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50 Commits

Author SHA1 Message Date
Ishaan Bhardwaj
9ac60cbb5e afterLineClear func added and splits time draw fix 2021-02-15 12:26:52 -05:00
Ishaan Bhardwaj
cdd846c3e6 Made the volume sliders scroll more consistently 2021-02-13 22:00:45 -05:00
Ishaan Bhardwaj
33d260b753 Removed the print statement from A2 2021-02-12 23:31:13 -05:00
Ishaan Bhardwaj
1644fcdf8e Bigint exponentiation by 1 now returns a clone 2021-02-12 10:05:04 -05:00
Ishaan Bhardwaj
f3c1cf6e1f Fixed an issue where DS-World wouldn't harddrop 2021-02-11 22:11:35 -05:00
Ishaan Bhardwaj
06a8a2ebf7 Mandate safelock on 0 ARE rulesets/modes 2021-02-11 22:08:52 -05:00
Ishaan Bhardwaj
15354ce004 dropToBottom no longer resets lock delay
it's already handled by the rulesets anyhow
2021-02-11 21:20:23 -05:00
Ishaan Bhardwaj
af02cd3467 Classic lock (GB/NES-like) added as a gamemode var 2021-02-11 15:46:56 -05:00
Ishaan Bhardwaj
acb05918c1 Custom line clear animations 2021-02-10 23:10:10 -05:00
Ishaan Bhardwaj
b644c8e457 Revert "Default line clear animation set to fadeout"
Please, reminder to self, TEST YOUR COMMITS.
This reverts commit 288961e12a.
2021-02-10 22:46:58 -05:00
Ishaan Bhardwaj
288961e12a Default line clear animation set to fadeout 2021-02-10 22:41:07 -05:00
Ishaan Bhardwaj
a047e51681 Framework for custom line clear animations added
Colored fadeout is the default
2021-02-10 18:35:51 -05:00
Ishaan Bhardwaj
77f24f5ee5 Human readable bigint output changes 2021-02-10 12:45:55 -05:00
Ishaan Bhardwaj
32c2274bef Optimized bigint exponentiation (again) 2021-02-10 11:38:10 -05:00
Ishaan Bhardwaj
4920e5de1c Added another type check to the bigint 2021-02-10 11:15:56 -05:00
Ishaan Bhardwaj
8418fc8ab7 Update README.md 2021-02-10 10:32:18 -05:00
Ishaan Bhardwaj
711a5120f1 Update README.md 2021-02-10 10:31:52 -05:00
Ishaan Bhardwaj
e7c3c9446a Cambridge banner looks better on dark theme now
Courtesy of @sinefuse
2021-02-10 09:05:10 -05:00
Ishaan Bhardwaj
3ac39acd7a Removed bigint comparison metamethods (read below)
Use bigint.compare from now on
2021-02-09 12:27:57 -05:00
Ishaan Bhardwaj
d0505251b3 Spawn positions now ruleset dependent
Is configurable in options
2021-02-08 23:23:50 -05:00
Ishaan Bhardwaj
bb0fe2ac20 BigInt now has a digits method (read comments)
Kind of unnecessary but included for completeness
2021-02-08 16:56:06 -05:00
Ishaan Bhardwaj
986ebac47f BigInt division fixed 2021-02-08 16:07:48 -05:00
Ishaan Bhardwaj
9799147f96 Revert "BigInt fixes and optimization (read comments)"
Apparently division *still* isn't being handled correctly.
This reverts commit 1dda12e4be.
2021-02-08 14:53:19 -05:00
Ishaan Bhardwaj
1dda12e4be BigInt fixes and optimization (read comments)
Fixed a nasty division bug where intermediate operations could result in negative zero. Optimized exponentiation to use exponentiation by squaring.
2021-02-08 14:10:34 -05:00
Ishaan Bhardwaj
38947e00c0 Added a tostring function for bigints 2021-02-08 10:34:47 -05:00
Ishaan Bhardwaj
035f6dd7b4 Fixed big division when (big1 < big2) 2021-02-08 10:23:10 -05:00
Ishaan Bhardwaj
aa3eadc93d Update README.md 2021-02-08 09:00:51 -05:00
Ishaan Bhardwaj
cb6962825f Update package.bat script 2021-02-07 20:50:27 -05:00
Ishaan Bhardwaj
b5e7ce5be6 Grid outline draw refactorization 2021-02-05 22:13:10 -05:00
Ishaan Bhardwaj
1ccd6a09d3 Gamemodes have a default (empty) name 2021-02-05 21:44:29 -05:00
Ishaan Bhardwaj
5a074f77cf Adjusted how DAS cut subtracts from the counter 2021-02-03 16:50:03 -05:00
Ishaan Bhardwaj
81677221f1 Fixed 0 next queue modes 2021-02-03 11:42:21 -05:00
Ishaan Bhardwaj
a998be6f7b Global vars suck. Nothing more 2021-02-02 22:30:28 -05:00
Ishaan Bhardwaj
9c1c8eea21 Added default high score retrieval method 2021-02-02 14:51:49 -05:00
Ishaan Bhardwaj
f022c6c4b7 Sakura no longer draws game over effect on completion 2021-02-01 15:58:30 -05:00
Ishaan Bhardwaj
38f3d23b95 More default methods for gamemodes provided 2021-02-01 15:41:43 -05:00
Ishaan Bhardwaj
816d27db39 Set default gravity for gamemode 2021-02-01 14:50:31 -05:00
Ishaan Bhardwaj
ce08ffd3da SRS-X fixed to use symmetric wallkicks 2021-01-30 22:28:34 -05:00
Ishaan Bhardwaj
f0e84a8874 SRS-X rotate lock reset behavior fixed 2021-01-30 16:54:09 -05:00
Ishaan Bhardwaj
5e02471fb4 SRS now has upgraded 180s 2021-01-30 16:49:52 -05:00
Oshisaure
fa2fe77081 Apparently macs don't have a printscreen key, screenshot bound to f12 now instead 2021-01-29 22:29:27 +00:00
Joe Z
682c4a485a Updated fonts. 2021-01-29 12:24:54 -05:00
Oshisaure
68760105cc Bound printscreen to saving screenshots 2021-01-29 04:13:17 +00:00
Ishaan Bhardwaj
e19da98ea1 Standard SRS now has correct amount of move resets 2021-01-28 21:19:47 -05:00
Ishaan Bhardwaj
e8904b92ed check_new_low doesn't exist! 2021-01-28 21:15:04 -05:00
Ishaan Bhardwaj
4f574e7716 Guideline SRS now specifies dependency 2021-01-28 21:13:31 -05:00
Ishaan Bhardwaj
f1528e8d71 Fixed the SRS variants from latest commit. 2021-01-28 21:05:36 -05:00
Joe Zeng
79a25c3954 Renamed Marathon AX4 to Survival AX, among other things. 2021-01-28 01:15:21 -05:00
Ishaan Bhardwaj
0f3883e18d Sakura ghost piece fix 2021-01-27 18:28:12 -05:00
Ishaan Bhardwaj
1acd0ec65a Holding a piece that would block you out now works 2021-01-27 13:29:53 -05:00
31 changed files with 501 additions and 301 deletions

View File

@@ -1,11 +1,11 @@
![Cambridge Banner](https://cdn.discordapp.com/attachments/764432435802013709/767724895076614154/cambridge_logo_lt.png)
![Cambridge Banner](https://t-sp.in/public/img/cambridge.png)
Cambridge
=========
Welcome to Cambridge, the next open-source falling-block game engine!
This fork is written and maintained exclusively by [SashLilac](https://github.com/SashLilac), [joezeng](https://github.com/joezeng) and [Oshisaure](https://github.com/oshisaure)!
The project is written and maintained exclusively by [SashLilac](https://github.com/SashLilac), [joezeng](https://github.com/joezeng) and [Oshisaure](https://github.com/oshisaure)!
Join our Discord server for help and a welcoming community! https://discord.gg/mteMJw4
@@ -40,7 +40,13 @@ Playing the game
You do not need LÖVE on Windows, as it comes bundled with the program.
To get the stable release, simply download the ZIP in the latest release. All assets needed are bundled with the executable.
#### Stable release
To get the stable release, simply download either `cambridge-win32.zip` (32-bit) or `cambridge-windows.zip` (64-bit) in the [latest release](https://github.com/sashlilac/cambridge/releases/latest).
All assets needed are bundled with the executable.
#### Bleeding edge
If you want the bleeding edge version, download [this](https://github.com/SashLilac/cambridge/archive/master.zip).
@@ -82,13 +88,7 @@ It should run automatically!
## Installing modpacks
Simply drag your mode, ruleset, and randomizer Lua files into their respective [directory](https://love2d.org/wiki/love.filesystem), and they should appear automatically.
You can also load custom assets through this way, assuming you preserve the directory structure.
**WARNING:** The .exe / .love files and the bleeding edge releases have different save directories. Read the above link carefully!
For more detailed instructions, install [this](https://github.com/SashLilac/cambridge-modpack) mod pack to get a taste of the mod potential.
For instructions on how to install modpacks, go to [this](https://github.com/SashLilac/cambridge-modpack) mod pack to get a taste of the mod potential.
License
-------

View File

@@ -3,19 +3,11 @@ Game modes
There are several classes of game modes. The modes that originate from other games are organized by suffix:
* The "C" series stand for "Classic" games, games that were produced before around 1992-1993 and generally have no wallkicks or lock delay.
* C84 - The original version from the Electronika 60.
* C88 - Sega Tetris.
* C89 - Nintendo / NES Tetris.
* The "A" series stand for "Arika" games, or games in the Tetris the Grand Master series.
* A1 - Tetris The Grand Master (the original from 1998).
* A2 - Tetris The Absolute The Grand Master 2 PLUS.
* A3 - Tetris The Grand Master 3 Terror-Instinct.
* AX - Tetris The Grand Master ACE (X for Xbox).
* The "G" series stand for "Guideline" games, or games that follow the Tetris Guideline.
* GF - Tetris Friends (2007-2019)
* GJ - Tetris Online Japan (2005-2011)
* N stands for Nullpomino, only used for Phantom Mania N.
MARATHON
--------
@@ -28,8 +20,6 @@ From other games:
* **MARATHON A1**: Tetris the Grand Master 1.
* **MARATHON A2**: Tetris the Grand Master 2 (TAP Master).
* **MARATHON A3**: Tetris the Grand Master 3 (no exams).
* **MARATHON AX4**: Another mode from TGM Ace.
* **MARATHON C89**: Nintendo NES Tetris. Can you transition and make it to the killscreen?
SURVIVAL
@@ -43,14 +33,7 @@ From other games:
* **SURVIVAL A1**: 20G mode from Tetris the Grand Master.
* **SURVIVAL A2**: T.A. Death.
* **SURVIVAL A3**: Ti Shirase.
RACE
----
Modes with no levels, just a single timed goal.
* **Race 40**: How fast can you clear 40 lines? No limits, no holds barred.
* **SURVIVAL AX**: Another mode from TGM Ace.
PHANTOM MANIA
@@ -69,8 +52,4 @@ OTHER MODES
* **Strategy**: How well can you plan ahead your movements? Can you handle only having a short time to place each piece?
* **TetrisGram™ Pacer Test**: is a multi-stage piece-placing ability test that progressively gets more difficult as it continues.
* **Interval Training**: 30 seconds per section. 20G. 15 frames of lock delay. How long can you last?
* **Demon Mode**: An original mode from Oshisaure! Can you push through the ever faster levels and not get denied?
* **Big A2**: Marathon A2 but all the pieces are BIG!

View File

@@ -80,9 +80,13 @@ end
function table.contains(table, element)
for _, value in pairs(table) do
if value == element then
return true
end
if value == element then
return true
end
end
return false
end
end
function clamp(a, b, c)
return math.min(a, math.max(b, c))
end

View File

@@ -55,15 +55,6 @@ function bigint.new(num)
__pow = function(lhs, rhs)
return bigint.exponentiate(lhs, rhs)
end,
__eq = function(lhs, rhs)
return bigint.compare(lhs, rhs, "==")
end,
__lt = function(lhs, rhs)
return bigint.compare(lhs, rhs, "<")
end,
__le = function(lhs, rhs)
return bigint.compare(lhs, rhs, "<=")
end,
__tostring = function()
return bigint.unserialize(self, "s")
end
@@ -91,7 +82,8 @@ function bigint.check(big, force)
assert(type(big.sign) == "string", "bigint is unsigned")
for _, digit in pairs(big.digits) do
assert(type(digit) == "number", digit .. " is not a number")
assert(digit < 10, digit .. " is greater than or equal to 10")
assert(digit <= 9 and digit >= 0, digit .. " is not between 0 and 9")
assert(math.floor(digit) == digit, digit .. " is not an integer")
end
end
return true
@@ -106,6 +98,12 @@ function bigint.abs(big)
return result
end
-- Return the number of digits in the big
function bigint.digits(big)
bigint.check(big)
return #big.digits
end
-- Convert a big to a number or string
function bigint.unserialize(big, output_type, precision)
bigint.check(big)
@@ -140,7 +138,7 @@ function bigint.unserialize(big, output_type, precision)
-- Unserialization to human-readable form or scientific notation only
-- requires reading the first few digits
if (precision == nil) then
precision = 3
precision = math.min(#big.digits, 3)
else
assert(precision > 0, "Precision cannot be less than 1")
assert(math.floor(precision) == precision,
@@ -149,17 +147,18 @@ function bigint.unserialize(big, output_type, precision)
-- num is the first (precision + 1) digits, the first being separated by
-- a decimal point from the others
num = num .. big.digits[1]
num = num .. math.floor(big.digits[1])
if (precision > 1) then
num = num .. "."
for i = 1, (precision - 1) do
num = num .. big.digits[i + 1]
num = num .. math.floor(big.digits[i + 1])
end
end
if ((output_type == "human-readable")
or (output_type == "human")
or (output_type == "h")) then
or (output_type == "h"))
and (#big.digits >= 3 and #big.digits <= 10002) then
-- Human-readable output contributed by 123eee555
local name
@@ -438,7 +437,6 @@ function bigint.multiply(big1, big2)
return result
end
-- Raise a big to a positive integer or big power (TODO: negative integer power)
function bigint.exponentiate(big, power)
-- Type checking for big done by bigint.multiply
@@ -449,13 +447,23 @@ function bigint.exponentiate(big, power)
if (bigint.compare(exp, bigint.new(0), "==")) then
return bigint.new(1)
elseif (bigint.compare(exp, bigint.new(1), "==")) then
return big
return big:clone()
else
local result = big:clone()
local result = bigint.new(1)
local base = big:clone()
while (bigint.compare(exp, bigint.new(1), ">")) do
result = bigint.multiply(result, big)
exp = bigint.subtract(exp, bigint.new(1))
while (true) do
if (bigint.compare(
bigint.modulus(exp, bigint.new(2)), bigint.new(1), "=="
)) then
result = bigint.multiply(result, base)
end
if (bigint.compare(exp, bigint.new(1), "==")) then
break
else
exp = bigint.divide(exp, bigint.new(2))
base = bigint.multiply(base, base)
end
end
return result
@@ -471,7 +479,7 @@ function bigint.divide_raw(big1, big2)
if (bigint.compare(big1, big2, "==")) then
return bigint.new(1), bigint.new(0)
elseif (bigint.compare(big1, big2, "<")) then
return bigint.new(0), bigint.new(0)
return bigint.new(0), big1:clone()
else
assert(bigint.compare(big2, bigint.new(0), "!="), "error: divide by zero")
assert(big1.sign == "+", "error: big1 is not positive")
@@ -479,54 +487,35 @@ function bigint.divide_raw(big1, big2)
local result = bigint.new()
local dividend = bigint.new() -- Dividend of a single operation, not the
-- dividend of the overall function
local divisor = big2:clone()
local factor = 1
local dividend = bigint.new() -- Dividend of a single operation
-- Walk left to right among digits in the dividend, like in long
-- division
for _, digit in pairs(big1.digits) do
dividend.digits[#dividend.digits + 1] = digit
local neg_zero = bigint.new(0)
neg_zero.sign = "-"
-- The dividend is smaller than the divisor, so a zero is appended
-- to the result and the loop ends
if (bigint.compare(dividend, divisor, "<")) then
if (#result.digits > 0) then -- Don't add leading zeroes
result.digits[#result.digits + 1] = 0
end
else
-- Find the maximum number of divisors that fit into the
-- dividend
factor = 0
while (bigint.compare(divisor, dividend, "<=")) do
divisor = bigint.add(divisor, big2)
factor = factor + 1
end
-- Append the factor to the result
if (factor == 10) then
-- Fixes a weird bug that introduces a new bug if fixed by
-- changing the comparison in the while loop to "<="
result.digits[#result.digits] = 1
result.digits[#result.digits + 1] = 0
else
result.digits[#result.digits + 1] = factor
end
-- Subtract the divisor from the dividend to obtain the
-- remainder, which is the new dividend for the next loop
dividend = bigint.subtract(dividend,
bigint.subtract(divisor, big2))
-- Reset the divisor
divisor = big2:clone()
for i = 1, #big1.digits do
-- Fixes a negative zero bug
if (#dividend.digits ~= 0) and (bigint.compare(dividend, neg_zero, "==")) then
dividend = bigint.new()
end
table.insert(dividend.digits, big1.digits[i])
local factor = bigint.new(0)
while bigint.compare(dividend, big2, ">=") do
dividend = bigint.subtract(dividend, big2)
factor = bigint.add(factor, bigint.new(1))
end
for i = 0, #factor.digits - 1 do
result.digits[#result.digits + 1 - i] = factor.digits[i + 1]
end
end
-- Remove leading zeros from result
while (result.digits[1] == 0) do
table.remove(result.digits, 1)
end
-- The remainder of the final loop is returned as the function's
-- overall remainder
return result, dividend
end
end

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@@ -15,6 +15,9 @@ function love.load()
config["fullscreen"] = false
love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
-- used for screenshots
GLOBAL_CANVAS = love.graphics.newCanvas()
-- init config
if not config.das then config.das = 10 end
@@ -108,7 +111,10 @@ function love.update(dt)
end
function love.draw()
love.graphics.push()
love.graphics.setCanvas(GLOBAL_CANVAS)
love.graphics.clear()
love.graphics.push()
-- get offset matrix
love.graphics.setDefaultFilter("linear", "nearest")
@@ -120,9 +126,13 @@ function love.draw()
(height - scale_factor * 480) / 2
)
love.graphics.scale(scale_factor)
scene:render()
love.graphics.pop()
love.graphics.setCanvas()
love.graphics.setColor(1,1,1,1)
love.graphics.draw(GLOBAL_CANVAS)
end
function love.keypressed(key, scancode)
@@ -140,6 +150,14 @@ function love.keypressed(key, scancode)
scene.restart_message = true
if config.secret then playSE("mode_decide")
else playSE("erase") end
-- f12 is reserved for saving screenshots
elseif scancode == "f12" then
local ss_name = os.date("ss/%Y-%m-%d_%H-%M-%S.png")
if not love.filesystem.getInfo("ss") then
love.filesystem.createDirectory("ss")
end
print("Saving screenshot as "..ss_name)
GLOBAL_CANVAS:newImageData():encode("png", ss_name)
-- function keys are reserved
elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
return
@@ -261,3 +279,8 @@ function love.focus(f)
pauseBGM()
end
end
function love.resize(w, h)
GLOBAL_CANVAS:release()
GLOBAL_CANVAS = love.graphics.newCanvas(w, h)
end

View File

@@ -1,2 +1,2 @@
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
tar -a -c -f cambridge.zip libs load res scene tetris conf.lua main.lua scene.lua funcs.lua
rename cambridge.zip cambridge.love

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@@ -83,6 +83,7 @@ function GameScene:render()
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()
@@ -139,19 +140,8 @@ function GameScene:onInputRelease(e)
end
function submitHighscore(hash, data)
function isHighscore(score, high)
for k, _ in pairs(score) do
if not high[k] or score[k] > high[k] then
return true
end
end
return false
end
if not highscores[hash] then highscores[hash] = {} end
if isHighscore(data, highscores[hash]) then
highscores[hash] = data
end
table.insert(highscores[hash], data)
saveHighscores()
end

View File

@@ -11,7 +11,7 @@ ConfigScene.options = {
{"manlock", "Manual Locking", false, {"Per ruleset", "Per gamemode", "Harddrop", "Softdrop"}},
{"piece_colour", "Piece Colours", false, {"Per ruleset", "Arika", "TTC"}},
{"world_reverse", "A Button Rotation", false, {"Left", "Auto", "Right"}},
{"spawn_positions", "Spawn Positions", false, {"In field", "Out of field"}},
{"spawn_positions", "Spawn Positions", false, {"Per ruleset", "In field", "Out of field"}},
{"display_gamemode", "Display Gamemode", false, {"On", "Off"}},
{"das_last_key", "DAS Switch", false, {"Default", "Instant"}},
{"smooth_movement", "Smooth Piece Drop", false, {"On", "Off"}},
@@ -103,7 +103,7 @@ function ConfigScene:onInputPress(e)
else
playSE("cursor")
sld = self[self.options[self.highlight][4]]
sld.value = math.max(sld.min, math.min(sld.max, (sld:getValue() - 3) / (sld.max - sld.min)))
sld.value = math.max(sld.min, math.min(sld.max, (sld:getValue() - 5) / (sld.max - sld.min)))
end
elseif e.input == "right" or e.scancode == "right" then
if not self.options[self.highlight][3] then
@@ -113,7 +113,7 @@ function ConfigScene:onInputPress(e)
else
playSE("cursor")
sld = self[self.options[self.highlight][4]]
sld.value = math.max(sld.min, math.min(sld.max, (sld:getValue() + 3) / (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)))--math.max(0, (math.floor(sld:getValue())+2)/(sld.max-sld.min))
end
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
loadSave()

View File

@@ -41,14 +41,14 @@ function ModeSelectScene:render()
elseif self.menu_state.select == "ruleset" then
love.graphics.setColor(1, 1, 1, 0.25)
end
love.graphics.rectangle("fill", 20, 198, 240, 22)
love.graphics.rectangle("fill", 20, 258, 240, 22)
if self.menu_state.select == "mode" then
love.graphics.setColor(1, 1, 1, 0.25)
elseif self.menu_state.select == "ruleset" then
love.graphics.setColor(1, 1, 1, 0.5)
end
love.graphics.rectangle("fill", 340, 198, 200, 22)
love.graphics.rectangle("fill", 340, 258, 200, 22)
love.graphics.setColor(1, 1, 1, 1)
@@ -56,36 +56,13 @@ function ModeSelectScene:render()
love.graphics.setFont(font_3x5_2)
for idx, mode in pairs(game_modes) do
if(idx >= self.menu_state.mode-6 and idx <= self.menu_state.mode+6) then
love.graphics.printf(mode.name, 40, (200 - 20*(self.menu_state.mode)) + 20 * idx, 200, "left")
if(idx >= self.menu_state.mode-9 and idx <= self.menu_state.mode+9) then
love.graphics.printf(mode.name, 40, (260 - 20*(self.menu_state.mode)) + 20 * idx, 200, "left")
end
end
for idx, ruleset in pairs(rulesets) do
if(idx >= self.menu_state.ruleset-6 and idx <= self.menu_state.ruleset+6) then
love.graphics.printf(ruleset.name, 360, (200 - 20*(self.menu_state.ruleset)) + 20 * idx, 160, "left")
end
end
-- mode description and highscore
for midx, mode in pairs(game_modes) do
for ridx, ruleset in pairs(rulesets) do
if (midx == self.menu_state.mode) and (ridx == self.menu_state.ruleset) then
love.graphics.printf(
"Mode Description:\n\n" .. mode.tagline, 20, 350, 200, "left"
)
love.graphics.printf(
ruleset.name .. " Highscore:", 240, 350, 200, "right"
)
local highscore_string = ""
if highscores[mode.hash .. "-" .. ruleset.hash] then
for k, v in ipairs(highscores[mode.hash .. "-" .. ruleset.hash]) do
highscore_string = highscore_string .. k .. ": " .. v .. "\n"
end
else
highscore_string = "You don't have any highscores yet!"
end
love.graphics.printf(highscore_string, 450, 350, 200, "left")
end
if(idx >= self.menu_state.ruleset-9 and idx <= self.menu_state.ruleset+9) then
love.graphics.printf(ruleset.name, 360, (260 - 20*(self.menu_state.ruleset)) + 20 * idx, 160, "left")
end
end
end

View File

@@ -111,18 +111,24 @@ function Grid:getClearedRowCount()
end
function Grid:markClearedRows()
local block_table = {}
for row = 1, self.height do
if self:isRowFull(row) then
block_table[row] = {}
for x = 1, self.width do
block_table[row][x] = {
skin = self.grid[row][x].skin,
colour = self.grid[row][x].colour,
}
self.grid[row][x] = {
skin = self.grid[row][x].skin,
colour = "X"
}
self.grid_age[row][x] = 0
--self.grid_age[row][x] = 0
end
end
end
return true
return block_table
end
function Grid:clearClearedRows()
@@ -388,7 +394,8 @@ end
function Grid:draw()
for y = 5, self.height do
for x = 1, self.width do
if self.grid[y][x] ~= empty then
if blocks[self.grid[y][x].skin] and
blocks[self.grid[y][x].skin][self.grid[y][x].colour] then
if self.grid_age[y][x] < 2 then
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(blocks[self.grid[y][x].skin]["F"], 48+x*16, y*16)
@@ -396,7 +403,8 @@ function Grid:draw()
if self.grid[y][x].skin == "bone" then
love.graphics.setColor(1, 1, 1, 1)
elseif self.grid[y][x].colour == "X" then
love.graphics.setColor(0.5, 0.5, 0.5, 1 - self.grid_age[y][x] / 15)
love.graphics.setColor(0, 0, 0, 0)
--love.graphics.setColor(0.5, 0.5, 0.5, 1 - self.grid_age[y][x] / 15)
else
love.graphics.setColor(0.5, 0.5, 0.5, 1)
end
@@ -405,11 +413,11 @@ function Grid:draw()
if self.grid[y][x].skin ~= "bone" and self.grid[y][x].colour ~= "X" then
love.graphics.setColor(0.8, 0.8, 0.8, 1)
love.graphics.setLineWidth(1)
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
@@ -427,18 +435,20 @@ end
function Grid:drawOutline()
for y = 5, self.height do
for x = 1, self.width do
--[[
if self.grid[y][x].colour == "X" then
love.graphics.setColor(0.5, 0.5, 0.5, 1 - self.grid_age[y][x] / 15)
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
end
]]
if self.grid[y][x] ~= empty and self.grid[y][x].colour ~= "X" then
love.graphics.setColor(0.8, 0.8, 0.8, 1)
love.graphics.setLineWidth(1)
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
@@ -459,7 +469,8 @@ function Grid:drawInvisible(opacity_function, garbage_opacity_function, lock_fla
for x = 1, self.width do
if self.grid[y][x] ~= empty then
if self.grid[y][x].colour == "X" then
opacity = 1 - self.grid_age[y][x] / 15
opacity = 0
--opacity = 1 - self.grid_age[y][x] / 15
elseif garbage_opacity_function and self.grid[y][x].colour == "A" then
opacity = garbage_opacity_function(self.grid_age[y][x])
else
@@ -471,11 +482,11 @@ function Grid:drawInvisible(opacity_function, garbage_opacity_function, lock_fla
if opacity > 0 and self.grid[y][x].colour ~= "X" then
love.graphics.setColor(0.64, 0.64, 0.64)
love.graphics.setLineWidth(1)
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
@@ -506,18 +517,19 @@ function Grid:drawCustom(colour_function, gamestate)
if block ~= empty then
local R, G, B, A, outline = colour_function(gamestate, block, x, y, self.grid_age[y][x])
if self.grid[y][x].colour == "X" then
A = 1 - self.grid_age[y][x] / 15
A = 0
--A = 1 - self.grid_age[y][x] / 15
end
love.graphics.setColor(R, G, B, A)
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
if outline > 0 and self.grid[y][x].colour ~= "X" then
love.graphics.setColor(0.64, 0.64, 0.64, outline)
love.graphics.setLineWidth(1)
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

View File

@@ -104,9 +104,8 @@ function Piece:dropToBottom(grid)
self:dropSquares(math.huge, grid)
self.gravity = 0
if self.position.y > piece_y then
-- if it got dropped any, also reset lock delay
if self.ghost == false then playSE("bottom") end
self.lock_delay = 0
-- self.lock_delay = 0
end
return self
end

View File

@@ -10,6 +10,9 @@ local BagRandomizer = require 'tetris.randomizers.bag'
local GameMode = Object:extend()
GameMode.name = ""
GameMode.hash = ""
GameMode.tagline = ""
GameMode.rollOpacityFunction = function(age) return 0 end
function GameMode:new(secret_inputs)
@@ -42,6 +45,7 @@ function GameMode:new(secret_inputs)
self.enable_hard_drop = true
self.next_queue_length = 1
self.additive_gravity = true
self.classic_lock = false
self.draw_section_times = false
self.draw_secondary_section_times = false
self.big_mode = false
@@ -60,6 +64,7 @@ function GameMode:new(secret_inputs)
self.hard_drop_locked = false
self.lock_on_soft_drop = false
self.lock_on_hard_drop = false
self.cleared_block_table = {}
self.used_randomizer = nil
self.hold_queue = nil
self.held = false
@@ -76,6 +81,7 @@ 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)
return {
@@ -101,7 +107,7 @@ function GameMode:initialize(ruleset, secret_inputs)
BagRandomizer(ruleset.pieces)
)
)
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]
@@ -167,14 +173,21 @@ 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
if self.lock_drop and inputs["down"] ~= true then
if (self.lock_drop or (
not ruleset.are or self:getARE() == 0
)) and inputs["down"] ~= true then
self.drop_locked = false
end
if self.lock_hard_drop and inputs["up"] ~= true then
if (self.lock_hard_drop or (
not ruleset.are or self:getARE() == 0
)) and inputs["up"] ~= true then
self.hard_drop_locked = false
end
@@ -186,7 +199,7 @@ function GameMode:update(inputs, ruleset)
inputs, self.piece, self.grid, self:getGravity(), self.prev_inputs,
self.move, self:getLockDelay(), self:getDropSpeed(),
self.drop_locked, self.hard_drop_locked,
self.enable_hard_drop, self.additive_gravity
self.enable_hard_drop, self.additive_gravity, self.classic_lock
)
local piece_dy = self.piece.position.y - piece_y
@@ -203,7 +216,7 @@ function GameMode:update(inputs, ruleset)
) then
self.das.frames = math.max(
self.das.frames - self:getDasCutDelay(),
-self:getDasCutDelay()
-(self:getDasCutDelay() + 1)
)
end
@@ -237,7 +250,7 @@ function GameMode:update(inputs, ruleset)
self:onPieceLock(self.piece, cleared_row_count)
self:updateScore(self.level, self.drop_bonus, cleared_row_count)
self.grid:markClearedRows()
self.cleared_block_table = self.grid:markClearedRows()
self.piece = nil
if self.enable_hold then
self.held = false
@@ -251,6 +264,7 @@ function GameMode:update(inputs, ruleset)
)
if self.lcd == 0 then
self.grid:clearClearedRows()
self:afterLineClear(cleared_row_count)
if self.are == 0 then
self:initializeOrHold(inputs, ruleset)
end
@@ -287,6 +301,7 @@ function GameMode:onPieceLock(piece, cleared_row_count)
end
function GameMode:onLineClear(cleared_row_count) end
function GameMode:afterLineClear(cleared_row_count) end
function GameMode:onPieceEnter() end
function GameMode:onHold() end
@@ -418,7 +433,9 @@ function GameMode:processDelays(inputs, ruleset, drop_speed)
self.lcd = self.lcd - 1
self:areCancel(inputs, ruleset)
if self.lcd == 0 then
local cleared_row_count = self.grid:getClearedRowCount()
self.grid:clearClearedRows()
self:afterLineClear(cleared_row_count)
playSE("fall")
if self.are == 0 then
self:initializeOrHold(inputs, ruleset)
@@ -506,10 +523,14 @@ function GameMode:initializeNextPiece(inputs, ruleset, piece_data, generate_next
if self.buffer_soft_drop then
self.buffer_soft_drop = false
end
if self.lock_drop then
if self.lock_drop or (
not ruleset.are or self:getARE() == 0
) then
self.drop_locked = true
end
if self.lock_hard_drop then
if self.lock_hard_drop or (
not ruleset.are or self:getARE() == 0
) then
self.hard_drop_locked = true
end
if generate_next_piece == nil then
@@ -529,14 +550,87 @@ function GameMode:getHighScoreData()
}
end
function GameMode:animation(x, y, skin, colour)
return {
1, 1, 1,
-0.25 + 1.25 * (self.lcd / self:getLineClearDelay()),
skin, colour,
48 + x * 16, y * 16
}
end
function GameMode:drawLineClearAnimation()
-- animation function
-- params: block x, y, skin, colour
-- returns: table with RGBA, skin, colour, x, y
-- Fadeout (default)
--[[
function animation(x, y, skin, colour)
return {
1, 1, 1,
-0.25 + 1.25 * (self.lcd / self:getLineClearDelay()),
skin, colour,
48 + x * 16, y * 16
}
end
--]]
-- Flash
--[[
function animation(x, y, skin, colour)
return {
1, 1, 1,
self.lcd % 6 < 3 and 1 or 0.25,
skin, colour,
48 + x * 16, y * 16
}
end
--]]
-- TGM1 pop-out
--[[
function animation(x, y, skin, colour)
local p = 0.5
local l = (
(self:getLineClearDelay() - self.lcd) / self:getLineClearDelay()
)
local dx = l * (x - (1 + self.grid.width) / 2)
local dy = l * (y - (1 + self.grid.height) / 2)
return {
1, 1, 1, 1, skin, colour,
48 + (x + dx) * 16,
(y + dy) * 16 + (464 / (p - 1)) * l * (p - l)
}
end
--]]
for y, row in pairs(self.cleared_block_table) do
for x, block in pairs(row) do
local animation_table = self:animation(x, y, block.skin, block.colour)
love.graphics.setColor(
animation_table[1], animation_table[2],
animation_table[3], animation_table[4]
)
love.graphics.draw(
blocks[animation_table[5]][animation_table[6]],
animation_table[7], animation_table[8]
)
end
end
end
function GameMode:drawPiece()
if self.piece ~= nil then
self.piece:draw(
1,
self:getLockDelay() == 0 and 1 or
(0.25 + 0.75 * math.max(1 - self.piece.gravity, 1 - (self.piece.lock_delay / self:getLockDelay()))),
self.grid
local b = (
self.classic_lock and
(
self.piece:isDropBlocked(self.grid) and
1 - self.piece.gravity or 1
) or
1 - (self.piece.lock_delay / self:getLockDelay())
)
self.piece:draw(1, 0.25 + 0.75 * b, self.grid)
end
end
@@ -589,6 +683,18 @@ 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)
@@ -657,7 +763,9 @@ function GameMode:drawSectionTimesWithSecondary(current_section, section_limit)
end
end
function GameMode:drawSectionTimesWithSplits(current_section)
function GameMode:drawSectionTimesWithSplits(current_section, section_limit)
section_limit = section_limit or math.huge
local section_x = 440
local split_x = 530
@@ -671,8 +779,11 @@ function GameMode:drawSectionTimesWithSplits(current_section)
end
end
love.graphics.printf(formatTime(self.frames - self.section_start_time), section_x, 40 + 20 * current_section, 90, "left")
love.graphics.printf(formatTime(self.frames), split_x, 40 + 20 * current_section, 90, "left")
if (current_section <= section_limit) then
love.graphics.setColor(self:sectionColourFunction(current_section))
love.graphics.printf(formatTime(self.frames - self.section_start_time), section_x, 40 + 20 * current_section, 90, "left")
love.graphics.printf(formatTime(self.frames), split_x, 40 + 20 * current_section, 90, "left")
end
end
function GameMode:drawCustom() end

View File

@@ -171,7 +171,6 @@ function MarathonA2Game:updateSectionTimes(old_level, new_level)
self.section_start_time = self.frames
self.section_tetrises[math.floor(old_level / 100)] = self.tetris_count
self.tetris_count = 0
print(self.section_tetrises[math.floor(old_level / 100)])
end
end

View File

@@ -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()

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -18,6 +18,7 @@ ARS.colourscheme = {
ARS.softdrop_lock = false
ARS.harddrop_lock = true
ARS.spawn_above_field = true
function ARS:onPieceCreate(piece, grid)
piece.floorkick = 0
@@ -49,4 +50,8 @@ 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

View File

@@ -5,6 +5,7 @@ local ARS = Ruleset:extend()
ARS.name = "ACE-ARS2"
ARS.hash = "ArikaACE2"
ARS.spawn_above_field = true
function ARS:onPieceCreate(piece, grid)
piece.floorkick = 0
@@ -36,4 +37,8 @@ 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

View File

@@ -4,7 +4,20 @@ 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.spawn_above_field = true
SRS.MANIPULATIONS_MAX = 128

View File

@@ -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

View File

@@ -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)

View File

@@ -23,6 +23,7 @@ Ruleset.harddrop_lock = false
Ruleset.enable_IRS_wallkicks = false
Ruleset.are_cancel = false
Ruleset.are = true
Ruleset.spawn_above_field = false
Ruleset.next_sounds = {
I = "I",
@@ -208,8 +209,11 @@ function Ruleset:dropPiece(
end
end
function Ruleset:lockPiece(piece, grid, lock_delay)
if piece:isDropBlocked(grid) and piece.gravity >= 1 and piece.lock_delay >= lock_delay then
function Ruleset:lockPiece(piece, grid, lock_delay, classic_lock)
if piece:isDropBlocked(grid) and (
(classic_lock and piece.gravity >= 1) or
(not classic_lock and piece.lock_delay >= lock_delay)
) then
piece.locked = true
end
end
@@ -243,10 +247,17 @@ function Ruleset:initializePiece(
end
end
local spawn_dy = (
config.gamesettings.spawn_positions == 2 and
2 or 0
)
local spawn_dy
if (config.gamesettings.spawn_positions == 1) then
spawn_dy = (
self.spawn_above_field and 2 or 0
)
else
spawn_dy = (
config.gamesettings.spawn_positions == 3 and
2 or 0
)
end
local piece = Piece(data.shape, data.orientation - 1, {
x = spawn_x and spawn_x or spawn_positions[data.shape].x,
@@ -278,7 +289,7 @@ function Ruleset:processPiece(
inputs, piece, grid, gravity, prev_inputs,
move, lock_delay, drop_speed,
drop_locked, hard_drop_locked,
hard_drop_enabled, additive_gravity
hard_drop_enabled, additive_gravity, classic_lock
)
local synchroes_allowed = ({not self.world, true, false})[config.gamesettings.synchroes_allowed]
@@ -294,7 +305,7 @@ function Ruleset:processPiece(
inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
hard_drop_enabled, additive_gravity
)
self:lockPiece(piece, grid, lock_delay)
self:lockPiece(piece, grid, lock_delay, classic_lock)
end
function Ruleset:onPieceMove(piece) end

View 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

View File

@@ -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

View File

@@ -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