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...

71 Commits

Author SHA1 Message Date
Ishaan Bhardwaj
ffd808e6a0 Added white and black as their own separate colors...
... instead of borrowing from the lock flash / garbage colors
2021-09-21 23:30:51 -04:00
Ishaan Bhardwaj
dd96db170e newline 2021-09-21 18:01:36 -04:00
Ishaan Bhardwaj
7fa547c307 Two quick changes (read comments)
Added mouse wheel support to the mode select menu
BGM now interatcs with pausing correctly
2021-09-20 23:33:27 -04:00
b2d0838f90 Pull bigint.lua from bigint.lua repo 2021-09-20 16:09:02 -04:00
Ishaan Bhardwaj
42375cb2b8 Changed mode select DAS to 15/4 (old 24/6) 2021-09-16 18:05:38 -04:00
Ishaan Bhardwaj
fe162ed215 Mode select changes (read below)
Added DAS to the up/down actions (24F start-up, 6F period)
Added wheel scroll to the up/down/left/right actions
Added a warning in case somehow the player has no modes or rulesets
Mode select will load new modules every time you access it
However, this does not reload changes to existing modules
2021-09-16 14:54:49 -04:00
Brandon McGriff
dda116f00f Merge branch 'master' of https://github.com/SashLilac/cambridge 2021-09-15 17:54:26 -07:00
Brandon McGriff
2d3aeeb47d Fix loading of discordRPC when source path contains non-ASCII characters 2021-09-15 17:54:22 -07:00
Ishaan Bhardwaj
784c768c57 Update SOURCES.md 2021-09-14 22:15:08 -04:00
Ishaan Bhardwaj
c18e7ed244 Fixed hold opacity when level < 1000 2021-09-12 19:28:00 -04:00
Ishaan Bhardwaj
9df6bb9989 Small clean-up in PM2 2021-09-12 19:26:47 -04:00
Brandon McGriff
f5873c97bc Remove debugging prints in save.lua 2021-09-12 14:36:21 -07:00
Brandon McGriff
fabdad056e Fix save data handling when save data directory contains non-ASCII characters 2021-09-12 14:32:21 -07:00
Joe Zeng
0e82a8758c Merge pull request #34 from Kirby703/patch-3
made mode extensible
2021-09-11 23:47:11 -04:00
Kirby703
e78df19112 made mode extensible 2021-09-11 22:39:20 -04:00
Ishaan Bhardwaj
49775b9578 Fixed onEnterOrHold running twice on IHS 2021-09-11 18:19:03 -04:00
Ishaan Bhardwaj
6a3c6ecac0 Changed fullscreen bind to F11 2021-09-09 19:02:38 -04:00
Ishaan Bhardwaj
90cf2ebef5 New onEnterOrHold function (fixes #29) 2021-09-05 23:08:54 -04:00
Ishaan Bhardwaj
799a905a9c Remove redundant if 2021-09-05 22:50:31 -04:00
Ishaan Bhardwaj
985f73c39d Revert "Yet more SOCD handling"
This reverts commit b5db5bbdc3.
2021-09-05 22:44:21 -04:00
Ishaan Bhardwaj
b5db5bbdc3 Yet more SOCD handling 2021-09-04 22:45:20 -04:00
Ishaan Bhardwaj
438acde2e2 Better (default) SOCD handling 2021-09-04 22:33:53 -04:00
Ishaan Bhardwaj
0e1f40ad30 Amend the copying functions 2021-08-27 17:18:06 -04:00
Ishaan Bhardwaj
6cf6568a57 Revert "Fixed spawn positions on larger than 10w boards"
This reverts commit dafc113038.

This didn't actually fix the problem, so it's been reverted.
2021-08-20 19:09:50 -04:00
Ishaan Bhardwaj
dafc113038 Fixed spawn positions on larger than 10w boards 2021-08-20 18:53:07 -04:00
Ishaan Bhardwaj
923f3d3696 Added drawIfPaused to gamemode.lua 2021-08-19 14:16:34 -04:00
Ishaan Bhardwaj
db4132bf31 License update, added more credits 2021-08-19 14:15:57 -04:00
Ishaan Bhardwaj
c58018dd51 Two changes to main.lua (read comments)
Disallowed trying to load a directory
Required funcs.lua at the beginning of the program so mod makers don't have to anywhere else
2021-08-15 23:50:00 -04:00
Ishaan Bhardwaj
c7d0034f9b Two changes to gamemode.lua (read comments)
Shape is now passed as an argument to ruleset:getDefaultOrientation()
Fixed the comment for GameMode:transformScreen()
2021-08-11 19:44:57 -04:00
Ishaan Bhardwaj
ed5ea72e66 Cleaning up ruleset.lua 2021-08-11 19:30:46 -04:00
Ishaan Bhardwaj
dc3ad825dc Fix to #27 + some other gamemode functionality 2021-08-09 00:29:22 -04:00
Ishaan Bhardwaj
40cba83003 Fixed a bug with the volume sliders...
...where the SFX that played upon changing the slider's value...
...reflected the old value instead of the new one.
2021-08-04 16:46:41 -04:00
a1b3f73787 Merge pull request #25 from Kirby703/patch-2
fix a3 cools
2021-07-29 23:41:27 -04:00
Kirby703
4243d6b2ba fix a3 cools 2021-07-28 18:38:22 -04:00
33b3ad2889 Merge pull request #24 from Kirby703/patch-1
0xx-3xx line clear delay fix
2021-07-28 10:42:09 -04:00
Kirby703
adab1df480 0xx-3xx line clear delay fix 2021-07-28 05:22:26 -04:00
Joe Z
711fa830a3 Added a few minutes to the torikans. 2021-07-18 22:20:51 -04:00
Joe Z
c434a3406b Changed the 2-second rule to give the cool at exactly 2 seconds. 2021-07-18 21:23:50 -04:00
Joe Zeng
769b5043e3 Added a 25,000 grade point requirement to the GM roll.
You need to go a _little_ further than the point grade of 30 to qualify for GM.
2021-07-18 00:25:05 -04:00
Ishaan Bhardwaj
713c62d807 Fixed Death giving GM below 999 2021-07-18 00:13:57 -04:00
Ishaan Bhardwaj
c3f6e34518 New build scripts for targets other than Windows 2021-07-17 23:08:01 -04:00
Ishaan Bhardwaj
4d0f6ab9fc Easier-to-see bone blocks 2021-07-17 16:25:16 -04:00
Ishaan Bhardwaj
594aa2620f Added another game to the notable games section 2021-07-16 16:50:27 -04:00
Ishaan Bhardwaj
199b535f70 Added a game to the README 2021-07-16 16:24:01 -04:00
Ishaan Bhardwaj
9fbfbd5cda Refined and cleaned up buffer drop input functionality 2021-07-11 17:10:51 -04:00
Ishaan Bhardwaj
c5c4c4d95c Fixed delay curve calculation in Marathon 2020 2021-07-11 15:38:38 -04:00
Ishaan Bhardwaj
53c51c2062 Removed debug code for Marathon 2020 2021-07-11 14:57:14 -04:00
Ishaan Bhardwaj
e4eb9972e6 Fixed section COOL conditions for Marathon 2020 2021-07-11 14:55:45 -04:00
Ishaan Bhardwaj
7dbfe23059 Bump version to beta6 (also closes #19) 2021-07-11 14:04:22 -04:00
Ishaan Bhardwaj
61d5410f22 Prevent mapping the same key to two controls (fixes #20) 2021-07-11 13:53:27 -04:00
Ishaan Bhardwaj
2cb0416548 Shorten Death credit roll 2021-07-07 18:23:37 -04:00
83f3e297ce Changed "Notable Games" to "Other Notable Games" 2021-07-07 03:33:13 -04:00
Ishaan Bhardwaj
8fb01dc9a8 Another credits update 2021-07-05 22:09:06 -04:00
Ishaan Bhardwaj
61de3c6dbf Miscellaneous fixes to piece behavior in addition to fixing prev. commit 2021-06-26 16:27:33 -04:00
Ishaan Bhardwaj
3c718c38e4 Revert "Fixed a bug where pieces would check gravity before a block out"
This reverts commit d18c3e298d.
2021-06-26 14:55:18 -04:00
Ishaan Bhardwaj
d18c3e298d Fixed a bug where pieces would check gravity before a block out 2021-06-26 00:20:47 -04:00
Ishaan Bhardwaj
33934bfb53 Fixed some redundancies in the piece class and Survival A1 2021-06-20 15:20:09 -04:00
Ishaan Bhardwaj
3e2d107687 Small grade fix for Marathon A3 2021-06-19 13:31:45 -04:00
Ishaan Bhardwaj
312b95728d Fixed an issue with Survival A3 that prevented extension of the mode 2021-06-17 22:59:30 -04:00
Ishaan Bhardwaj
5013443302 Phantom Mania mechanic bugfixes 2021-06-17 19:10:21 -04:00
Ishaan Bhardwaj
a8ac8f5966 Whoops forgot a contributor, fixed 2021-06-15 21:47:38 -04:00
Ishaan Bhardwaj
a5032386e6 Small update to a contributor's name 2021-06-14 23:55:36 -04:00
Ishaan Bhardwaj
264255290d Credit bump! 2021-06-14 23:53:14 -04:00
Ishaan Bhardwaj
a5839bede2 Added another notable game 2021-06-14 23:28:27 -04:00
Ishaan Bhardwaj
4ebf24316a Added notable games that I think you should play 2021-06-14 23:25:32 -04:00
Ishaan Bhardwaj
f2acab4496 A few minor changes, read below
Clean up big pieces for a temporary hotfix, an overhaul soon to come
Refactored BGM and SE playing
Moved draw code completely into gamemode - mod makers can now control everything on screen
2021-06-09 20:15:37 -04:00
929069c1b6 Merge pull request #21 from Trixciel/master
Fixed ARE Cancelling when using a Sonic Drop RS
2021-06-07 23:12:58 -04:00
Trixciel
3f2b38f7b3 Fixed ARE Cancelling with Sonic Drop RS
Changed the code in a way that allows ARE Cancelling to work with rotation systems that use sonic drop and a locking soft drop.
2021-06-06 17:38:47 +02:00
Ishaan Bhardwaj
56fb5aebea Small cleanup to file info checking 2021-06-03 16:00:33 -04:00
Ishaan Bhardwaj
6c201596b0 Fixed O failing to rotate in CRS 2021-06-02 12:10:02 -04:00
Ishaan Bhardwaj
50466c5902 Fixed unary negation and to-string bigint metamethods 2021-05-29 19:48:34 -04:00
39 changed files with 752 additions and 617 deletions

1
.gitignore vendored
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@@ -1,5 +1,6 @@
*.sav
*.love
*.zip
dist/*.zip
dist/**/cambridge.exe
dist/**/libs

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@@ -1,4 +1,4 @@
Copyright (c) 2018-2019 Joe Zeng
Copyright (c) 2018-2021 Joe Zeng, Ishaan Bhardwaj
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

View File

@@ -11,18 +11,6 @@ The Discord server has been reopened! https://discord.gg/AADZUmgsph
The game also has a website now with more detail than seen on this README: https://t-sp.in/cambridge
Credits
-------
- [Lilla Oshisaure](https://www.youtube.com/user/LeSpyroshisaure) for being my co-dev!
- [joezeng](https://github.com/joezeng) for the original project, and for offering to help with the expansion!
- [The Tetra Legends Discord](http://discord.com/invite/7hMx5r2) for supporting me and playtesting!
- [The Absolute Plus](https://discord.gg/6Gf2awJ) for being another source of motivation!
More special thanks can be found in-game, under the "Credits" menu.
![Cambridge Logo](https://cdn.discordapp.com/attachments/625496179433668635/763363717730664458/Icon_2.png)
Playing the game
----------------
@@ -90,3 +78,34 @@ community, as well as borrowed from other places, either with licensing
or as placeholders until suitable material can be found that is properly
licensed. Their original sources, and copyright notices if applicable, are
listed in the file SOURCES.
Credits
-------
- [Lilla Oshisaure](https://www.youtube.com/user/LeSpyroshisaure) for being my co-dev!
- [joezeng](https://github.com/joezeng) for the original project, and for offering to help with the expansion!
- [The Tetra Legends Discord](http://discord.com/invite/7hMx5r2) for supporting me and playtesting!
- [The Absolute Plus](https://discord.gg/6Gf2awJ) for being another source of motivation!
More special thanks can be found in-game, under the "Credits" menu.
Other Notable Games
-------------------
- [TGMsim](https://github.com/2Tie/TGMsim) by 2Tie
- [Multimino](https://gamejolt.com/games/multimino/556683) by Axel Fox
- [Tetra Legends](https://tetralegends.app) by Dr Ocelot
- [ZTrix](https://discord.gg/MGhqCBDGNH) by Electra
- [Shiromino](https://github.com/shiromino/shiromino) by Felicity/nightmareci/kdex
- [Cursed Blocks](https://github.com/Manabender/Cursed-Blocks) by Manabender
- [Picoris 2](https://www.lexaloffle.com/bbs/?tid=41733) by MarkGamed
- [Tetra Online](https://github.com/Juan-Cartes/Tetra-Offline) by Mine
- [Techmino](https://discord.gg/6Yuww44tq8) by MrZ
- [Example Block Game](https://github.com/oshisaure/example-block-game) by Oshisaure
- [TETR.IO](https://tetr.io) by osk
- [Master of Blocks](https://discord.gg/72FZ49mjWh) by Phoenix Flare
- [Spirit Drop](https://rayblastgames.com/spiritdrop.php) by RayRay26
- [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)

View File

@@ -170,3 +170,51 @@ LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
discord-rpc (https://github.com/discord/discord-rpc)
--------------------
Copyright 2017 Discord, Inc.
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
lua-discordRPC (https://github.com/pfirsich/lua-discordRPC)
--------------------
MIT License
Copyright (c) 2018 Joel Schumacher
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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@@ -7,5 +7,11 @@
@del dist\win32\SOURCES.md
@del dist\win32\LICENSE.md
@rmdir /Q /S dist\win32\libs
@del dist\other\cambridge.love
@del dist\other\SOURCES.md
@del dist\other\LICENSE.md
@rmdir /Q /S dist\other\libs
@rmdir /Q /S dist\other
@del dist\cambridge-windows.zip
@del dist\cambridge-win32.zip
@del dist\cambridge-other.zip

View File

@@ -1,10 +1,20 @@
function copy(t)
-- returns deep copy of t (as opposed to the shallow copy you get from var = t)
-- returns top-layer shallow copy of t
if type(t) ~= "table" then return t end
local meta = getmetatable(t)
local target = {}
for k, v in pairs(t) do target[k] = v end
setmetatable(target, meta)
for k, v in next, t do target[k] = v end
setmetatable(target, getmetatable(t))
return target
end
function deepcopy(t)
-- returns infinite-layer deep copy of t
if type(t) ~= "table" then return t end
local target = {}
for k, v in next, t do
target[deepcopy(k)] = deepcopy(v)
end
setmetatable(target, deepcopy(getmetatable(t)))
return target
end

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@@ -2,18 +2,19 @@
-- If this variable is true, then strict type checking is performed for all
-- operations. This may result in slower code, but it will allow you to catch
-- errors and bugs earlier.
local strict = false
local strict = true
--------------------------------------------------------------------------------
local bigint = {}
setmetatable(bigint, {__call = function(_, arg) return bigint.new(arg) end})
local mt = {
__add = function(lhs, rhs)
return bigint.add(lhs, rhs)
end,
__unm = function()
return bigint.negate(self)
__unm = function(arg)
return bigint.negate(arg)
end,
__sub = function(lhs, rhs)
return bigint.subtract(lhs, rhs)
@@ -30,8 +31,8 @@ local mt = {
__pow = function(lhs, rhs)
return bigint.exponentiate(lhs, rhs)
end,
__tostring = function()
return bigint.unserialize(self, "s")
__tostring = function(arg)
return bigint.unserialize(arg, "s")
end,
__eq = function(lhs, rhs)
return bigint.compare(lhs, rhs, "==")
@@ -76,7 +77,7 @@ function bigint.new(num)
end
end
return self
return bigint.strip(self)
end
-- Check the type of a big
@@ -96,6 +97,14 @@ function bigint.check(big, force)
return true
end
-- Strip leading zeroes from a big, but don't remove the last zero
function bigint.strip(big)
while (#big.digits > 1) and (big.digits[1] == 0) do
table.remove(big.digits, 1)
end
return big
end
-- Return a new big with the same digits but with a positive sign (absolute
-- value)
function bigint.abs(big)
@@ -329,12 +338,7 @@ function bigint.subtract_raw(big1, big2)
----------------------------------------------------------------------------
-- Strip leading zeroes if any, but not if 0 is the only digit
while (#result.digits > 1) and (result.digits[1] == 0) do
table.remove(result.digits, 1)
end
return result
return bigint.strip(result)
end
-- FRONTEND: Addition and subtraction operations, accounting for signs
@@ -364,6 +368,7 @@ function bigint.add(big1, big2)
return result
end
function bigint.subtract(big1, big2)
-- Type checking is done by bigint.compare in bigint.add
-- Subtracting is like adding a negative
@@ -460,7 +465,7 @@ end
function bigint.exponentiate(big, power)
-- Type checking for big done by bigint.multiply
assert(bigint.compare(power, bigint.new(0), ">="),
" negative powers are not supported")
"negative powers are not supported")
local exp = power:clone()
if (bigint.compare(exp, bigint.new(0), "==")) then
@@ -530,12 +535,7 @@ function bigint.divide_raw(big1, big2)
end
end
-- Remove leading zeros from result
while (result.digits[1] == 0) do
table.remove(result.digits, 1)
end
return result, dividend
return bigint.strip(result), dividend
end
end

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@@ -24,6 +24,59 @@ if osname == "Linux" then
elseif osname == "OS X" then
discordRPClib = ffi.load(source.."/libs/discord-rpc.dylib")
elseif osname == "Windows" then
-- I would strongly advise never touching this. It was not trivial to get correct. -nightmareci
ffi.cdef[[
typedef uint32_t DWORD;
typedef char CHAR;
typedef CHAR *LPSTR;
typedef const CHAR *LPCSTR;
typedef wchar_t WCHAR;
typedef WCHAR *LPWSTR;
typedef LPWSTR PWSTR;
typedef const WCHAR *LPCWSTR;
static const DWORD CP_UTF8 = 65001;
int32_t MultiByteToWideChar(
DWORD CodePage,
DWORD dwFlags,
LPCSTR lpMultiByteStr,
int32_t cbMultiByte,
LPWSTR lpWideCharStr,
int32_t cchWideChar
);
int32_t WideCharToMultiByte(
DWORD CodePage,
DWORD dwFlags,
LPCWSTR lpWideCharStr,
int32_t cchWideChar,
LPSTR lpMultiByteStr,
int32_t cbMultiByte,
void* lpDefaultChar,
void* lpUsedDefaultChar
);
DWORD GetShortPathNameW(
LPCWSTR lpszLongPath,
LPWSTR lpszShortPath,
DWORD cchBuffer
);
]]
local originalWideSize = ffi.C.MultiByteToWideChar(ffi.C.CP_UTF8, 0, source, -1, nil, 0)
local originalWide = ffi.new('WCHAR[?]', originalWideSize)
ffi.C.MultiByteToWideChar(ffi.C.CP_UTF8, 0, source, -1, originalWide, originalWideSize)
local sourceSize = ffi.C.GetShortPathNameW(originalWide, nil, 0)
local sourceWide = ffi.new('WCHAR[?]', sourceSize)
ffi.C.GetShortPathNameW(originalWide, sourceWide, sourceSize)
local sourceChar = ffi.new('char[?]', sourceSize)
ffi.C.WideCharToMultiByte(ffi.C.CP_UTF8, 0, sourceWide, sourceSize, sourceChar, sourceSize, nil, nil)
source = ffi.string(sourceChar)
discordRPClib = ffi.load(source.."/libs/discord-rpc.dll")
else
-- Else it crashes later on

View File

@@ -7,33 +7,41 @@ bgm = {
local current_bgm = nil
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
current_bgm = nil
elseif sound ~= nil then
if subsound ~= nil then
current_bgm = bgm[sound][subsound]
resetBGMFadeout()
elseif sound ~= nil then
else
current_bgm = bgm[sound]
resetBGMFadeout()
end
else
current_bgm = nil
end
if current_bgm ~= nil then
resetBGMFadeout()
end
end
function switchBGMLoop(sound, subsound)
if bgm_locked then return end
switchBGM(sound, subsound)
current_bgm:setLooping(true)
if current_bgm then current_bgm:setLooping(true) end
end
function lockBGM()
bgm_locked = true
end
function unlockBGM()
bgm_locked = false
end
local fading_bgm = false
local fadeout_time = 0
local total_fadeout_time = 0
@@ -49,11 +57,11 @@ end
function resetBGMFadeout(time)
current_bgm:setVolume(config.bgm_volume)
fading_bgm = false
current_bgm:play()
resumeBGM()
end
function processBGMFadeout(dt)
if fading_bgm then
if current_bgm and fading_bgm then
fadeout_time = fadeout_time - dt
if fadeout_time < 0 then
fadeout_time = 0
@@ -63,13 +71,20 @@ function processBGMFadeout(dt)
end
end
function pauseBGM()
function pauseBGM(f)
if f then
unfocused = true
end
if current_bgm ~= nil then
current_bgm:pause()
end
end
function resumeBGM()
function resumeBGM(f)
if f and scene.paused and unfocused then
unfocused = false
return
end
if current_bgm ~= nil then
current_bgm:play()
end

View File

@@ -25,6 +25,15 @@ backgrounds = {
game_config = love.graphics.newImage("res/backgrounds/options-game.png"),
}
-- in order, the colors are:
-- red, orange, yellow, green, cyan, blue
-- magenta (or purple), white, black
-- the next three don't have colors tied to them
-- F is used for lock flash
-- A is a garbage block
-- X is an invisible "block"
-- don't use these for piece colors when making a ruleset
-- all the others are fine to use
blocks = {
["2tie"] = {
R = love.graphics.newImage("res/img/s1.png"),
@@ -34,6 +43,8 @@ blocks = {
C = love.graphics.newImage("res/img/s2.png"),
B = love.graphics.newImage("res/img/s4.png"),
M = love.graphics.newImage("res/img/s5.png"),
W = love.graphics.newImage("res/img/s9.png"),
D = love.graphics.newImage("res/img/s8.png"),
F = love.graphics.newImage("res/img/s9.png"),
A = love.graphics.newImage("res/img/s8.png"),
X = love.graphics.newImage("res/img/s9.png"),
@@ -46,6 +57,8 @@ blocks = {
C = love.graphics.newImage("res/img/bone.png"),
B = love.graphics.newImage("res/img/bone.png"),
M = love.graphics.newImage("res/img/bone.png"),
W = love.graphics.newImage("res/img/bone.png"),
D = love.graphics.newImage("res/img/bone.png"),
F = love.graphics.newImage("res/img/bone.png"),
A = love.graphics.newImage("res/img/bone.png"),
X = love.graphics.newImage("res/img/bone.png"),
@@ -58,13 +71,16 @@ blocks = {
C = love.graphics.newImage("res/img/gem2.png"),
B = love.graphics.newImage("res/img/gem4.png"),
M = love.graphics.newImage("res/img/gem5.png"),
W = love.graphics.newImage("res/img/gem9.png"),
D = love.graphics.newImage("res/img/gem9.png"),
F = love.graphics.newImage("res/img/gem9.png"),
A = love.graphics.newImage("res/img/gem9.png"),
X = love.graphics.newImage("res/img/gem9.png"),
},
["square"] = {
F = love.graphics.newImage("res/img/squares.png"),
W = love.graphics.newImage("res/img/squares.png"),
Y = love.graphics.newImage("res/img/squareg.png"),
F = love.graphics.newImage("res/img/squares.png"),
X = love.graphics.newImage("res/img/squares.png"),
}
}
@@ -87,7 +103,7 @@ ColourSchemes = {
Z = "R",
O = "Y",
T = "M",
},
}
}
for name, blockset in pairs(blocks) do

View File

@@ -1,21 +1,16 @@
local binser = require 'libs.binser'
function loadSave()
local info = love.filesystem.getInfo(love.filesystem.getSaveDirectory())
if not info or info.type ~= "directory" then
love.filesystem.remove(love.filesystem.getSaveDirectory())
love.filesystem.createDirectory(love.filesystem.getSaveDirectory())
end
config = loadFromFile(
love.filesystem.getSaveDirectory() .. '/config.sav'
)
highscores = loadFromFile(
love.filesystem.getSaveDirectory() .. '/highscores.sav'
)
config = loadFromFile('config.sav')
highscores = loadFromFile('highscores.sav')
end
function loadFromFile(filename)
local save_data, len = binser.readFile(filename)
local file_data = love.filesystem.read(filename)
if file_data == nil then
return {} -- new object
end
local save_data = binser.deserialize(file_data)
if save_data == nil then
return {} -- new object
end
@@ -49,13 +44,13 @@ function initConfig()
end
function saveConfig()
binser.writeFile(
love.filesystem.getSaveDirectory() .. '/config.sav', config
love.filesystem.write(
'config.sav', binser.serialize(config)
)
end
function saveHighscores()
binser.writeFile(
love.filesystem.getSaveDirectory() .. '/highscores.sav', highscores
love.filesystem.write(
'highscores.sav', binser.serialize(highscores)
)
end

View File

@@ -27,33 +27,37 @@ sounds = {
}
function playSE(sound, subsound)
if subsound == nil then
sounds[sound]:setVolume(config.sfx_volume)
if sounds[sound]:isPlaying() then
sounds[sound]:stop()
end
sounds[sound]:play()
else
if sound ~= nil then
if subsound ~= nil then
sounds[sound][subsound]:setVolume(config.sfx_volume)
if sounds[sound][subsound]:isPlaying() then
sounds[sound][subsound]:stop()
end
sounds[sound][subsound]:play()
else
sounds[sound]:setVolume(config.sfx_volume)
if sounds[sound]:isPlaying() then
sounds[sound]:stop()
end
sounds[sound]:play()
end
end
end
function playSEOnce(sound, subsound)
if subsound == nil then
sounds[sound]:setVolume(config.sfx_volume)
if sounds[sound]:isPlaying() then
return
end
sounds[sound]:play()
else
if sound ~= nil then
if subsound ~= nil then
sounds[sound][subsound]:setVolume(config.sfx_volume)
if sounds[sound][subsound]:isPlaying() then
return
end
sounds[sound][subsound]:play()
else
sounds[sound]:setVolume(config.sfx_volume)
if sounds[sound]:isPlaying() then
return
end
sounds[sound]:play()
end
end
end

View File

@@ -1 +1 @@
version = "v0.3-beta5.2"
version = "v0.3-beta6"

View File

@@ -10,6 +10,7 @@ function love.load()
require "load.bigint"
require "load.version"
loadSave()
require "funcs"
require "scene"
--config["side_next"] = false
@@ -36,14 +37,14 @@ function initModules()
game_modes = {}
mode_list = love.filesystem.getDirectoryItems("tetris/modes")
for i=1,#mode_list do
if(mode_list[i] ~= "gamemode.lua" and mode_list[i] ~= "unrefactored_modes") then
if(mode_list[i] ~= "gamemode.lua" and string.sub(mode_list[i], -4) == ".lua") then
game_modes[#game_modes+1] = require ("tetris.modes."..string.sub(mode_list[i],1,-5))
end
end
rulesets = {}
rule_list = love.filesystem.getDirectoryItems("tetris/rulesets")
for i=1,#rule_list do
if(rule_list[i] ~= "ruleset.lua" and rule_list[i] ~= "unrefactored_rulesets") then
if(rule_list[i] ~= "ruleset.lua" and string.sub(rule_list[i], -4) == ".lua") then
rulesets[#rulesets+1] = require ("tetris.rulesets."..string.sub(rule_list[i],1,-5))
end
end
@@ -82,7 +83,7 @@ end
function love.keypressed(key, scancode)
-- global hotkeys
if scancode == "f4" then
if scancode == "f11" then
config["fullscreen"] = not config["fullscreen"]
saveConfig()
love.window.setFullscreen(config["fullscreen"])
@@ -99,8 +100,8 @@ function love.keypressed(key, scancode)
-- 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")
if not info or info.type ~= "directory" then
local info = love.filesystem.getInfo("ss", "directory")
if not info then
love.filesystem.remove("ss")
love.filesystem.createDirectory("ss")
end
@@ -258,11 +259,15 @@ function love.joystickhat(joystick, hat, direction)
end
end
function love.wheelmoved(x, y)
scene:onInputPress({input=nil, type="wheel", x=x, y=y})
end
function love.focus(f)
if f and (scene.title ~= "Game" or not scene.paused) then
resumeBGM()
if f then
resumeBGM(true)
else
pauseBGM()
pauseBGM(true)
end
end

View File

@@ -2,8 +2,10 @@
mkdir dist
mkdir dist/windows
mkdir dist/win32
cp cambridge.love dist/
mkdir dist/other
cat dist/windows/love.exe cambridge.love > dist/windows/cambridge.exe
zip dist/cambridge-windows.zip dist/windows/* SOURCES.md LICENSE.md
cat dist/win32/love.exe cambridge.love > dist/win32/cambridge.exe
zip dist/cambridge-win32.zip dist/win32/* SOURCES.md LICENSE.md
cp cambridge.love dist/other/
zip dist/cambridge-other.zip cambridge.love libs/discord-rpc.* SOURCES.md LICENSE.md

View File

@@ -5,17 +5,23 @@ mkdir dist\windows
mkdir dist\windows\libs
mkdir dist\win32
mkdir dist\win32\libs
mkdir dist\other
mkdir dist\other\libs
copy /b dist\windows\love.exe+cambridge.love dist\windows\cambridge.exe
copy /b dist\win32\love.exe+cambridge.love dist\win32\cambridge.exe
copy /b cambridge.love dist\other\cambridge.love
copy libs\discord-rpc.dll dist\windows\libs
copy libs\discord-rpc.dll dist\win32\libs
copy libs\discord-rpc.* dist\other\libs
copy SOURCES.md dist\windows
copy LICENSE.md dist\windows
copy SOURCES.md dist\win32
copy LICENSE.md dist\win32
copy SOURCES.md dist\other
copy LICENSE.md dist\other
cd dist\windows
tar -a -c -f ..\cambridge-windows.zip cambridge.exe *.dll libs *.md
@@ -24,3 +30,7 @@ cd ..\..
cd dist\win32
tar -a -c -f ..\cambridge-win32.zip cambridge.exe *.dll libs *.md
cd ..\..
cd dist\other
tar -a -c -f ..\cambridge-other.zip cambridge.love libs *.md
cd ..\..

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@@ -4,6 +4,8 @@ CreditsScene.title = "Credits"
function CreditsScene:new()
self.frames = 0
-- higher = slower
self.scroll_speed = 1.85
switchBGM("credit_roll", "gm3")
end
@@ -11,16 +13,18 @@ function CreditsScene:update()
if love.window.hasFocus() then
self.frames = self.frames + 1
end
if self.frames >= 4200 then
if self.frames >= 2100 * self.scroll_speed then
playSE("mode_decide")
scene = TitleScene()
switchBGM(nil)
elseif self.frames == 3600 then
elseif self.frames == math.floor(1950 * self.scroll_speed) then
fadeoutBGM(2)
end
end
function CreditsScene:render()
local offset = self.frames / self.scroll_speed
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(
backgrounds[19],
@@ -29,36 +33,43 @@ function CreditsScene:render()
)
love.graphics.setFont(font_3x5_4)
love.graphics.print("Cambridge Credits", 320, 500 - self.frames / 2)
love.graphics.print("THANK YOU\nFOR PLAYING!", 320, math.max(1770 - self.frames / 2, 240))
love.graphics.print("Cambridge Credits", 320, 500 - offset)
love.graphics.print("THANK YOU\nFOR PLAYING!", 320, math.max(2030 - offset, 240))
love.graphics.setFont(font_3x5_3)
love.graphics.print("Game Developers", 320, 550 - self.frames / 2)
love.graphics.print("Project Heads", 320, 640 - self.frames / 2)
love.graphics.print("Other Game Developers", 320, 730 - self.frames / 2)
love.graphics.print("Special Thanks", 320, 950 - self.frames / 2)
love.graphics.print("- Milla", 320, math.max(1850 - self.frames / 2, 320))
love.graphics.print("Game Developers", 320, 550 - offset)
love.graphics.print("Project Heads", 320, 640 - offset)
love.graphics.print("Notable Game Developers", 320, 730 - offset)
love.graphics.print("Special Thanks", 320, 1000 - offset)
love.graphics.print("- Milla", 320, math.max(2110 - offset, 320))
love.graphics.setFont(font_3x5_2)
love.graphics.print("Oshisaure\nJoe Zeng", 320, 590 - self.frames / 2)
love.graphics.print("Mizu\nHailey", 320, 680 - self.frames / 2)
love.graphics.print("Oshisaure\nJoe Zeng", 320, 590 - offset)
love.graphics.print("Mizu\nMarkGamed", 320, 680 - offset)
love.graphics.print(
"Axel Fox - Multimino\nMine - Tetra Online\nDr Ocelot - Tetra Legends\n" ..
"Felicity / nightmareci - Shiromino\n2Tie - TGMsim\nPhoenix Flare - Master of Blocks\n" ..
"RayRay26 - Spirit Drop\nosk - TETR.IO\nMarkGamed7794 - Picoris 2",
320, 770 - self.frames / 2
"2Tie - TGMsim\nAxel Fox - Multimino\nDr Ocelot - Tetra Legends\n" ..
"Electra - ZTrix\nFelicity/nightmareci/kdex - Shiromino\n" ..
"Mine - Tetra Online\nMrZ - Techmino\nosk - TETR.IO\n" ..
"Phoenix Flare - Master of Blocks\nRayRay26 - Spirit Drop\n" ..
"Rin - Puzzle Trial\nsinefuse - stackfuse",
320, 770 - offset
)
love.graphics.print(
"RocketLanterns\nCylinderKnot\nHammrTime\nKirby703\nMattMayuga\nMyPasswordIsWeak\n" ..
"Nikki Karissa\noffwo\nsinefuse\nTetro48\nTimmSkiller\nuser74003\nAgentBasey\n" ..
"CheeZed_Fish\neightsixfivezero\nEricICX\ngizmo4487\nM1ssing0\n" ..
"pokemonfan1937\nSimon\nstratus\nZaptorZap\nArchina\nOliver\ncolour_thief\n" ..
"Caithness\nkdex\nzid\nsaphie\nSuper302\nAurora\nswitchpalacecorner\nKitaru\n" ..
"JBroms\nMany more I definitely missed!\n" ..
"The Absolute PLUS Discord\nTetra Legends Discord\nTetra Online Discord\n" ..
"Multimino Discord\nHard Drop Discord\nCambridge Discord\n" ..
"321MrHaatz\nAdventium\nAgentBasey\nArchina\nAurora\n" ..
"Caithness\nCheez\ncolour_thief\nCommando\nCublex\n" ..
"CylinderKnot\neightsixfivezero\nEricICX\nGesomaru\n" ..
"gizmo4487\nJBroms\nKirby703\nKitaru\n" ..
"M1ssing0\nMattMayuga\nMyPasswordIsWeak\n" ..
"Nikki Karissa\noffwo\nOliver\nPineapple\npokemonfan1937\n" ..
"Pyra Neoxi\nRDST64\nRocketLanterns\nRustyFoxxo\n" ..
"saphie\nShelleloch\nSimon\nstratus\nSuper302\n" ..
"switchpalacecorner\nterpyderp\nTetrian22\nTetro48\nThatCookie\n" ..
"TimmSkiller\nTrixciel\nuser74003\nZaptorZap\nZircean\n" ..
"All other contributors and friends!\nThe Absolute PLUS Discord\n" ..
"Tetra Legends Discord\nTetra Online Discord\nMultimino Discord\n" ..
"Hard Drop Discord\nRusty's Systemspace\nCambridge Discord\n" ..
"And to you, the player!",
320, 990 - self.frames / 2
320, 1040 - offset
)
end

View File

@@ -42,79 +42,17 @@ function GameScene:update()
end
function GameScene:render()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(
backgrounds[self.game:getBackground()],
0, 0, 0,
0.5, 0.5
)
-- game frame
if self.game.grid.width == 10 and self.game.grid.height == 24 then
love.graphics.draw(misc_graphics["frame"], 48, 64)
end
love.graphics.setColor(0, 0, 0, 200)
love.graphics.rectangle(
"fill", 64, 80,
16 * self.game.grid.width, 16 * (self.game.grid.height - 4)
)
if self.game.grid.width ~= 10 or self.game.grid.height ~= 24 then
love.graphics.setColor(174/255, 83/255, 76/255, 1)
love.graphics.setLineWidth(8)
love.graphics.line(
60,76,
68+16*self.game.grid.width,76,
68+16*self.game.grid.width,84+16*(self.game.grid.height-4),
60,84+16*(self.game.grid.height-4),
60,76
)
love.graphics.setColor(203/255, 137/255, 111/255, 1)
love.graphics.setLineWidth(4)
love.graphics.line(
60,76,
68+16*self.game.grid.width,76,
68+16*self.game.grid.width,84+16*(self.game.grid.height-4),
60,84+16*(self.game.grid.height-4),
60,76
)
love.graphics.setLineWidth(1)
end
self.game:drawGrid()
if self.game.lcd > 0 then self.game:drawLineClearAnimation() end
self.game:drawPiece()
self.game:drawNextQueue(self.ruleset)
self.game:drawScoringInfo()
-- ready/go graphics
if self.game.ready_frames <= 100 and self.game.ready_frames > 52 then
love.graphics.draw(misc_graphics["ready"], 144 - 50, 240 - 14)
elseif self.game.ready_frames <= 50 and self.game.ready_frames > 2 then
love.graphics.draw(misc_graphics["go"], 144 - 27, 240 - 14)
end
self.game:drawCustom()
love.graphics.setFont(font_3x5_2)
if config.gamesettings.display_gamemode == 1 then
love.graphics.printf(self.game.name .. " - " .. self.ruleset.name, 0, 460, 640, "left")
end
love.graphics.setFont(font_3x5_3)
if self.paused then love.graphics.print("PAUSED!", 80, 100) end
if self.game.completed then
self.game:onGameComplete()
elseif self.game.game_over then
self.game:onGameOver()
end
self.game:draw(self.paused)
end
function GameScene:onInputPress(e)
if (self.game.game_over or self.game.completed) and (e.input == "menu_decide" or e.input == "menu_back" or e.input == "retry") then
if (
self.game.game_over or self.game.completed
) and (
e.input == "menu_decide" or
e.input == "menu_back" or
e.input == "retry"
) then
highscore_entry = self.game:getHighscoreData()
highscore_hash = self.game.hash .. "-" .. self.ruleset.hash
submitHighscore(highscore_hash, highscore_entry)

View File

@@ -17,7 +17,7 @@ ConfigScene.options = {
{"smooth_movement", "Smooth Piece Drop", false, {"On", "Off"}},
{"synchroes_allowed", "Synchroes", false, {"Per ruleset", "On", "Off"}},
{"diagonal_input", "Diagonal Input", false, {"On", "Off"}},
{"buffer_lock", "Buffer Lock Inputs", false, {"On", "Off"}},
{"buffer_lock", "Buffer Drop Type", false, {"Off", "Hold", "Tap"}},
{"sfx_volume", "SFX", true, "sfxSlider"},
{"bgm_volume", "BGM", true, "bgmSlider"},
}
@@ -100,9 +100,10 @@ function ConfigScene:onInputPress(e)
local option = ConfigScene.options[self.highlight]
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]-1, #option[4])
else
playSE("cursor")
sld = self[self.options[self.highlight][4]]
local sld = self[self.options[self.highlight][4]]
sld.value = math.max(sld.min, math.min(sld.max, (sld:getValue() - 5) / (sld.max - sld.min)))
sld:update()
playSE("cursor")
end
elseif e.input == "right" or e.scancode == "right" then
if not self.options[self.highlight][3] then
@@ -110,9 +111,10 @@ function ConfigScene:onInputPress(e)
local option = ConfigScene.options[self.highlight]
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]+1, #option[4])
else
playSE("cursor")
sld = self[self.options[self.highlight][4]]
sld.value = math.max(sld.min, math.min(sld.max, (sld:getValue() + 5) / (sld.max - sld.min)))--math.max(0, (math.floor(sld:getValue())+2)/(sld.max-sld.min))
sld.value = math.max(sld.min, math.min(sld.max, (sld:getValue() + 5) / (sld.max - sld.min)))
sld:update()
playSE("cursor")
end
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
loadSave()

View File

@@ -88,7 +88,7 @@ function KeyConfigScene:onInputPress(e)
elseif e.scancode == "tab" then
self.set_inputs[configurable_inputs[self.input_state]] = "skipped"
self.input_state = self.input_state + 1
elseif e.scancode ~= "escape" then
elseif e.scancode ~= "escape" and not self.new_input[e.scancode] then
-- all other keys can be configured
self.set_inputs[configurable_inputs[self.input_state]] = "key " .. love.keyboard.getKeyFromScancode(e.scancode) .. " (" .. e.scancode .. ")"
self.new_input[e.scancode] = configurable_inputs[self.input_state]

View File

@@ -6,6 +6,22 @@ current_mode = 1
current_ruleset = 1
function ModeSelectScene:new()
-- reload custom modules
initModules()
if table.getn(game_modes) == 0 or table.getn(rulesets) == 0 then
self.display_warning = true
current_mode = 1
current_ruleset = 1
else
self.display_warning = false
if current_mode > table.getn(game_modes) then
current_mode = 1
end
if current_ruleset > table.getn(rulesets) then
current_ruleset = 1
end
end
self.menu_state = {
mode = current_mode,
ruleset = current_ruleset,
@@ -19,6 +35,7 @@ function ModeSelectScene:new()
rotate_180 = false,
hold = false,
}
self.das = 0
DiscordRPC:update({
details = "In menus",
state = "Choosing a mode",
@@ -27,6 +44,17 @@ end
function ModeSelectScene:update()
switchBGM(nil) -- experimental
if self.das_up or self.das_down then
self.das = self.das + 1
else
self.das = 0
end
if self.das >= 15 then
self:changeOption(self.das_up and -1 or 1)
self.das = self.das - 4
end
end
function ModeSelectScene:render()
@@ -36,6 +64,23 @@ function ModeSelectScene:render()
0.5, 0.5
)
love.graphics.draw(misc_graphics["select_mode"], 20, 40)
if self.display_warning then
love.graphics.setFont(font_3x5_3)
love.graphics.printf(
"You have no modes or rulesets.",
80, 200, 480, "center"
)
love.graphics.setFont(font_3x5_2)
love.graphics.printf(
"Come back to this menu after getting more modes or rulesets. " ..
"Press any button to return to the main menu.",
80, 250, 480, "center"
)
return
end
if self.menu_state.select == "mode" then
love.graphics.setColor(1, 1, 1, 0.5)
elseif self.menu_state.select == "ruleset" then
@@ -52,8 +97,6 @@ function ModeSelectScene:render()
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
if(idx >= self.menu_state.mode-9 and idx <= self.menu_state.mode+9) then
@@ -68,23 +111,37 @@ function ModeSelectScene:render()
end
function ModeSelectScene:onInputPress(e)
if e.input == "menu_decide" or e.scancode == "return" then
if self.display_warning and e.input then
scene = TitleScene()
elseif e.type == "wheel" then
if e.x % 2 == 1 then
self:switchSelect()
end
if e.y ~= 0 then
self:changeOption(-e.y)
end
elseif e.input == "menu_decide" or e.scancode == "return" then
current_mode = self.menu_state.mode
current_ruleset = self.menu_state.ruleset
config.current_mode = current_mode
config.current_ruleset = current_ruleset
playSE("mode_decide")
saveConfig()
scene = GameScene(game_modes[self.menu_state.mode], rulesets[self.menu_state.ruleset], self.secret_inputs)
scene = GameScene(
game_modes[self.menu_state.mode],
rulesets[self.menu_state.ruleset],
self.secret_inputs
)
elseif e.input == "up" or e.scancode == "up" then
self:changeOption(-1)
playSE("cursor")
self.das_up = true
self.das_down = nil
elseif e.input == "down" or e.scancode == "down" then
self:changeOption(1)
playSE("cursor")
self.das_down = true
self.das_up = nil
elseif e.input == "left" or e.input == "right" or e.scancode == "left" or e.scancode == "right" then
self:switchSelect()
playSE("cursor_lr")
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
scene = TitleScene()
elseif e.input then
@@ -95,6 +152,10 @@ end
function ModeSelectScene:onInputRelease(e)
if e.input == "hold" or (e.input and string.sub(e.input, 1, 7) == "rotate_") then
self.secret_inputs[e.input] = false
elseif e.input == "up" or e.scancode == "up" then
self.das_up = nil
elseif e.input == "down" or e.scancode == "down" then
self.das_down = nil
end
end
@@ -104,24 +165,26 @@ function ModeSelectScene:changeOption(rel)
elseif self.menu_state.select == "ruleset" then
self:changeRuleset(rel)
end
playSE("cursor")
end
function ModeSelectScene:switchSelect(rel)
function ModeSelectScene:switchSelect()
if self.menu_state.select == "mode" then
self.menu_state.select = "ruleset"
elseif self.menu_state.select == "ruleset" then
self.menu_state.select = "mode"
end
playSE("cursor_lr")
end
function ModeSelectScene:changeMode(rel)
local len = table.getn(game_modes)
self.menu_state.mode = (self.menu_state.mode + len + rel - 1) % len + 1
self.menu_state.mode = Mod1(self.menu_state.mode + rel, len)
end
function ModeSelectScene:changeRuleset(rel)
local len = table.getn(rulesets)
self.menu_state.ruleset = (self.menu_state.ruleset + len + rel - 1) % len + 1
self.menu_state.ruleset = Mod1(self.menu_state.ruleset + rel, len)
end
return ModeSelectScene

View File

@@ -104,6 +104,7 @@ function StickConfigScene:onInputPress(e)
if not self.new_input[e.name].buttons then
self.new_input[e.name].buttons = {}
end
if self.new_input[e.name].buttons[e.button] then return end
self.set_inputs[configurable_inputs[self.input_state]] =
"jbtn " ..
e.button ..
@@ -119,6 +120,9 @@ function StickConfigScene:onInputPress(e)
if not self.new_input[e.name].axes[e.axis] then
self.new_input[e.name].axes[e.axis] = {}
end
if (
self.new_input[e.name].axes[e.axis][e.value >= 1 and "positive" or "negative"]
) then return end
self.set_inputs[configurable_inputs[self.input_state]] =
"jaxis " ..
(e.value >= 1 and "+" or "-") .. e.axis ..
@@ -137,6 +141,9 @@ function StickConfigScene:onInputPress(e)
if not self.new_input[e.name].hats[e.hat] then
self.new_input[e.name].hats[e.hat] = {}
end
if self.new_input[e.name].hats[e.hat][e.direction] then
return
end
self.set_inputs[configurable_inputs[self.input_state]] =
"jhat " ..
e.hat .. " " .. e.direction ..

View File

@@ -349,7 +349,7 @@ function Grid:markSquares()
elseif i == 2 then
for j = 0, 3 do
for k = 0, 3 do
self.grid[y+j][x+k].colour = "F"
self.grid[y+j][x+k].colour = "W"
self.grid[y+j][x+k].skin = "square"
end

View File

@@ -118,10 +118,11 @@ function Piece:lockIfBottomed(grid)
end
function Piece:addGravity(gravity, grid, classic_lock)
gravity = gravity / (self.big and 2 or 1)
local new_gravity = self.gravity + gravity
if self:isDropBlocked(grid) then
if classic_lock then
self.gravity = math.min(1, new_gravity)
self.gravity = new_gravity
else
self.gravity = 0
self.lock_delay = self.lock_delay + 1

View File

@@ -85,10 +85,11 @@ function GameMode:getDasCutDelay() return 0 end
function GameMode:getGravity() return 1/64 end
function GameMode:getNextPiece(ruleset)
local shape = self.used_randomizer:nextPiece()
return {
skin = self:getSkin(),
shape = self.used_randomizer:nextPiece(),
orientation = ruleset:getDefaultOrientation(),
shape = shape,
orientation = ruleset:getDefaultOrientation(shape),
}
end
@@ -125,9 +126,6 @@ function GameMode:update(inputs, ruleset)
if inputs["left"] or inputs["right"] then
inputs["up"] = false
inputs["down"] = false
elseif inputs["up"] or inputs["down"] then
inputs["left"] = false
inputs["right"] = false
end
end
@@ -156,9 +154,6 @@ function GameMode:update(inputs, ruleset)
if self.enable_hold and inputs["hold"] == true and self.held == false and self.prev_inputs["hold"] == false then
self:hold(inputs, ruleset)
self.prev_inputs = inputs
if not self.grid:canPlacePiece(self.piece) then
self.game_over = true
end
return
end
@@ -181,7 +176,10 @@ function GameMode:update(inputs, ruleset)
ruleset:processPiece(
inputs, self.piece, self.grid, self:getGravity(), self.prev_inputs,
self.move, self:getLockDelay(), self:getDropSpeed(),
(
inputs.up and self.lock_on_hard_drop and not self.hard_drop_locked
) and "none" or self.move,
self:getLockDelay(), self:getDropSpeed(),
self.drop_locked, self.hard_drop_locked,
self.enable_hard_drop, self.additive_gravity, self.classic_lock
)
@@ -237,6 +235,7 @@ function GameMode:update(inputs, ruleset)
self.lock_on_soft_drop
then
self.piece.locked = true
self.piece_soft_locked = true
end
end
@@ -324,11 +323,13 @@ function GameMode:onPieceEnter() end
function GameMode:onHold() end
function GameMode:onSoftDrop(dropped_row_count)
self.drop_bonus = self.drop_bonus + 1 * dropped_row_count
self.drop_bonus = self.drop_bonus + (
(self.piece.big and 2 or 1) * dropped_row_count
)
end
function GameMode:onHardDrop(dropped_row_count)
self.drop_bonus = self.drop_bonus + 2 * dropped_row_count
self:onSoftDrop(dropped_row_count * 2)
end
function GameMode:onGameOver()
@@ -417,26 +418,38 @@ function GameMode:dasCut()
end
function GameMode:areCancel(inputs, ruleset)
if ruleset.are_cancel and self.piece_hard_dropped and
if ruleset.are_cancel and strTrueValues(inputs) ~= "" and
not self.prev_inputs.up and
strTrueValues(inputs) ~= "" then
(self.piece_hard_dropped or
(self.piece_soft_locked and not self.prev_inputs.down)) then
self.lcd = 0
self.are = 0
end
end
function GameMode:checkBufferedInputs(inputs)
if (
config.gamesettings.buffer_lock ~= 1 and
not self.prev_inputs["up"] and inputs["up"] and
self.enable_hard_drop
) then
self.buffer_hard_drop = true
end
if (
config.gamesettings.buffer_lock ~= 1 and
not self.prev_inputs["down"] and inputs["down"]
) then
self.buffer_soft_drop = true
end
end
function GameMode:processDelays(inputs, ruleset, drop_speed)
if self.ready_frames == 100 then
playedReadySE = false
playedGoSE = false
end
if self.ready_frames > 0 then
if not self.prev_inputs["up"] and inputs["up"] and self.enable_hard_drop then
self.buffer_hard_drop = true
end
if not self.prev_inputs["down"] and inputs["down"] then
self.buffer_soft_drop = true
end
self:checkBufferedInputs(inputs)
if not playedReadySE then
playedReadySE = true
playSEOnce("ready")
@@ -450,12 +463,7 @@ function GameMode:processDelays(inputs, ruleset, drop_speed)
self:initializeOrHold(inputs, ruleset)
end
elseif self.lcd > 0 then
if not self.prev_inputs["up"] and inputs["up"] and self.enable_hard_drop then
self.buffer_hard_drop = true
end
if not self.prev_inputs["down"] and inputs["down"] then
self.buffer_soft_drop = true
end
self:checkBufferedInputs(inputs)
self.lcd = self.lcd - 1
self:areCancel(inputs, ruleset)
if self.lcd == 0 then
@@ -468,12 +476,7 @@ function GameMode:processDelays(inputs, ruleset, drop_speed)
end
end
elseif self.are > 0 then
if not self.prev_inputs["up"] and inputs["up"] and self.enable_hard_drop then
self.buffer_hard_drop = true
end
if not self.prev_inputs["down"] and inputs["down"] then
self.buffer_soft_drop = true
end
self:checkBufferedInputs(inputs)
self.are = self.are - 1
self:areCancel(inputs, ruleset)
if self.are == 0 then
@@ -484,16 +487,15 @@ end
function GameMode:initializeOrHold(inputs, ruleset)
if (
(self.frames == 0 or (ruleset.are and self:getARE() ~= 0)) and self.ihs or false
(self.frames == 0 or (ruleset.are and self:getARE() ~= 0))
and self.ihs or false
) and self.enable_hold and inputs["hold"] == true then
self:hold(inputs, ruleset, true)
else
self:initializeNextPiece(inputs, ruleset, self.next_queue[1])
end
self:onPieceEnter()
if not self.grid:canPlacePiece(self.piece) then
self.game_over = true
end
self:onEnterOrHold(inputs, ruleset)
end
function GameMode:hold(inputs, ruleset, ihs)
@@ -506,7 +508,7 @@ function GameMode:hold(inputs, ruleset, ihs)
self.hold_queue = {
skin = self.piece.skin,
shape = self.piece.shape,
orientation = ruleset:getDefaultOrientation(),
orientation = ruleset:getDefaultOrientation(self.piece.shape),
}
end
if data == nil then
@@ -515,67 +517,72 @@ function GameMode:hold(inputs, ruleset, ihs)
self:initializeNextPiece(inputs, ruleset, data, false)
end
self.held = true
if ihs then playSE("ihs")
else playSE("hold") end
self:onHold()
if ihs then
playSE("ihs")
else
playSE("hold")
self:onEnterOrHold(inputs, ruleset)
end
end
function GameMode:initializeNextPiece(inputs, ruleset, piece_data, generate_next_piece)
self.piece_hard_dropped = false
local gravity = self:getGravity()
self.piece = ruleset:initializePiece(
inputs, piece_data, self.grid, gravity,
self.prev_inputs, self.move,
self:getLockDelay(), self:getDropSpeed(),
self.lock_drop, self.lock_hard_drop, self.big_mode,
(
self.frames == 0 or (ruleset.are and self:getARE() ~= 0)
) and self.irs or false
function GameMode:onEnterOrHold(inputs, ruleset)
if not self.grid:canPlacePiece(self.piece) then
self.game_over = true
return
end
ruleset:dropPiece(
inputs, self.piece, self.grid, self:getGravity(),
self:getDropSpeed(), self.drop_locked, self.hard_drop_locked
)
if self.buffer_hard_drop then
if config.gamesettings.buffer_lock == 1 then
self.piece:dropToBottom(self.grid)
if self.lock_on_hard_drop then self.piece.locked = true end
end
local above_field = (
(config.gamesettings.spawn_positions == 1 and
ruleset.spawn_above_field) or
config.gamesettings.spawn_positions == 3
)
self:onHardDrop(self.piece.position.y - (
self.piece.big and
ruleset.big_spawn_positions[self.piece.shape].y or
ruleset.spawn_positions[self.piece.shape].y) +
(above_field and ruleset:getAboveFieldOffset(
piece_data.shape, piece_data.orientation
) or 0)
)
self.buffer_hard_drop = false
end
if self.buffer_soft_drop then
if (
self.lock_on_soft_drop and
self.piece:isDropBlocked(self.grid) and
config.gamesettings.buffer_lock == 1
) then
self.piece.locked = true
end
self.buffer_soft_drop = false
end
if self.piece:isDropBlocked(self.grid) and
self.grid:canPlacePiece(self.piece) then
playSE("bottom")
end
if self.lock_drop or (
end
function GameMode:initializeNextPiece(
inputs, ruleset, piece_data, generate_next_piece
)
if not inputs.hold and not self.buffer_soft_drop and self.lock_drop or (
not ruleset.are or self:getARE() == 0
) then
self.drop_locked = true
end
if self.lock_hard_drop or (
if not inputs.hold and not self.buffer_hard_drop and self.lock_hard_drop or (
not ruleset.are or self:getARE() == 0
) then
self.hard_drop_locked = true
end
self.piece = ruleset:initializePiece(
inputs, piece_data, self.grid, self:getGravity(),
self.prev_inputs, self.move,
self:getLockDelay(), self:getDropSpeed(),
self.drop_locked, self.hard_drop_locked, self.big_mode,
(
self.frames == 0 or (ruleset.are and self:getARE() ~= 0)
) and self.irs or false
)
if config.gamesettings.buffer_lock == 3 then
if self.buffer_hard_drop then
local prev_y = self.piece.position.y
self.piece:dropToBottom(self.grid)
self.piece.locked = self.lock_on_hard_drop
self:onHardDrop(self.piece.position.y - prev_y)
end
if self.buffer_soft_drop then
if (
self.lock_on_soft_drop and
self.piece:isDropBlocked(self.grid)
) then
self.piece.locked = true
end
end
end
self.piece_hard_dropped = false
self.piece_soft_locked = false
self.buffer_hard_drop = false
self.buffer_soft_drop = false
if self.piece:isDropBlocked(self.grid) and
self.grid:canPlacePiece(self.piece) then
playSE("bottom")
end
if generate_next_piece == nil then
table.remove(self.next_queue, 1)
table.insert(self.next_queue, self:getNextPiece(ruleset))
@@ -602,6 +609,10 @@ function GameMode:animation(x, y, skin, colour)
}
end
function GameMode:canDrawLCA()
return self.lcd > 0
end
function GameMode:drawLineClearAnimation()
-- animation function
-- params: block x, y, skin, colour
@@ -678,7 +689,9 @@ function GameMode:drawPiece()
end
function GameMode:drawGhostPiece(ruleset)
if self.piece == nil then return end
if self.piece == nil or not self.grid:canPlacePiece(self.piece) then
return
end
local ghost_piece = self.piece:withOffset({x=0, y=0})
ghost_piece.ghost = true
ghost_piece:dropToBottom(self.grid)
@@ -835,6 +848,104 @@ function GameMode:drawSectionTimesWithSplits(current_section, section_limit)
end
end
function GameMode:drawBackground()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(
backgrounds[self:getBackground()],
0, 0, 0,
0.5, 0.5
)
end
function GameMode:drawFrame()
-- game frame
if self.grid.width == 10 and self.grid.height == 24 then
love.graphics.draw(misc_graphics["frame"], 48, 64)
else
love.graphics.setColor(174/255, 83/255, 76/255, 1)
love.graphics.setLineWidth(8)
love.graphics.line(
60,76,
68+16*self.grid.width,76,
68+16*self.grid.width,84+16*(self.grid.height-4),
60,84+16*(self.grid.height-4),
60,76
)
love.graphics.setColor(203/255, 137/255, 111/255, 1)
love.graphics.setLineWidth(4)
love.graphics.line(
60,76,
68+16*self.grid.width,76,
68+16*self.grid.width,84+16*(self.grid.height-4),
60,84+16*(self.grid.height-4),
60,76
)
love.graphics.setLineWidth(1)
love.graphics.setColor(0, 0, 0, 200)
love.graphics.rectangle(
"fill", 64, 80,
16 * self.grid.width, 16 * (self.grid.height - 4)
)
end
end
function GameMode:drawReadyGo()
-- ready/go graphics
love.graphics.setColor(1, 1, 1, 1)
if self.ready_frames <= 100 and self.ready_frames > 52 then
love.graphics.draw(misc_graphics["ready"], 144 - 50, 240 - 14)
elseif self.ready_frames <= 50 and self.ready_frames > 2 then
love.graphics.draw(misc_graphics["go"], 144 - 27, 240 - 14)
end
end
function GameMode:drawCustom() end
function GameMode:drawIfPaused()
love.graphics.setFont(font_3x5_3)
love.graphics.printf("GAME PAUSED!", 64, 160, 160, "center")
end
-- transforms specified in here will transform the whole screen
-- if you want a transform for a particular component, push the
-- default transform by using love.graphics.push(), do your
-- transform, and then love.graphics.pop() at the end of that
-- component's draw call!
function GameMode:transformScreen() end
function GameMode:draw(paused)
self:transformScreen()
self:drawBackground()
self:drawFrame()
self:drawGrid()
self:drawPiece()
self:drawNextQueue(self.ruleset)
self:drawScoringInfo()
self:drawReadyGo()
self:drawCustom()
if self:canDrawLCA() then
self:drawLineClearAnimation()
end
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
if config.gamesettings.display_gamemode == 1 then
love.graphics.printf(
self.name .. " - " .. self.ruleset.name,
0, 460, 640, "left"
)
end
if paused then
self:drawIfPaused()
end
if self.completed then
self:onGameComplete()
elseif self.game_over then
self:onGameOver()
end
end
return GameMode

View File

@@ -144,7 +144,7 @@ function Marathon2020Game:advanceOneFrame()
if self.roll_frames < 0 then
return false
elseif self.roll_frames > 4000 then
if self.grade >= 30 and self.section_cool_count >= 20 then self.grade = 31 end
if self:qualifiesForMRoll() then self.grade = 31 end
self.completed = true
end
elseif self.ready_frames == 0 then
@@ -154,11 +154,11 @@ function Marathon2020Game:advanceOneFrame()
end
local cool_cutoffs = {
frameTime(0,45,00), frameTime(0,41,50), frameTime(0,38,50), frameTime(0,35,00), frameTime(0,32,50),
frameTime(0,29,20), frameTime(0,27,20), frameTime(0,24,80), frameTime(0,22,80), frameTime(0,20,60),
frameTime(0,19,60), frameTime(0,19,40), frameTime(0,19,40), frameTime(0,18,40), frameTime(0,18,20),
frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20),
frameTime(0,15,20)
[0] = frameTime(0,45,00),
frameTime(0,41,50), frameTime(0,38,50), frameTime(0,35,00), frameTime(0,32,50), frameTime(0,29,20),
frameTime(0,27,20), frameTime(0,24,80), frameTime(0,22,80), frameTime(0,20,60), frameTime(0,19,60),
frameTime(0,19,40), frameTime(0,19,40), frameTime(0,18,40), frameTime(0,18,20), frameTime(0,16,20),
frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20), frameTime(0,15,20)
}
local levels_for_cleared_rows = { 1, 2, 4, 6 }
@@ -227,13 +227,14 @@ local mid_cleared_line_points = {2, 6, 12, 24}
local high_cleared_line_points = {1, 4, 9, 20}
local function getGradeForGradePoints(points)
return math.floor(math.sqrt((points / 50) * 8 + 1) / 2 - 0.5)
return math.min(30, math.floor(math.sqrt((points / 50) * 8 + 1) / 2 - 0.5))
-- Don't be afraid of the above function. All it does is make it so that
-- you need 50 points to get to grade 1, 100 points to grade 2, etc.
end
function Marathon2020Game:updateGrade(cleared_lines)
-- update grade points and max grade points
if self.clear then return end
local point_level = math.floor(self.level / 100) + self.delay_level
local plus_points = math.max(
low_cleared_line_points[cleared_lines],
@@ -249,12 +250,11 @@ function Marathon2020Game:updateGrade(cleared_lines)
end
function Marathon2020Game:getTotalGrade()
if self.grade + self.section_cool_count > 50 then return "GM" end
return self.grade + self.section_cool_count
end
local function getSectionForLevel(level)
if level < 2001 then
if level < 2000 then
return math.floor(level / 100) + 1
elseif level < 2020 then
return 20
@@ -290,10 +290,10 @@ function Marathon2020Game:sectionPassed(old_level, new_level)
end
function Marathon2020Game:checkTorikan(section)
if section == 5 and self.frames < frameTime(6,00,00) then self.torikan_passed[500] = true end
if section == 9 and self.frames < frameTime(8,30,00) then self.torikan_passed[900] = true end
if section == 10 and self.frames < frameTime(8,45,00) then self.torikan_passed[1000] = true end
if section == 15 and self.frames < frameTime(11,30,00) then self.torikan_passed[1500] = true end
if section == 5 and self.frames < frameTime(8,00,00) then self.torikan_passed[500] = true end
if section == 9 and self.frames < frameTime(10,30,00) then self.torikan_passed[900] = true end
if section == 10 and self.frames < frameTime(10,45,00) then self.torikan_passed[1000] = true end
if section == 15 and self.frames < frameTime(12,30,00) then self.torikan_passed[1500] = true end
if section == 19 and self.frames < frameTime(13,15,00) then self.torikan_passed[1900] = true end
end
@@ -331,14 +331,16 @@ end
function Marathon2020Game:updateSectionTimes(old_level, new_level)
function sectionCool(section)
self.section_cool_count = self.section_cool_count + 1
if section <= 10 then
self.delay_level = math.min(20, self.delay_level + 1)
if section < 10 then table.insert(self.section_status, "cool") end
end
table.insert(self.section_status, "cool")
self.cool_timer = 300
end
local section = getSectionForLevel(old_level)
if section <= 19 and old_level % 100 < 70 and new_level >= math.floor(old_level / 100) * 100 + 70 then
if old_level % 100 < 70 and new_level >= math.floor(old_level / 100) * 100 + 70 then
-- record section 70 time
section_70_time = self.frames - self.section_start_time
table.insert(self.secondary_section_times, section_70_time)
@@ -350,23 +352,25 @@ function Marathon2020Game:updateSectionTimes(old_level, new_level)
table.insert(self.section_times, section_time)
self.section_start_time = self.frames
if section > 5 then self.delay_level = math.min(20, self.delay_level + 1) end
self:checkTorikan(section)
self:checkClear(new_level)
if (
section <= 19 and 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[section]
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]
) then
sectionCool(section)
elseif self.section_status[section - 1] == "cool" then
table.insert(self.section_status, "none")
elseif section <= 19 and self.secondary_section_times[section] < cool_cutoffs[section] then
elseif self.secondary_section_times[section] < cool_cutoffs[self.delay_level] then
sectionCool(section)
else
table.insert(self.section_status, "none")
end
if section > 5 then
self.delay_level = math.min(20, self.delay_level + 1)
end
self:checkTorikan(section)
self:checkClear(new_level)
end
end
@@ -403,11 +407,12 @@ GM-roll requirements
You qualify for the GM roll if you:
- Reach level 2020
- with a grade of 50
- and at least 25,000 grade points
- in less than 13:30.00 total.
]]--
return self.level >= 2020 and self:getTotalGrade() == 50 and self.frames <= frameTime(13,30)
return self.level >= 2020 and self:getTotalGrade() == 50 and self.grade_points >= 25000 and self.frames <= frameTime(13,30)
end
function Marathon2020Game:drawGrid()
@@ -452,7 +457,13 @@ function Marathon2020Game:drawScoringInfo()
end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self:getTotalGrade(), text_x, 120, 90, "left")
local grade = self:getTotalGrade()
love.graphics.printf(
grade > 50 and "GM" or grade,
text_x, 120, 90, "left"
)
love.graphics.printf(self.grade_points, text_x, 220, 90, "left")
love.graphics.printf(self.level, text_x, 340, 50, "right")
@@ -466,7 +477,7 @@ end
function Marathon2020Game:getHighscoreData()
return {
grade = self.grade,
grade = self:getTotalGrade(),
level = self.level,
frames = self.frames,
}

View File

@@ -19,6 +19,7 @@ function MarathonA2Game:new()
self.roll_frames = 0
self.combo = 1
self.grade_combo = 1
self.randomizer = History6RollsRandomizer()
self.grade = 0
self.grade_points = 0
@@ -135,15 +136,23 @@ function MarathonA2Game:updateScore(level, drop_bonus, 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 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
if cleared_lines > 1 then
self.grade_combo = self.grade_combo + 1
end
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo * self.bravo
)
else
self.combo = 1
self.grade_combo = 1
end
self.drop_bonus = 0
else self.lines = self.lines + cleared_lines end
@@ -253,7 +262,7 @@ function MarathonA2Game:updateGrade(cleared_lines)
self.grade_points = self.grade_points + (
math.ceil(
grade_point_bonuses[self.grade + 1][cleared_lines] *
combo_multipliers[math.min(self.combo, 10)][cleared_lines]
combo_multipliers[math.min(self.grade_combo, 10)][cleared_lines]
) * (1 + math.floor(self.level / 250))
)
if self.grade_points >= 100 and self.grade < 31 then

View File

@@ -20,6 +20,7 @@ function MarathonA3Game:new()
self.speed_level = 0
self.roll_frames = 0
self.combo = 1
self.grade_combo = 1
self.grade = 0
self.grade_points = 0
self.roll_points = 0
@@ -217,13 +218,8 @@ function MarathonA3Game:updateSectionTimes(old_level, new_level)
section_70_time = self.frames - self.section_start_time
table.insert(self.secondary_section_times, section_70_time)
if section <= 9 and self.section_status[section - 1] == "cool" and
self.secondary_section_times[section] < self.secondary_section_times[section - 1] + 120 then
self.section_cool = true
self.coolregret_message = "COOL!!"
self.coolregret_timer = 300
elseif self.section_status[section - 1] == "cool" then self.section_cool = false
elseif section <= 9 and self.secondary_section_times[section] < cool_cutoffs[section] then
if section <= 9 and self.secondary_section_times[section] < cool_cutoffs[section] and
(section == 1 or self.secondary_section_times[section] <= self.secondary_section_times[section - 1] + 120) then
self.section_cool = true
self.coolregret_message = "COOL!!"
self.coolregret_timer = 300
@@ -236,12 +232,16 @@ function MarathonA3Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
if cleared_lines > 1 then
self.grade_combo = self.grade_combo + 1
end
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo
)
else
self.combo = 1
self.grade_combo = 1
end
self.drop_bonus = 0
end
@@ -335,7 +335,7 @@ function MarathonA3Game:updateGrade(cleared_lines)
self.grade_points = self.grade_points + (
math.ceil(
grade_point_bonuses[self.grade + 1][cleared_lines] *
combo_multipliers[math.min(self.combo, 10)][cleared_lines]
combo_multipliers[math.min(self.grade_combo, 10)][cleared_lines]
) * (1 + math.floor(self.level / 250))
)
if self.grade_points >= 100 and self.grade < 31 then
@@ -351,7 +351,12 @@ function MarathonA3Game:qualifiesForMRoll()
end
function MarathonA3Game:getAggregateGrade()
return self.section_cool_grade + math.floor(self.roll_points / 100) + grade_conversion[self.grade]
return math.min(
self.section_cool_grade +
math.floor(self.roll_points / 100) +
grade_conversion[self.grade],
self.roll_frames > 3238 and 32 or 31
)
end
local master_grades = { "M", "MK", "MV", "MO", "MM" }
@@ -366,8 +371,6 @@ function MarathonA3Game:getLetterGrade()
return "M" .. tostring(grade - 17)
elseif grade < 32 then
return master_grades[grade - 26]
elseif grade >= 32 and self.roll_frames < 3238 then
return "MM"
else
return "GM"
end
@@ -465,7 +468,7 @@ function MarathonA3Game:drawScoringInfo()
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, 240, 220, 90, "left")
if self.roll_frames > 3238 then love.graphics.setColor(1, 0.5, 0, 1)
elseif self.level >= 999 and self.clear then love.graphics.setColor(0, 1, 0, 1) end
elseif self.level >= 999 then love.graphics.setColor(0, 1, 0, 1) end
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.level, 240, 340, 40, "right")

View File

@@ -19,13 +19,16 @@ function PhantomManiaGame:new()
self.next_queue_length = 1
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"M1", "M2", "M3", "M4", "M5", "M6", "M7", "M8", "M9",
"GM"
}
self.roll_frames = 0
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
@@ -38,7 +41,7 @@ function PhantomManiaGame:getARE()
end
function PhantomManiaGame:getLineARE()
if self.level < 100 then return 18
if self.level < 100 then return 14
elseif self.level < 400 then return 8
elseif self.level < 500 then return 7
else return 6 end
@@ -105,12 +108,23 @@ end
function PhantomManiaGame:onLineClear(cleared_row_count)
if not self.clear then
if cleared_row_count >= 4 then
self.tetrises = self.tetrises + 1
self.section_tetrises[math.floor(self.level / 100)] = (
self.section_tetrises[math.floor(self.level / 100)] + 1
)
end
local new_level = self.level + cleared_row_count
if new_level >= 999 or self:hitTorikan(self.level, new_level) then
if new_level >= 999 then
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
@@ -138,7 +152,7 @@ PhantomManiaGame.rollOpacityFunction = function(age)
end
function PhantomManiaGame:drawGrid()
if not (self.game_over or self.clear) then
if not (self.game_over or self.completed or (self.clear and self.level < 999)) then
self.grid:drawInvisible(self.rollOpacityFunction, nil, false)
else
self.grid:draw()
@@ -150,16 +164,14 @@ local function getLetterGrade(level, clear)
return ""
elseif level < 500 or level == 500 and clear then
return "M"
elseif level < 700 then
elseif level < 600 then
return "MK"
elseif level < 800 or level == 800 and clear then
elseif level < 700 then
return "MV"
elseif level < 900 then
elseif level < 800 or level == 800 and clear then
return "MO"
elseif level < 999 then
elseif level <= 999 then
return "MM"
elseif level == 999 then
return "GM"
end
end
@@ -169,7 +181,9 @@ function PhantomManiaGame:drawScoringInfo()
local text_x = config["side_next"] and 320 or 240
love.graphics.setFont(font_3x5_2)
if getLetterGrade(self.level, self.clear) ~= "" then love.graphics.printf("GRADE", text_x, 120, 40, "left") end
if getLetterGrade(self.level, self.clear) ~= "" then
love.graphics.printf("GRADE", text_x, 120, 40, "left")
end
love.graphics.printf("SCORE", text_x, 200, 40, "left")
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
@@ -178,7 +192,16 @@ function PhantomManiaGame:drawScoringInfo()
end
love.graphics.setFont(font_3x5_3)
if getLetterGrade(self.level, self.clear) ~= "" then love.graphics.printf(getLetterGrade(self.level, self.clear), text_x, 140, 90, "left") end
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
love.graphics.printf("GM", text_x, 140, 90, "left")
else
love.graphics.printf(getLetterGrade(self.level, self.clear), text_x, 140, 90, "left")
end
love.graphics.setColor(1, 1, 1, 1)
end
love.graphics.printf(self.score, text_x, 220, 90, "left")
love.graphics.printf(self.level, text_x, 340, 40, "right")
if self.clear then

View File

@@ -3,7 +3,7 @@ require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
local PhantomMania2Game = GameMode:extend()
@@ -28,7 +28,7 @@ function PhantomMania2Game:new()
self.SGnames = {
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"m1", "m2", "m3", "m4", "m5", "m6", "m7", "m8", "m9",
"M1", "M2", "M3", "M4", "M5", "M6", "M7", "M8", "M9",
"GM"
}
@@ -179,7 +179,7 @@ function PhantomMania2Game:onPieceLock(piece, cleared_row_count)
end
function PhantomMania2Game:onHold()
self.super.onHold()
self.super:onHold()
self.hold_age = 0
end
@@ -251,7 +251,7 @@ PhantomMania2Game.garbageOpacityFunction = function(age)
end
function PhantomMania2Game:drawGrid()
if not (self.game_over) then
if not (self.game_over or self.completed or (self.clear and self.level < 1300)) then
self.grid:drawInvisible(self.rollOpacityFunction, self.garbageOpacityFunction)
else
self.grid:draw()
@@ -287,7 +287,8 @@ function PhantomMania2Game:setHoldOpacity()
if self.level > 1000 and self.level < 1300 then
love.graphics.setColor(1, 1, 1, 1 - math.min(1, self.hold_age / 15))
else
self.super:setHoldOpacity(1, self.held and 0.6 or 1)
local colour = self.held and 0.6 or 1
love.graphics.setColor(colour, colour, colour, 1)
end
end

View File

@@ -9,12 +9,6 @@ PhantomManiaNGame.tagline = "The old mode from Nullpomino, for Ti-ARS and SRS su
function PhantomManiaNGame:new()
PhantomManiaNGame.super:new()
self.SGnames = {
"M1", "M2", "M3", "M4", "M5", "M6", "M7", "M8", "M9",
"M10", "M11", "M12", "M13", "M14", "M15", "M16", "M17", "M18",
"GM"
}
self.next_queue_length = 3
self.enable_hold = true
end

View File

@@ -1,217 +1,18 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local MarathonA1Game = require 'tetris.modes.marathon_a1'
local Piece = require 'tetris.components.piece'
local History4RollsRandomizer = require 'tetris.randomizers.history_4rolls'
local SurvivalA1Game = GameMode:extend()
local SurvivalA1Game = MarathonA1Game:extend()
SurvivalA1Game.name = "Survival A1"
SurvivalA1Game.hash = "SurvivalA1"
SurvivalA1Game.tagline = "The game starts fast and only gets faster!"
function SurvivalA1Game:new()
SurvivalA1Game.super:new()
self.roll_frames = 0
self.combo = 1
self.bravos = 0
self.gm_conditions = {
level300 = false,
level500 = false,
level999 = false
}
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.randomizer = History4RollsRandomizer()
self.lock_drop = false
self.enable_hard_drop = false
self.enable_hold = false
self.next_queue_length = 1
end
function SurvivalA1Game:getARE()
return 30
end
function SurvivalA1Game:getLineARE()
return 27
end
function SurvivalA1Game:getDasLimit()
return 15
end
function SurvivalA1Game:getLineClearDelay()
return 44
end
function SurvivalA1Game:getLockDelay()
return 30
end
SurvivalA1Game.tagline = "A constant high-speed marathon!"
function SurvivalA1Game:getGravity()
return 20
end
local function getRankForScore(score)
if score < 400 then return {rank = "9", next = 400}
elseif score < 800 then return {rank = "8", next = 800}
elseif score < 1400 then return {rank = "7", next = 1400}
elseif score < 2000 then return {rank = "6", next = 2000}
elseif score < 3500 then return {rank = "5", next = 3500}
elseif score < 5500 then return {rank = "4", next = 5500}
elseif score < 8000 then return {rank = "3", next = 8000}
elseif score < 12000 then return {rank = "2", next = 12000}
elseif score < 16000 then return {rank = "1", next = 16000}
elseif score < 22000 then return {rank = "S1", next = 22000}
elseif score < 30000 then return {rank = "S2", next = 30000}
elseif score < 40000 then return {rank = "S3", next = 40000}
elseif score < 52000 then return {rank = "S4", next = 52000}
elseif score < 66000 then return {rank = "S5", next = 66000}
elseif score < 82000 then return {rank = "S6", next = 82000}
elseif score < 100000 then return {rank = "S7", next = 100000}
elseif score < 120000 then return {rank = "S8", next = 120000}
else return {rank = "S9", next = "???"}
end
end
function SurvivalA1Game:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames > 2968 then
self.completed = true
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function SurvivalA1Game:onPieceEnter()
if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
self.level = self.level + 1
end
end
function SurvivalA1Game:onLineClear(cleared_row_count)
self:checkGMRequirements(self.level, self.level + cleared_row_count)
if not self.clear then
local new_level = math.min(self.level + cleared_row_count, 999)
if new_level == 999 then
self.clear = true
end
self.level = new_level
end
end
function SurvivalA1Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if self.grid:checkForBravo(cleared_lines) then
self.bravo = 4
self.bravos = self.bravos + 1
else self.bravo = 1 end
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo * self.bravo
)
else
self.combo = 1
end
self.drop_bonus = 0
end
end
function SurvivalA1Game:checkGMRequirements(old_level, new_level)
if old_level < 300 and new_level >= 300 then
if self.score >= 12000 and self.frames <= frameTime(4,15) then
self.gm_conditions["level300"] = true
end
elseif old_level < 500 and new_level >= 500 then
if self.score >= 40000 and self.frames <= frameTime(7,30) then
self.gm_conditions["level500"] = true
end
elseif old_level < 999 and new_level >= 999 then
if self.score >= 126000 and self.frames <= frameTime(13,30) then
self.gm_conditions["level999"] = true
end
end
end
function SurvivalA1Game:drawGrid()
self.grid:draw()
end
function SurvivalA1Game:drawScoringInfo()
SurvivalA1Game.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("NEXT RANK", 240, 260, 90, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
if self.bravos > 0 then love.graphics.printf("BRAVO", 300, 120, 40, "left") end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, 240, 220, 90, "left")
if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level999"] then
love.graphics.printf("GM", 240, 140, 90, "left")
else
love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left")
end
love.graphics.printf(getRankForScore(self.score).next, 240, 280, 90, "left")
love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
if self.bravos > 0 then love.graphics.printf(self.bravos, 300, 140, 40, "left") end
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
function SurvivalA1Game:getSectionEndLevel()
if self.level >= 900 then return 999
else return math.floor(self.level / 100 + 1) * 100 end
end
function SurvivalA1Game:getBackground()
return math.floor(self.level / 100)
end
function SurvivalA1Game:getHighscoreData()
return {
grade = self.grade,
score = self.score,
level = self.level,
frames = self.frames,
}
end
return SurvivalA1Game

View File

@@ -79,7 +79,7 @@ end
function SurvivalA2Game:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames > 2968 then
if self.roll_frames > 1800 then
self.completed = true
end
elseif self.ready_frames == 0 then
@@ -97,14 +97,13 @@ end
function SurvivalA2Game:onLineClear(cleared_row_count)
if not self.clear then
local new_level = math.min(self.level + cleared_row_count, 999)
if self.level == 999 or self:hitTorikan(self.level, new_level) then
if new_level == 999 or self:hitTorikan(self.level, new_level) then
self.clear = true
if self.level < 999 then
if new_level < 999 then
self.game_over = true
end
else
self.level = new_level
end
self.level = new_level
end
end
@@ -158,7 +157,7 @@ function SurvivalA2Game:drawScoringInfo()
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, text_x, 220, 90, "left")
if self.roll_frames > 2968 then love.graphics.setColor(1, 0.5, 0, 1)
if self.roll_frames > 1800 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:getLetterGrade() ~= "" then love.graphics.printf(self:getLetterGrade(), text_x, 140, 90, "left") end
love.graphics.setColor(1, 1, 1, 1)

View File

@@ -24,7 +24,7 @@ function SurvivalA3Game:new()
self.SGnames = {
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"m1", "m2", "m3", "m4", "m5", "m6", "m7", "m8", "m9",
"M1", "M2", "M3", "M4", "M5", "M6", "M7", "M8", "M9",
"GM"
}
@@ -38,11 +38,9 @@ function SurvivalA3Game:new()
end
function SurvivalA3Game:initialize(ruleset)
self.torikan_time = frameTime(2,28)
if ruleset.world then self.torikan_time = frameTime(3,03) end
self.super.initialize(self, ruleset)
-- ^ notice the . here instead of the :
GameMode.initialize(self, ruleset)
end
function SurvivalA3Game:getARE()
@@ -239,7 +237,7 @@ function SurvivalA3Game:drawScoringInfo()
love.graphics.setFont(font_3x5_3)
if self.roll_frames > 3238 then love.graphics.setColor(1, 0.5, 0, 1)
elseif self.level >= 1300 and self.clear then love.graphics.setColor(0, 1, 0, 1) end
elseif self.level >= 1300 then love.graphics.setColor(0, 1, 0, 1) end
love.graphics.printf(getLetterGrade(math.floor(self.grade)), text_x, 140, 90, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.score, text_x, 220, 90, "left")

View File

@@ -375,7 +375,10 @@ end
function CRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
if piece.shape == "O" then return end
if piece.shape == "O" then
self:onPieceRotate(piece, grid)
return
end
local kicks = CRS.wallkicks[piece.shape][piece:isDropBlocked(grid)][piece.rotation][new_piece.rotation]

View File

@@ -47,18 +47,11 @@ function Ruleset:new(game_mode)
else
bones = config.gamesettings.piece_colour == 3 and "w" or ""
end
blocks.bone = {
R = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
O = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
Y = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
G = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
C = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
B = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
M = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
F = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
A = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
X = love.graphics.newImage("res/img/bone" .. bones .. ".png"),
}
for colour in pairs(blocks["2tie"]) do
blocks.bone[colour] = love.graphics.newImage(
"res/img/bone" .. bones .. ".png"
)
end
end
function Ruleset:rotatePiece(inputs, piece, grid, prev_inputs, initial)
@@ -76,7 +69,7 @@ function Ruleset:rotatePiece(inputs, piece, grid, prev_inputs, initial)
self:attemptRotate(new_inputs, piece, grid, initial)
end
if not was_drop_blocked and piece:isDropBlocked(grid) then
if not initial and not was_drop_blocked and piece:isDropBlocked(grid) then
playSE("bottom")
end
@@ -161,24 +154,19 @@ function Ruleset:dropPiece(
inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
hard_drop_enabled, additive_gravity, classic_lock
)
if piece.big then
gravity = gravity / 2
drop_speed = drop_speed / 2
end
local y = piece.position.y
if inputs["down"] == true and drop_locked == false then
if additive_gravity then
piece:addGravity(gravity + drop_speed, grid, classic_lock)
else
piece:addGravity(math.max(gravity, drop_speed), grid, classic_lock)
end
elseif inputs["up"] == true and hard_drop_enabled == true then
if inputs["up"] == true and hard_drop_enabled == true then
if hard_drop_locked == true or piece:isDropBlocked(grid) then
piece:addGravity(gravity, grid, classic_lock)
else
piece:dropToBottom(grid)
end
elseif inputs["down"] == true and drop_locked == false then
if additive_gravity then
piece:addGravity(gravity + drop_speed, grid, classic_lock)
else
piece:addGravity(math.max(gravity, drop_speed), grid, classic_lock)
end
else
piece:addGravity(gravity, grid, classic_lock)
end
@@ -226,16 +214,7 @@ function Ruleset:initializePiece(
colours = self.colourscheme
end
local spawn_x
if (grid.width ~= 10) then
local percent = spawn_positions[data.shape].x / 10
for i = grid.width - 1, 0, -1 do
if i / grid.width <= percent then
spawn_x = i
break
end
end
end
local spawn_x = math.floor(spawn_positions[data.shape].x * grid.width / 10)
local spawn_dy
if (config.gamesettings.spawn_positions == 1) then
@@ -251,7 +230,7 @@ function Ruleset:initializePiece(
end
local piece = Piece(data.shape, data.orientation - 1, {
x = spawn_x or spawn_positions[data.shape].x,
x = spawn_x,
y = spawn_positions[data.shape].y - spawn_dy
}, self.block_offsets, 0, 0, data.skin, colours[data.shape], big)
@@ -262,7 +241,6 @@ function Ruleset:initializePiece(
playSE("irs")
end
end
self:dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked)
return piece
end
@@ -275,15 +253,13 @@ function Ruleset:processPiece(
drop_locked, hard_drop_locked,
hard_drop_enabled, additive_gravity, classic_lock
)
if piece.locked then return end
local synchroes_allowed = ({not self.world, true, false})[config.gamesettings.synchroes_allowed]
if synchroes_allowed then
self:rotatePiece(inputs, piece, grid, prev_inputs, false)
self:movePiece(piece, grid, move, gravity >= 20)
self:movePiece(piece, grid, move, gravity >= grid.height - 4)
else
self:movePiece(piece, grid, move, gravity >= 20)
self:movePiece(piece, grid, move, gravity >= grid.height - 4)
self:rotatePiece(inputs, piece, grid, prev_inputs, false)
end
self:dropPiece(