Compare commits
23 Commits
highscore_
...
v0.3-beta2
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1acd0ec65a |
@@ -3,19 +3,11 @@ Game modes
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There are several classes of game modes. The modes that originate from other games are organized by suffix:
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* The "C" series stand for "Classic" games, games that were produced before around 1992-1993 and generally have no wallkicks or lock delay.
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* C84 - The original version from the Electronika 60.
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* C88 - Sega Tetris.
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* C89 - Nintendo / NES Tetris.
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* The "A" series stand for "Arika" games, or games in the Tetris the Grand Master series.
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* A1 - Tetris The Grand Master (the original from 1998).
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* A2 - Tetris The Absolute The Grand Master 2 PLUS.
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* A3 - Tetris The Grand Master 3 Terror-Instinct.
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* AX - Tetris The Grand Master ACE (X for Xbox).
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* The "G" series stand for "Guideline" games, or games that follow the Tetris Guideline.
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* GF - Tetris Friends (2007-2019)
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* GJ - Tetris Online Japan (2005-2011)
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* N stands for Nullpomino, only used for Phantom Mania N.
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MARATHON
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--------
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@@ -28,8 +20,6 @@ From other games:
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* **MARATHON A1**: Tetris the Grand Master 1.
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* **MARATHON A2**: Tetris the Grand Master 2 (TAP Master).
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* **MARATHON A3**: Tetris the Grand Master 3 (no exams).
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* **MARATHON AX4**: Another mode from TGM Ace.
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* **MARATHON C89**: Nintendo NES Tetris. Can you transition and make it to the killscreen?
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SURVIVAL
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@@ -43,14 +33,7 @@ From other games:
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* **SURVIVAL A1**: 20G mode from Tetris the Grand Master.
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* **SURVIVAL A2**: T.A. Death.
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* **SURVIVAL A3**: Ti Shirase.
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RACE
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----
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Modes with no levels, just a single timed goal.
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* **Race 40**: How fast can you clear 40 lines? No limits, no holds barred.
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* **SURVIVAL AX**: Another mode from TGM Ace.
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PHANTOM MANIA
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@@ -69,8 +52,4 @@ OTHER MODES
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* **Strategy**: How well can you plan ahead your movements? Can you handle only having a short time to place each piece?
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* **TetrisGram™ Pacer Test**: is a multi-stage piece-placing ability test that progressively gets more difficult as it continues.
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* **Interval Training**: 30 seconds per section. 20G. 15 frames of lock delay. How long can you last?
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* **Demon Mode**: An original mode from Oshisaure! Can you push through the ever faster levels and not get denied?
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* **Big A2**: Marathon A2 but all the pieces are BIG!
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12
funcs.lua
@@ -80,9 +80,13 @@ end
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function table.contains(table, element)
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for _, value in pairs(table) do
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if value == element then
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return true
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end
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if value == element then
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return true
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end
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end
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return false
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end
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end
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function clamp(a, b, c)
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return math.min(a, math.max(b, c))
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end
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@@ -63,9 +63,6 @@ function bigint.new(num)
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end,
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__le = function(lhs, rhs)
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return bigint.compare(lhs, rhs, "<=")
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end,
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__tostring = function()
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return bigint.unserialize(self, "s")
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end
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})
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27
main.lua
@@ -15,6 +15,9 @@ function love.load()
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config["fullscreen"] = false
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love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
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-- used for screenshots
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GLOBAL_CANVAS = love.graphics.newCanvas()
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-- init config
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if not config.das then config.das = 10 end
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@@ -108,7 +111,10 @@ function love.update(dt)
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end
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function love.draw()
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love.graphics.push()
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love.graphics.setCanvas(GLOBAL_CANVAS)
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love.graphics.clear()
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love.graphics.push()
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-- get offset matrix
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love.graphics.setDefaultFilter("linear", "nearest")
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@@ -120,9 +126,13 @@ function love.draw()
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(height - scale_factor * 480) / 2
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)
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love.graphics.scale(scale_factor)
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scene:render()
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love.graphics.pop()
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love.graphics.setCanvas()
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love.graphics.setColor(1,1,1,1)
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love.graphics.draw(GLOBAL_CANVAS)
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end
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function love.keypressed(key, scancode)
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@@ -140,6 +150,14 @@ function love.keypressed(key, scancode)
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scene.restart_message = true
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if config.secret then playSE("mode_decide")
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else playSE("erase") end
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-- f12 is reserved for saving screenshots
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elseif scancode == "f12" then
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local ss_name = os.date("ss/%Y-%m-%d_%H-%M-%S.png")
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if not love.filesystem.getInfo("ss") then
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love.filesystem.createDirectory("ss")
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end
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print("Saving screenshot as "..ss_name)
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GLOBAL_CANVAS:newImageData():encode("png", ss_name)
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-- function keys are reserved
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elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
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return
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@@ -261,3 +279,8 @@ function love.focus(f)
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pauseBGM()
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end
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end
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function love.resize(w, h)
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GLOBAL_CANVAS:release()
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GLOBAL_CANVAS = love.graphics.newCanvas(w, h)
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end
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@@ -1,2 +1,2 @@
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tar -a -c -f cambridge.zip libs/binser.lua libs/classic.lua libs/simple-slider.lua libs/discordRPC.lua load res scene tetris conf.lua main.lua scene.lua funcs.lua
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tar -a -c -f cambridge.zip libs load res scene tetris conf.lua main.lua scene.lua funcs.lua
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rename cambridge.zip cambridge.love
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Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.8 KiB |
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Before Width: | Height: | Size: 1.7 KiB After Width: | Height: | Size: 2.1 KiB |
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Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.7 KiB |
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Before Width: | Height: | Size: 1.9 KiB After Width: | Height: | Size: 2.4 KiB |
@@ -139,19 +139,8 @@ function GameScene:onInputRelease(e)
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end
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function submitHighscore(hash, data)
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function isHighscore(score, high)
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for k, _ in pairs(score) do
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if not high[k] or score[k] > high[k] then
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return true
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end
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end
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return false
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end
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if not highscores[hash] then highscores[hash] = {} end
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if isHighscore(data, highscores[hash]) then
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highscores[hash] = data
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end
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table.insert(highscores[hash], data)
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saveHighscores()
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end
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@@ -41,14 +41,14 @@ function ModeSelectScene:render()
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elseif self.menu_state.select == "ruleset" then
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love.graphics.setColor(1, 1, 1, 0.25)
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end
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love.graphics.rectangle("fill", 20, 198, 240, 22)
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love.graphics.rectangle("fill", 20, 258, 240, 22)
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if self.menu_state.select == "mode" then
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love.graphics.setColor(1, 1, 1, 0.25)
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elseif self.menu_state.select == "ruleset" then
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love.graphics.setColor(1, 1, 1, 0.5)
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end
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love.graphics.rectangle("fill", 340, 198, 200, 22)
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love.graphics.rectangle("fill", 340, 258, 200, 22)
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love.graphics.setColor(1, 1, 1, 1)
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@@ -56,36 +56,13 @@ function ModeSelectScene:render()
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love.graphics.setFont(font_3x5_2)
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for idx, mode in pairs(game_modes) do
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if(idx >= self.menu_state.mode-6 and idx <= self.menu_state.mode+6) then
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love.graphics.printf(mode.name, 40, (200 - 20*(self.menu_state.mode)) + 20 * idx, 200, "left")
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if(idx >= self.menu_state.mode-9 and idx <= self.menu_state.mode+9) then
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love.graphics.printf(mode.name, 40, (260 - 20*(self.menu_state.mode)) + 20 * idx, 200, "left")
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end
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end
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for idx, ruleset in pairs(rulesets) do
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if(idx >= self.menu_state.ruleset-6 and idx <= self.menu_state.ruleset+6) then
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love.graphics.printf(ruleset.name, 360, (200 - 20*(self.menu_state.ruleset)) + 20 * idx, 160, "left")
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end
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end
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-- mode description and highscore
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for midx, mode in pairs(game_modes) do
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for ridx, ruleset in pairs(rulesets) do
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if (midx == self.menu_state.mode) and (ridx == self.menu_state.ruleset) then
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love.graphics.printf(
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"Mode Description:\n\n" .. mode.tagline, 20, 350, 200, "left"
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)
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love.graphics.printf(
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ruleset.name .. " Highscore:", 240, 350, 200, "right"
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)
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local highscore_string = ""
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if highscores[mode.hash .. "-" .. ruleset.hash] then
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for k, v in ipairs(highscores[mode.hash .. "-" .. ruleset.hash]) do
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highscore_string = highscore_string .. k .. ": " .. v .. "\n"
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end
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else
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highscore_string = "You don't have any highscores yet!"
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end
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love.graphics.printf(highscore_string, 450, 350, 200, "left")
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end
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if(idx >= self.menu_state.ruleset-9 and idx <= self.menu_state.ruleset+9) then
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love.graphics.printf(ruleset.name, 360, (260 - 20*(self.menu_state.ruleset)) + 20 * idx, 160, "left")
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end
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end
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end
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@@ -405,11 +405,11 @@ function Grid:draw()
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if self.grid[y][x].skin ~= "bone" and self.grid[y][x].colour ~= "X" then
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love.graphics.setColor(0.8, 0.8, 0.8, 1)
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love.graphics.setLineWidth(1)
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if y > 1 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
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if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
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love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
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end
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if y < self.height and self.grid[y+1][x] == empty or
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(y + 1 > self.height or self.grid[y+1][x].colour == "X") then
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(y + 1 <= self.height and self.grid[y+1][x].colour == "X") then
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love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
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end
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if x > 1 and self.grid[y][x-1] == empty then
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@@ -434,11 +434,11 @@ function Grid:drawOutline()
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if self.grid[y][x] ~= empty and self.grid[y][x].colour ~= "X" then
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love.graphics.setColor(0.8, 0.8, 0.8, 1)
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love.graphics.setLineWidth(1)
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if y > 1 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
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if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
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love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
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end
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if y < self.height and self.grid[y+1][x] == empty or
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||||
(y + 1 > self.height or self.grid[y+1][x].colour == "X") then
|
||||
(y + 1 <= self.height and self.grid[y+1][x].colour == "X") then
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love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
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end
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if x > 1 and self.grid[y][x-1] == empty then
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||||
@@ -471,11 +471,11 @@ function Grid:drawInvisible(opacity_function, garbage_opacity_function, lock_fla
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if opacity > 0 and self.grid[y][x].colour ~= "X" then
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love.graphics.setColor(0.64, 0.64, 0.64)
|
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love.graphics.setLineWidth(1)
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if y > 1 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
|
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if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
|
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love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
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end
|
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if y < self.height and self.grid[y+1][x] == empty or
|
||||
(y + 1 > self.height or self.grid[y+1][x].colour == "X") then
|
||||
(y + 1 <= self.height and self.grid[y+1][x].colour == "X") then
|
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love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
|
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end
|
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if x > 1 and self.grid[y][x-1] == empty then
|
||||
@@ -513,11 +513,11 @@ function Grid:drawCustom(colour_function, gamestate)
|
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if outline > 0 and self.grid[y][x].colour ~= "X" then
|
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love.graphics.setColor(0.64, 0.64, 0.64, outline)
|
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love.graphics.setLineWidth(1)
|
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if y > 1 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
|
||||
if y > 5 and self.grid[y-1][x] == empty or self.grid[y-1][x].colour == "X" then
|
||||
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
|
||||
end
|
||||
if y < self.height and self.grid[y+1][x] == empty or
|
||||
(y + 1 > self.height or self.grid[y+1][x].colour == "X") then
|
||||
(y + 1 <= self.height and self.grid[y+1][x].colour == "X") then
|
||||
love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
|
||||
end
|
||||
if x > 1 and self.grid[y][x-1] == empty then
|
||||
|
||||
@@ -10,6 +10,9 @@ local BagRandomizer = require 'tetris.randomizers.bag'
|
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|
||||
local GameMode = Object:extend()
|
||||
|
||||
GameMode.name = ""
|
||||
GameMode.hash = ""
|
||||
GameMode.tagline = ""
|
||||
GameMode.rollOpacityFunction = function(age) return 0 end
|
||||
|
||||
function GameMode:new(secret_inputs)
|
||||
@@ -76,6 +79,7 @@ function GameMode:getLockDelay() return 30 end
|
||||
function GameMode:getLineClearDelay() return 40 end
|
||||
function GameMode:getDasLimit() return 15 end
|
||||
function GameMode:getDasCutDelay() return 0 end
|
||||
function GameMode:getGravity() return 1/64 end
|
||||
|
||||
function GameMode:getNextPiece(ruleset)
|
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return {
|
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@@ -101,7 +105,7 @@ function GameMode:initialize(ruleset, secret_inputs)
|
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BagRandomizer(ruleset.pieces)
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)
|
||||
)
|
||||
for i = 1, self.next_queue_length do
|
||||
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]
|
||||
@@ -167,6 +171,9 @@ 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
|
||||
|
||||
@@ -203,7 +210,7 @@ function GameMode:update(inputs, ruleset)
|
||||
) then
|
||||
self.das.frames = math.max(
|
||||
self.das.frames - self:getDasCutDelay(),
|
||||
-self:getDasCutDelay()
|
||||
-(self:getDasCutDelay() + 1)
|
||||
)
|
||||
end
|
||||
|
||||
@@ -589,6 +596,18 @@ function GameMode:setHoldOpacity()
|
||||
love.graphics.setColor(colour, colour, colour, 1)
|
||||
end
|
||||
|
||||
function GameMode:getBackground()
|
||||
return 0
|
||||
end
|
||||
|
||||
function GameMode:getHighscoreData()
|
||||
return {}
|
||||
end
|
||||
|
||||
function GameMode:drawGrid()
|
||||
self.grid:draw()
|
||||
end
|
||||
|
||||
function GameMode:drawScoringInfo()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
|
||||
@@ -437,6 +437,8 @@ function SakuraGame:advanceOneFrame(inputs, ruleset)
|
||||
return true
|
||||
end
|
||||
|
||||
function SakuraGame:onGameComplete() end
|
||||
|
||||
local function colourXRay(game, block, x, y, age)
|
||||
local r, g, b, a = .5,.5,.5
|
||||
if ((game.stage_frames/2 - x) % 30 < 1)
|
||||
@@ -467,11 +469,11 @@ function SakuraGame:drawGrid()
|
||||
elseif effects[self.current_map] == "color" then
|
||||
self.grid:drawCustom(colourColor, self)
|
||||
else
|
||||
self.grid:draw()
|
||||
-- if self.piece ~= nil and self.level < 100 then
|
||||
self:drawGhostPiece(ruleset)
|
||||
-- end
|
||||
end
|
||||
self.grid:draw()
|
||||
end
|
||||
if self.piece ~= nil and self.level < 100 then
|
||||
self:drawGhostPiece()
|
||||
end
|
||||
end
|
||||
|
||||
function SakuraGame:drawScoringInfo()
|
||||
|
||||
@@ -66,24 +66,24 @@ function SurvivalA1Game:getGravity()
|
||||
end
|
||||
|
||||
local function getRankForScore(score)
|
||||
if score < 400 then return {rank = "9", next = 400, grade = 0}
|
||||
elseif score < 800 then return {rank = "8", next = 800, grade = 1}
|
||||
elseif score < 1400 then return {rank = "7", next = 1400, grade = 2}
|
||||
elseif score < 2000 then return {rank = "6", next = 2000, grade = 3}
|
||||
elseif score < 3500 then return {rank = "5", next = 3500, grade = 4}
|
||||
elseif score < 5500 then return {rank = "4", next = 5500, grade = 5}
|
||||
elseif score < 8000 then return {rank = "3", next = 8000, grade = 6}
|
||||
elseif score < 12000 then return {rank = "2", next = 12000, grade = 7}
|
||||
elseif score < 16000 then return {rank = "1", next = 16000, grade = 8}
|
||||
elseif score < 22000 then return {rank = "S1", next = 22000, grade = 9}
|
||||
elseif score < 30000 then return {rank = "S2", next = 30000, grade = 10}
|
||||
elseif score < 40000 then return {rank = "S3", next = 40000, grade = 11}
|
||||
elseif score < 52000 then return {rank = "S4", next = 52000, grade = 12}
|
||||
elseif score < 66000 then return {rank = "S5", next = 66000, grade = 13}
|
||||
elseif score < 82000 then return {rank = "S6", next = 82000, grade = 14}
|
||||
elseif score < 100000 then return {rank = "S7", next = 100000, grade = 15}
|
||||
elseif score < 120000 then return {rank = "S8", next = 120000, grade = 16}
|
||||
else return {rank = "S9", next = "???", grade = 17}
|
||||
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
|
||||
|
||||
@@ -208,15 +208,10 @@ end
|
||||
|
||||
function SurvivalA1Game:getHighscoreData()
|
||||
return {
|
||||
grade = (
|
||||
(self.gm_conditions["level300"] and
|
||||
self.gm_conditions["level500"] and
|
||||
self.gm_conditions["level999"]) and
|
||||
18 or getRankForScore(self.score).grade
|
||||
),
|
||||
frames = self.frames,
|
||||
grade = self.grade,
|
||||
score = self.score,
|
||||
level = self.level,
|
||||
frames = self.frames,
|
||||
}
|
||||
end
|
||||
|
||||
|
||||
@@ -5,15 +5,15 @@ local Piece = require 'tetris.components.piece'
|
||||
|
||||
local Bag7NoSZOStartRandomizer = require 'tetris.randomizers.bag7noSZOstart'
|
||||
|
||||
local MarathonAX4Game = GameMode:extend()
|
||||
local SurvivalAXGame = GameMode:extend()
|
||||
|
||||
MarathonAX4Game.name = "Marathon AX4"
|
||||
MarathonAX4Game.hash = "MarathonAX4"
|
||||
MarathonAX4Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
|
||||
SurvivalAXGame.name = "Survival AX"
|
||||
SurvivalAXGame.hash = "SurvivalAX"
|
||||
SurvivalAXGame.tagline = "Can you clear the time hurdles when the game goes this fast?"
|
||||
|
||||
|
||||
function MarathonAX4Game:new()
|
||||
MarathonAX4Game.super:new()
|
||||
function SurvivalAXGame:new()
|
||||
SurvivalAXGame.super:new()
|
||||
|
||||
self.roll_frames = 0
|
||||
self.randomizer = Bag7NoSZOStartRandomizer()
|
||||
@@ -29,7 +29,7 @@ function MarathonAX4Game:new()
|
||||
self.next_queue_length = 3
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getARE()
|
||||
function SurvivalAXGame:getARE()
|
||||
if self.lines < 10 then return 18
|
||||
elseif self.lines < 40 then return 14
|
||||
elseif self.lines < 60 then return 12
|
||||
@@ -39,24 +39,24 @@ function MarathonAX4Game:getARE()
|
||||
else return 6 end
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getLineARE()
|
||||
function SurvivalAXGame:getLineARE()
|
||||
return self:getARE()
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getDasLimit()
|
||||
function SurvivalAXGame:getDasLimit()
|
||||
if self.lines < 20 then return 10
|
||||
elseif self.lines < 50 then return 9
|
||||
elseif self.lines < 70 then return 8
|
||||
else return 7 end
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getLineClearDelay()
|
||||
function SurvivalAXGame:getLineClearDelay()
|
||||
if self.lines < 10 then return 14
|
||||
elseif self.lines < 30 then return 9
|
||||
else return 5 end
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getLockDelay()
|
||||
function SurvivalAXGame:getLockDelay()
|
||||
if self.lines < 10 then return 28
|
||||
elseif self.lines < 20 then return 24
|
||||
elseif self.lines < 30 then return 22
|
||||
@@ -66,15 +66,15 @@ function MarathonAX4Game:getLockDelay()
|
||||
else return 13 end
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getGravity()
|
||||
function SurvivalAXGame:getGravity()
|
||||
return 20
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getSection()
|
||||
function SurvivalAXGame:getSection()
|
||||
return math.floor(level / 100) + 1
|
||||
end
|
||||
|
||||
function MarathonAX4Game:advanceOneFrame()
|
||||
function SurvivalAXGame:advanceOneFrame()
|
||||
if self.clear then
|
||||
self.roll_frames = self.roll_frames + 1
|
||||
if self.roll_frames < 0 then
|
||||
@@ -93,7 +93,7 @@ function MarathonAX4Game:advanceOneFrame()
|
||||
return true
|
||||
end
|
||||
|
||||
function MarathonAX4Game:onLineClear(cleared_row_count)
|
||||
function SurvivalAXGame:onLineClear(cleared_row_count)
|
||||
if not self.clear then
|
||||
local new_lines = self.lines + cleared_row_count
|
||||
self:updateSectionTimes(self.lines, new_lines)
|
||||
@@ -106,11 +106,11 @@ function MarathonAX4Game:onLineClear(cleared_row_count)
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getSectionTime()
|
||||
function SurvivalAXGame:getSectionTime()
|
||||
return self.frames - self.section_start_time
|
||||
end
|
||||
|
||||
function MarathonAX4Game:updateSectionTimes(old_lines, new_lines)
|
||||
function SurvivalAXGame:updateSectionTimes(old_lines, new_lines)
|
||||
if math.floor(old_lines / 10) < math.floor(new_lines / 10) then
|
||||
-- record new section
|
||||
table.insert(self.section_times, self:getSectionTime())
|
||||
@@ -119,23 +119,23 @@ function MarathonAX4Game:updateSectionTimes(old_lines, new_lines)
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonAX4Game:onPieceEnter()
|
||||
function SurvivalAXGame:onPieceEnter()
|
||||
self.section_clear = false
|
||||
end
|
||||
|
||||
function MarathonAX4Game:drawGrid(ruleset)
|
||||
function SurvivalAXGame:drawGrid(ruleset)
|
||||
self.grid:draw()
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getHighscoreData()
|
||||
function SurvivalAXGame:getHighscoreData()
|
||||
return {
|
||||
lines = self.lines,
|
||||
frames = self.frames,
|
||||
}
|
||||
end
|
||||
|
||||
function MarathonAX4Game:drawScoringInfo()
|
||||
MarathonAX4Game.super.drawScoringInfo(self)
|
||||
function SurvivalAXGame:drawScoringInfo()
|
||||
SurvivalAXGame.super.drawScoringInfo(self)
|
||||
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
|
||||
@@ -165,12 +165,12 @@ function MarathonAX4Game:drawScoringInfo()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getSectionEndLines()
|
||||
function SurvivalAXGame:getSectionEndLines()
|
||||
return math.floor(self.lines / 10 + 1) * 10
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getBackground()
|
||||
function SurvivalAXGame:getBackground()
|
||||
return math.floor(self.lines / 10)
|
||||
end
|
||||
|
||||
return MarathonAX4Game
|
||||
return SurvivalAXGame
|
||||
@@ -110,13 +110,7 @@ function ARS:onPieceDrop(piece, grid)
|
||||
piece.lock_delay = 0 -- step reset
|
||||
end
|
||||
|
||||
function ARS:get180RotationValue()
|
||||
if config.gamesettings.world_reverse == 3 then
|
||||
return 1
|
||||
else
|
||||
return 3
|
||||
end
|
||||
end
|
||||
function ARS:get180RotationValue() return 3 end
|
||||
|
||||
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
||||
|
||||
|
||||
@@ -49,4 +49,8 @@ function ARS:onPieceRotate(piece, grid)
|
||||
end
|
||||
end
|
||||
|
||||
function ARS:get180RotationValue() return 3 end
|
||||
|
||||
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
||||
|
||||
return ARS
|
||||
|
||||
@@ -36,4 +36,8 @@ function ARS:onPieceRotate(piece, grid)
|
||||
end
|
||||
end
|
||||
|
||||
function ARS:get180RotationValue() return 3 end
|
||||
|
||||
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
||||
|
||||
return ARS
|
||||
|
||||
@@ -4,7 +4,19 @@ local Ruleset = require 'tetris.rulesets.ti_srs'
|
||||
local SRS = Ruleset:extend()
|
||||
|
||||
SRS.name = "ACE-SRS"
|
||||
SRS.hash = "ACE Standard"
|
||||
SRS.hash = "StandardACE"
|
||||
SRS.world = true
|
||||
SRS.colourscheme = {
|
||||
I = "C",
|
||||
L = "O",
|
||||
J = "B",
|
||||
S = "G",
|
||||
Z = "R",
|
||||
O = "Y",
|
||||
T = "M",
|
||||
}
|
||||
SRS.softdrop_lock = false
|
||||
SRS.harddrop_lock = true
|
||||
|
||||
SRS.MANIPULATIONS_MAX = 128
|
||||
|
||||
|
||||
@@ -99,4 +99,8 @@ function ARS:onPieceRotate(piece, grid)
|
||||
end
|
||||
end
|
||||
|
||||
function ARS:get180RotationValue() return 3 end
|
||||
|
||||
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
||||
|
||||
return ARS
|
||||
|
||||
@@ -364,9 +364,9 @@ function CRS:attemptRotate(new_inputs, piece, grid, initial)
|
||||
|
||||
if rot_dir == 0 then return end
|
||||
|
||||
if self.world and config.gamesettings.world_reverse == 2 then
|
||||
rot_dir = 4 - rot_dir
|
||||
end
|
||||
if config.gamesettings.world_reverse == 3 or (self.world and config.gamesettings.world_reverse == 2) then
|
||||
rot_dir = 4 - rot_dir
|
||||
end
|
||||
|
||||
local new_piece = piece:withRelativeRotation(rot_dir)
|
||||
self:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
|
||||
102
tetris/rulesets/standard.lua
Normal file
@@ -0,0 +1,102 @@
|
||||
local Piece = require 'tetris.components.piece'
|
||||
local Ruleset = require 'tetris.rulesets.standard_exp'
|
||||
|
||||
local SRS = Ruleset:extend()
|
||||
|
||||
SRS.name = "Guideline SRS"
|
||||
SRS.hash = "Standard"
|
||||
SRS.softdrop_lock = false
|
||||
SRS.harddrop_lock = true
|
||||
|
||||
SRS.MANIPULATIONS_MAX = 15
|
||||
|
||||
SRS.wallkicks_line = {
|
||||
[0]={
|
||||
[1]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}},
|
||||
[2]={{x=-1,y=0},{x=-2,y=0},{x=1,y=0},{x=2,y=0},{x=0,y=1}},
|
||||
[3]={{x=-1, y=0}, {x=2, y=0}, {x=-1, y=-2}, {x=2, y=1}},
|
||||
},
|
||||
[1]={
|
||||
[0]={{x=2, y=0}, {x=-1, y=0}, {x=2, y=-1}, {x=-1, y=2}},
|
||||
[2]={{x=-1, y=0}, {x=2, y=0}, {x=-1, y=-2}, {x=2, y=1}},
|
||||
[3]={{x=0,y=1},{x=0,y=2},{x=0,y=-1},{x=0,y=-2},{x=-1,y=0}},
|
||||
},
|
||||
[2]={
|
||||
[0]={{x=1,y=0},{x=2,y=0},{x=-1,y=0},{x=-2,y=0},{x=0,y=-1}},
|
||||
[1]={{x=1, y=0}, {x=-2, y=0}, {x=1, y=2}, {x=-2, y=-1}},
|
||||
[3]={{x=2, y=0}, {x=-1, y=0}, {x=2, y=-1}, {x=-1, y=2}},
|
||||
},
|
||||
[3]={
|
||||
[0]={{x=1, y=0}, {x=-2, y=0}, {x=1, y=2}, {x=-2, y=-1}},
|
||||
[1]={{x=0,y=1},{x=0,y=2},{x=0,y=-1},{x=0,y=-2},{x=1,y=0}},
|
||||
[2]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}},
|
||||
},
|
||||
};
|
||||
|
||||
function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
|
||||
local kicks
|
||||
if piece.shape == "O" then
|
||||
return
|
||||
elseif piece.shape == "I" then
|
||||
kicks = SRS.wallkicks_line[piece.rotation][new_piece.rotation]
|
||||
else
|
||||
kicks = SRS.wallkicks_3x3[piece.rotation][new_piece.rotation]
|
||||
end
|
||||
|
||||
assert(piece.rotation ~= new_piece.rotation)
|
||||
|
||||
for idx, offset in pairs(kicks) do
|
||||
kicked_piece = new_piece:withOffset(offset)
|
||||
if grid:canPlacePiece(kicked_piece) then
|
||||
piece:setRelativeRotation(rot_dir)
|
||||
piece:setOffset(offset)
|
||||
self:onPieceRotate(piece, grid)
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function SRS:checkNewLow(piece)
|
||||
for _, block in pairs(piece:getBlockOffsets()) do
|
||||
local y = piece.position.y + block.y
|
||||
if y > piece.lowest_y then
|
||||
piece.manipulations = 0
|
||||
piece.rotations = 0
|
||||
piece.lowest_y = y
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function SRS:onPieceDrop(piece, grid)
|
||||
self:checkNewLow(piece)
|
||||
if piece.manipulations >= self.MANIPULATIONS_MAX and piece:isDropBlocked(grid) then
|
||||
piece.locked = true
|
||||
else
|
||||
piece.lock_delay = 0 -- step reset
|
||||
end
|
||||
end
|
||||
|
||||
function SRS:onPieceMove(piece, grid)
|
||||
piece.lock_delay = 0 -- move reset
|
||||
if piece:isDropBlocked(grid) then
|
||||
piece.manipulations = piece.manipulations + 1
|
||||
if piece.manipulations >= SRS.MANIPULATIONS_MAX then
|
||||
piece.locked = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function SRS:onPieceRotate(piece, grid)
|
||||
piece.lock_delay = 0 -- rotate reset
|
||||
self:checkNewLow(piece)
|
||||
piece.manipulations = piece.manipulations + 1
|
||||
if piece:isDropBlocked(grid) then
|
||||
if piece.manipulations >= SRS.MANIPULATIONS_MAX then
|
||||
piece.locked = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return SRS
|
||||
@@ -3,46 +3,37 @@ local Ruleset = require 'tetris.rulesets.arika_srs'
|
||||
|
||||
local SRS = Ruleset:extend()
|
||||
|
||||
SRS.name = "Guideline SRS"
|
||||
SRS.hash = "Standard"
|
||||
SRS.name = "SRS-X"
|
||||
SRS.hash = "StandardEXP"
|
||||
SRS.world = true
|
||||
SRS.colourscheme = {
|
||||
I = "C",
|
||||
L = "O",
|
||||
J = "B",
|
||||
S = "G",
|
||||
Z = "R",
|
||||
O = "Y",
|
||||
T = "M",
|
||||
}
|
||||
SRS.softdrop_lock = true
|
||||
SRS.harddrop_lock = false
|
||||
|
||||
SRS.enable_IRS_wallkicks = true
|
||||
|
||||
SRS.MANIPULATIONS_MAX = 15
|
||||
SRS.MANIPULATIONS_MAX = 24
|
||||
SRS.ROTATIONS_MAX = 12
|
||||
|
||||
function SRS:checkNewLow(piece)
|
||||
for _, block in pairs(piece:getBlockOffsets()) do
|
||||
local y = piece.position.y + block.y
|
||||
if y > piece.lowest_y then
|
||||
piece.manipulations = 0
|
||||
--piece.manipulations = 0
|
||||
--piece.rotations = 0
|
||||
piece.lowest_y = y
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
SRS.wallkicks_line = {
|
||||
[0]={
|
||||
[1]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}},
|
||||
[2]={},
|
||||
[3]={{x=-1, y=0}, {x=2, y=0}, {x=-1, y=-2}, {x=2, y=1}},
|
||||
},
|
||||
[1]={
|
||||
[0]={{x=2, y=0}, {x=-1, y=0}, {x=2, y=-1}, {x=-1, y=2}},
|
||||
[2]={{x=-1, y=0}, {x=2, y=0}, {x=-1, y=-2}, {x=2, y=1}},
|
||||
[3]={{x=0, y=1}, {x=0, y=-1}, {x=0, y=2}, {x=0, y=-2}},
|
||||
},
|
||||
[2]={
|
||||
[0]={},
|
||||
[1]={{x=1, y=0}, {x=-2, y=0}, {x=1, y=2}, {x=-2, y=-1}},
|
||||
[3]={{x=2, y=0}, {x=-1, y=0}, {x=2, y=-1}, {x=-1, y=2}},
|
||||
},
|
||||
[3]={
|
||||
[0]={{x=1, y=0}, {x=-2, y=0}, {x=1, y=2}, {x=-2, y=-1}},
|
||||
[1]={{x=0, y=1}, {x=0, y=-1}, {x=0, y=2}, {x=0, y=-2}},
|
||||
[2]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}},
|
||||
},
|
||||
};
|
||||
|
||||
-- Component functions.
|
||||
|
||||
function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
@@ -72,6 +63,7 @@ end
|
||||
|
||||
function SRS:onPieceCreate(piece, grid)
|
||||
piece.manipulations = 0
|
||||
piece.rotations = 0
|
||||
piece.lowest_y = -math.huge
|
||||
end
|
||||
|
||||
@@ -88,7 +80,7 @@ function SRS:onPieceMove(piece, grid)
|
||||
piece.lock_delay = 0 -- move reset
|
||||
if piece:isDropBlocked(grid) then
|
||||
piece.manipulations = piece.manipulations + 1
|
||||
if piece.manipulations >= self.MANIPULATIONS_MAX then
|
||||
if piece.manipulations >= SRS.MANIPULATIONS_MAX then
|
||||
piece.locked = true
|
||||
end
|
||||
end
|
||||
@@ -97,9 +89,9 @@ end
|
||||
function SRS:onPieceRotate(piece, grid)
|
||||
piece.lock_delay = 0 -- rotate reset
|
||||
self:checkNewLow(piece)
|
||||
piece.manipulations = piece.manipulations + 1
|
||||
if piece.manipulations >= self.MANIPULATIONS_MAX then
|
||||
piece:moveInGrid({ x = 0, y = 1 }, 1, grid)
|
||||
if piece.rotations >= self.ROTATIONS_MAX then
|
||||
piece.rotations = piece.rotations + 1
|
||||
piece:moveInGrid({ x = 0, y = 1 }, 1, grid)
|
||||
if piece:isDropBlocked(grid) then
|
||||
piece.locked = true
|
||||
end
|
||||
|
||||
@@ -4,7 +4,7 @@ local Ruleset = require 'tetris.rulesets.ruleset'
|
||||
local SRS = Ruleset:extend()
|
||||
|
||||
SRS.name = "Ti-World"
|
||||
SRS.hash = "Bad I-kicks"
|
||||
SRS.hash = "StandardTI"
|
||||
SRS.world = true
|
||||
SRS.colourscheme = {
|
||||
I = "C",
|
||||
@@ -89,22 +89,22 @@ SRS.block_offsets = {
|
||||
SRS.wallkicks_3x3 = {
|
||||
[0]={
|
||||
[1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}},
|
||||
[2]={{x=0, y=1}, {x=0, y=-1}},
|
||||
[2]={{x=1,y=0},{x=2,y=0},{x=1,y=1},{x=2,y=1},{x=-1,y=0},{x=-2,y=0},{x=-1,y=1},{x=-2,y=1},{x=0,y=-1},{x=3,y=0},{x=-3,y=0}},
|
||||
[3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
|
||||
},
|
||||
[1]={
|
||||
[0]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}},
|
||||
[2]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}},
|
||||
[3]={{x=0, y=1}, {x=0, y=-1}},
|
||||
[3]={{x=0,y=1},{x=0,y=2},{x=-1,y=1},{x=-1,y=2},{x=0,y=-1},{x=0,y=-2},{x=-1,y=-1},{x=-1,y=-2},{x=1,y=0},{x=0,y=3},{x=0,y=-3}},
|
||||
},
|
||||
[2]={
|
||||
[0]={{x=0, y=1}, {x=0, y=-1}},
|
||||
[0]={{x=-1,y=0},{x=-2,y=0},{x=-1,y=-1},{x=-2,y=-1},{x=1,y=0},{x=2,y=0},{x=1,y=-1},{x=2,y=-1},{x=0,y=1},{x=-3,y=0},{x=3,y=0}},
|
||||
[1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}},
|
||||
[3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
|
||||
},
|
||||
[3]={
|
||||
[0]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
|
||||
[1]={{x=0, y=1}, {x=0, y=-1}},
|
||||
[1]={{x=0,y=1},{x=0,y=2},{x=1,y=1},{x=1,y=2},{x=0,y=-1},{x=0,y=-2},{x=1,y=-1},{x=1,y=-2},{x=-1,y=0},{x=0,y=3},{x=0,y=-3}},
|
||||
[2]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
|
||||
},
|
||||
};
|
||||
@@ -112,22 +112,22 @@ SRS.wallkicks_3x3 = {
|
||||
SRS.wallkicks_line = {
|
||||
[0]={
|
||||
[1]={{x=-2, y= 0}, {x= 1, y= 0}, {x= 1, y=-2}, {x=-2, y= 1}},
|
||||
[2]={},
|
||||
[2]={{x=-1,y=0},{x=-2,y=0},{x=1,y=0},{x=2,y=0},{x=0,y=1}},
|
||||
[3]={{x= 2, y= 0}, {x=-1, y= 0}, {x=-1, y=-2}, {x= 2, y= 1}},
|
||||
},
|
||||
[1]={
|
||||
[0]={{x= 2, y= 0}, {x=-1, y= 0}, {x= 2, y=-1}, {x=-1, y= 2}},
|
||||
[2]={{x=-1, y= 0}, {x= 2, y= 0}, {x=-1, y=-2}, {x= 2, y= 1}},
|
||||
[3]={},
|
||||
[3]={{x=0,y=1},{x=0,y=2},{x=0,y=-1},{x=0,y=-2},{x=-1,y=0}},
|
||||
},
|
||||
[2]={
|
||||
[0]={},
|
||||
[0]={{x=1,y=0},{x=2,y=0},{x=-1,y=0},{x=-2,y=0},{x=0,y=-1}},
|
||||
[1]={{x=-2, y= 0}, {x= 1, y= 0}, {x=-2, y=-1}, {x= 1, y= 1}},
|
||||
[3]={{x= 2, y= 0}, {x=-1, y= 0}, {x= 2, y=-1}, {x=-1, y= 1}},
|
||||
},
|
||||
[3]={
|
||||
[0]={{x=-2, y= 0}, {x= 1, y= 0}, {x=-2, y=-1}, {x= 1, y= 2}},
|
||||
[1]={},
|
||||
[1]={{x=0,y=1},{x=0,y=2},{x=0,y=-1},{x=0,y=-2},{x=1,y=0}},
|
||||
[2]={{x= 1, y= 0}, {x=-2, y= 0}, {x= 1, y=-2}, {x=-2, y= 1}},
|
||||
},
|
||||
};
|
||||
@@ -192,12 +192,6 @@ function SRS:onPieceRotate(piece, grid)
|
||||
end
|
||||
end
|
||||
|
||||
function SRS:get180RotationValue()
|
||||
if config.gamesettings.world_reverse == 1 then
|
||||
return 1
|
||||
else
|
||||
return 3
|
||||
end
|
||||
end
|
||||
function SRS:get180RotationValue() return 3 end
|
||||
|
||||
return SRS
|
||||
|
||||