Compare commits

...

25 Commits

Author SHA1 Message Date
Ishaan Bhardwaj
47a5a53e23 Fixed sorting replays in the replay select
In addition, minor change to the default text that shows up when the game is paused
2021-12-09 18:18:23 -05:00
Ishaan Bhardwaj
b9ae08051a Fixed BGM not resetting after a replay 2021-12-08 21:56:31 -05:00
Ishaan Bhardwaj
d7f4aa2007 Reverted a mode select change 2021-12-08 21:56:17 -05:00
Ishaan Bhardwaj
ca85107063 Replace replay select title graphic with text 2021-12-08 21:37:34 -05:00
Ishaan Bhardwaj
fdcec19d56 Bump version to v0.3.1 + re-add snow easter egg 2021-12-08 21:30:09 -05:00
Ishaan Bhardwaj
89c7205347 Replay system v3 + love.math.random migration 2021-12-08 21:23:00 -05:00
Ishaan Bhardwaj
9b41e56135 Replay system v2 2021-12-08 20:19:46 -05:00
710f658540 Merge pull request #48 from BoatsandJoes/replays
Added replays
2021-12-07 22:39:08 -05:00
BoatsandJoes
332e3869de Replay menu no longer crashes if level or timer is nil. 2021-12-06 22:38:07 -06:00
BoatsandJoes
febd1de0ef Replays are now fully functional. 2021-12-05 22:17:44 -06:00
BoatsandJoes
81ab7cd4de Replays now replay inputs properly, and replay list has fast scroll. 2021-12-05 21:16:13 -06:00
BoatsandJoes
a5750e4959 Replays list is now sorted, and replays are smaller. 2021-12-05 15:41:51 -06:00
BoatsandJoes
59c7834c9a Fixed replay deserialization. 2021-12-05 00:18:19 -06:00
BoatsandJoes
71ada76a00 Started work on replay select menu. 2021-12-04 23:37:51 -06:00
BoatsandJoes
6c4551ebef Added replay saving. 2021-12-04 20:35:15 -06:00
9fc7e4b1eb Merge pull request #47 from BoatsandJoes/game-over-animation
Game over fadeout easing function now accelerates
2021-12-02 19:27:32 -05:00
BoatsandJoes
9e59c158b2 Line clear easing is now quadratic for all line clear delays. 2021-12-02 16:22:29 -06:00
BoatsandJoes
e464307625 Game over animation is longer, and reveals stack once it's over. 2021-12-02 15:49:27 -06:00
BoatsandJoes
888312c578 Game over fadeout easing function now accelerates. 2021-12-02 13:42:51 -06:00
a838294435 Merge pull request #46 from BoatsandJoes/line-clear-animation
Added new default line clear animations using easing functions.
2021-12-02 13:57:19 -05:00
BoatsandJoes
049806d9e2 Added a new default line clear animation using easing functions. 2021-12-02 10:59:45 -06:00
Ishaan Bhardwaj
c1693524d7 Credits change 2021-11-30 20:08:52 -05:00
Ishaan Bhardwaj
a063f10d33 Merge branch 'master' of https://github.com/MillaBasset/cambridge 2021-11-23 22:56:19 -05:00
Ishaan Bhardwaj
6e0b5e27c1 Rearranged the spawn SE actions 2021-11-23 22:56:11 -05:00
Joe Zeng
18e0e02c76 Removed a stupid exception to the mixing-tabs-and-spaces rule.
I apologize that it took me 2 years to think of this workaround.
2021-11-09 14:48:05 -05:00
21 changed files with 509 additions and 58 deletions

View File

@@ -57,13 +57,13 @@ Coding conventions
Use tabs to indent, spaces to align.
* Specifically, spaces should not appear at the beginning of a line, and tabs should not appear _except_ at the beginning of a line.
* The sole exception is in a multiline `if` statement; the initial `if` should have four spaces before it to align it with an `elseif` on the next line. For example:
* If you're aligning multiline if-statements, the initial "if", "elseif" or "else" should be flush left with the indentation level, with spaces padding the gap to the next word as necessary. For example:
```lua
---- 4 spaces
if self.level < 900 then return 12
elseif self.level < 1200 then return 8
else return 6 end
if self.level < 900 then return 12
elseif self.level < 1200 then return 8
else return 6
end
```
Comments at the end of lines of code must be one line long. Multi-line comments must appear in their own block.

View File

@@ -102,7 +102,6 @@ Other Notable Games
- [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

View File

@@ -1 +1 @@
version = "v0.3"
version = "v0.3.1"

View File

@@ -35,6 +35,8 @@ function love.load()
end
function initModules()
-- replays are not loaded here, but they are cleared
replays = {}
game_modes = {}
mode_list = love.filesystem.getDirectoryItems("tetris/modes")
for i=1,#mode_list do

View File

@@ -10,7 +10,9 @@ function Scene:onInputRelease() end
ExitScene = require "scene.exit"
GameScene = require "scene.game"
ReplayScene = require "scene.replay"
ModeSelectScene = require "scene.mode_select"
ReplaySelectScene = require "scene.replay_select"
KeyConfigScene = require "scene.key_config"
StickConfigScene = require "scene.stick_config"
InputConfigScene = require "scene.input_config"

View File

@@ -40,14 +40,14 @@ function CreditsScene:render()
love.graphics.setFont(font_3x5_4)
love.graphics.print("Cambridge Credits", 320, 500 - offset)
love.graphics.print("THANK YOU\nFOR PLAYING!", 320, math.max(2050 - offset, 240))
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 - offset)
love.graphics.print("Project Heads", 320, 640 - offset)
love.graphics.print("Notable Game Developers", 320, 750 - offset)
love.graphics.print("Special Thanks", 320, 1020 - offset)
love.graphics.print("- Milla", 320, math.max(2130 - offset, 320))
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 - offset)
@@ -55,7 +55,7 @@ function CreditsScene:render()
love.graphics.print(
"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" ..
"Mine - Tetra Online\nMrZ - Techmino\n" ..
"Phoenix Flare - Master of Blocks\nRayRay26 - Spirit Drop\n" ..
"Rin - Puzzle Trial\nsinefuse - stackfuse",
320, 790 - offset
@@ -75,7 +75,7 @@ function CreditsScene:render()
"Tetra Legends Discord\nTetra Online Discord\nMultimino Discord\n" ..
"Hard Drop Discord\nRusty's Systemspace\nCambridge Discord\n" ..
"And to you, the player!",
320, 1060 - offset
320, 1040 - offset
)
end

View File

@@ -187,4 +187,4 @@ function ModeSelectScene:changeRuleset(rel)
self.menu_state.ruleset = Mod1(self.menu_state.ruleset + rel, len)
end
return ModeSelectScene
return ModeSelectScene

89
scene/replay.lua Normal file
View File

@@ -0,0 +1,89 @@
local Sequence = require 'tetris.randomizers.fixed_sequence'
local ReplayScene = Scene:extend()
ReplayScene.title = "Replay"
function ReplayScene:new(replay, game_mode, ruleset, inputs)
config.gamesettings = replay["gamesettings"]
love.math.setRandomSeed(replay["random_low"], replay["random_high"])
love.math.setRandomState(replay["random_state"])
self.retry_replay = replay
self.retry_mode = game_mode
self.retry_ruleset = ruleset
self.secret_inputs = inputs
self.game = game_mode(self.secret_inputs)
self.ruleset = ruleset(self.game)
self.game:initialize(self.ruleset, true)
self.inputs = {
left=false,
right=false,
up=false,
down=false,
rotate_left=false,
rotate_left2=false,
rotate_right=false,
rotate_right2=false,
rotate_180=false,
hold=false,
}
self.paused = false
self.replay = deepcopy(replay)
self.replay_index = 1
DiscordRPC:update({
details = "Viewing a replay",
state = self.game.name,
largeImageKey = "ingame-"..self.game:getBackground().."00"
})
end
function ReplayScene:update()
if love.window.hasFocus() and not self.paused then
self.inputs = self.replay["inputs"][self.replay_index]["inputs"]
self.replay["inputs"][self.replay_index]["frames"] = self.replay["inputs"][self.replay_index]["frames"] - 1
if self.replay["inputs"][self.replay_index]["frames"] == 0 and self.replay_index < table.getn(self.replay["inputs"]) then
self.replay_index = self.replay_index + 1
end
local input_copy = {}
for input, value in pairs(self.inputs) do
input_copy[input] = value
end
self.game:update(input_copy, self.ruleset)
self.game.grid:update()
DiscordRPC:update({
largeImageKey = "ingame-"..self.game:getBackground().."00"
})
end
end
function ReplayScene:render()
self.game:draw(self.paused)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_3)
love.graphics.printf("REPLAY", 0, 0, 635, "right")
end
function ReplayScene:onInputPress(e)
if (
e.input == "menu_back" or
e.input == "menu_decide" or
e.input == "retry"
) then
self.game:onExit()
loadSave()
love.math.setRandomSeed(os.time())
scene = (
(e.input == "retry") and
ReplayScene(
self.retry_replay, self.retry_mode,
self.retry_ruleset, self.secret_inputs
) or ReplaySelectScene()
)
elseif e.input == "pause" and not (self.game.game_over or self.game.completed) then
self.paused = not self.paused
if self.paused then pauseBGM()
else resumeBGM() end
end
end
return ReplayScene

220
scene/replay_select.lua Normal file
View File

@@ -0,0 +1,220 @@
local ReplaySelectScene = Scene:extend()
ReplaySelectScene.title = "Replays"
local binser = require 'libs.binser'
current_replay = 1
function ReplaySelectScene:new()
-- reload custom modules
initModules()
-- load replays
replays = {}
replay_file_list = love.filesystem.getDirectoryItems("replays")
for i=1,#replay_file_list do
local data = love.filesystem.read("replays/"..replay_file_list[i])
local new_replay = binser.deserialize(data)[1]
replays[#replays + 1] = new_replay
end
table.sort(replays, function(a, b)
return a["timestamp"] > b["timestamp"]
end)
self.display_error = false
if table.getn(replays) == 0 then
self.display_warning = true
current_replay = 1
else
self.display_warning = false
if current_replay > table.getn(replays) then
current_replay = 1
end
end
self.menu_state = {
replay = current_replay,
}
self.das = 0
DiscordRPC:update({
details = "In menus",
state = "Choosing a replay",
largeImageKey = "ingame-000"
})
end
function ReplaySelectScene:update()
switchBGM(nil) -- experimental
if self.das_up or self.das_down or self.das_left or self.das_right then
self.das = self.das + 1
else
self.das = 0
end
if self.das >= 15 then
local change = 0
if self.das_up then
change = -1
elseif self.das_down then
change = 1
elseif self.das_left then
change = -9
elseif self.das_right then
change = 9
end
self:changeOption(change)
self.das = self.das - 4
end
DiscordRPC:update({
details = "In menus",
state = "Choosing a replay",
largeImageKey = "ingame-000"
})
end
function ReplaySelectScene:render()
love.graphics.draw(
backgrounds[0],
0, 0, 0,
0.5, 0.5
)
-- Same graphic as mode select
--love.graphics.draw(misc_graphics["select_mode"], 20, 40)
love.graphics.setFont(font_3x5_4)
love.graphics.print("SELECT REPLAY", 20, 35)
if self.display_warning then
love.graphics.setFont(font_3x5_3)
love.graphics.printf(
"You have no replays.",
80, 200, 480, "center"
)
love.graphics.setFont(font_3x5_2)
love.graphics.printf(
"Come back to this menu after playing some games. " ..
"Press any button to return to the main menu.",
80, 250, 480, "center"
)
return
elseif self.display_error then
love.graphics.setFont(font_3x5_3)
love.graphics.printf(
"You are missing this mode or ruleset.",
80, 200, 480, "center"
)
love.graphics.setFont(font_3x5_2)
love.graphics.printf(
"Come back after getting the proper mode or ruleset. " ..
"Press any button to return to the main menu.",
80, 250, 480, "center"
)
return
end
love.graphics.setColor(1, 1, 1, 0.5)
love.graphics.rectangle("fill", 3, 258, 634, 22)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
for idx, replay in ipairs(replays) do
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"]
if replay["level"] ~= nil then
display_string = display_string.." Level: "..replay["level"]
end
if replay["timer"] ~= nil then
display_string = display_string.." Time: "..formatTime(replay["timer"])
end
love.graphics.printf(display_string, 6, (260 - 20*(self.menu_state.replay)) + 20 * idx, 640, "left")
end
end
end
function ReplaySelectScene:onInputPress(e)
if (self.display_warning or self.display_error) and e.input then
scene = TitleScene()
elseif e.type == "wheel" then
if e.y ~= 0 then
self:changeOption(-e.y)
end
elseif e.input == "menu_decide" or e.scancode == "return" then
current_replay = self.menu_state.replay
-- Same as mode decide
playSE("mode_decide")
-- Get game mode and ruleset
local mode
local rules
for key, value in pairs(game_modes) do
if value.name == replays[self.menu_state.replay]["mode"] then
mode = value
break
end
end
for key, value in pairs(rulesets) do
if value.name == replays[self.menu_state.replay]["ruleset"] then
rules = value
break
end
end
if mode == nil or rules == nil then
self.display_error = true
return
end
-- TODO compare replay versions to current versions for Cambridge, ruleset, and mode
scene = ReplayScene(
replays[self.menu_state.replay],
mode,
rules,
replays[self.menu_state.replay]["secret_inputs"]
)
elseif e.input == "up" or e.scancode == "up" then
self:changeOption(-1)
self.das_up = true
self.das_down = nil
self.das_left = nil
self.das_right = nil
elseif e.input == "down" or e.scancode == "down" then
self:changeOption(1)
self.das_down = true
self.das_up = nil
self.das_left = nil
self.das_right = nil
elseif e.input == "left" or e.scancode == "left" then
self:changeOption(-9)
self.das_left = true
self.das_right = nil
self.das_up = nil
self.das_down = nil
elseif e.input == "right" or e.scancode == "right" then
self:changeOption(9)
self.das_right = true
self.das_left = nil
self.das_up = nil
self.das_down = nil
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
scene = TitleScene()
end
end
function ReplaySelectScene:onInputRelease(e)
if 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
elseif e.input == "right" or e.scancode == "right" then
self.das_right = nil
elseif e.input == "left" or e.scancode == "left" then
self.das_left = nil
end
end
function ReplaySelectScene:changeOption(rel)
local len = table.getn(replays)
self.menu_state.replay = Mod1(self.menu_state.replay + rel, len)
playSE("cursor")
end
return ReplaySelectScene

View File

@@ -20,7 +20,7 @@ function SettingsScene:new()
self.menu_state = 1
DiscordRPC:update({
details = "In settings",
state = settingsidle[math.random(#settingsidle)],
state = settingsidle[love.math.random(#settingsidle)],
largeImageKey = "settings",
})
end

View File

@@ -5,6 +5,7 @@ TitleScene.restart_message = false
local main_menu_screens = {
ModeSelectScene,
ReplaySelectScene,
SettingsScene,
CreditsScene,
ExitScene,
@@ -43,9 +44,9 @@ function TitleScene:new()
self.text_flag = false
DiscordRPC:update({
details = "In menus",
state = mainmenuidle[math.random(#mainmenuidle)],
largeImageKey = "1year",
largeImageText = version.." | Thanks for 1 year!"
state = mainmenuidle[love.math.random(#mainmenuidle)],
largeImageKey = "icon2",
largeImageText = version
})
end
@@ -62,24 +63,19 @@ end
function TitleScene:render()
love.graphics.setFont(font_3x5_4)
love.graphics.setColor(1, 1, 1, 1 - self.snow_bg_opacity)
love.graphics.draw(
backgrounds["title"], -- title_night
0, 0, 0,
0.5, 0.5
)
--[[
love.graphics.draw(
backgrounds["title"],
0, 0, 0,
0.5, 0.5
)
]]
love.graphics.draw(
backgrounds["title_night"],
0, 0, 0,
0.5, 0.5
)
love.graphics.draw(
misc_graphics["icon"],
460, 170, 0,
2, 2
)
love.graphics.printf("Thanks for 1 year!", 430, 280, 160, "center")
]]
--love.graphics.printf("Thanks for 1 year!", 430, 280, 160, "center")
love.graphics.setFont(font_3x5_2)
love.graphics.setColor(1, 1, 1, self.snow_bg_opacity)
@@ -125,8 +121,6 @@ function TitleScene:onInputPress(e)
playSE("cursor")
elseif e.input == "menu_back" or e.scancode == "backspace" or e.scancode == "delete" then
love.event.quit()
-- no winter easter egg for now
--[[
else
self.text = self.text .. (e.scancode or "")
if self.text == "ffffff" then
@@ -135,7 +129,6 @@ function TitleScene:onInputPress(e)
largeImageKey = "snow"
})
end
]]
end
end

View File

@@ -182,6 +182,19 @@ function Grid:clearSpecificRow(row)
end
end
function Grid:clearBlock(x, y)
self.grid[x+1][y+1] = empty
end
function Grid:clearBottomRows(num)
local old_isRowFull = self.isRowFull
self.isRowFull = function(self, row)
return row >= self.height + 1 - num
end
self:clearClearedRows()
self.isRowFull = old_isRowFull
end
function Grid:applyPiece(piece)
if piece.big then
self:applyBigPiece(piece)

View File

@@ -7,6 +7,7 @@ local playedGoSE = false
local Grid = require 'tetris.components.grid'
local Randomizer = require 'tetris.randomizers.randomizer'
local BagRandomizer = require 'tetris.randomizers.bag'
local binser = require 'libs.binser'
local GameMode = Object:extend()
@@ -16,6 +17,12 @@ GameMode.tagline = ""
GameMode.rollOpacityFunction = function(age) return 0 end
function GameMode:new(secret_inputs)
self.replay_inputs = {}
self.random_low, self.random_high = love.math.getRandomSeed()
self.random_state = love.math.getRandomState()
self.secret_inputs = secret_inputs
self.save_replay = true
self.grid = Grid(10, 24)
self.randomizer = Randomizer()
self.piece = nil
@@ -97,7 +104,7 @@ function GameMode:getSkin()
return "2tie"
end
function GameMode:initialize(ruleset)
function GameMode:initialize(ruleset, replay)
-- generate next queue
self.used_randomizer = (
table.equalvalues(
@@ -107,15 +114,72 @@ function GameMode:initialize(ruleset)
self.randomizer or BagRandomizer(table.keys(ruleset.colourscheme))
)
self.ruleset = ruleset
self.save_replay = not replay
for i = 1, math.max(self.next_queue_length, 1) do
table.insert(self.next_queue, self:getNextPiece(ruleset))
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]
end
function GameMode:saveReplay()
-- Save replay.
local replay = {}
replay["inputs"] = self.replay_inputs
replay["random_low"] = self.random_low
replay["random_high"] = self.random_high
replay["random_state"] = self.random_state
replay["mode"] = self.name
replay["ruleset"] = self.ruleset.name
replay["timer"] = self.frames
replay["score"] = self.score
replay["level"] = self.level
replay["lines"] = self.lines
replay["gamesettings"] = config.gamesettings
replay["secret_inputs"] = self.secret_inputs
replay["timestamp"] = os.time()
if love.filesystem.getInfo("replays") == nil then
love.filesystem.createDirectory("replays")
end
local replay_files = love.filesystem.getDirectoryItems("replays")
-- Select replay filename that doesn't collide with an existing one
local replay_number = 0
local collision = true
while collision do
collision = false
replay_number = replay_number + 1
for key, file in pairs(replay_files) do
if file == replay_number..".crp" then
collision = true
break
end
end
end
love.filesystem.write("replays/"..replay_number..".crp", binser.serialize(replay))
end
function GameMode:addReplayInput(inputs)
-- check if inputs have changed since last frame
if not equals(self.prev_inputs, inputs) then
-- insert new inputs into replay inputs table
local new_inputs = {}
new_inputs["inputs"] = {}
new_inputs["frames"] = 1
for key, value in pairs(inputs) do
new_inputs["inputs"][key] = value
end
self.replay_inputs[#self.replay_inputs + 1] = new_inputs
else
-- add 1 to input frame counter
self.replay_inputs[#self.replay_inputs]["frames"] = self.replay_inputs[#self.replay_inputs]["frames"] + 1
end
end
function GameMode:update(inputs, ruleset)
if self.game_over or self.completed then
if self.save_replay and self.game_over_frames == 0 then
self:saveReplay()
end
self.game_over_frames = self.game_over_frames + 1
return
end
@@ -129,6 +193,8 @@ function GameMode:update(inputs, ruleset)
end
end
if self.save_replay then self:addReplayInput(inputs) end
-- advance one frame
if self:advanceOneFrame(inputs, ruleset) == false then return end
@@ -334,7 +400,16 @@ end
function GameMode:onGameOver()
switchBGM(nil)
love.graphics.setColor(0, 0, 0, 1 - 2 ^ (-self.game_over_frames / 30))
local alpha = 0
local animation_length = 120
if self.game_over_frames < animation_length then
-- Show field for a bit, then fade out.
alpha = math.pow(2048, self.game_over_frames/animation_length - 1)
elseif self.game_over_frames < 2 * animation_length then
-- Keep field hidden for a short time, then pop it back in (for screenshots).
alpha = 1
end
love.graphics.setColor(0, 0, 0, alpha)
love.graphics.rectangle(
"fill", 64, 80,
16 * self.grid.width, 16 * (self.grid.height - 4)
@@ -530,6 +605,8 @@ function GameMode:onEnterOrHold(inputs, ruleset)
if not self.grid:canPlacePiece(self.piece) then
self.game_over = true
return
elseif self.piece:isDropBlocked(self.grid) then
playSE("bottom")
end
ruleset:dropPiece(
inputs, self.piece, self.grid, self:getGravity(),
@@ -578,10 +655,6 @@ function GameMode:initializeNextPiece(
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))
@@ -600,11 +673,18 @@ function GameMode:getHighScoreData()
end
function GameMode:animation(x, y, skin, colour)
-- Animation progress where 0 = start and 1 = end
local progress = 1
if self.last_lcd ~= 0 then
progress = (self.last_lcd - self.lcd) / self.last_lcd
end
-- Convert progress through the animation into an alpha value, with easing
local alpha = 1 - progress ^ 2
return {
1, 1, 1,
-0.25 + 1.25 * (self.lcd / self.last_lcd),
skin, colour,
48 + x * 16, y * 16
1, 1, 1,
alpha,
skin, colour,
48 + x * 16, y * 16
}
end
@@ -616,8 +696,56 @@ function GameMode:drawLineClearAnimation()
-- animation function
-- params: block x, y, skin, colour
-- returns: table with RGBA, skin, colour, x, y
-- Fadeout (default)
-- Quadratic Fadeout (default)
--[[
function animation(x, y, skin, colour)
-- Animation progress where 0 = start and 1 = end
local progress = 1
if self.last_lcd ~= 0 then
progress = (self.last_lcd - self.lcd) / self.last_lcd
end
-- Convert progress through the animation into an alpha value, with easing
local alpha = 1 - progress ^ 2
return {
1, 1, 1,
alpha,
skin, colour,
48 + x * 16, y * 16
}
end
--]]
-- Flashy Fadeout
--[[
function animation(x, y, skin, colour)
-- Animation progress where 0 = start and 1 = end
local progress = 1
if self.last_lcd ~= 0 then
progress = (self.last_lcd - self.lcd) / self.last_lcd
end
-- Change this number to change "bounciness"
local bounce = 13
-- Convert progress through the animation into an alpha value
local alpha = 0
-- Cutoff is arbitrary: corresponds to level 500 in Marathon A2
if self.last_lcd > 25 then
-- Goes up and down: looks better when animation is long
alpha = 1 - (bounce * progress^3 - 1.5 * bounce * progress^2 + (0.5 * bounce + 1) * progress)
else
-- Always decreasing: looks better when animation is short
alpha = 1 - progress * progress
end
return {
1, 1, 1,
alpha,
skin, colour,
48 + x * 16, y * 16
}
end
--]]
-- Fadeout
--[[
function animation(x, y, skin, colour)
return {
@@ -906,7 +1034,7 @@ function GameMode:drawCustom() end
function GameMode:drawIfPaused()
love.graphics.setFont(font_3x5_3)
love.graphics.printf("GAME PAUSED!", 64, 160, 160, "center")
love.graphics.printf("PAUSED!", 64, 160, 160, "center")
end
-- transforms specified in here will transform the whole screen

View File

@@ -13,7 +13,7 @@ function BagRandomizer:generatePiece()
table.insert(self.bag, v)
end
end
local x = math.random(table.getn(self.bag))
local x = love.math.random(table.getn(self.bag))
return table.remove(self.bag, x)
end

View File

@@ -10,7 +10,7 @@ function Bag7Randomizer:generatePiece()
if next(self.bag) == nil then
self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
end
local x = math.random(table.getn(self.bag))
local x = love.math.random(table.getn(self.bag))
return table.remove(self.bag, x)
end

View File

@@ -6,7 +6,7 @@ function Bag7NoSZOStartRandomizer:shuffleBag()
local b = self.bag
local ln = #b
for i = 1, ln do
local j = math.random(i, ln)
local j = love.math.random(i, ln)
b[i], b[j] = b[j], b[i]
end
end

View File

@@ -8,8 +8,13 @@ function Sequence:initialize()
end
function Sequence:generatePiece()
local piece = string.sub(self.sequence, self.counter + 1, self.counter + 1)
self.counter = (self.counter + 1) % string.len(self.sequence)
local piece
if type(self.sequence) == "string" then
piece = string.sub(self.sequence, self.counter + 1, self.counter + 1)
else
piece = self.sequence[self.counter + 1]
end
self.counter = (self.counter + 1) % (#self.sequence)
return piece
end

View File

@@ -10,11 +10,11 @@ end
function History4RollsRandomizer:generatePiece()
if self.first then
self.first = false
return self:updateHistory(({"L", "J", "I", "T"})[math.random(4)])
return self:updateHistory(({"L", "J", "I", "T"})[love.math.random(4)])
else
local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
for i = 1, 4 do
local x = math.random(7)
local x = love.math.random(7)
if not inHistory(shapes[x], self.history) or i == 4 then
return self:updateHistory(shapes[x])
end

View File

@@ -10,11 +10,11 @@ end
function History6RollsRandomizer:generatePiece()
if self.first then
self.first = false
return self:updateHistory(({"L", "J", "I", "T"})[math.random(4)])
return self:updateHistory(({"L", "J", "I", "T"})[love.math.random(4)])
else
local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
for i = 1, 6 do
local x = math.random(7)
local x = love.math.random(7)
if not inHistory(shapes[x], self.history) or i == 6 then
return self:updateHistory(shapes[x])
end

View File

@@ -28,12 +28,12 @@ end
function History6Rolls35PoolRandomizer:generatePiece()
local index, x
if self.first then
index = math.random(20)
index = love.math.random(20)
x = self.pool[index]
self.first = false
else
for i = 1, 6 do
index = math.random(#self.pool)
index = love.math.random(#self.pool)
x = self.pool[index]
if not inHistory(x, self.history) or i == 6 then
break

View File

@@ -16,7 +16,7 @@ function Randomizer:initialize()
end
function Randomizer:generatePiece()
return self.possible_pieces[math.random(7)]
return self.possible_pieces[love.math.random(7)]
end
return Randomizer