end
|
||||||
love.graphics.printf(display_string, 6, (260 - 20*(self.menu_state.replay)) + 20 * idx, 640, "left")
|
love.graphics.printf(display_string, 6, (260 - 20*(self.menu_state.replay)) + 20 * idx, 640, "left")
|
||||||
end
|
end
|
||||||
@@ -167,8 +170,7 @@ function ReplaySelectScene:onInputPress(e)
|
|||||||
scene = ReplayScene(
|
scene = ReplayScene(
|
||||||
replays[self.menu_state.replay],
|
replays[self.menu_state.replay],
|
||||||
mode,
|
mode,
|
||||||
rules,
|
rules
|
||||||
replays[self.menu_state.replay]["secret_inputs"]
|
|
||||||
)
|
)
|
||||||
elseif e.input == "up" or e.scancode == "up" then
|
elseif e.input == "up" or e.scancode == "up" then
|
||||||
self:changeOption(-1)
|
self:changeOption(-1)
|
||||||
|
|||||||
@@ -60,18 +60,38 @@ function TitleScene:update()
|
|||||||
else self.y_offset = 310 - self.frames end
|
else self.y_offset = 310 - self.frames end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
local block_offsets = {
|
||||||
|
{color = "M", x = 0, y = 0},
|
||||||
|
{color = "G", x = 32, y = 0},
|
||||||
|
{color = "Y", x = 64, y = 0},
|
||||||
|
{color = "B", x = 0, y = 32},
|
||||||
|
{color = "O", x = 0, y = 64},
|
||||||
|
{color = "C", x = 32, y = 64},
|
||||||
|
{color = "R", x = 64, y = 64}
|
||||||
|
}
|
||||||
|
|
||||||
function TitleScene:render()
|
function TitleScene:render()
|
||||||
love.graphics.setFont(font_3x5_4)
|
love.graphics.setFont(font_3x5_4)
|
||||||
love.graphics.setColor(1, 1, 1, 1 - self.snow_bg_opacity)
|
love.graphics.setColor(1, 1, 1, 1 - self.snow_bg_opacity)
|
||||||
love.graphics.draw(
|
love.graphics.draw(
|
||||||
backgrounds["title"], -- title_night
|
backgrounds["title_no_icon"], -- title, title_night
|
||||||
0, 0, 0,
|
0, 0, 0,
|
||||||
0.5, 0.5
|
0.5, 0.5
|
||||||
)
|
)
|
||||||
|
|
||||||
|
-- 490, 192
|
||||||
|
for _, b in ipairs(block_offsets) do
|
||||||
|
love.graphics.draw(
|
||||||
|
blocks["2tie"][b.color],
|
||||||
|
490 + b.x, 192 + b.y, 0,
|
||||||
|
2, 2
|
||||||
|
)
|
||||||
|
end
|
||||||
|
|
||||||
--[[
|
--[[
|
||||||
love.graphics.draw(
|
love.graphics.draw(
|
||||||
misc_graphics["icon"],
|
misc_graphics["icon"],
|
||||||
460, 170, 0,
|
490, 192, 0,
|
||||||
2, 2
|
2, 2
|
||||||
)
|
)
|
||||||
]]
|
]]
|
||||||
|
|||||||
1
start_win32.bat
Normal file
1
start_win32.bat
Normal file
@@ -0,0 +1 @@
|
|||||||
|
dist\win32\love.exe .
|
||||||
1
start_win64.bat
Normal file
1
start_win64.bat
Normal file
@@ -0,0 +1 @@
|
|||||||
|
dist\windows\love.exe .
|
||||||
@@ -16,12 +16,11 @@ GameMode.hash = ""
|
|||||||
GameMode.tagline = ""
|
GameMode.tagline = ""
|
||||||
GameMode.rollOpacityFunction = function(age) return 0 end
|
GameMode.rollOpacityFunction = function(age) return 0 end
|
||||||
|
|
||||||
function GameMode:new(secret_inputs)
|
function GameMode:new()
|
||||||
self.replay_inputs = {}
|
self.replay_inputs = {}
|
||||||
self.random_low, self.random_high = love.math.getRandomSeed()
|
self.random_low, self.random_high = love.math.getRandomSeed()
|
||||||
self.random_state = love.math.getRandomState()
|
self.random_state = love.math.getRandomState()
|
||||||
self.secret_inputs = secret_inputs
|
self.save_replay = config.gamesettings.save_replay == 1
|
||||||
self.save_replay = true
|
|
||||||
|
|
||||||
self.grid = Grid(10, 24)
|
self.grid = Grid(10, 24)
|
||||||
self.randomizer = Randomizer()
|
self.randomizer = Randomizer()
|
||||||
@@ -104,7 +103,7 @@ function GameMode:getSkin()
|
|||||||
return "2tie"
|
return "2tie"
|
||||||
end
|
end
|
||||||
|
|
||||||
function GameMode:initialize(ruleset, replay)
|
function GameMode:initialize(ruleset)
|
||||||
-- generate next queue
|
-- generate next queue
|
||||||
self.used_randomizer = (
|
self.used_randomizer = (
|
||||||
table.equalvalues(
|
table.equalvalues(
|
||||||
@@ -114,11 +113,10 @@ function GameMode:initialize(ruleset, replay)
|
|||||||
self.randomizer or BagRandomizer(table.keys(ruleset.colourscheme))
|
self.randomizer or BagRandomizer(table.keys(ruleset.colourscheme))
|
||||||
)
|
)
|
||||||
self.ruleset = ruleset
|
self.ruleset = ruleset
|
||||||
self.save_replay = not replay
|
|
||||||
for i = 1, math.max(self.next_queue_length, 1) do
|
for i = 1, math.max(self.next_queue_length, 1) do
|
||||||
table.insert(self.next_queue, self:getNextPiece(ruleset))
|
table.insert(self.next_queue, self:getNextPiece(ruleset))
|
||||||
end
|
end
|
||||||
self.lock_on_soft_drop = ({ruleset.softdrop_lock, self.instant_soft_drop, false, true})[config.gamesettings.manlock]
|
self.lock_on_soft_drop = ({ruleset.softdrop_lock, self.instant_soft_drop, false, true })[config.gamesettings.manlock]
|
||||||
self.lock_on_hard_drop = ({ruleset.harddrop_lock, self.instant_hard_drop, true, false})[config.gamesettings.manlock]
|
self.lock_on_hard_drop = ({ruleset.harddrop_lock, self.instant_hard_drop, true, false})[config.gamesettings.manlock]
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
@@ -309,7 +309,7 @@ local mroll_points = {10, 20, 30, 100}
|
|||||||
local grade_conversion = {
|
local grade_conversion = {
|
||||||
[0] = 0,
|
[0] = 0,
|
||||||
1, 2, 3, 4, 5, 5, 6, 6, 7, 7,
|
1, 2, 3, 4, 5, 5, 6, 6, 7, 7,
|
||||||
7, 8, 8, 8, 9, 9, 9, 10, 11, 12, 12,
|
7, 8, 8, 8, 9, 9, 9, 10, 11, 12,
|
||||||
12, 12, 13, 13, 14, 14, 15, 15, 16, 16,
|
12, 12, 13, 13, 14, 14, 15, 15, 16, 16,
|
||||||
17
|
17
|
||||||
}
|
}
|
||||||
@@ -354,8 +354,7 @@ function MarathonA3Game:getAggregateGrade()
|
|||||||
return math.min(
|
return math.min(
|
||||||
self.section_cool_grade +
|
self.section_cool_grade +
|
||||||
math.floor(self.roll_points / 100) +
|
math.floor(self.roll_points / 100) +
|
||||||
grade_conversion[self.grade],
|
grade_conversion[self.grade]
|
||||||
self.roll_frames > 3238 and 32 or 31
|
|
||||||
)
|
)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
@@ -202,13 +202,13 @@ end
|
|||||||
local cool_cutoffs = {
|
local cool_cutoffs = {
|
||||||
frameTime(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36),
|
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(0,30), 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 = {
|
local regret_cutoffs = {
|
||||||
frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50),
|
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(0,42), frameTime(0,42), frameTime(0,42), frameTime(0,42), frameTime(0,42),
|
||||||
frameTime(0,35), frameTime(0,35), frameTime(0,35),
|
frameTime(0,42), frameTime(0,42), frameTime(0,42),
|
||||||
}
|
}
|
||||||
|
|
||||||
function PhantomMania2Game:updateSectionTimes(old_level, new_level)
|
function PhantomMania2Game:updateSectionTimes(old_level, new_level)
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ function SurvivalA2Game:onLineClear(cleared_row_count)
|
|||||||
self.clear = true
|
self.clear = true
|
||||||
if new_level < 999 then
|
if new_level < 999 then
|
||||||
self.game_over = true
|
self.game_over = true
|
||||||
|
return
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
self.level = new_level
|
self.level = new_level
|
||||||
|
|||||||
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
|
||||||
@@ -209,7 +209,7 @@ function Ruleset:initializePiece(
|
|||||||
|
|
||||||
local colours
|
local colours
|
||||||
if table.equalvalues(
|
if table.equalvalues(
|
||||||
self.colourscheme, {"I", "J", "L", "O", "S", "T", "Z"}
|
table.keys(self.colourscheme), {"I", "J", "L", "O", "S", "T", "Z"}
|
||||||
) then
|
) then
|
||||||
colours = ({self.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
|
colours = ({self.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
|
||||||
else
|
else
|
||||||
|
|||||||
@@ -1,5 +1,5 @@
|
|||||||
local Piece = require 'tetris.components.piece'
|
local Piece = require 'tetris.components.piece'
|
||||||
local Ruleset = require 'tetris.rulesets.standard_exp'
|
local Ruleset = require 'tetris.rulesets.standard_ace'
|
||||||
|
|
||||||
local SRS = Ruleset:extend()
|
local SRS = Ruleset:extend()
|
||||||
|
|
||||||
@@ -33,8 +33,8 @@ SRS.wallkicks_line = {
|
|||||||
},
|
},
|
||||||
};
|
};
|
||||||
|
|
||||||
function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
|
||||||
|
|
||||||
|
function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||||
local kicks
|
local kicks
|
||||||
if piece.shape == "O" then
|
if piece.shape == "O" then
|
||||||
return
|
return
|
||||||
@@ -69,6 +69,12 @@ function SRS:checkNewLow(piece)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
function SRS:onPieceCreate(piece, grid)
|
||||||
|
piece.manipulations = 0
|
||||||
|
piece.rotations = 0
|
||||||
|
piece.lowest_y = -math.huge
|
||||||
|
end
|
||||||
|
|
||||||
function SRS:onPieceDrop(piece, grid)
|
function SRS:onPieceDrop(piece, grid)
|
||||||
self:checkNewLow(piece)
|
self:checkNewLow(piece)
|
||||||
if piece.manipulations >= self.MANIPULATIONS_MAX and piece:isDropBlocked(grid) then
|
if piece.manipulations >= self.MANIPULATIONS_MAX and piece:isDropBlocked(grid) then
|
||||||
|
|||||||
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 Piece = require 'tetris.components.piece'
|
||||||
local Ruleset = require 'tetris.rulesets.ti_srs'
|
local Ruleset = require 'tetris.rulesets.standard_ti'
|
||||||
|
|
||||||
local SRS = Ruleset:extend()
|
local SRS = Ruleset:extend()
|
||||||
|
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
local Piece = require 'tetris.components.piece'
|
local Piece = require 'tetris.components.piece'
|
||||||
local Ruleset = require 'tetris.rulesets.arika_srs'
|
local Ruleset = require 'tetris.rulesets.standard_ti'
|
||||||
|
|
||||||
local SRS = Ruleset:extend()
|
local SRS = Ruleset:extend()
|
||||||
|
|
||||||
@@ -27,8 +27,6 @@ function SRS:checkNewLow(piece)
|
|||||||
for _, block in pairs(piece:getBlockOffsets()) do
|
for _, block in pairs(piece:getBlockOffsets()) do
|
||||||
local y = piece.position.y + block.y
|
local y = piece.position.y + block.y
|
||||||
if y > piece.lowest_y then
|
if y > piece.lowest_y then
|
||||||
--piece.manipulations = 0
|
|
||||||
--piece.rotations = 0
|
|
||||||
piece.lowest_y = y
|
piece.lowest_y = y
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
Reference in New Issue
Block a user