Compare commits
279 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
042dbd220b | ||
|
|
548612123a | ||
|
|
f4675da0b0 | ||
|
|
511e9592bc | ||
|
|
5f3990ff58 | ||
|
|
50ff4adf27 | ||
|
|
87b88f4b42 | ||
|
|
130c2ea403 | ||
|
|
1ea304916e | ||
|
|
e26b094830 | ||
|
|
bcb44725bf | ||
|
|
2990844c52 | ||
|
|
c343014d6f | ||
|
|
605add7e94 | ||
|
|
d3b647ca71 | ||
|
|
1101aa467d | ||
|
|
ce27a7ed18 | ||
|
|
f31beffab8 | ||
|
|
2ff8fb5edc | ||
|
|
1bf8f91ef2 | ||
|
|
ba5f78d5f1 | ||
|
|
f7c4908062 | ||
|
|
3aa5bae7be | ||
|
|
40a2e78280 | ||
|
|
696da3fa3f | ||
|
|
4afe9f2bd4 | ||
|
|
1f686fb5d4 | ||
|
|
f4779c9847 | ||
|
|
06cbec4bc8 | ||
|
|
668564ffb0 | ||
|
|
e6edeea3d1 | ||
|
|
513cd6ba90 | ||
|
|
1beef8f157 | ||
|
|
d3b2b4c2d9 | ||
|
|
2b8b9d5084 | ||
|
|
2728780c45 | ||
|
|
ca592a3bcf | ||
|
|
b6f4158d70 | ||
|
|
e43f5c470a | ||
|
|
7bcdc517c0 | ||
|
|
1d30987f9a | ||
|
|
1dd46a11ef | ||
|
|
935c7aa14c | ||
|
|
aea115d953 | ||
|
|
3d5b33f41a | ||
|
|
29f07bb6ab | ||
|
|
891f96e814 | ||
|
|
36837a3af5 | ||
|
|
01b0f9f618 | ||
|
|
7c8c5bb11d | ||
|
|
acaa6bdbbf | ||
|
|
c37757f592 | ||
|
|
905e4bcc77 | ||
|
|
d956647678 | ||
|
|
10f032b49b | ||
|
|
5590e6c89b | ||
|
|
0393396d74 | ||
|
|
8c1eaec1aa | ||
|
|
957802a78e | ||
|
|
169a4e4d2f | ||
|
|
48aee18340 | ||
|
|
7b496d9412 | ||
|
|
7abb861446 | ||
|
|
21f8769228 | ||
|
|
44423fd2e8 | ||
|
|
351fb4cfe9 | ||
|
|
103f04ceaa | ||
|
|
88d2f0d8d1 | ||
|
|
e100289c82 | ||
|
|
e38da49180 | ||
|
|
b03473d2fe | ||
|
|
cf6e0be4e7 | ||
|
|
2bc9dc179c | ||
|
|
d626926d5a | ||
|
|
721acefea0 | ||
|
|
b9b71e90bb | ||
|
|
9f61b139fd | ||
|
|
3b0fdba27d | ||
|
|
d8fad3dc37 | ||
|
|
6d326a142c | ||
|
|
b6f1072587 | ||
|
|
eef04ebf05 | ||
|
|
e24737a3b8 | ||
|
|
f9368fa806 | ||
|
|
189feb1802 | ||
|
|
dc09dabacb | ||
|
|
e13278c6a8 | ||
|
|
f7f11b0e22 | ||
|
|
869a0f7ec5 | ||
|
|
10a9d97848 | ||
|
|
a470b40def | ||
|
|
fd739dcfdf | ||
|
|
e1dc01d0d0 | ||
|
|
7228707241 | ||
|
|
af86ce3a98 | ||
|
|
78ae0ae671 | ||
|
|
c614e9c4cd | ||
|
|
b27ef0e9f4 | ||
|
|
843b1e108a | ||
|
|
a8d697064c | ||
|
|
cf32474898 | ||
|
|
6a295cad59 | ||
|
|
2d80e20c82 | ||
|
|
2279c24d11 | ||
|
|
8510ad9bea | ||
|
|
6b77ad8547 | ||
|
|
6834e92674 | ||
|
|
3479374686 | ||
|
|
863c614a4c | ||
|
|
49e52c6a39 | ||
|
|
a105086ca6 | ||
|
|
1b381c4bf3 | ||
|
|
91a87fea73 | ||
|
|
28b455fcc0 | ||
|
|
2e3eff025f | ||
|
|
4670cb7c15 | ||
|
|
9b04e14388 | ||
|
|
f52da36bf7 | ||
|
|
76142c1dff | ||
|
|
a3458e2413 | ||
|
|
7eba9c012f | ||
|
|
4d2868b7b6 | ||
|
|
2e6fcd232b | ||
|
|
10833f2ec1 | ||
|
|
abb2b9491e | ||
|
|
062ab2005e | ||
|
|
468025fc80 | ||
|
|
c8544975d6 | ||
|
|
6776229bfb | ||
|
|
84b4dc5073 | ||
|
|
35dafb6615 | ||
|
|
3641d85fcb | ||
|
|
9b89c4d1de | ||
|
|
2dba120919 | ||
|
|
9224f271b1 | ||
|
|
febb5d546c | ||
|
|
c6482c423e | ||
|
|
6beb313c6b | ||
|
|
eb70f55b6e | ||
|
|
0badcde9ad | ||
|
|
6f39b591d3 | ||
|
|
129237f0b0 | ||
|
|
741c246244 | ||
|
|
b5937af8b2 | ||
|
|
33b8533d8e | ||
|
|
69959ff687 | ||
|
|
f91cd99dfd | ||
|
|
be59727ca5 | ||
|
|
cca295066c | ||
|
|
f2862b4d93 | ||
|
|
2aafd30253 | ||
|
|
b27ba335ba | ||
|
|
33244736b8 | ||
|
|
a324e0015a | ||
|
|
285108ca08 | ||
|
|
4b1fed727c | ||
|
|
d38168ca00 | ||
|
|
b0ce0f17f5 | ||
|
|
9fca272e8d | ||
|
|
5a21c8244b | ||
|
|
4923b2e2d4 | ||
|
|
8810f24e7a | ||
|
|
57a9f6ef55 | ||
|
|
342036bc28 | ||
|
|
78dcfe43c4 | ||
|
|
cdf6b5cf33 | ||
|
|
e6a60b0021 | ||
|
|
5f29c987f2 | ||
|
|
608d75b1ac | ||
|
|
1427c0d19e | ||
|
|
e221a91d73 | ||
|
|
bdcd25b82c | ||
|
|
a5158e0994 | ||
|
|
d946b17e13 | ||
|
|
69a5c0a21a | ||
|
|
b6423c3335 | ||
|
|
5b960d7291 | ||
|
|
54f4b0b890 | ||
|
|
8c62f321a0 | ||
|
|
fdffd2cd9a | ||
|
|
8ddf468121 | ||
|
|
8e77407ff2 | ||
|
|
92c852d178 | ||
|
|
f658ed63f2 | ||
|
|
c2d1c1183c | ||
|
|
36c568feaf | ||
|
|
bf30fcefbd | ||
|
|
d9f5bd16d7 | ||
|
|
d978ff8d87 | ||
|
|
b47d0f36b9 | ||
|
|
abc210c69c | ||
|
|
436e4ac861 | ||
|
|
a48d7c67b5 | ||
|
|
f6ca79ff91 | ||
|
|
4eb3901610 | ||
|
|
3f7fc4b622 | ||
|
|
ac7ae91c39 | ||
|
|
0c8e910245 | ||
|
|
6233ffb12d | ||
|
|
1f78bb9e99 | ||
|
|
a125c09106 | ||
|
|
090ffa5126 | ||
|
|
12a6f42198 | ||
|
|
0c317d9ce1 | ||
|
|
eddfee566d | ||
|
|
7fe366a8de | ||
|
|
55be30c99f | ||
|
|
36ceef8488 | ||
|
|
b59edb5e8e | ||
|
|
5d32b6a3e7 | ||
|
|
05230ac046 | ||
|
|
f28dc08ae2 | ||
|
|
ecd958bdc5 | ||
|
|
43f59cfde8 | ||
|
|
00c46961f9 | ||
|
|
0a0053276b | ||
|
|
d0f1d869a8 | ||
|
|
29ee000998 | ||
|
|
995fd7fee9 | ||
|
|
67abf35a28 | ||
|
|
9982613e26 | ||
|
|
629beb7240 | ||
|
|
4cb20101b0 | ||
|
|
63c0721978 | ||
|
|
1366451a3d | ||
|
|
6b624b9853 | ||
|
|
b0bda25466 | ||
|
|
2bde9d1378 | ||
|
|
6178b2cee9 | ||
|
|
4e8a237de3 | ||
|
|
5606251ea7 | ||
|
|
a4984fd687 | ||
|
|
b7ef7d1976 | ||
|
|
293b7398a2 | ||
|
|
8a2237a77c | ||
|
|
bdad32ac79 | ||
|
|
3cc918841f | ||
|
|
5f7ea0648e | ||
|
|
5d34218b97 | ||
|
|
fcd8b0f360 | ||
|
|
b983e1c108 | ||
|
|
36ab451b70 | ||
|
|
8fef7faa6a | ||
|
|
f13e2096b2 | ||
|
|
6b7f18d58a | ||
|
|
d5ce2ee9ba | ||
|
|
f04b57e7eb | ||
|
|
be644bf57b | ||
|
|
9d15feef33 | ||
|
|
634a5bc03b | ||
|
|
f1ad1f0ea4 | ||
|
|
a534331b11 | ||
|
|
d602fdfc7e | ||
|
|
971151e210 | ||
|
|
593cad0e71 | ||
|
|
1254de15d5 | ||
|
|
5c5ffc6887 | ||
|
|
5131061e42 | ||
|
|
209e60e82e | ||
|
|
c4ba80b60d | ||
|
|
2ba957f65a | ||
|
|
321de8564c | ||
|
|
96ac054cf6 | ||
|
|
b7fc51f4bd | ||
|
|
04ccd628be | ||
|
|
704e6dae55 | ||
|
|
19d1686b9d | ||
|
|
aa01479c12 | ||
|
|
5a1b137c2a | ||
|
|
956e826bb2 | ||
|
|
cebe57dd1e | ||
|
|
1db0a0ef05 | ||
|
|
0e7a2bb9fe | ||
|
|
31b0f60475 | ||
|
|
1d6ac62d7d | ||
|
|
b316d9617b | ||
|
|
99f7ff72fd | ||
|
|
df489a2603 | ||
|
|
4105040334 |
2
.gitignore
vendored
@@ -2,3 +2,5 @@
|
||||
*.love
|
||||
dist/*.zip
|
||||
dist/**/cambridge.exe
|
||||
dist/**/libs
|
||||
dist/**/*.md
|
||||
102
CONTRIBUTING.md
@@ -1,13 +1,3 @@
|
||||
Coding conventions
|
||||
------------------
|
||||
|
||||
* Use tabs to indent, spaces to align.
|
||||
* Specifically, spaces should not appear at the beginning of a line, and tabs should not appear _except_ at the beginning of a line.
|
||||
* The sole exception is in a multiline `if` statement; the initial `if` should have four spaces before it to align it with an `elseif` on the next line.
|
||||
* Comments with lines at the end of code must be one line long. Multi-line comments must appeare in their own block.
|
||||
* Use `snake_case` for variables, `camelCase` for functions.
|
||||
|
||||
|
||||
Contributor's License Agreement
|
||||
-------------------------------
|
||||
|
||||
@@ -15,4 +5,94 @@ By contributing source code or other assets (e.g. music, artwork, graphics) to C
|
||||
|
||||
You also waive all moral rights to your contributions insofar as they are used in the Cambridge repository or in any code or works deriving therefrom.
|
||||
|
||||
(Regarding the above clause, I will still make my best effort to provide sufficient attribution to all contributions. At the very least you'll get documentation of your contributions under SOURCES, and probably a special place in the credit roll as well.)
|
||||
(Notwithstanding the above clause, I will still make my best effort to provide sufficient attribution to all contributions. At the very least you'll get documentation of your contributions under SOURCES, and probably a special place in the credit roll as well.)
|
||||
|
||||
|
||||
Git / Repo conventions
|
||||
----------------------
|
||||
|
||||
In general, use `kebab-case` for branch names. Also, make sure they're concise and descriptive - like 2 or 3 words is usually good.
|
||||
|
||||
```
|
||||
* badbeef (badBranchName) This branch name is bad.
|
||||
| * defaced (another_bad_branch_name) This branch name is also bad because it uses snake case.
|
||||
|/
|
||||
| * deadcab (generic) This branch name isn't very descriptive.
|
||||
|/
|
||||
| * bac0040 (this-long-winded-branch-name-that-could-be-its-own-commit-message) Self-explanatory.
|
||||
|/
|
||||
| * 600db01 (good-branch-name) This branch name is good.
|
||||
|/
|
||||
* 0000420 (HEAD -> master, tag: v0.6.9) This is a sexy root commit.
|
||||
```
|
||||
|
||||
The top line of a commit message should generally be one full sentence long, without too many subordinate clauses. Don't sweat 50/72, but try not go over about 100 characters either.
|
||||
* If the message starts with a verb, it should be written in the past tense, as a description of what the commit _did_ to the commit tree. (e.g. _Made_ a change, _Fixed_ a bug, _Added_ a feature)
|
||||
* Alternatively, include a description (in the present tense) of what is now true thanks to this commit. (e.g. "The Puyo Puyo mode can now support up to 50 players.")
|
||||
|
||||
```
|
||||
* 800000d (message-too-long) Made multiplayer stuff play well with the new v0.2.5 server by fixing a problem the client was having with sending multiple 4-KB packets within 2 milliseconds of each other.
|
||||
| * defaced (not-descriptive-enough) Fixed stuff.
|
||||
|/
|
||||
| * bad0003 (present-tense) Lengthens the retry period of the server connection to 15 seconds.
|
||||
|/
|
||||
| * bad0004 (imperative-mood) Force the credit roll to end after 67 seconds if no input is detected.
|
||||
|/
|
||||
| * 600d001 (good-commit-summary) Made the Jenny Marathon mode not top out randomly at level 600.
|
||||
| * 600d002 (also-good) Backgrounds don't suck anymore.
|
||||
|/
|
||||
* 1234567 (HEAD -> master, tag: v0.4.2) Updated docs in preparation for a new release.
|
||||
```
|
||||
|
||||
When making pull requests, always include:
|
||||
|
||||
* A title that works well as a commit title, since that's what's going to appear when it's merged.
|
||||
* A full description of the problem that the pull request solves or the feature that it implements.
|
||||
* If the whole purpose of the pull request is to resolve a particular issue and nothing else, "Fixes #[issue number]" counts as a full description. Otherwise if there's anything else in the pull request, make a short note of "also [did this other thing]".
|
||||
|
||||
|
||||
Coding conventions
|
||||
------------------
|
||||
|
||||
Use tabs to indent, spaces to align.
|
||||
|
||||
* Specifically, spaces should not appear at the beginning of a line, and tabs should not appear _except_ at the beginning of a line.
|
||||
* The sole exception is in a multiline `if` statement; the initial `if` should have four spaces before it to align it with an `elseif` on the next line. For example:
|
||||
|
||||
```lua
|
||||
---- 4 spaces
|
||||
if self.level < 900 then return 12
|
||||
elseif self.level < 1200 then return 8
|
||||
else return 6 end
|
||||
```
|
||||
|
||||
Comments at the end of lines of code must be one line long. Multi-line comments must appear in their own block.
|
||||
|
||||
```lua
|
||||
if not self.piece:isDropBlocked(self.grid) then
|
||||
-- this is a comment that appears in a block of its own, separate from any code
|
||||
-- consecutive multiline comments must have the same indentation level and
|
||||
-- not appear next on the same line as actual code
|
||||
self.drop_bonus = 0 -- comments at the end of a line must stay on that line
|
||||
else
|
||||
if piece_dy >= 1 then -- basically
|
||||
self.drop_bonus = self.drop_bonus + piece_dy * 20 -- this sort of
|
||||
end -- multiline comment
|
||||
self.drop_bonus = self.drop_bonus + 1 -- is completely
|
||||
end -- unacceptable
|
||||
```
|
||||
|
||||
Use `snake_case` for variables, `camelCase` for functions.
|
||||
|
||||
```lua
|
||||
function MyGameMode:on_activate_bleep_bloop()
|
||||
-- no, bad, use "onActivateBleepBloop"
|
||||
|
||||
local bleepBloopFrames = 240
|
||||
-- this is also bad, use "bleep_bloop_frames"
|
||||
|
||||
local bleep_bloop_bonus = self.lock_delay * 150
|
||||
self.bleepBloopSubscore = self.bleepBloopSubscore + bleep_bloop_bonus
|
||||
-- this should be self."bleep_bloop_subscore", member variables are also variables
|
||||
end
|
||||
```
|
||||
|
||||
@@ -1,6 +1,4 @@
|
||||
The code in Cambridge is licensed under the MIT license.
|
||||
|
||||
Copyright (c) 2018 Joe Zeng
|
||||
Copyright (c) 2018-2019 Joe Zeng
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
@@ -18,12 +16,4 @@ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
|
||||
-------------------------
|
||||
|
||||
Some code and assets in this repository are contributed by members of the
|
||||
community, as well as borrowed from other places, either with licensing
|
||||
or as placeholders until suitable material can be found that is properly
|
||||
licensed. Their original sources, and copyright notices if applicable, are
|
||||
listed in the file SOURCES.
|
||||
SOFTWARE.
|
||||
95
README.md
Normal file
@@ -0,0 +1,95 @@
|
||||

|
||||
|
||||
Important notice
|
||||
================
|
||||
|
||||

|
||||
|
||||
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)!
|
||||
|
||||
Join our Discord server for help and a welcoming community! https://discord.gg/mteMJw4
|
||||
|
||||
Credits
|
||||
-------
|
||||
|
||||
- [Lilla Oshisaure](https://www.youtube.com/user/LeSpyroshisaure) for being my co-dev!
|
||||
- [joezeng](https://github.com/joezeng) for the original project, and for offering to help with the expansion!
|
||||
- [The Tetra Legends Discord](http://discord.com/invite/7hMx5r2) for supporting me and playtesting!
|
||||
- [The Absolute Plus](https://discord.gg/6Gf2awJ) for being another source of motivation!
|
||||
|
||||
The following people in no particular order also helped with the project:
|
||||
- [Hailey](https://github.com/haileylgbt)
|
||||
- CylinderKnot
|
||||
- MarkGamed7794
|
||||
- [Mizu](https://github.com/rexxt)
|
||||
- MattMayuga
|
||||
- Kitaru
|
||||
- switchpalacecorner
|
||||
- [sinefuse](https://github.com/sinefuse)
|
||||
- [2Tie](https://github.com/2Tie)
|
||||
- [nightmareci](https://github.com/nightmareci)
|
||||
- [MyPasswordIsWeak](https://github.com/MyPasswordIsWeak)
|
||||
- [Dr Ocelot](https://github.com/Dr-Ocelot)
|
||||
|
||||

|
||||
|
||||
Playing the game
|
||||
----------------
|
||||
|
||||
### Windows
|
||||
|
||||
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.
|
||||
|
||||
If you want the bleeding edge version, download [this](https://github.com/SashLilac/cambridge/archive/master.zip).
|
||||
|
||||
Extract the ZIP, open a Command Prompt at the folder you extracted Cambridge to, then run this command:
|
||||
|
||||
dist\windows\love.exe .
|
||||
|
||||
Alternatively, if you're on a 32-bit system, run this instead:
|
||||
|
||||
dist\win32\love.exe .
|
||||
|
||||
32-bit systems do not support rich presence integration.
|
||||
|
||||
Then, check the mod pack section at the bottom of this page.
|
||||
|
||||
### macOS, Linux
|
||||
|
||||
If you haven't already, install `love` with your favourite package manager (Homebrew on macOS, your system's default on Linux). **Make sure you're using LÖVE 11, because it won't work with earlier versions!**
|
||||
|
||||
Clone the repository in git:
|
||||
|
||||
git clone https://github.com/SashLilac/cambridge
|
||||
|
||||
Alternatively, download the source code ZIP in the latest release.
|
||||
|
||||
Then, navigate to the root directory that you just cloned, and type:
|
||||
|
||||
love .
|
||||
|
||||
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.
|
||||
|
||||
For more detailed instructions, install [this](https://github.com/SashLilac/cambridge-modpack) mod pack to get a taste of the mod potential.
|
||||
|
||||
License
|
||||
-------
|
||||
|
||||
The Cambridge project is licensed under the MIT license (included in LICENSE.md).
|
||||
|
||||
Some code and assets in this repository are contributed by members of the
|
||||
community, as well as borrowed from other places, either with licensing
|
||||
or as placeholders until suitable material can be found that is properly
|
||||
licensed. Their original sources, and copyright notices if applicable, are
|
||||
listed in the file SOURCES.
|
||||
36
SOURCES.md
@@ -8,7 +8,7 @@ Some of the assets are used without proper licenses. We aim to have fully licens
|
||||
Backgrounds
|
||||
-----------
|
||||
|
||||
1. Title: "Motus Glacies." Contributed by Daniel "Explo" McCarthy.
|
||||
1. Title: Original picrute found on the Wikipedia article for Cambridge
|
||||
|
||||
1. *Gameplay level 0: "Quantum foam." Alex Sukontsev. https://www.flickr.com/photos/control9/14957509814/
|
||||
2. *Gameplay level 1: No name. http://www.onekind.tv/univision-mqb/q5mqh5brlvuuj2nhdx7ch7eum183uu
|
||||
@@ -34,6 +34,14 @@ Backgrounds
|
||||
Backgrounds marked with a * are placeholders that will be replaced in later versions due to incompatible licenses. We are generally aiming for public domain background images, but will also accept backgrounds given proper licenses to be included within Cambridge.
|
||||
|
||||
|
||||
Sounds
|
||||
------
|
||||
|
||||
All piece sounds are (c) 2020 Damian Yerrick.
|
||||
Other sounds from:
|
||||
- NullpoMino
|
||||
- DTET, (c) 2003 Mihys.
|
||||
|
||||
Music
|
||||
-----
|
||||
|
||||
@@ -106,3 +114,29 @@ Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
simple-slider (https://love2d.org/forums/viewtopic.php?t=80711)
|
||||
--------------------
|
||||
|
||||
Copyright (c) 2016 George Prosser
|
||||
|
||||
Permission is hereby granted, free of charge, to any person
|
||||
obtaining a copy of this software and associated documentation
|
||||
files (the "Software"), to deal in the Software without
|
||||
restriction, including without limitation the rights to use,
|
||||
copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the
|
||||
Software is furnished to do so, subject to the following
|
||||
conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be
|
||||
included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
|
||||
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
||||
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
|
||||
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
||||
OTHER DEALINGS IN THE SOFTWARE.
|
||||
11
clean.bat
Normal file
@@ -0,0 +1,11 @@
|
||||
@del cambridge.love
|
||||
@del dist\windows\cambridge.exe
|
||||
@del dist\windows\SOURCES.md
|
||||
@del dist\windows\LICENSE.md
|
||||
@rmdir /Q /S dist\windows\libs
|
||||
@del dist\win32\cambridge.exe
|
||||
@del dist\win32\SOURCES.md
|
||||
@del dist\win32\LICENSE.md
|
||||
@rmdir /Q /S dist\win32\libs
|
||||
@del dist\cambridge-windows.zip
|
||||
@del dist\cambridge-win32.zip
|
||||
2
conf.lua
@@ -1,6 +1,8 @@
|
||||
function love.conf(t)
|
||||
t.identity = "cambridge"
|
||||
|
||||
t.console = true
|
||||
|
||||
t.window.title = "Cambridge"
|
||||
t.window.width = 640
|
||||
t.window.height = 480
|
||||
|
||||
BIN
dist/win32/OpenAL32.dll
vendored
Normal file
BIN
dist/win32/SDL2.dll
vendored
Normal file
BIN
dist/win32/love.dll
vendored
Normal file
BIN
dist/win32/lua51.dll
vendored
Normal file
BIN
dist/win32/mpg123.dll
vendored
Normal file
BIN
dist/win32/msvcp120.dll
vendored
Normal file
BIN
dist/win32/msvcr120.dll
vendored
Normal file
BIN
dist/windows/OpenAL32.dll
vendored
Normal file
BIN
dist/windows/SDL2.dll
vendored
Normal file
BIN
dist/windows/love.dll
vendored
Normal file
BIN
dist/windows/lua51.dll
vendored
Normal file
BIN
dist/windows/mpg123.dll
vendored
Normal file
BIN
dist/windows/msvcp120.dll
vendored
Normal file
BIN
dist/windows/msvcr120.dll
vendored
Normal file
@@ -1,23 +1,35 @@
|
||||
Game modes
|
||||
==========
|
||||
|
||||
There are several classes of 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
|
||||
--------
|
||||
|
||||
Modes in which the goal is to play as well as possible over a limited game interval, to ultimately achieve the title of Grand Master.
|
||||
Modes in which the goal is to play as well as possible over a limited game interval.
|
||||
|
||||
* **MARATHON**: Get to level 999!
|
||||
* **MARATHON 2020**: 2020 levels of pure pain.
|
||||
* **MARATHON 2020**: 2020 levels of pure pain. Can you make it all the way?
|
||||
|
||||
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 N1**: NES Tetris A-type.
|
||||
* **MARATHON AX4**: Another mode from TGM Ace.
|
||||
* **MARATHON C89**: Nintendo NES Tetris. Can you transition and make it to the killscreen?
|
||||
|
||||
|
||||
SURVIVAL
|
||||
@@ -25,9 +37,10 @@ SURVIVAL
|
||||
|
||||
Modes that concentrate on how long you can survive an increasingly fast and difficult game.
|
||||
|
||||
* **SURVIVAL**:
|
||||
* **SURVIVAL 2020**: It only gets worse from Marathon 2020. Beware of the total delay!
|
||||
|
||||
From other games:
|
||||
* **SURVIVAL A1**: 20G mode from Tetris the Grand Master.
|
||||
* **SURVIVAL A2**: T.A. Death.
|
||||
* **SURVIVAL A3**: Ti Shirase.
|
||||
|
||||
@@ -35,9 +48,29 @@ From other games:
|
||||
RACE
|
||||
----
|
||||
|
||||
Modes in which the goal is to achieve a fixed goal in the shortest time.
|
||||
Modes with no levels, just a single timed goal.
|
||||
|
||||
* **RACE 40L**: Clear 40 lines as fast as possible.
|
||||
* **RACE 100L**: Clear 100 lines as fast as possible.
|
||||
* **RACE 5K**: Clear 5,000 lines as fast as possible. Don't worry about topping out!
|
||||
* **RACE 10K**: Clear 10,000 lines as fast as possible. Don't worry about topping out!
|
||||
* **Race 40**: How fast can you clear 40 lines? No limits, no holds barred.
|
||||
|
||||
|
||||
PHANTOM MANIA
|
||||
-------------
|
||||
|
||||
Modes where pieces turn invisible as soon as you lock them. One of Cambridge's signature features.
|
||||
|
||||
* **Phantom Mania**: The classic invisible mode from Nullpomino. Can you handle 999 levels of "the M roll"?
|
||||
|
||||
* **Phantom Mania 2**: Phantom Mania but way faster! Can you face a mode where even the garbage and the next preview turn invisible?
|
||||
|
||||
|
||||
|
||||
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?
|
||||
@@ -1,207 +0,0 @@
|
||||
Marathon 2020
|
||||
=============
|
||||
|
||||
To celebrate the coming of the year 2020, I've created a new "extended Tetris the Grand Master" mode where the level counter goes up twice as far as normal, all the way up to 2020.
|
||||
|
||||
|
||||
Gameplay
|
||||
--------
|
||||
|
||||
The goal of this game is to reach the end at level 2020.
|
||||
|
||||
Every piece placed increases the level by 1, and every line cleared also increases the level by 1, with bonuses for large numbers of lines:
|
||||
|
||||
| Lines cleared | Levels advanced |
|
||||
|---------------|-----------------|
|
||||
| 1 | 1 |
|
||||
| 2 | 2 |
|
||||
| 3 | 4 |
|
||||
| 4 | 6 |
|
||||
|
||||
When the current level reaches one less than the level at the bottom of the display (usually a multiple of 100), the level will not advance until a line is cleared.
|
||||
|
||||
|
||||
Levels
|
||||
------
|
||||
|
||||
Each section is 100 levels long, except for the last section, whose levels go from 1900 all the way to 2020.
|
||||
|
||||
However, it is possible to be stopped early on if you do not play fast enough.
|
||||
|
||||
|
||||
### Torikans
|
||||
|
||||
There are certain checkpoints at which your current time will be checked and you will be stopped if your time is over a set objective time.
|
||||
|
||||
| Level | Time limit |
|
||||
|-------|------------|
|
||||
| 500 | 6:00.00 |
|
||||
| 900 | 8:30.00 |
|
||||
| 1000 | 8:45.00 |
|
||||
| 1500 | 11:30.00 |
|
||||
| 1900 | 13:15.00 |
|
||||
|
||||
At levels 500, 1000, and 1500, you will be stopped immediately if your time is not under the objective.
|
||||
|
||||
At levels 900 and 1900, the next section will be capped at 999 or 1999 respectively, and you will get a short credit roll when the section is over.
|
||||
|
||||
|
||||
Speed
|
||||
-----
|
||||
|
||||
Marathon 2020 gets faster in two different, independent ways, the gravity curve and the delay curve.
|
||||
|
||||
The gravity curve is always the same at a particular level, while the delay curve can vary based on your previous section time.
|
||||
|
||||
### Gravity Curve
|
||||
|
||||
The gravity curve is the same as it is in the original TGM and TAP.
|
||||
|
||||
### Delay Curve
|
||||
|
||||
The delay curve is shown as in the following table. Line ARE is always equal to ARE.
|
||||
|
||||
If your time in a particular section from 0 to 70 is smaller than the "cool" requirement at that level, your delay curve will be bumped up an extra level at the end of the section.
|
||||
|
||||
The delay curve always advances at least 1 level past level 500, and if you get a section cool when the level is past 500, it will advance 2 levels instead.
|
||||
|
||||
| Level | ARE | Lock | DAS | Line | Cool |
|
||||
|-------|------|------|------|------|------|
|
||||
|0|27|30|15|40|45.00|
|
||||
|100|24|30|12|25|41.50|
|
||||
|200|21|30|12|25|38.50|
|
||||
|300|18|30|9|20|35.00|
|
||||
|400|16|30|9|15|32.50|
|
||||
|500|14|30|8|12|29.20|
|
||||
|600|12|26|8|12|27.20|
|
||||
|700|10|22|8|8|24.80|
|
||||
|800|8|19|7|8|22.80|
|
||||
|900|6|17|7|6|20.60|
|
||||
|1000|6|15|6|6|19.60|
|
||||
|1100|6|15|6|4|19.40|
|
||||
|1200|6|15|6|4|19.40|
|
||||
|1300|5|15|5|4|18.40|
|
||||
|1400|5|15|5|2|18.20|
|
||||
|1500|4|15|4|2|16.20|
|
||||
|1600|4|13|4|2|16.20|
|
||||
|1700|4|11|4|2|16.20|
|
||||
|1800|4|10|4|2|16.20|
|
||||
|1900|4|9|4|2|16.20|
|
||||
|2000|4|8|3|2|15.20|
|
||||
|
||||
In order to get a section cool, your 0-70 section time must be below the cutoff *and* no more than 2 seconds slower than your previous 0-70 time.
|
||||
|
||||
|
||||
Grading
|
||||
-------
|
||||
|
||||
|
||||
|
||||
|
||||
### Basic grades
|
||||
|
||||
Internally, the grade counter is a number that can range from 0 to 30.
|
||||
|
||||
At the beginning of the game, it starts at 0. To increase it, you must bring an internal grade point counter past a certain threshold.
|
||||
|
||||
The threshold is set at 50 points for the first grade, then 100 more points for the next grade, then 150 points for the grade after that, and so on. You reach the maximum level of 30 at a total of 23,250 points.
|
||||
|
||||
A table of the thresholds in grade points required to reach each level is provided below:
|
||||
|
||||
Grade|Threshold
|
||||
-|-
|
||||
0|0
|
||||
1|50
|
||||
2|150
|
||||
3|300
|
||||
4|500
|
||||
5|750
|
||||
6|1050
|
||||
7|1400
|
||||
8|1800
|
||||
9|2250
|
||||
10|2750
|
||||
11|3300
|
||||
12|3900
|
||||
13|4550
|
||||
14|5250
|
||||
15|6000
|
||||
16|6800
|
||||
17|7650
|
||||
18|8550
|
||||
19|9500
|
||||
20|10500
|
||||
21|11550
|
||||
22|12650
|
||||
23|13800
|
||||
24|15000
|
||||
25|16250
|
||||
26|17550
|
||||
27|18900
|
||||
28|20300
|
||||
29|21750
|
||||
**30**|**23250**
|
||||
|
||||
Points are given according to a different scale, the point level. The point level is calculated by taking your current actual level, and adding (100 * the delay level) to it.
|
||||
|
||||
The points given for clearing certain amounts of lines is given as follows:
|
||||
|
||||
Level| x1 | x2 | x3 | x4
|
||||
-|-|-|-|-
|
||||
0|10|20|30|40
|
||||
100|10|20|30|40
|
||||
200|10|20|30|48
|
||||
300|10|20|30|60
|
||||
400|10|20|36|72
|
||||
500|10|21|42|84
|
||||
600|10|24|48|96
|
||||
700|10|27|54|108
|
||||
800|10|30|60|120
|
||||
900|11|33|66|140
|
||||
1000|12|36|72|160
|
||||
1100|13|39|81|180
|
||||
1200|14|42|90|200
|
||||
1300|15|45|99|220
|
||||
1400|16|48|108|240
|
||||
1500|17|52|117|260
|
||||
1600|18|56|126|280
|
||||
1700|19|60|135|300
|
||||
1800|20|64|144|320
|
||||
1900|21|68|153|340
|
||||
2000|22|72|162|360
|
||||
2100|23|76|171|380
|
||||
2200|24|80|180|400
|
||||
2300|25|84|189|420
|
||||
2400|26|88|198|440
|
||||
2500|27|92|207|460
|
||||
2600|28|96|216|480
|
||||
2700|29|100|225|500
|
||||
2800|30|104|234|520
|
||||
2900|31|108|243|540
|
||||
3000|32|112|252|560
|
||||
3100|33|116|261|580
|
||||
3200|34|120|270|600
|
||||
3300|35|124|279|620
|
||||
3400|36|128|288|640
|
||||
3500|37|132|297|660
|
||||
3600|38|136|306|680
|
||||
3700|39|140|315|700
|
||||
3800|40|144|324|720
|
||||
3900|41|148|333|740
|
||||
|
||||
Past level 1000, a 4-line clear will always give (30 * current grade), regardless of point level.
|
||||
|
||||
The remaining 20 grades come from section cools. Every section cool you get boosts your score by one grade. There are no regrets.
|
||||
|
||||
Points are also taken away with the time it takes to lock down a piece. The delay counter starts at 0, and increases by (current grade + 2) every frame. When the counter reaches or exceeds 240, it resets to 0, and 1 grade point is taken away.
|
||||
|
||||
Grades are based on the maximum grade points achieved. Once a grade has been attained, it cannot be lost even if grade points drop below the threshold for that grade.
|
||||
|
||||
|
||||
|
||||
Stats
|
||||
-----
|
||||
|
||||
* Fewest number of lines/pieces to reach 2020: 1263 pieces / 505 lines [all Tetrises]
|
||||
|
||||
* Most number of lines/pieces to reach 2020: 1448 pieces / 572 lines [all singles / doubles, full board]
|
||||
@@ -1,104 +0,0 @@
|
||||
Phantom Mania 2
|
||||
===============
|
||||
|
||||
The Phantom Mania mode in Nullpomino is based on T.A. Death (Speed Mania), but where everything is invisible. The obvious sequel to such a mode is Phantom Mania 2, which is based on Shirase (Speed Mania 2), but again where everything is invisible.
|
||||
|
||||
|
||||
|
||||
Gameplay
|
||||
--------
|
||||
|
||||
The goal of this game is to reach the end at level 1300, and then score as many grades as possible in the ending credit roll.
|
||||
|
||||
Each piece disappears as soon as it is placed down. Only the active piece is visible at any given time.
|
||||
|
||||
Every piece placed increases the level by 1, and every line cleared also increases the level by 1, with bonuses for large numbers of lines:
|
||||
|
||||
| Lines cleared | Levels advanced |
|
||||
|---------------|-----------------|
|
||||
| 1 | 1 |
|
||||
| 2 | 2 |
|
||||
| 3 | 4 |
|
||||
| 4 | 6 |
|
||||
|
||||
When the current level reaches one less than the level at the bottom of the display (usually a multiple of 100), the level will not advance until a line is cleared.
|
||||
|
||||
|
||||
Levels
|
||||
------
|
||||
|
||||
Each section is 100 levels long. At certain levels, the speed may get faster, or the difficulty may increase some other way.
|
||||
|
||||
| Level | What happens |
|
||||
|-------|------------|
|
||||
| 500 | Rows of garbage start to advance on the board. The bottom row is copied, appearing for a brief flash before disappearing again. |
|
||||
| 1000 | The garbage stops, but the hold queue turns invisible. |
|
||||
| 1100 | The first next preview turns invisible. |
|
||||
| 1200 | The second next preview turns invisible. |
|
||||
|
||||
Unlike in Shirase mode, the speed of the game does not get faster past level 1000.
|
||||
|
||||
### Torikans
|
||||
|
||||
There are certain checkpoints at which your current time will be checked and you will be stopped if your time is over a set objective time.
|
||||
|
||||
| Level | Time limit |
|
||||
|-------|------------|
|
||||
| 300 | 2:02.00 |
|
||||
| 500 | 3:03.00 |
|
||||
| 800 | 4:45.00 |
|
||||
| 1000 | 5:38.00 |
|
||||
|
||||
At each torikan, you will get a 54-second invisible roll which is worth grade points.
|
||||
|
||||
Only the 1300 roll is in Big Mode.
|
||||
|
||||
|
||||
Grading
|
||||
-------
|
||||
|
||||
Your grade starts at 1, and goes on from S1 to S9, and then M1 upwards indefinitely.
|
||||
|
||||
Your grade advances each section based on your section time. If you achieve a section COOL, you get 2 grade points. If you instead incur a section REGRET, you get no grade points. The normal section time (in between COOL and REGRET) is worth one grade point.
|
||||
|
||||
| Level | Section COOL | Section REGRET |
|
||||
|-------|--------------|----------------|
|
||||
| 0-4 | 36.00 | 48.00 |
|
||||
| 5-9 | 30.00 | 39.00 |
|
||||
| 10-12 | 27.00 | 35.00 |
|
||||
|
||||
|
||||
Then, the invisible roll is also worth grade points.
|
||||
|
||||
| Lines cleared | Grade points |
|
||||
|---------------|--------------|
|
||||
| 1 | 0.02 |
|
||||
| 2 | 0.06 |
|
||||
| 3 | 0.15 |
|
||||
| 4 | 0.40 |
|
||||
| Clear | 1.00 |
|
||||
|
||||
|
||||
The number of grade points you earn correspond to your grade as follows:
|
||||
|
||||
| Points | Grade |
|
||||
|--------|--------|
|
||||
| 0 | 1 |
|
||||
| 1 | S1 |
|
||||
| 2 | S2 |
|
||||
| 3 | S3 |
|
||||
| 4 | S4 |
|
||||
| 5 | S5 |
|
||||
| 6 | S6 |
|
||||
| 7 | S7 |
|
||||
| 8 | S8 |
|
||||
| 9 | S9 |
|
||||
| 10 | m1 |
|
||||
| 11 | m2 |
|
||||
| 12 | m3 |
|
||||
| 13 | m4 |
|
||||
| 14 | m5 |
|
||||
|
||||
And so on. For *x* > 9 grade points, your grade is m(*x*-9).
|
||||
|
||||
If you achieve a section COOL on each section, your rank will be m17 entering the credit roll.
|
||||
@@ -1,32 +0,0 @@
|
||||
Phantom Mania comparison
|
||||
========================
|
||||
|
||||
## Features
|
||||
|
||||
| | PM | PM2 |
|
||||
|------------|-----|------|
|
||||
| Max level | 999 | 1300 |
|
||||
| Piece preview | 1 | 3 |
|
||||
| Hold | No | Yes |
|
||||
| Graded roll | No | Yes |
|
||||
|
||||
## Torikans
|
||||
|
||||
| Level | PM | PM2 |
|
||||
|------------|-------|-------|
|
||||
| 300 | 2'28" | 2'02" |
|
||||
| 500 | 3'38" | 3'03" |
|
||||
| 800 | 5'23" | 4'40" |
|
||||
| 1000 | --- | 5'38" |
|
||||
|
||||
## Speed Curve
|
||||
|
||||
| Level | PM | PM2 |
|
||||
|------------|-------|-------|
|
||||
| 0 | 16/30 | 10/18 |
|
||||
| 100 | 12/26 | 10/18 |
|
||||
| 200 | 6/22 | 10/17 |
|
||||
| 300 | 6/18 | 4/15 |
|
||||
| 400 | 5/15 | 4/15 |
|
||||
| 500 | 4/15 | 4/13 |
|
||||
| 600+ | 4/15 | 4/12 |
|
||||
@@ -17,17 +17,9 @@ A rotation system defines the following things:
|
||||
* The block offsets of each piece orientation.
|
||||
* The wall or floor kicks that will be attempted for each type of rotation.
|
||||
|
||||
There are three main classes/families of rotation systems:
|
||||
There are four rotation systems currently supported:
|
||||
|
||||
* **ARIKA**, commonly known as ARS.
|
||||
* **ARIKA-CLASSIC**, commonly known as Classic ARS.
|
||||
* **ARIKA-TI**, commonly known as Ti-ARS, or "ARS with floorkicks".
|
||||
* **STANDARD**, commonly known as SRS.
|
||||
* **STANDARD**, or normal SRS.
|
||||
* **STANDARD-EXP**, known as SRS-X in its original Heboris incarnation.
|
||||
* **STANDARD-WORLD**, known as World Rule in TGM3.
|
||||
* **CLASSIC**, commonly known as ORS or NRS (Nintendo). Also houses some traditional rotation systems.
|
||||
* **CLASSIC-1989**, the no-wallkick system used by NES Tetris.
|
||||
* **CLASSIC-1984**, the Electonika-60 system, where the I piece is one space higher than in CLASSIC-1989.
|
||||
* **CLASSIC-SEGA**, the original Sega rotation system that spawned Arika.
|
||||
* **CLASSIC-TENGEN**, the weird one with orientation problems.
|
||||
* Cambridge
|
||||
* Classic ARS
|
||||
* Ti-ARS
|
||||
* SRS
|
||||
42
funcs.lua
@@ -1,13 +1,15 @@
|
||||
function copy(t)
|
||||
-- returns deep copy of t (as opposed to the shallow copy you get from var = t)
|
||||
if type(t) ~= "table" then return t end
|
||||
local meta = getmetatable(t)
|
||||
local target = {}
|
||||
for k, v in pairs(t) do target[k] = v end
|
||||
setmetatable(target, meta)
|
||||
return target
|
||||
local meta = getmetatable(t)
|
||||
local target = {}
|
||||
for k, v in pairs(t) do target[k] = v end
|
||||
setmetatable(target, meta)
|
||||
return target
|
||||
end
|
||||
|
||||
function st(tbl)
|
||||
function strTrueValues(tbl)
|
||||
-- returns a concatenation of all the keys in tbl with value true, separated with spaces
|
||||
str = ""
|
||||
for k, v in pairs(tbl) do
|
||||
if v == true then
|
||||
@@ -17,14 +19,16 @@ function st(tbl)
|
||||
return str
|
||||
end
|
||||
|
||||
function sp(m, s, f)
|
||||
if m == nil then m = 0 end
|
||||
if s == nil then s = 0 end
|
||||
if f == nil then f = 0 end
|
||||
return m*3600 + s*60 + math.ceil(f * 0.6)
|
||||
function frameTime(min, sec, hth)
|
||||
-- returns a time in frames from a time in minutes-seconds-hundredths format
|
||||
if min == nil then min = 0 end
|
||||
if sec == nil then sec = 0 end
|
||||
if hth == nil then hth = 0 end
|
||||
return min*3600 + sec*60 + math.ceil(hth * 0.6)
|
||||
end
|
||||
|
||||
function vAdd(v1, v2)
|
||||
-- returns the sum of vectors v1 and v2
|
||||
return {
|
||||
x = v1.x + v2.x,
|
||||
y = v1.y + v2.y
|
||||
@@ -32,6 +36,7 @@ function vAdd(v1, v2)
|
||||
end
|
||||
|
||||
function vNeg(v)
|
||||
-- returns the opposite of vector v
|
||||
return {
|
||||
x = -v.x,
|
||||
y = -v.y
|
||||
@@ -39,17 +44,26 @@ function vNeg(v)
|
||||
end
|
||||
|
||||
function formatTime(frames)
|
||||
-- returns a mm:ss:hh (h=hundredths) representation of the time in frames given
|
||||
if frames < 0 then return formatTime(0) end
|
||||
str = string.format("%02d", math.floor(frames / 3600)) .. ":"
|
||||
.. string.format("%02d", math.floor(frames / 60) % 60) .. "."
|
||||
.. string.format("%02d", math.floor(frames / 0.6) % 100)
|
||||
local min, sec, hund
|
||||
min = math.floor(frames/3600)
|
||||
sec = math.floor(frames/60) % 60
|
||||
hund = math.floor(frames/.6) % 100
|
||||
str = string.format("%02d:%02d.%02d", min, sec, hund)
|
||||
return str
|
||||
end
|
||||
|
||||
function formatBigNum(number)
|
||||
-- returns a string representing a number with commas as thousands separator (e.g. 12,345,678)
|
||||
local s = string.format("%d", number)
|
||||
local pos = string.len(s) % 3
|
||||
if pos == 0 then pos = 3 end
|
||||
return string.sub(s, 1, pos)
|
||||
.. string.gsub(string.sub(s, pos+1), "(...)", ",%1")
|
||||
end
|
||||
|
||||
function Mod1(n, m)
|
||||
-- returns a number congruent to n modulo m in the range [1;m] (as opposed to [0;m-1])
|
||||
return ((n-1) % m) + 1
|
||||
end
|
||||
BIN
libs/discord-rpc.dll
Normal file
BIN
libs/discord-rpc.dylib
Normal file
BIN
libs/discord-rpc.so
Normal file
282
libs/discordRPC.lua
Normal file
@@ -0,0 +1,282 @@
|
||||
local ffi = require "ffi"
|
||||
|
||||
|
||||
-- Get the host os to load correct lib
|
||||
local osname = love.system.getOS()
|
||||
local discordRPClib = nil
|
||||
|
||||
-- FFI requires the libraries really be files just sitting in the filesystem. It
|
||||
-- can't load libraries from a .love archive, nor a fused executable on Windows.
|
||||
-- Merely using love.filesystem.getSource() only works when running LOVE with
|
||||
-- the game unarchived from command line, like "love .".
|
||||
--
|
||||
-- The code here setting "source" will set the directory where the game was run
|
||||
-- from, so FFI can load discordRPC. We assume that the discordRPC library's
|
||||
-- libs directory is in the same directory as the .love archive; if it's
|
||||
-- missing, it just won't load.
|
||||
local source = love.filesystem.getSource()
|
||||
if string.sub(source, -5) == ".love" or love.filesystem.isFused() then
|
||||
source = love.filesystem.getSourceBaseDirectory()
|
||||
end
|
||||
|
||||
if osname == "Linux" then
|
||||
discordRPClib = ffi.load(source.."/libs/discord-rpc.so")
|
||||
elseif osname == "OS X" then
|
||||
discordRPClib = ffi.load(source.."/libs/discord-rpc.dylib")
|
||||
elseif osname == "Windows" then
|
||||
discordRPClib = ffi.load(source.."/libs/discord-rpc.dll")
|
||||
else
|
||||
-- Else it crashes later on
|
||||
error(string.format("Discord rpc not supported on platform (%s)", osname))
|
||||
end
|
||||
|
||||
|
||||
ffi.cdef[[
|
||||
typedef struct DiscordRichPresence {
|
||||
const char* state; /* max 128 bytes */
|
||||
const char* details; /* max 128 bytes */
|
||||
int64_t startTimestamp;
|
||||
int64_t endTimestamp;
|
||||
const char* largeImageKey; /* max 32 bytes */
|
||||
const char* largeImageText; /* max 128 bytes */
|
||||
const char* smallImageKey; /* max 32 bytes */
|
||||
const char* smallImageText; /* max 128 bytes */
|
||||
const char* partyId; /* max 128 bytes */
|
||||
int partySize;
|
||||
int partyMax;
|
||||
const char* matchSecret; /* max 128 bytes */
|
||||
const char* joinSecret; /* max 128 bytes */
|
||||
const char* spectateSecret; /* max 128 bytes */
|
||||
int8_t instance;
|
||||
} DiscordRichPresence;
|
||||
|
||||
typedef struct DiscordUser {
|
||||
const char* userId;
|
||||
const char* username;
|
||||
const char* discriminator;
|
||||
const char* avatar;
|
||||
} DiscordUser;
|
||||
|
||||
typedef void (*readyPtr)(const DiscordUser* request);
|
||||
typedef void (*disconnectedPtr)(int errorCode, const char* message);
|
||||
typedef void (*erroredPtr)(int errorCode, const char* message);
|
||||
typedef void (*joinGamePtr)(const char* joinSecret);
|
||||
typedef void (*spectateGamePtr)(const char* spectateSecret);
|
||||
typedef void (*joinRequestPtr)(const DiscordUser* request);
|
||||
|
||||
typedef struct DiscordEventHandlers {
|
||||
readyPtr ready;
|
||||
disconnectedPtr disconnected;
|
||||
erroredPtr errored;
|
||||
joinGamePtr joinGame;
|
||||
spectateGamePtr spectateGame;
|
||||
joinRequestPtr joinRequest;
|
||||
} DiscordEventHandlers;
|
||||
|
||||
void Discord_Initialize(const char* applicationId,
|
||||
DiscordEventHandlers* handlers,
|
||||
int autoRegister,
|
||||
const char* optionalSteamId);
|
||||
|
||||
void Discord_Shutdown(void);
|
||||
|
||||
void Discord_RunCallbacks(void);
|
||||
|
||||
void Discord_UpdatePresence(const DiscordRichPresence* presence);
|
||||
|
||||
void Discord_ClearPresence(void);
|
||||
|
||||
void Discord_Respond(const char* userid, int reply);
|
||||
|
||||
void Discord_UpdateHandlers(DiscordEventHandlers* handlers);
|
||||
]]
|
||||
|
||||
local discordRPC = {} -- module table
|
||||
|
||||
-- proxy to detect garbage collection of the module
|
||||
discordRPC.gcDummy = newproxy(true)
|
||||
|
||||
local function unpackDiscordUser(request)
|
||||
return ffi.string(request.userId), ffi.string(request.username),
|
||||
ffi.string(request.discriminator), ffi.string(request.avatar)
|
||||
end
|
||||
|
||||
-- callback proxies
|
||||
-- note: callbacks are not JIT compiled (= SLOW), try to avoid doing performance critical tasks in them
|
||||
-- luajit.org/ext_ffi_semantics.html
|
||||
local ready_proxy = ffi.cast("readyPtr", function(request)
|
||||
if discordRPC.ready then
|
||||
discordRPC.ready(unpackDiscordUser(request))
|
||||
end
|
||||
end)
|
||||
|
||||
local disconnected_proxy = ffi.cast("disconnectedPtr", function(errorCode, message)
|
||||
if discordRPC.disconnected then
|
||||
discordRPC.disconnected(errorCode, ffi.string(message))
|
||||
end
|
||||
end)
|
||||
|
||||
local errored_proxy = ffi.cast("erroredPtr", function(errorCode, message)
|
||||
if discordRPC.errored then
|
||||
discordRPC.errored(errorCode, ffi.string(message))
|
||||
end
|
||||
end)
|
||||
|
||||
local joinGame_proxy = ffi.cast("joinGamePtr", function(joinSecret)
|
||||
if discordRPC.joinGame then
|
||||
discordRPC.joinGame(ffi.string(joinSecret))
|
||||
end
|
||||
end)
|
||||
|
||||
local spectateGame_proxy = ffi.cast("spectateGamePtr", function(spectateSecret)
|
||||
if discordRPC.spectateGame then
|
||||
discordRPC.spectateGame(ffi.string(spectateSecret))
|
||||
end
|
||||
end)
|
||||
|
||||
local joinRequest_proxy = ffi.cast("joinRequestPtr", function(request)
|
||||
if discordRPC.joinRequest then
|
||||
discordRPC.joinRequest(unpackDiscordUser(request))
|
||||
end
|
||||
end)
|
||||
|
||||
-- helpers
|
||||
local function checkArg(arg, argType, argName, func, maybeNil)
|
||||
assert(type(arg) == argType or (maybeNil and arg == nil),
|
||||
string.format("Argument \"%s\" to function \"%s\" has to be of type \"%s\"",
|
||||
argName, func, argType))
|
||||
end
|
||||
|
||||
local function checkStrArg(arg, maxLen, argName, func, maybeNil)
|
||||
if maxLen then
|
||||
assert(type(arg) == "string" and arg:len() <= maxLen or (maybeNil and arg == nil),
|
||||
string.format("Argument \"%s\" of function \"%s\" has to be of type string with maximum length %d",
|
||||
argName, func, maxLen))
|
||||
else
|
||||
checkArg(arg, "string", argName, func, true)
|
||||
end
|
||||
end
|
||||
|
||||
local function checkIntArg(arg, maxBits, argName, func, maybeNil)
|
||||
maxBits = math.min(maxBits or 32, 52) -- lua number (double) can only store integers < 2^53
|
||||
local maxVal = 2^(maxBits-1) -- assuming signed integers, which, for now, are the only ones in use
|
||||
assert(type(arg) == "number" and math.floor(arg) == arg
|
||||
and arg < maxVal and arg >= -maxVal
|
||||
or (maybeNil and arg == nil),
|
||||
string.format("Argument \"%s\" of function \"%s\" has to be a whole number <= %d",
|
||||
argName, func, maxVal))
|
||||
end
|
||||
|
||||
-- function wrappers
|
||||
function discordRPC.initialize(applicationId, autoRegister, optionalSteamId)
|
||||
local func = "discordRPC.Initialize"
|
||||
checkStrArg(applicationId, nil, "applicationId", func)
|
||||
checkArg(autoRegister, "boolean", "autoRegister", func)
|
||||
if optionalSteamId ~= nil then
|
||||
checkStrArg(optionalSteamId, nil, "optionalSteamId", func)
|
||||
end
|
||||
|
||||
local eventHandlers = ffi.new("struct DiscordEventHandlers")
|
||||
eventHandlers.ready = ready_proxy
|
||||
eventHandlers.disconnected = disconnected_proxy
|
||||
eventHandlers.errored = errored_proxy
|
||||
eventHandlers.joinGame = joinGame_proxy
|
||||
eventHandlers.spectateGame = spectateGame_proxy
|
||||
eventHandlers.joinRequest = joinRequest_proxy
|
||||
|
||||
discordRPClib.Discord_Initialize(applicationId, eventHandlers,
|
||||
autoRegister and 1 or 0, optionalSteamId)
|
||||
end
|
||||
|
||||
function discordRPC.shutdown()
|
||||
discordRPClib.Discord_Shutdown()
|
||||
end
|
||||
|
||||
function discordRPC.runCallbacks()
|
||||
discordRPClib.Discord_RunCallbacks()
|
||||
end
|
||||
-- http://luajit.org/ext_ffi_semantics.html#callback :
|
||||
-- It is not allowed, to let an FFI call into a C function (runCallbacks)
|
||||
-- get JIT-compiled, which in turn calls a callback, calling into Lua again (e.g. discordRPC.ready).
|
||||
-- Usually this attempt is caught by the interpreter first and the C function
|
||||
-- is blacklisted for compilation.
|
||||
-- solution:
|
||||
-- "Then you'll need to manually turn off JIT-compilation with jit.off() for
|
||||
-- the surrounding Lua function that invokes such a message polling function."
|
||||
jit.off(discordRPC.runCallbacks)
|
||||
|
||||
function discordRPC.updatePresence(presence)
|
||||
local func = "discordRPC.updatePresence"
|
||||
checkArg(presence, "table", "presence", func)
|
||||
|
||||
-- -1 for string length because of 0-termination
|
||||
checkStrArg(presence.state, 127, "presence.state", func, true)
|
||||
checkStrArg(presence.details, 127, "presence.details", func, true)
|
||||
|
||||
checkIntArg(presence.startTimestamp, 64, "presence.startTimestamp", func, true)
|
||||
checkIntArg(presence.endTimestamp, 64, "presence.endTimestamp", func, true)
|
||||
|
||||
checkStrArg(presence.largeImageKey, 31, "presence.largeImageKey", func, true)
|
||||
checkStrArg(presence.largeImageText, 127, "presence.largeImageText", func, true)
|
||||
checkStrArg(presence.smallImageKey, 31, "presence.smallImageKey", func, true)
|
||||
checkStrArg(presence.smallImageText, 127, "presence.smallImageText", func, true)
|
||||
checkStrArg(presence.partyId, 127, "presence.partyId", func, true)
|
||||
|
||||
checkIntArg(presence.partySize, 32, "presence.partySize", func, true)
|
||||
checkIntArg(presence.partyMax, 32, "presence.partyMax", func, true)
|
||||
|
||||
checkStrArg(presence.matchSecret, 127, "presence.matchSecret", func, true)
|
||||
checkStrArg(presence.joinSecret, 127, "presence.joinSecret", func, true)
|
||||
checkStrArg(presence.spectateSecret, 127, "presence.spectateSecret", func, true)
|
||||
|
||||
checkIntArg(presence.instance, 8, "presence.instance", func, true)
|
||||
|
||||
local cpresence = ffi.new("struct DiscordRichPresence")
|
||||
cpresence.state = presence.state
|
||||
cpresence.details = presence.details
|
||||
cpresence.startTimestamp = presence.startTimestamp or 0
|
||||
cpresence.endTimestamp = presence.endTimestamp or 0
|
||||
cpresence.largeImageKey = presence.largeImageKey
|
||||
cpresence.largeImageText = presence.largeImageText
|
||||
cpresence.smallImageKey = presence.smallImageKey
|
||||
cpresence.smallImageText = presence.smallImageText
|
||||
cpresence.partyId = presence.partyId
|
||||
cpresence.partySize = presence.partySize or 0
|
||||
cpresence.partyMax = presence.partyMax or 0
|
||||
cpresence.matchSecret = presence.matchSecret
|
||||
cpresence.joinSecret = presence.joinSecret
|
||||
cpresence.spectateSecret = presence.spectateSecret
|
||||
cpresence.instance = presence.instance or 0
|
||||
|
||||
discordRPClib.Discord_UpdatePresence(cpresence)
|
||||
end
|
||||
|
||||
function discordRPC.clearPresence()
|
||||
discordRPClib.Discord_ClearPresence()
|
||||
end
|
||||
|
||||
local replyMap = {
|
||||
no = 0,
|
||||
yes = 1,
|
||||
ignore = 2
|
||||
}
|
||||
|
||||
-- maybe let reply take ints too (0, 1, 2) and add constants to the module
|
||||
function discordRPC.respond(userId, reply)
|
||||
checkStrArg(userId, nil, "userId", "discordRPC.respond")
|
||||
assert(replyMap[reply], "Argument 'reply' to discordRPC.respond has to be one of \"yes\", \"no\" or \"ignore\"")
|
||||
discordRPClib.Discord_Respond(userId, replyMap[reply])
|
||||
end
|
||||
|
||||
-- garbage collection callback
|
||||
getmetatable(discordRPC.gcDummy).__gc = function()
|
||||
discordRPC.shutdown()
|
||||
ready_proxy:free()
|
||||
disconnected_proxy:free()
|
||||
errored_proxy:free()
|
||||
joinGame_proxy:free()
|
||||
spectateGame_proxy:free()
|
||||
joinRequest_proxy:free()
|
||||
end
|
||||
|
||||
return discordRPC
|
||||
138
libs/simple-slider.lua
Normal file
@@ -0,0 +1,138 @@
|
||||
--[[
|
||||
Copyright (c) 2016 George Prosser
|
||||
|
||||
Permission is hereby granted, free of charge, to any person
|
||||
obtaining a copy of this software and associated documentation
|
||||
files (the "Software"), to deal in the Software without
|
||||
restriction, including without limitation the rights to use,
|
||||
copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the
|
||||
Software is furnished to do so, subject to the following
|
||||
conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be
|
||||
included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
|
||||
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
||||
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
|
||||
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
||||
OTHER DEALINGS IN THE SOFTWARE.
|
||||
]]
|
||||
|
||||
local slider = {}
|
||||
slider.__index = slider
|
||||
|
||||
function newSlider(x, y, length, value, min, max, setter, style)
|
||||
local s = {}
|
||||
s.value = (value - min) / (max - min)
|
||||
s.min = min
|
||||
s.max = max
|
||||
s.setter = setter
|
||||
s.x = x
|
||||
s.y = y
|
||||
s.length = length
|
||||
|
||||
local p = style or {}
|
||||
s.width = p.width or length * 0.1
|
||||
s.orientation = p.orientation or 'horizontal'
|
||||
s.track = p.track or 'rectangle'
|
||||
s.knob = p.knob or 'rectangle'
|
||||
|
||||
s.grabbed = false
|
||||
s.wasDown = true
|
||||
s.ox = 0
|
||||
s.oy = 0
|
||||
|
||||
return setmetatable(s, slider)
|
||||
end
|
||||
|
||||
function slider:update(mouseX, mouseY, mouseDown)
|
||||
local x = mouseX or love.mouse.getX()
|
||||
local y = mouseY or love.mouse.getY()
|
||||
local down = love.mouse.isDown(1)
|
||||
if mouseDown ~= nil then
|
||||
down = mouseDown
|
||||
end
|
||||
|
||||
local knobX = self.x
|
||||
local knobY = self.y
|
||||
if self.orientation == 'horizontal' then
|
||||
knobX = self.x - self.length/2 + self.length * self.value
|
||||
elseif self.orientation == 'vertical' then
|
||||
knobY = self.y + self.length/2 - self.length * self.value
|
||||
end
|
||||
|
||||
local ox = x - knobX
|
||||
local oy = y - knobY
|
||||
|
||||
local dx = ox - self.ox
|
||||
local dy = oy - self.oy
|
||||
|
||||
if down then
|
||||
if self.grabbed then
|
||||
if self.orientation == 'horizontal' then
|
||||
self.value = self.value + dx / self.length
|
||||
elseif self.orientation == 'vertical' then
|
||||
self.value = self.value - dy / self.length
|
||||
end
|
||||
elseif (x > knobX - self.width/2 and x < knobX + self.width/2 and y > knobY - self.width/2 and y < knobY + self.width/2) and not self.wasDown then
|
||||
self.ox = ox
|
||||
self.oy = oy
|
||||
self.grabbed = true
|
||||
end
|
||||
else
|
||||
self.grabbed = false
|
||||
end
|
||||
|
||||
self.value = math.max(0, math.min(1, self.value))
|
||||
|
||||
if self.setter ~= nil then
|
||||
self.setter(self.min + self.value * (self.max - self.min))
|
||||
end
|
||||
|
||||
self.wasDown = down
|
||||
end
|
||||
|
||||
function slider:draw()
|
||||
if self.track == 'rectangle' then
|
||||
if self.orientation == 'horizontal' then
|
||||
love.graphics.rectangle('line', self.x - self.length/2 - self.width/2, self.y - self.width/2, self.length + self.width, self.width)
|
||||
elseif self.orientation == 'vertical' then
|
||||
love.graphics.rectangle('line', self.x - self.width/2, self.y - self.length/2 - self.width/2, self.width, self.length + self.width)
|
||||
end
|
||||
elseif self.track == 'line' then
|
||||
if self.orientation == 'horizontal' then
|
||||
love.graphics.line(self.x - self.length/2, self.y, self.x + self.length/2, self.y)
|
||||
elseif self.orientation == 'vertical' then
|
||||
love.graphics.line(self.x, self.y - self.length/2, self.x, self.y + self.length/2)
|
||||
end
|
||||
elseif self.track == 'roundrect' then
|
||||
if self.orientation == 'horizontal' then
|
||||
love.graphics.rectangle('line', self.x - self.length/2 - self.width/2, self.y - self.width/2, self.length + self.width, self.width, self.width/2, self.width)
|
||||
elseif self.orientation == 'vertical' then
|
||||
love.graphics.rectangle('line', self.x - self.width/2, self.y - self.length/2 - self.width/2, self.width, self.length + self.width, self.width, self.width/2)
|
||||
end
|
||||
end
|
||||
|
||||
local knobX = self.x
|
||||
local knobY = self.y
|
||||
if self.orientation == 'horizontal' then
|
||||
knobX = self.x - self.length/2 + self.length * self.value
|
||||
elseif self.orientation == 'vertical' then
|
||||
knobY = self.y + self.length/2 - self.length * self.value
|
||||
end
|
||||
|
||||
if self.knob == 'rectangle' then
|
||||
love.graphics.rectangle('fill', knobX - self.width/2, knobY - self.width/2, self.width, self.width)
|
||||
elseif self.knob == 'circle' then
|
||||
love.graphics.circle('fill', knobX, knobY, self.width/2)
|
||||
end
|
||||
end
|
||||
|
||||
function slider:getValue()
|
||||
return self.min + self.value * (self.max - self.min)
|
||||
end
|
||||
@@ -47,7 +47,7 @@ function fadeoutBGM(time)
|
||||
end
|
||||
|
||||
function resetBGMFadeout(time)
|
||||
current_bgm:setVolume(1)
|
||||
current_bgm:setVolume(config.bgm_volume)
|
||||
fading_bgm = false
|
||||
current_bgm:play()
|
||||
end
|
||||
@@ -59,7 +59,7 @@ function processBGMFadeout(dt)
|
||||
fadeout_time = 0
|
||||
fading_bgm = false
|
||||
end
|
||||
current_bgm:setVolume(fadeout_time / total_fadeout_time)
|
||||
current_bgm:setVolume(fadeout_time * config.bgm_volume / total_fadeout_time)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@@ -1,58 +1,87 @@
|
||||
backgrounds = {
|
||||
[0] = love.graphics.newImage("res/backgrounds/0-quantum-foam.png"),
|
||||
love.graphics.newImage("res/backgrounds/100-big-bang.png"),
|
||||
love.graphics.newImage("res/backgrounds/200-spiral-galaxy.png"),
|
||||
love.graphics.newImage("res/backgrounds/300-sun-and-dust.png"),
|
||||
love.graphics.newImage("res/backgrounds/400-earth-and-moon.png"),
|
||||
love.graphics.newImage("res/backgrounds/500-cambrian-explosion.png"),
|
||||
love.graphics.newImage("res/backgrounds/600-dinosaurs.png"),
|
||||
love.graphics.newImage("res/backgrounds/700-asteroid.png"),
|
||||
love.graphics.newImage("res/backgrounds/800-human-fire.png"),
|
||||
love.graphics.newImage("res/backgrounds/900-early-civilization.png"),
|
||||
love.graphics.newImage("res/backgrounds/1000-vikings.png"),
|
||||
love.graphics.newImage("res/backgrounds/1100-crusades.png"),
|
||||
love.graphics.newImage("res/backgrounds/1200-genghis-khan.png"),
|
||||
love.graphics.newImage("res/backgrounds/1300-black-death.png"),
|
||||
love.graphics.newImage("res/backgrounds/1400-columbus-discovery.png"),
|
||||
love.graphics.newImage("res/backgrounds/1500-aztecas.png"),
|
||||
love.graphics.newImage("res/backgrounds/1600-telescope.png"),
|
||||
love.graphics.newImage("res/backgrounds/1700-american-revolution.png"),
|
||||
love.graphics.newImage("res/backgrounds/1800-railways.png"),
|
||||
love.graphics.newImage("res/backgrounds/1900-world-wide-web.png"),
|
||||
title = love.graphics.newImage("res/backgrounds/title_v0.1.png"),
|
||||
[0] = love.graphics.newImage("res/backgrounds/0.png"),
|
||||
love.graphics.newImage("res/backgrounds/100.png"),
|
||||
love.graphics.newImage("res/backgrounds/200.png"),
|
||||
love.graphics.newImage("res/backgrounds/300.png"),
|
||||
love.graphics.newImage("res/backgrounds/400.png"),
|
||||
love.graphics.newImage("res/backgrounds/500.png"),
|
||||
love.graphics.newImage("res/backgrounds/600.png"),
|
||||
love.graphics.newImage("res/backgrounds/700.png"),
|
||||
love.graphics.newImage("res/backgrounds/800.png"),
|
||||
love.graphics.newImage("res/backgrounds/900.png"),
|
||||
love.graphics.newImage("res/backgrounds/1000.png"),
|
||||
love.graphics.newImage("res/backgrounds/1100.png"),
|
||||
love.graphics.newImage("res/backgrounds/1200.png"),
|
||||
love.graphics.newImage("res/backgrounds/1300.png"),
|
||||
love.graphics.newImage("res/backgrounds/1400.png"),
|
||||
love.graphics.newImage("res/backgrounds/1500.png"),
|
||||
love.graphics.newImage("res/backgrounds/1600.png"),
|
||||
love.graphics.newImage("res/backgrounds/1700.png"),
|
||||
love.graphics.newImage("res/backgrounds/1800.png"),
|
||||
love.graphics.newImage("res/backgrounds/1900.png"),
|
||||
title = love.graphics.newImage("res/backgrounds/title.png"),
|
||||
input_config = love.graphics.newImage("res/backgrounds/options-input.png"),
|
||||
game_config = love.graphics.newImage("res/backgrounds/options-game.png"),
|
||||
}
|
||||
|
||||
blocks = {
|
||||
["2tie"] = {
|
||||
I = love.graphics.newImage("res/img/s1.png"),
|
||||
J = love.graphics.newImage("res/img/s4.png"),
|
||||
L = love.graphics.newImage("res/img/s3.png"),
|
||||
O = love.graphics.newImage("res/img/s7.png"),
|
||||
S = love.graphics.newImage("res/img/s5.png"),
|
||||
T = love.graphics.newImage("res/img/s2.png"),
|
||||
Z = love.graphics.newImage("res/img/s6.png"),
|
||||
R = love.graphics.newImage("res/img/s1.png"),
|
||||
O = love.graphics.newImage("res/img/s3.png"),
|
||||
Y = love.graphics.newImage("res/img/s7.png"),
|
||||
G = love.graphics.newImage("res/img/s6.png"),
|
||||
C = love.graphics.newImage("res/img/s2.png"),
|
||||
B = love.graphics.newImage("res/img/s4.png"),
|
||||
M = love.graphics.newImage("res/img/s5.png"),
|
||||
F = love.graphics.newImage("res/img/s9.png"),
|
||||
G = love.graphics.newImage("res/img/s9.png"),
|
||||
A = love.graphics.newImage("res/img/s8.png"),
|
||||
X = love.graphics.newImage("res/img/s9.png"),
|
||||
},
|
||||
["bone"] = {
|
||||
I = love.graphics.newImage("res/img/bone.png"),
|
||||
J = love.graphics.newImage("res/img/bone.png"),
|
||||
L = love.graphics.newImage("res/img/bone.png"),
|
||||
R = love.graphics.newImage("res/img/bone.png"),
|
||||
O = love.graphics.newImage("res/img/bone.png"),
|
||||
S = love.graphics.newImage("res/img/bone.png"),
|
||||
T = love.graphics.newImage("res/img/bone.png"),
|
||||
Z = love.graphics.newImage("res/img/bone.png"),
|
||||
F = love.graphics.newImage("res/img/bone.png"),
|
||||
Y = love.graphics.newImage("res/img/bone.png"),
|
||||
G = love.graphics.newImage("res/img/bone.png"),
|
||||
C = love.graphics.newImage("res/img/bone.png"),
|
||||
B = love.graphics.newImage("res/img/bone.png"),
|
||||
M = love.graphics.newImage("res/img/bone.png"),
|
||||
F = love.graphics.newImage("res/img/bone.png"),
|
||||
A = love.graphics.newImage("res/img/bone.png"),
|
||||
X = love.graphics.newImage("res/img/bone.png"),
|
||||
}
|
||||
}
|
||||
|
||||
ColourSchemes = {
|
||||
Arika = {
|
||||
I = "R",
|
||||
L = "O",
|
||||
J = "B",
|
||||
S = "M",
|
||||
Z = "G",
|
||||
O = "Y",
|
||||
T = "C",
|
||||
},
|
||||
TTC = {
|
||||
I = "C",
|
||||
L = "O",
|
||||
J = "B",
|
||||
S = "G",
|
||||
Z = "R",
|
||||
O = "Y",
|
||||
T = "M",
|
||||
},
|
||||
}
|
||||
|
||||
for name, blockset in pairs(blocks) do
|
||||
for shape, image in pairs(blockset) do
|
||||
image:setFilter("nearest")
|
||||
end
|
||||
end
|
||||
|
||||
misc_graphics = {
|
||||
frame = love.graphics.newImage("res/img/frame.png"),
|
||||
ready = love.graphics.newImage("res/img/ready.png"),
|
||||
go = love.graphics.newImage("res/img/go.png"),
|
||||
select_mode = love.graphics.newImage("res/img/select_mode.png"),
|
||||
strike = love.graphics.newImage("res/img/strike.png"),
|
||||
}
|
||||
}
|
||||
58
load/rpc.lua
Normal file
@@ -0,0 +1,58 @@
|
||||
print("Loading discord RPC...")
|
||||
DiscordRPC = {
|
||||
loaded = false
|
||||
}
|
||||
local success, RPC = pcall(require, "libs.discordRPC")
|
||||
if success then
|
||||
DiscordRPC.loaded = true
|
||||
DiscordRPC.appId = "599778517789573120"
|
||||
|
||||
function RPC.ready(userId, username, discriminator, avatar)
|
||||
print(string.format("Discord: ready (%s, %s, %s, %s)", userId, username, discriminator, avatar))
|
||||
end
|
||||
|
||||
function RPC.disconnected(errorCode, message)
|
||||
print(string.format("Discord: disconnected (%d: %s)", errorCode, message))
|
||||
end
|
||||
|
||||
function RPC.errored(errorCode, message)
|
||||
print(string.format("Discord: error (%d: %s)", errorCode, message))
|
||||
end
|
||||
|
||||
function RPC.joinGame(joinSecret)
|
||||
print(string.format("Discord: join (%s)", joinSecret))
|
||||
end
|
||||
|
||||
function RPC.spectateGame(spectateSecret)
|
||||
print(string.format("Discord: spectate (%s)", spectateSecret))
|
||||
end
|
||||
|
||||
function RPC.joinRequest(userId, username, discriminator, avatar)
|
||||
print(string.format("Discord: join request (%s, %s, %s, %s)", userId, username, discriminator, avatar))
|
||||
RPC.respond(userId, "yes")
|
||||
end
|
||||
|
||||
RPC.initialize(DiscordRPC.appId, true)
|
||||
local now = os.time(os.date("*t"))
|
||||
|
||||
DiscordRPC.RPC = RPC
|
||||
print("DiscordRPC successfully loaded.")
|
||||
else
|
||||
print("DiscordRPC failed to load!")
|
||||
print(RPC)
|
||||
end
|
||||
|
||||
DiscordRPC.presence = {
|
||||
startTimestamp = now,
|
||||
details = "Loading game...",
|
||||
state = "",
|
||||
largeImageKey = "icon2",
|
||||
largeImageText = "Arcade Stacker",
|
||||
smallImageKey = "",
|
||||
smallImageText = ""
|
||||
}
|
||||
|
||||
function DiscordRPC:update(newstuff)
|
||||
for k, v in pairs(newstuff) do self.presence[k] = v end
|
||||
if self.loaded then self.RPC.updatePresence(self.presence) end
|
||||
end
|
||||
@@ -10,20 +10,50 @@ sounds = {
|
||||
},
|
||||
move = love.audio.newSource("res/se/move.wav", "static"),
|
||||
bottom = love.audio.newSource("res/se/bottom.wav", "static"),
|
||||
cursor = love.audio.newSource("res/se/cursor.wav", "static"),
|
||||
cursor_lr = love.audio.newSource("res/se/cursor_lr.wav", "static"),
|
||||
main_decide = love.audio.newSource("res/se/main_decide.wav", "static"),
|
||||
mode_decide = love.audio.newSource("res/se/mode_decide.wav", "static"),
|
||||
lock = love.audio.newSource("res/se/lock.wav", "static"),
|
||||
hold = love.audio.newSource("res/se/hold.wav", "static"),
|
||||
erase = love.audio.newSource("res/se/erase.wav", "static"),
|
||||
fall = love.audio.newSource("res/se/fall.wav", "static"),
|
||||
ready = love.audio.newSource("res/se/ready.wav", "static"),
|
||||
go = love.audio.newSource("res/se/go.wav", "static"),
|
||||
irs = love.audio.newSource("res/se/irs.wav", "static"),
|
||||
ihs = love.audio.newSource("res/se/ihs.wav", "static"),
|
||||
-- a secret sound!
|
||||
welcome = love.audio.newSource("res/se/welcomeToCambridge.wav", "static"),
|
||||
}
|
||||
|
||||
function playSE(sound, subsound)
|
||||
if subsound == nil then
|
||||
sounds[sound]:setVolume(0.1)
|
||||
sounds[sound]:setVolume(config.sfx_volume)
|
||||
if sounds[sound]:isPlaying() then
|
||||
sounds[sound]:stop()
|
||||
end
|
||||
sounds[sound]:play()
|
||||
else
|
||||
sounds[sound][subsound]:setVolume(0.1)
|
||||
sounds[sound][subsound]:setVolume(config.sfx_volume)
|
||||
if sounds[sound][subsound]:isPlaying() then
|
||||
sounds[sound][subsound]:stop()
|
||||
end
|
||||
sounds[sound][subsound]:play()
|
||||
end
|
||||
end
|
||||
|
||||
function playSEOnce(sound, subsound)
|
||||
if subsound == nil then
|
||||
sounds[sound]:setVolume(config.sfx_volume)
|
||||
if sounds[sound]:isPlaying() then
|
||||
return
|
||||
end
|
||||
sounds[sound]:play()
|
||||
else
|
||||
sounds[sound][subsound]:setVolume(config.sfx_volume)
|
||||
if sounds[sound][subsound]:isPlaying() then
|
||||
return
|
||||
end
|
||||
sounds[sound][subsound]:play()
|
||||
end
|
||||
end
|
||||
197
main.lua
@@ -1,6 +1,7 @@
|
||||
function love.load()
|
||||
math.randomseed(os.time())
|
||||
highscores = {}
|
||||
require "load.rpc"
|
||||
require "load.graphics"
|
||||
require "load.fonts"
|
||||
require "load.sounds"
|
||||
@@ -8,17 +9,61 @@ function love.load()
|
||||
require "load.save"
|
||||
loadSave()
|
||||
require "scene"
|
||||
config["side_next"] = false
|
||||
config["reverse_rotate"] = true
|
||||
--config["side_next"] = false
|
||||
--config["reverse_rotate"] = true
|
||||
config["fullscreen"] = false
|
||||
|
||||
love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
|
||||
|
||||
if not config.das then config.das = 10 end
|
||||
if not config.arr then config.arr = 2 end
|
||||
if not config.sfx_volume then config.sfx_volume = 0.5 end
|
||||
if not config.bgm_volume then config.bgm_volume = 0.5 end
|
||||
|
||||
if config.secret == nil then config.secret = false
|
||||
elseif config.secret == true then playSE("welcome") end
|
||||
|
||||
if not config.gamesettings then
|
||||
config.gamesettings = {}
|
||||
config["das_last_key"] = false
|
||||
else
|
||||
config["das_last_key"] = config.gamesettings.das_last_key == 2
|
||||
end
|
||||
for _, option in ipairs(GameConfigScene.options) do
|
||||
if not config.gamesettings[option[1]] then
|
||||
config.gamesettings[option[1]] = 1
|
||||
end
|
||||
end
|
||||
|
||||
if not config.input then
|
||||
config.input = {}
|
||||
scene = InputConfigScene()
|
||||
else
|
||||
if config.current_mode then current_mode = config.current_mode end
|
||||
if config.current_ruleset then current_ruleset = config.current_ruleset end
|
||||
scene = TitleScene()
|
||||
end
|
||||
|
||||
game_modes = {}
|
||||
mode_list = love.filesystem.getDirectoryItems("tetris/modes")
|
||||
for i=1,#mode_list do
|
||||
if(mode_list[i] ~= "gamemode.lua" and mode_list[i] ~= "unrefactored_modes") then
|
||||
game_modes[#game_modes+1] = require ("tetris.modes."..string.sub(mode_list[i],1,-5))
|
||||
end
|
||||
end
|
||||
rulesets = {}
|
||||
rule_list = love.filesystem.getDirectoryItems("tetris/rulesets")
|
||||
for i=1,#rule_list do
|
||||
if(rule_list[i] ~= "ruleset.lua" and rule_list[i] ~= "unrefactored_rulesets") then
|
||||
rulesets[#rulesets+1] = require ("tetris.rulesets."..string.sub(rule_list[i],1,-5))
|
||||
end
|
||||
end
|
||||
--sort mode/rule lists
|
||||
local function padnum(d) return ("%03d%s"):format(#d, d) end
|
||||
table.sort(game_modes, function(a,b)
|
||||
return tostring(a.name):gsub("%d+",padnum) < tostring(b.name):gsub("%d+",padnum) end)
|
||||
table.sort(rulesets, function(a,b)
|
||||
return tostring(a.name):gsub("%d+",padnum) < tostring(b.name):gsub("%d+",padnum) end)
|
||||
|
||||
end
|
||||
|
||||
local TARGET_FPS = 60
|
||||
@@ -61,29 +106,147 @@ end
|
||||
|
||||
function love.draw()
|
||||
love.graphics.push()
|
||||
if love.window.getFullscreen() then
|
||||
-- get offset matrix
|
||||
love.graphics.setDefaultFilter("linear", "nearest")
|
||||
local width = love.graphics.getWidth()
|
||||
local height = love.graphics.getHeight()
|
||||
local scale_factor = math.min(width / 640, height / 480)
|
||||
love.graphics.translate(
|
||||
(width - scale_factor * 640) / 2,
|
||||
(height - scale_factor * 480) / 2
|
||||
)
|
||||
love.graphics.scale(scale_factor)
|
||||
end
|
||||
|
||||
-- get offset matrix
|
||||
love.graphics.setDefaultFilter("linear", "nearest")
|
||||
local width = love.graphics.getWidth()
|
||||
local height = love.graphics.getHeight()
|
||||
local scale_factor = math.min(width / 640, height / 480)
|
||||
love.graphics.translate(
|
||||
(width - scale_factor * 640) / 2,
|
||||
(height - scale_factor * 480) / 2
|
||||
)
|
||||
love.graphics.scale(scale_factor)
|
||||
|
||||
scene:render()
|
||||
love.graphics.pop()
|
||||
end
|
||||
|
||||
function love.keypressed(key, scancode, isrepeat)
|
||||
function love.keypressed(key, scancode)
|
||||
-- global hotkeys
|
||||
if scancode == "f4" then
|
||||
config["fullscreen"] = not config["fullscreen"]
|
||||
love.window.setFullscreen(config["fullscreen"])
|
||||
elseif scancode == "f2" and scene.title ~= "Input Config" and scene.title ~= "Game" then
|
||||
scene = InputConfigScene()
|
||||
-- secret sound playing :eyes:
|
||||
elseif scancode == "f8" and scene.title == "Title" then
|
||||
config.secret = not config.secret
|
||||
saveConfig()
|
||||
scene.restart_message = true
|
||||
if config.secret then playSE("mode_decide")
|
||||
else playSE("erase") end
|
||||
-- function keys are reserved
|
||||
elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
|
||||
return
|
||||
-- escape is reserved for menu_back
|
||||
elseif scancode == "escape" then
|
||||
scene:onInputPress({input="menu_back", type="key", key=key, scancode=scancode})
|
||||
-- pass any other key to the scene, with its configured mapping
|
||||
else
|
||||
scene:onKeyPress({key=key, scancode=scancode, isRepeat=isrepeat})
|
||||
local input_pressed = nil
|
||||
if config.input and config.input.keys then
|
||||
input_pressed = config.input.keys[scancode]
|
||||
end
|
||||
scene:onInputPress({input=input_pressed, type="key", key=key, scancode=scancode})
|
||||
end
|
||||
end
|
||||
|
||||
function love.keyreleased(key, scancode)
|
||||
-- escape is reserved for menu_back
|
||||
if scancode == "escape" then
|
||||
scene:onInputRelease({input="menu_back", type="key", key=key, scancode=scancode})
|
||||
-- function keys are reserved
|
||||
elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
|
||||
return
|
||||
-- handle all other keys; tab is reserved, but the input config scene keeps it from getting configured as a game input, so pass tab to the scene here
|
||||
else
|
||||
local input_released = nil
|
||||
if config.input and config.input.keys then
|
||||
input_released = config.input.keys[scancode]
|
||||
end
|
||||
scene:onInputRelease({input=input_released, type="key", key=key, scancode=scancode})
|
||||
end
|
||||
end
|
||||
|
||||
function love.joystickpressed(joystick, button)
|
||||
local input_pressed = nil
|
||||
if
|
||||
config.input and
|
||||
config.input.joysticks and
|
||||
config.input.joysticks[joystick:getName()] and
|
||||
config.input.joysticks[joystick:getName()].buttons
|
||||
then
|
||||
input_pressed = config.input.joysticks[joystick:getName()].buttons[button]
|
||||
end
|
||||
scene:onInputPress({input=input_pressed, type="joybutton", name=joystick:getName(), button=button})
|
||||
end
|
||||
|
||||
function love.joystickreleased(joystick, button)
|
||||
local input_released = nil
|
||||
if
|
||||
config.input and
|
||||
config.input.joysticks and
|
||||
config.input.joysticks[joystick:getName()] and
|
||||
config.input.joysticks[joystick:getName()].buttons
|
||||
then
|
||||
input_released = config.input.joysticks[joystick:getName()].buttons[button]
|
||||
end
|
||||
scene:onInputRelease({input=input_released, type="joybutton", name=joystick:getName(), button=button})
|
||||
end
|
||||
|
||||
function love.joystickaxis(joystick, axis, value)
|
||||
local input_pressed = nil
|
||||
local positive_released = nil
|
||||
local negative_released = nil
|
||||
if
|
||||
config.input and
|
||||
config.input.joysticks and
|
||||
config.input.joysticks[joystick:getName()] and
|
||||
config.input.joysticks[joystick:getName()].axes and
|
||||
config.input.joysticks[joystick:getName()].axes[axis]
|
||||
then
|
||||
if math.abs(value) >= 0.5 then
|
||||
input_pressed = config.input.joysticks[joystick:getName()].axes[axis][value >= 0.5 and "positive" or "negative"]
|
||||
end
|
||||
positive_released = config.input.joysticks[joystick:getName()].axes[axis].positive
|
||||
negative_released = config.input.joysticks[joystick:getName()].axes[axis].negative
|
||||
end
|
||||
if math.abs(value) >= 0.5 then
|
||||
scene:onInputPress({input=input_pressed, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
|
||||
else
|
||||
scene:onInputRelease({input=positive_released, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
|
||||
scene:onInputRelease({input=negative_released, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
|
||||
end
|
||||
end
|
||||
|
||||
function love.joystickhat(joystick, hat, direction)
|
||||
local input_pressed = nil
|
||||
local has_hat = false
|
||||
if
|
||||
config.input and
|
||||
config.input.joysticks and
|
||||
config.input.joysticks[joystick:getName()] and
|
||||
config.input.joysticks[joystick:getName()].hats and
|
||||
config.input.joysticks[joystick:getName()].hats[hat]
|
||||
then
|
||||
if direction ~= "c" then
|
||||
input_pressed = config.input.joysticks[joystick:getName()].hats[hat][direction]
|
||||
end
|
||||
has_hat = true
|
||||
end
|
||||
if input_pressed then
|
||||
scene:onInputPress({input=input_pressed, type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
|
||||
elseif has_hat then
|
||||
for i, direction in ipairs{"d", "l", "ld", "lu", "r", "rd", "ru", "u"} do
|
||||
scene:onInputRelease({input=config.input.joysticks[joystick:getName()].hats[hat][direction], type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
|
||||
end
|
||||
elseif direction ~= "c" then
|
||||
scene:onInputPress({input=nil, type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
|
||||
else
|
||||
for i, direction in ipairs{"d", "l", "ld", "lu", "r", "rd", "ru", "u"} do
|
||||
scene:onInputRelease({input=nil, type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
2
package.bat
Normal file
@@ -0,0 +1,2 @@
|
||||
tar -a -c -f cambridge.zip libs/binser.lua libs/classic.lua libs/discordRPC.lua load res scene tetris conf.lua main.lua scene.lua funcs.lua
|
||||
rename cambridge.zip cambridge.love
|
||||
4
release
@@ -4,6 +4,6 @@ mkdir dist/windows
|
||||
mkdir dist/win32
|
||||
cp cambridge.love dist/
|
||||
cat dist/windows/love.exe cambridge.love > dist/windows/cambridge.exe
|
||||
zip dist/cambridge-windows.zip dist/windows/* SOURCES.md LICENSE
|
||||
zip dist/cambridge-windows.zip dist/windows/* SOURCES.md LICENSE.md
|
||||
cat dist/win32/love.exe cambridge.love > dist/win32/cambridge.exe
|
||||
zip dist/cambridge-win32.zip dist/win32/* SOURCES.md LICENSE
|
||||
zip dist/cambridge-win32.zip dist/win32/* SOURCES.md LICENSE.md
|
||||
|
||||
26
release.bat
Normal file
@@ -0,0 +1,26 @@
|
||||
call package.bat
|
||||
|
||||
mkdir dist
|
||||
mkdir dist\windows
|
||||
mkdir dist\windows\libs
|
||||
mkdir dist\win32
|
||||
mkdir dist\win32\libs
|
||||
|
||||
copy /b dist\windows\love.exe+cambridge.love dist\windows\cambridge.exe
|
||||
copy /b dist\win32\love.exe+cambridge.love dist\win32\cambridge.exe
|
||||
|
||||
copy libs\discord-rpc.dll dist\windows\libs
|
||||
copy libs\discord-rpc.dll dist\win32\libs
|
||||
|
||||
copy SOURCES.md dist\windows
|
||||
copy LICENSE.md dist\windows
|
||||
copy SOURCES.md dist\win32
|
||||
copy LICENSE.md dist\win32
|
||||
|
||||
cd dist\windows
|
||||
tar -a -c -f ..\cambridge-windows.zip cambridge.exe *.dll libs *.md
|
||||
cd ..\..
|
||||
|
||||
cd dist\win32
|
||||
tar -a -c -f ..\cambridge-win32.zip cambridge.exe *.dll libs *.md
|
||||
cd ..\..
|
||||
0
res/backgrounds/0-quantum-foam.png → res/backgrounds/0.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2.4 MiB After Width: | Height: | Size: 2.4 MiB |
0
res/backgrounds/100-big-bang.png → res/backgrounds/100.png
Executable file → Normal file
|
Before Width: | Height: | Size: 1.4 MiB After Width: | Height: | Size: 1.4 MiB |
0
res/backgrounds/1000-vikings.png → res/backgrounds/1000.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2.0 MiB After Width: | Height: | Size: 2.0 MiB |
0
res/backgrounds/1100-crusades.png → res/backgrounds/1100.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2.9 MiB After Width: | Height: | Size: 2.9 MiB |
0
res/backgrounds/1200-genghis-khan.png → res/backgrounds/1200.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2.1 MiB After Width: | Height: | Size: 2.1 MiB |
0
res/backgrounds/1300-black-death.png → res/backgrounds/1300.png
Executable file → Normal file
|
Before Width: | Height: | Size: 1.4 MiB After Width: | Height: | Size: 1.4 MiB |
0
res/backgrounds/1400-columbus-discovery.png → res/backgrounds/1400.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2.6 MiB After Width: | Height: | Size: 2.6 MiB |
0
res/backgrounds/1500-aztecas.png → res/backgrounds/1500.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2.1 MiB After Width: | Height: | Size: 2.1 MiB |
0
res/backgrounds/1600-telescope.png → res/backgrounds/1600.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2.1 MiB After Width: | Height: | Size: 2.1 MiB |
0
res/backgrounds/1700-american-revolution.png → res/backgrounds/1700.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2.1 MiB After Width: | Height: | Size: 2.1 MiB |
0
res/backgrounds/1800-railways.png → res/backgrounds/1800.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2.4 MiB After Width: | Height: | Size: 2.4 MiB |
0
res/backgrounds/1900-world-wide-web.png → res/backgrounds/1900.png
Executable file → Normal file
|
Before Width: | Height: | Size: 1.9 MiB After Width: | Height: | Size: 1.9 MiB |
0
res/backgrounds/200-spiral-galaxy.png → res/backgrounds/200.png
Executable file → Normal file
|
Before Width: | Height: | Size: 1.6 MiB After Width: | Height: | Size: 1.6 MiB |
0
res/backgrounds/300-sun-and-dust.png → res/backgrounds/300.png
Executable file → Normal file
|
Before Width: | Height: | Size: 1.7 MiB After Width: | Height: | Size: 1.7 MiB |
0
res/backgrounds/400-earth-and-moon.png → res/backgrounds/400.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2.0 MiB After Width: | Height: | Size: 2.0 MiB |
0
res/backgrounds/500-cambrian-explosion.png → res/backgrounds/500.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2.1 MiB After Width: | Height: | Size: 2.1 MiB |
0
res/backgrounds/600-dinosaurs.png → res/backgrounds/600.png
Executable file → Normal file
|
Before Width: | Height: | Size: 3.1 MiB After Width: | Height: | Size: 3.1 MiB |
0
res/backgrounds/700-asteroid.png → res/backgrounds/700.png
Executable file → Normal file
|
Before Width: | Height: | Size: 1.2 MiB After Width: | Height: | Size: 1.2 MiB |
0
res/backgrounds/800-human-fire.png → res/backgrounds/800.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2.7 MiB After Width: | Height: | Size: 2.7 MiB |
0
res/backgrounds/900-early-civilization.png → res/backgrounds/900.png
Executable file → Normal file
|
Before Width: | Height: | Size: 3.6 MiB After Width: | Height: | Size: 3.6 MiB |
BIN
res/backgrounds/options-game.png
Normal file
|
After Width: | Height: | Size: 2.9 MiB |
BIN
res/backgrounds/options-input.png
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
res/backgrounds/title.png
Normal file
|
After Width: | Height: | Size: 1.3 MiB |
|
Before Width: | Height: | Size: 1.6 MiB |
BIN
res/img/bonew.png
Normal file
|
After Width: | Height: | Size: 229 B |
BIN
res/img/s8.png
Normal file
|
After Width: | Height: | Size: 233 B |
BIN
res/se/cursor.wav
Normal file
BIN
res/se/cursor_lr.wav
Normal file
BIN
res/se/erase.wav
Normal file
BIN
res/se/fall.wav
Normal file
BIN
res/se/go.wav
Normal file
BIN
res/se/hold.wav
Normal file
BIN
res/se/ihs.wav
Normal file
BIN
res/se/irs.wav
Normal file
BIN
res/se/lock.wav
Normal file
BIN
res/se/main_decide.wav
Normal file
BIN
res/se/mode_decide.wav
Normal file
BIN
res/se/ready.wav
Normal file
BIN
res/se/welcomeToCambridge.wav
Normal file
@@ -5,10 +5,15 @@ Scene = Object:extend()
|
||||
function Scene:new() end
|
||||
function Scene:update() end
|
||||
function Scene:render() end
|
||||
function Scene:onKeyPress() end
|
||||
function Scene:onInputPress() end
|
||||
function Scene:onInputRelease() end
|
||||
|
||||
ExitScene = require "scene.exit"
|
||||
GameScene = require "scene.game"
|
||||
ModeSelectScene = require "scene.mode_select"
|
||||
InputConfigScene = require "scene.input_config"
|
||||
ConfigScene = require "scene.config"
|
||||
GameConfigScene = require "scene.game_config"
|
||||
TuningScene = require "scene.tuning"
|
||||
SettingsScene = require "scene.settings"
|
||||
CreditsScene = require "scene.credits"
|
||||
TitleScene = require "scene.title"
|
||||
|
||||
@@ -17,7 +17,7 @@ function ConfigScene:changeOption(rel)
|
||||
self.main_menu_state = (self.main_menu_state + len + rel - 1) % len + 1
|
||||
end
|
||||
|
||||
function ConfigScene:onKeyPress(e)
|
||||
function ConfigScene:onInputPress(e)
|
||||
end
|
||||
|
||||
return ConfigScene
|
||||
|
||||
57
scene/credits.lua
Normal file
@@ -0,0 +1,57 @@
|
||||
local CreditsScene = Scene:extend()
|
||||
|
||||
CreditsScene.title = "Credits"
|
||||
|
||||
function CreditsScene:new()
|
||||
self.frames = 0
|
||||
end
|
||||
|
||||
function CreditsScene:update()
|
||||
self.frames = self.frames + 1
|
||||
if self.frames >= 2200 then
|
||||
playSE("mode_decide")
|
||||
scene = TitleScene()
|
||||
end
|
||||
end
|
||||
|
||||
function CreditsScene:render()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(
|
||||
backgrounds[19],
|
||||
0, 0, 0,
|
||||
0.5, 0.5
|
||||
)
|
||||
|
||||
love.graphics.setFont(font_3x5_4)
|
||||
love.graphics.print("Cambridge Credits", 320, 500 - self.frames)
|
||||
love.graphics.print("THANK YOU\nFOR PLAYING!", 320, math.max(1500 - self.frames, 240))
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.print("Game Developers", 320, 550 - self.frames)
|
||||
love.graphics.print("Project Heads", 320, 640 - self.frames)
|
||||
love.graphics.print("Other Game Developers", 320, 730 - self.frames)
|
||||
love.graphics.print("Special Thanks", 320, 900 - self.frames)
|
||||
love.graphics.print("- SashLilac / SpinTriple", 320, math.max(2000 - self.frames, 320))
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
love.graphics.print("Oshisaure\nJoe Zeng", 320, 590 - self.frames)
|
||||
love.graphics.print("Mizu\nHailey", 320, 680 - self.frames)
|
||||
love.graphics.print("Axel Fox - Multimino\nMine - Tetra Online\nDr Ocelot - Tetra Legends\nFelicity / nightmareci - Shiromino\n2Tie - TGMsim\nPhoenix Flare - Master of Blocks", 320, 770 - self.frames)
|
||||
love.graphics.print(
|
||||
"RocketLanterns\nCylinderKnot\nHammrTime\nKirby703\nMattMayuga\nMyPasswordIsWeak\n" ..
|
||||
"Nikki Karissa\noffwo\nsinefuse\nTetro48\nTimmSkiller\nuser74003\nAgentBasey\n" ..
|
||||
"CheeZed_Fish\neightsixfivezero\nEricICX\ngizmo4487\nM1ssing0\nMarkGamed7794\n" ..
|
||||
"pokemonfan1937\nSimon\nstratus\nZaptorZap\nThe Absolute PLUS Discord\nTetra Legends Discord\n" ..
|
||||
"Tetra Online Discord\nMultimino Discord\nCambridge Discord\nAnd to you, the player!",
|
||||
320, 940 - self.frames
|
||||
)
|
||||
end
|
||||
|
||||
function CreditsScene:onInputPress(e)
|
||||
if e.input == "menu_decide" or e.scancode == "return" or
|
||||
e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
|
||||
scene = TitleScene()
|
||||
end
|
||||
end
|
||||
|
||||
return CreditsScene
|
||||
23
scene/exit.lua
Normal file
@@ -0,0 +1,23 @@
|
||||
local ExitScene = Scene:extend()
|
||||
require 'load.save'
|
||||
|
||||
ExitScene.title = "Exit Game"
|
||||
|
||||
function ExitScene:new()
|
||||
end
|
||||
|
||||
function ExitScene:update()
|
||||
love.event.quit()
|
||||
end
|
||||
|
||||
function ExitScene:render()
|
||||
end
|
||||
|
||||
function ExitScene:changeOption(rel)
|
||||
end
|
||||
|
||||
function ExitScene:onInputPress(e)
|
||||
end
|
||||
|
||||
return ExitScene
|
||||
|
||||
@@ -1,26 +1,41 @@
|
||||
local GameScene = Scene:extend()
|
||||
|
||||
GameScene.title = "Game"
|
||||
|
||||
require 'load.save'
|
||||
|
||||
function GameScene:new(game_mode, ruleset)
|
||||
self.retry_mode = game_mode
|
||||
self.retry_ruleset = ruleset
|
||||
self.game = game_mode()
|
||||
self.ruleset = ruleset()
|
||||
self.game:initialize(self.ruleset)
|
||||
self.inputs = {
|
||||
left=false,
|
||||
right=false,
|
||||
up=false,
|
||||
down=false,
|
||||
rotate_left=false,
|
||||
rotate_left2=false,
|
||||
rotate_right=false,
|
||||
rotate_right2=false,
|
||||
rotate_180=false,
|
||||
hold=false,
|
||||
}
|
||||
self.paused = false
|
||||
DiscordRPC:update({
|
||||
details = self.game.rpc_details,
|
||||
state = self.game.name,
|
||||
})
|
||||
end
|
||||
|
||||
function GameScene:update()
|
||||
if love.window.hasFocus() then
|
||||
self.game:update({
|
||||
left = love.keyboard.isScancodeDown(config.input.left),
|
||||
right = love.keyboard.isScancodeDown(config.input.right),
|
||||
up = love.keyboard.isScancodeDown(config.input.up),
|
||||
down = love.keyboard.isScancodeDown(config.input.down),
|
||||
rotate_left = love.keyboard.isScancodeDown(config.input.rotate_left),
|
||||
rotate_left2 = love.keyboard.isScancodeDown(config.input.rotate_left2),
|
||||
rotate_right = love.keyboard.isScancodeDown(config.input.rotate_right),
|
||||
rotate_right2 = love.keyboard.isScancodeDown(config.input.rotate_right2),
|
||||
rotate_180 = love.keyboard.isScancodeDown(config.input.rotate_180),
|
||||
hold = love.keyboard.isScancodeDown(config.input.hold),
|
||||
}, self.ruleset)
|
||||
if love.window.hasFocus() and not self.paused then
|
||||
local inputs = {}
|
||||
for input, value in pairs(self.inputs) do
|
||||
inputs[input] = value
|
||||
end
|
||||
self.game:update(inputs, self.ruleset)
|
||||
end
|
||||
|
||||
self.game.grid:update()
|
||||
@@ -45,6 +60,7 @@ function GameScene:render()
|
||||
self.game:drawScoringInfo()
|
||||
|
||||
-- ready/go graphics
|
||||
|
||||
if self.game.ready_frames <= 100 and self.game.ready_frames > 52 then
|
||||
love.graphics.draw(misc_graphics["ready"], 144 - 50, 240 - 14)
|
||||
elseif self.game.ready_frames <= 50 and self.game.ready_frames > 2 then
|
||||
@@ -53,15 +69,37 @@ function GameScene:render()
|
||||
|
||||
self.game:drawCustom()
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
if config.gamesettings.display_gamemode == 1 then
|
||||
love.graphics.printf(self.game.name .. " - " .. self.ruleset.name, 0, 460, 640, "left")
|
||||
end
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
if self.paused then love.graphics.print("PAUSED!", 80, 100) end
|
||||
end
|
||||
|
||||
function GameScene:onKeyPress(e)
|
||||
if (self.game.completed) and
|
||||
e.scancode == "return" and e.isRepeat == false then
|
||||
function GameScene:onInputPress(e)
|
||||
if self.game.completed and (e.input == "menu_decide" or e.input == "menu_back" or e.input == "retry") then
|
||||
highscore_entry = self.game:getHighscoreData()
|
||||
highscore_hash = self.game.hash .. "-" .. self.ruleset.hash
|
||||
submitHighscore(highscore_hash, highscore_entry)
|
||||
scene = e.input == "retry" and GameScene(self.retry_mode, self.retry_ruleset) or ModeSelectScene()
|
||||
elseif e.input == "retry" then
|
||||
scene = GameScene(self.retry_mode, self.retry_ruleset)
|
||||
elseif e.input == "pause" and not (self.game.game_over or self.game.completed) then
|
||||
if not self.paused then pauseBGM()
|
||||
else resumeBGM() end
|
||||
self.paused = not self.paused
|
||||
elseif e.input == "menu_back" then
|
||||
scene = ModeSelectScene()
|
||||
elseif e.input and string.sub(e.input, 1, 5) ~= "menu_" then
|
||||
self.inputs[e.input] = true
|
||||
end
|
||||
end
|
||||
|
||||
function GameScene:onInputRelease(e)
|
||||
if e.input and string.sub(e.input, 1, 5) ~= "menu_" then
|
||||
self.inputs[e.input] = false
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
99
scene/game_config.lua
Normal file
@@ -0,0 +1,99 @@
|
||||
local ConfigScene = Scene:extend()
|
||||
|
||||
ConfigScene.title = "Game Settings"
|
||||
|
||||
require 'load.save'
|
||||
require 'libs.simple-slider'
|
||||
|
||||
ConfigScene.options = {
|
||||
-- this serves as reference to what the options' values mean i guess?
|
||||
{"manlock", "Manual Locking",{"Per ruleset","Per gamemode","Harddrop", "Softdrop"}},
|
||||
{"piece_colour", "Piece Colours", {"Per ruleset","Arika" ,"TTC"}},
|
||||
{"world_reverse","A Button Rotation", {"Left" ,"Auto" ,"Right"}},
|
||||
{"display_gamemode", "Display Gamemode", {"On", "Off"}},
|
||||
{"das_last_key", "DAS Switch", {"Default", "Instant"}},
|
||||
{"smooth_movement", "Smooth Piece Drop", {"On", "Off"}},
|
||||
{"synchroes_allowed", "Synchroes", {"Per ruleset", "On", "Off"}},
|
||||
{"diagonal_input", "Diagonal Input", {"On", "Off"}}
|
||||
}
|
||||
local optioncount = #ConfigScene.options
|
||||
|
||||
function ConfigScene:new()
|
||||
-- load current config
|
||||
self.config = config.input
|
||||
self.highlight = 1
|
||||
|
||||
DiscordRPC:update({
|
||||
details = "In menus",
|
||||
state = "Changing game settings",
|
||||
})
|
||||
|
||||
self.sfxSlider = newSlider(165, 375, 225, config.sfx_volume * 100, 0, 100, function(v) config.sfx_volume = v / 100 end, {width=20})
|
||||
self.bgmSlider = newSlider(465, 375, 225, config.bgm_volume * 100, 0, 100, function(v) config.bgm_volume = v / 100 end, {width=20})
|
||||
end
|
||||
|
||||
function ConfigScene:update()
|
||||
config["das_last_key"] = config.gamesettings.das_last_key == 2
|
||||
self.sfxSlider:update()
|
||||
self.bgmSlider:update()
|
||||
end
|
||||
|
||||
function ConfigScene:render()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(
|
||||
backgrounds["game_config"],
|
||||
0, 0, 0,
|
||||
0.5, 0.5
|
||||
)
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.print("SFX Volume: " .. math.floor(self.sfxSlider:getValue()) .. "%", 75, 325)
|
||||
love.graphics.print("BGM Volume: " .. math.floor(self.bgmSlider:getValue()) .. "%", 375, 325)
|
||||
|
||||
love.graphics.setFont(font_3x5_4)
|
||||
love.graphics.print("GAME SETTINGS", 80, 40)
|
||||
|
||||
love.graphics.setColor(1, 1, 1, 0.5)
|
||||
love.graphics.rectangle("fill", 20, 98 + self.highlight * 20, 170, 22)
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
for i, option in ipairs(ConfigScene.options) do
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.printf(option[2], 40, 100 + i * 20, 150, "left")
|
||||
for j, setting in ipairs(option[3]) do
|
||||
love.graphics.setColor(1, 1, 1, config.gamesettings[option[1]] == j and 1 or 0.5)
|
||||
love.graphics.printf(setting, 100 + 110 * j, 100 + i * 20, 100, "center")
|
||||
end
|
||||
end
|
||||
|
||||
love.graphics.setColor(1, 1, 1, 0.75)
|
||||
self.sfxSlider:draw()
|
||||
self.bgmSlider:draw()
|
||||
end
|
||||
|
||||
function ConfigScene:onInputPress(e)
|
||||
if e.input == "menu_decide" or e.scancode == "return" then
|
||||
playSE("mode_decide")
|
||||
saveConfig()
|
||||
scene = SettingsScene()
|
||||
elseif e.input == "up" or e.scancode == "up" then
|
||||
playSE("cursor")
|
||||
self.highlight = Mod1(self.highlight-1, optioncount)
|
||||
elseif e.input == "down" or e.scancode == "down" then
|
||||
playSE("cursor")
|
||||
self.highlight = Mod1(self.highlight+1, optioncount)
|
||||
elseif e.input == "left" or e.scancode == "left" then
|
||||
playSE("cursor_lr")
|
||||
local option = ConfigScene.options[self.highlight]
|
||||
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]-1, #option[3])
|
||||
elseif e.input == "right" or e.scancode == "right" then
|
||||
playSE("cursor_lr")
|
||||
local option = ConfigScene.options[self.highlight]
|
||||
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]+1, #option[3])
|
||||
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
|
||||
loadSave()
|
||||
scene = SettingsScene()
|
||||
end
|
||||
end
|
||||
|
||||
return ConfigScene
|
||||
@@ -5,57 +5,158 @@ ConfigScene.title = "Input Config"
|
||||
require 'load.save'
|
||||
|
||||
local configurable_inputs = {
|
||||
"menu_decide",
|
||||
"menu_back",
|
||||
"left",
|
||||
"right",
|
||||
"up",
|
||||
"down",
|
||||
"right",
|
||||
"up",
|
||||
"down",
|
||||
"rotate_left",
|
||||
"rotate_left2",
|
||||
"rotate_right",
|
||||
"rotate_right2",
|
||||
"rotate_180",
|
||||
"hold",
|
||||
"rotate_right",
|
||||
"rotate_right2",
|
||||
"rotate_180",
|
||||
"hold",
|
||||
"retry",
|
||||
"pause",
|
||||
}
|
||||
|
||||
local function newSetInputs()
|
||||
local set_inputs = {}
|
||||
for i, input in ipairs(configurable_inputs) do
|
||||
set_inputs[input] = false
|
||||
end
|
||||
return set_inputs
|
||||
end
|
||||
|
||||
function ConfigScene:new()
|
||||
-- load current config
|
||||
self.config = config.input
|
||||
self.input_state = 1
|
||||
self.set_inputs = newSetInputs()
|
||||
self.new_input = {}
|
||||
self.axis_timer = 0
|
||||
|
||||
DiscordRPC:update({
|
||||
details = "In menus",
|
||||
state = "Changing input config",
|
||||
})
|
||||
end
|
||||
|
||||
function ConfigScene:update()
|
||||
end
|
||||
|
||||
function ConfigScene:render()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(
|
||||
backgrounds["input_config"],
|
||||
0, 0, 0,
|
||||
0.5, 0.5
|
||||
)
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
for i, input in pairs(configurable_inputs) do
|
||||
if config.input[input] then
|
||||
love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
|
||||
love.graphics.printf(
|
||||
love.keyboard.getKeyFromScancode(config.input[input]) .. " (" .. config.input[input] .. ")",
|
||||
240, 50 + i * 20, 200, "left"
|
||||
)
|
||||
for i, input in ipairs(configurable_inputs) do
|
||||
love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
|
||||
if self.set_inputs[input] then
|
||||
love.graphics.printf(self.set_inputs[input], 240, 50 + i * 20, 300, "left")
|
||||
end
|
||||
end
|
||||
if self.input_state > table.getn(configurable_inputs) then
|
||||
love.graphics.print("press enter to confirm, delete to retry")
|
||||
love.graphics.print("press enter to confirm, delete/backspace to retry" .. (config.input and ", escape to cancel" or ""))
|
||||
else
|
||||
love.graphics.print("press key for " .. configurable_inputs[self.input_state])
|
||||
love.graphics.print("press key or joystick input for " .. configurable_inputs[self.input_state] .. ", tab to skip" .. (config.input and ", escape to cancel" or ""), 0, 0)
|
||||
love.graphics.print("function keys (F1, F2, etc.), escape, and tab can't be changed", 0, 20)
|
||||
end
|
||||
|
||||
self.axis_timer = self.axis_timer + 1
|
||||
end
|
||||
|
||||
local function addJoystick(input, name)
|
||||
if not input.joysticks then
|
||||
input.joysticks = {}
|
||||
end
|
||||
if not input.joysticks[name] then
|
||||
input.joysticks[name] = {}
|
||||
end
|
||||
end
|
||||
|
||||
function ConfigScene:onKeyPress(e)
|
||||
if self.input_state > table.getn(configurable_inputs) then
|
||||
if e.scancode == "return" then
|
||||
-- save, then load next scene
|
||||
saveConfig()
|
||||
scene = TitleScene()
|
||||
elseif e.scancode == "delete" or e.scancode == "backspace" then
|
||||
self.input_state = 1
|
||||
function ConfigScene:onInputPress(e)
|
||||
if e.type == "key" then
|
||||
-- function keys, escape, and tab are reserved and can't be remapped
|
||||
if e.scancode == "escape" and config.input then
|
||||
-- cancel only if there was an input config already
|
||||
scene = SettingsScene()
|
||||
elseif self.input_state > table.getn(configurable_inputs) then
|
||||
if e.scancode == "return" then
|
||||
-- save new input, then load next scene
|
||||
config.input = self.new_input
|
||||
saveConfig()
|
||||
scene = TitleScene()
|
||||
elseif e.scancode == "delete" or e.scancode == "backspace" then
|
||||
-- retry
|
||||
self.input_state = 1
|
||||
self.set_inputs = newSetInputs()
|
||||
self.new_input = {}
|
||||
end
|
||||
elseif e.scancode == "tab" then
|
||||
self.set_inputs[configurable_inputs[self.input_state]] = "skipped"
|
||||
self.input_state = self.input_state + 1
|
||||
elseif e.scancode ~= "escape" then
|
||||
-- all other keys can be configured
|
||||
if not self.new_input.keys then
|
||||
self.new_input.keys = {}
|
||||
end
|
||||
self.set_inputs[configurable_inputs[self.input_state]] = "key " .. love.keyboard.getKeyFromScancode(e.scancode) .. " (" .. e.scancode .. ")"
|
||||
self.new_input.keys[e.scancode] = configurable_inputs[self.input_state]
|
||||
self.input_state = self.input_state + 1
|
||||
end
|
||||
elseif string.sub(e.type, 1, 3) == "joy" then
|
||||
if self.input_state <= table.getn(configurable_inputs) then
|
||||
if e.type == "joybutton" then
|
||||
addJoystick(self.new_input, e.name)
|
||||
if not self.new_input.joysticks[e.name].buttons then
|
||||
self.new_input.joysticks[e.name].buttons = {}
|
||||
end
|
||||
self.set_inputs[configurable_inputs[self.input_state]] =
|
||||
"jbtn " ..
|
||||
e.button ..
|
||||
" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
|
||||
self.new_input.joysticks[e.name].buttons[e.button] = configurable_inputs[self.input_state]
|
||||
self.input_state = self.input_state + 1
|
||||
elseif e.type == "joyaxis" then
|
||||
if (e.axis ~= self.last_axis or self.axis_timer > 30) and math.abs(e.value) >= 1 then
|
||||
addJoystick(self.new_input, e.name)
|
||||
if not self.new_input.joysticks[e.name].axes then
|
||||
self.new_input.joysticks[e.name].axes = {}
|
||||
end
|
||||
if not self.new_input.joysticks[e.name].axes[e.axis] then
|
||||
self.new_input.joysticks[e.name].axes[e.axis] = {}
|
||||
end
|
||||
self.set_inputs[configurable_inputs[self.input_state]] =
|
||||
"jaxis " ..
|
||||
(e.value >= 1 and "+" or "-") .. e.axis ..
|
||||
" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
|
||||
self.new_input.joysticks[e.name].axes[e.axis][e.value >= 1 and "positive" or "negative"] = configurable_inputs[self.input_state]
|
||||
self.input_state = self.input_state + 1
|
||||
self.last_axis = e.axis
|
||||
self.axis_timer = 0
|
||||
end
|
||||
elseif e.type == "joyhat" then
|
||||
if e.direction ~= "c" then
|
||||
addJoystick(self.new_input, e.name)
|
||||
if not self.new_input.joysticks[e.name].hats then
|
||||
self.new_input.joysticks[e.name].hats = {}
|
||||
end
|
||||
if not self.new_input.joysticks[e.name].hats[e.hat] then
|
||||
self.new_input.joysticks[e.name].hats[e.hat] = {}
|
||||
end
|
||||
self.set_inputs[configurable_inputs[self.input_state]] =
|
||||
"jhat " ..
|
||||
e.hat .. " " .. e.direction ..
|
||||
" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
|
||||
self.new_input.joysticks[e.name].hats[e.hat][e.direction] = configurable_inputs[self.input_state]
|
||||
self.input_state = self.input_state + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
config.input[configurable_inputs[self.input_state]] = e.scancode
|
||||
self.input_state = self.input_state + 1
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
68
scene/mode_select.lua
Normal file → Executable file
@@ -5,45 +5,20 @@ ModeSelectScene.title = "Game Start"
|
||||
current_mode = 1
|
||||
current_ruleset = 1
|
||||
|
||||
game_modes = {
|
||||
require 'tetris.modes.marathon_2020',
|
||||
require 'tetris.modes.survival_2020',
|
||||
require 'tetris.modes.demon_mode',
|
||||
require 'tetris.modes.strategy',
|
||||
require 'tetris.modes.interval_training',
|
||||
require 'tetris.modes.pacer_test',
|
||||
require 'tetris.modes.phantom_mania',
|
||||
require 'tetris.modes.phantom_mania2',
|
||||
require 'tetris.modes.phantom_mania_n',
|
||||
require 'tetris.modes.ligne',
|
||||
require 'tetris.modes.marathon_a1',
|
||||
require 'tetris.modes.marathon_a2',
|
||||
require 'tetris.modes.marathon_a3',
|
||||
require 'tetris.modes.survival_a1',
|
||||
require 'tetris.modes.survival_a2',
|
||||
require 'tetris.modes.survival_a3',
|
||||
require 'tetris.modes.marathon_l1',
|
||||
}
|
||||
|
||||
rulesets = {
|
||||
require 'tetris.rulesets.cambridge',
|
||||
require 'tetris.rulesets.arika',
|
||||
require 'tetris.rulesets.arika_ti',
|
||||
require 'tetris.rulesets.standard_exp',
|
||||
--require 'tetris.rulesets.bonkers',
|
||||
--require 'tetris.rulesets.shirase',
|
||||
--require 'tetris.rulesets.super302',
|
||||
}
|
||||
|
||||
function ModeSelectScene:new()
|
||||
self.menu_state = {
|
||||
mode = current_mode,
|
||||
ruleset = current_ruleset,
|
||||
select = "mode",
|
||||
}
|
||||
DiscordRPC:update({
|
||||
details = "In menus",
|
||||
state = "Choosing a mode",
|
||||
})
|
||||
end
|
||||
|
||||
function ModeSelectScene:update()
|
||||
switchBGM(nil) -- experimental
|
||||
end
|
||||
|
||||
function ModeSelectScene:render()
|
||||
@@ -52,49 +27,58 @@ function ModeSelectScene:render()
|
||||
0, 0, 0,
|
||||
0.5, 0.5
|
||||
)
|
||||
|
||||
|
||||
if self.menu_state.select == "mode" then
|
||||
love.graphics.setColor(1, 1, 1, 0.5)
|
||||
elseif self.menu_state.select == "ruleset" then
|
||||
love.graphics.setColor(1, 1, 1, 0.25)
|
||||
end
|
||||
love.graphics.rectangle("fill", 20, 78 + 20 * self.menu_state.mode, 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, 78 + 20 * self.menu_state.ruleset, 200, 22)
|
||||
|
||||
love.graphics.rectangle("fill", 340, 258, 200, 22)
|
||||
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
|
||||
love.graphics.draw(misc_graphics["select_mode"], 20, 40)
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
for idx, mode in pairs(game_modes) do
|
||||
love.graphics.printf(mode.name, 40, 80 + 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
|
||||
love.graphics.printf(ruleset.name, 360, 80 + 20 * idx, 160, "left")
|
||||
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
|
||||
|
||||
function ModeSelectScene:onKeyPress(e)
|
||||
if e.scancode == "return" and e.isRepeat == false then
|
||||
function ModeSelectScene:onInputPress(e)
|
||||
if e.input == "menu_decide" or e.scancode == "return" then
|
||||
current_mode = self.menu_state.mode
|
||||
current_ruleset = self.menu_state.ruleset
|
||||
config.current_mode = current_mode
|
||||
config.current_ruleset = current_ruleset
|
||||
playSE("mode_decide")
|
||||
saveConfig()
|
||||
scene = GameScene(game_modes[self.menu_state.mode], rulesets[self.menu_state.ruleset])
|
||||
elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then
|
||||
elseif e.input == "up" or e.scancode == "up" then
|
||||
self:changeOption(-1)
|
||||
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
|
||||
playSE("cursor")
|
||||
elseif e.input == "down" or e.scancode == "down" then
|
||||
self:changeOption(1)
|
||||
elseif (e.scancode == config.input["left"] or e.scancode == "left") or
|
||||
(e.scancode == config.input["right"] or e.scancode == "right") then
|
||||
playSE("cursor")
|
||||
elseif e.input == "left" or e.input == "right" or e.scancode == "left" or e.scancode == "right" then
|
||||
self:switchSelect()
|
||||
playSE("cursor_lr")
|
||||
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
|
||||
scene = TitleScene()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
65
scene/settings.lua
Normal file
@@ -0,0 +1,65 @@
|
||||
local SettingsScene = Scene:extend()
|
||||
|
||||
SettingsScene.title = "Settings"
|
||||
|
||||
local menu_screens = {
|
||||
InputConfigScene,
|
||||
GameConfigScene,
|
||||
TuningScene
|
||||
}
|
||||
|
||||
function SettingsScene:new()
|
||||
self.menu_state = 1
|
||||
DiscordRPC:update({
|
||||
details = "In menus",
|
||||
state = "Changing settings",
|
||||
})
|
||||
end
|
||||
|
||||
function SettingsScene:update() end
|
||||
|
||||
function SettingsScene:render()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(
|
||||
backgrounds["game_config"],
|
||||
0, 0, 0,
|
||||
0.5, 0.5
|
||||
)
|
||||
|
||||
love.graphics.setFont(font_3x5_4)
|
||||
love.graphics.print("SETTINGS", 80, 40)
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
love.graphics.print("Here, you can change some settings that change\nthe look and feel of the game.", 80, 90)
|
||||
|
||||
love.graphics.setColor(1, 1, 1, 0.5)
|
||||
love.graphics.rectangle("fill", 75, 118 + 50 * self.menu_state, 200, 33)
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
for i, screen in pairs(menu_screens) do
|
||||
love.graphics.printf(screen.title, 80, 120 + 50 * i, 200, "left")
|
||||
end
|
||||
end
|
||||
|
||||
function SettingsScene:changeOption(rel)
|
||||
local len = table.getn(menu_screens)
|
||||
self.menu_state = (self.menu_state + len + rel - 1) % len + 1
|
||||
end
|
||||
|
||||
function SettingsScene:onInputPress(e)
|
||||
if e.input == "menu_decide" or e.scancode == "return" then
|
||||
playSE("main_decide")
|
||||
scene = menu_screens[self.menu_state]()
|
||||
elseif e.input == "up" or e.scancode == "up" then
|
||||
self:changeOption(-1)
|
||||
playSE("cursor")
|
||||
elseif e.input == "down" or e.scancode == "down" then
|
||||
self:changeOption(1)
|
||||
playSE("cursor")
|
||||
elseif e.input == "menu_back" or e.scancode == "backspace" or e.scancode == "delete" then
|
||||
scene = TitleScene()
|
||||
end
|
||||
end
|
||||
|
||||
return SettingsScene
|
||||
@@ -1,12 +1,36 @@
|
||||
local TitleScene = Scene:extend()
|
||||
|
||||
TitleScene.title = "Title"
|
||||
TitleScene.restart_message = false
|
||||
|
||||
local main_menu_screens = {
|
||||
ModeSelectScene,
|
||||
InputConfigScene,
|
||||
SettingsScene,
|
||||
CreditsScene,
|
||||
ExitScene,
|
||||
}
|
||||
|
||||
local mainmenuidle = {
|
||||
"Idle",
|
||||
"On title screen",
|
||||
"On main menu screen",
|
||||
"Twiddling their thumbs",
|
||||
"Admiring the main menu's BG",
|
||||
"Waiting for spring to come",
|
||||
"Actually not playing",
|
||||
"Contemplating collecting stars",
|
||||
"Preparing to put the block!!",
|
||||
"Having a nap",
|
||||
"In menus",
|
||||
"Bottom text",
|
||||
}
|
||||
|
||||
function TitleScene:new()
|
||||
self.main_menu_state = 1
|
||||
DiscordRPC:update({
|
||||
details = "In menus",
|
||||
state = mainmenuidle[math.random(#mainmenuidle)],
|
||||
})
|
||||
end
|
||||
|
||||
function TitleScene:update()
|
||||
@@ -21,6 +45,8 @@ function TitleScene:render()
|
||||
0.5, 0.5
|
||||
)
|
||||
|
||||
love.graphics.print(self.restart_message and "Restart Cambridge..." or "", 0, 0)
|
||||
|
||||
love.graphics.setColor(1, 1, 1, 0.5)
|
||||
love.graphics.rectangle("fill", 20, 278 + 20 * self.main_menu_state, 160, 22)
|
||||
|
||||
@@ -36,13 +62,18 @@ function TitleScene:changeOption(rel)
|
||||
self.main_menu_state = (self.main_menu_state + len + rel - 1) % len + 1
|
||||
end
|
||||
|
||||
function TitleScene:onKeyPress(e)
|
||||
if e.scancode == "return" and e.isRepeat == false then
|
||||
function TitleScene:onInputPress(e)
|
||||
if e.input == "menu_decide" or e.scancode == "return" then
|
||||
playSE("main_decide")
|
||||
scene = main_menu_screens[self.main_menu_state]()
|
||||
elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then
|
||||
elseif e.input == "up" or e.scancode == "up" then
|
||||
self:changeOption(-1)
|
||||
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
|
||||
playSE("cursor")
|
||||
elseif e.input == "down" or e.scancode == "down" then
|
||||
self:changeOption(1)
|
||||
playSE("cursor")
|
||||
elseif e.input == "menu_back" or e.scancode == "backspace" or e.scancode == "delete" then
|
||||
love.event.quit()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
57
scene/tuning.lua
Normal file
@@ -0,0 +1,57 @@
|
||||
local TuningScene = Scene:extend()
|
||||
|
||||
TuningScene.title = "Tuning Settings"
|
||||
|
||||
require 'load.save'
|
||||
require 'libs.simple-slider'
|
||||
|
||||
function TuningScene:new()
|
||||
DiscordRPC:update({
|
||||
details = "In menus",
|
||||
state = "Changing tuning settings",
|
||||
})
|
||||
|
||||
self.dasSlider = newSlider(290, 225, 400, config.das, 0, 20, function(v) config.das = math.floor(v) end, {width=20})
|
||||
self.arrSlider = newSlider(290, 325, 400, config.arr, 0, 6, function(v) config.arr = math.floor(v) end, {width=20})
|
||||
end
|
||||
|
||||
function TuningScene:update()
|
||||
self.dasSlider:update()
|
||||
self.arrSlider:update()
|
||||
end
|
||||
|
||||
function TuningScene:render()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(
|
||||
backgrounds["game_config"],
|
||||
0, 0, 0,
|
||||
0.5, 0.5
|
||||
)
|
||||
|
||||
love.graphics.setFont(font_3x5_4)
|
||||
love.graphics.print("TUNING SETTINGS", 80, 40)
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
love.graphics.print("These settings will only apply to modes\nthat do not use their own tunings.", 80, 90)
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.print("Delayed Auto-Shift (DAS): " .. math.floor(self.dasSlider:getValue()) .. "F", 80, 175)
|
||||
love.graphics.print("Auto-Repeat Rate (ARR): " .. math.floor(self.arrSlider:getValue()) .. "F", 80, 275)
|
||||
|
||||
love.graphics.setColor(1, 1, 1, 0.75)
|
||||
self.dasSlider:draw()
|
||||
self.arrSlider:draw()
|
||||
end
|
||||
|
||||
function TuningScene:onInputPress(e)
|
||||
if e.input == "menu_decide" or e.scancode == "return" then
|
||||
playSE("mode_decide")
|
||||
saveConfig()
|
||||
scene = SettingsScene()
|
||||
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
|
||||
loadSave()
|
||||
scene = SettingsScene()
|
||||
end
|
||||
end
|
||||
|
||||
return TuningScene
|
||||
@@ -3,6 +3,8 @@ local Object = require 'libs.classic'
|
||||
local Grid = Object:extend()
|
||||
|
||||
local empty = { skin = "", colour = "" }
|
||||
local oob = { skin = "", colour = "" }
|
||||
local block = { skin = "2tie", colour = "A" }
|
||||
|
||||
function Grid:new()
|
||||
self.grid = {}
|
||||
@@ -26,8 +28,15 @@ function Grid:clear()
|
||||
end
|
||||
end
|
||||
|
||||
function Grid:getCell(x, y)
|
||||
if x < 1 or x > 10 or y > 24 then return oob
|
||||
elseif y < 1 then return empty
|
||||
else return self.grid[y][x]
|
||||
end
|
||||
end
|
||||
|
||||
function Grid:isOccupied(x, y)
|
||||
return self.grid[y+1][x+1] ~= empty
|
||||
return self:getCell(x+1, y+1) ~= empty
|
||||
end
|
||||
|
||||
function Grid:isRowFull(row)
|
||||
@@ -38,11 +47,32 @@ function Grid:isRowFull(row)
|
||||
end
|
||||
|
||||
function Grid:canPlacePiece(piece)
|
||||
if piece.big then
|
||||
return self:canPlaceBigPiece(piece)
|
||||
end
|
||||
|
||||
local offsets = piece:getBlockOffsets()
|
||||
for index, offset in pairs(offsets) do
|
||||
local x = piece.position.x + offset.x
|
||||
local y = piece.position.y + offset.y
|
||||
if x >= 10 or x < 0 or y >= 24 or y < 0 or self.grid[y+1][x+1] ~= empty then
|
||||
if self:isOccupied(x, y) then
|
||||
return false
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function Grid:canPlaceBigPiece(piece)
|
||||
local offsets = piece:getBlockOffsets()
|
||||
for index, offset in pairs(offsets) do
|
||||
local x = piece.position.x + offset.x
|
||||
local y = piece.position.y + offset.y
|
||||
if (
|
||||
self:isOccupied(x * 2 + 0, y * 2 + 0)
|
||||
or self:isOccupied(x * 2 + 1, y * 2 + 0)
|
||||
or self:isOccupied(x * 2 + 0, y * 2 + 1)
|
||||
or self:isOccupied(x * 2 + 1, y * 2 + 1)
|
||||
) then
|
||||
return false
|
||||
end
|
||||
end
|
||||
@@ -50,11 +80,16 @@ function Grid:canPlacePiece(piece)
|
||||
end
|
||||
|
||||
function Grid:canPlacePieceInVisibleGrid(piece)
|
||||
if piece.big then
|
||||
return self:canPlaceBigPiece(piece)
|
||||
-- forget canPlaceBigPieceInVisibleGrid for now
|
||||
end
|
||||
|
||||
local offsets = piece:getBlockOffsets()
|
||||
for index, offset in pairs(offsets) do
|
||||
local x = piece.position.x + offset.x
|
||||
local y = piece.position.y + offset.y
|
||||
if x >= 10 or x < 0 or y >= 24 or y < 4 or self.grid[y+1][x+1] ~= empty then
|
||||
if y < 4 or self:isOccupied(x, y) ~= empty then
|
||||
return false
|
||||
end
|
||||
end
|
||||
@@ -107,26 +142,137 @@ function Grid:copyBottomRow()
|
||||
self.grid[24] = {empty, empty, empty, empty, empty, empty, empty, empty, empty, empty}
|
||||
self.grid_age[24] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
|
||||
for col = 1, 10 do
|
||||
self.grid[24][col] = (self.grid[23][col] == empty) and empty or {
|
||||
skin = self.grid[23][col].skin,
|
||||
colour = "G"
|
||||
}
|
||||
self.grid[24][col] = (self.grid[23][col] == empty) and empty or block
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function Grid:garbageRise(row_vals)
|
||||
for row = 1, 23 do
|
||||
self.grid[row] = self.grid[row+1]
|
||||
self.grid_age[row] = self.grid_age[row+1]
|
||||
end
|
||||
self.grid[24] = {empty, empty, empty, empty, empty, empty, empty, empty, empty, empty}
|
||||
self.grid_age[24] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
|
||||
for col = 1, 10 do
|
||||
self.grid[24][col] = (row_vals[col] == "e") and empty or block
|
||||
end
|
||||
end
|
||||
|
||||
function Grid:applyFourWide()
|
||||
for row = 1, 24 do
|
||||
local x = self.grid[row]
|
||||
x[1] = x[1]~=block and block or x[1]
|
||||
x[2] = x[2]~=block and block or x[2]
|
||||
x[3] = x[3]~=block and block or x[3]
|
||||
x[8] = x[8]~=block and block or x[8]
|
||||
x[9] = x[9]~=block and block or x[9]
|
||||
x[10] = x[10]~=block and block or x[10]
|
||||
end
|
||||
end
|
||||
|
||||
function Grid:applyCeiling(lines)
|
||||
for row = 1, lines do
|
||||
for col = 1, 9 do
|
||||
self.grid[row][col] = block
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Grid:clearSpecificRow(row)
|
||||
for col = 1, 10 do
|
||||
self.grid[row][col] = empty
|
||||
end
|
||||
end
|
||||
|
||||
function Grid:applyPiece(piece)
|
||||
if piece.big then
|
||||
self:applyBigPiece(piece)
|
||||
return
|
||||
end
|
||||
offsets = piece:getBlockOffsets()
|
||||
for index, offset in pairs(offsets) do
|
||||
x = piece.position.x + offset.x
|
||||
y = piece.position.y + offset.y
|
||||
self.grid[y+1][x+1] = {
|
||||
skin = piece.skin,
|
||||
colour = piece.shape
|
||||
}
|
||||
if y + 1 > 0 then
|
||||
self.grid[y+1][x+1] = {
|
||||
skin = piece.skin,
|
||||
colour = piece.colour
|
||||
}
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Grid:applyBigPiece(piece)
|
||||
offsets = piece:getBlockOffsets()
|
||||
for index, offset in pairs(offsets) do
|
||||
x = piece.position.x + offset.x
|
||||
y = piece.position.y + offset.y
|
||||
for a = 1, 2 do
|
||||
for b = 1, 2 do
|
||||
if y*2+a > 0 then
|
||||
self.grid[y*2+a][x*2+b] = {
|
||||
skin = piece.skin,
|
||||
colour = piece.colour
|
||||
}
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Grid:checkForBravo(cleared_row_count)
|
||||
for i = 0, 23 - cleared_row_count do
|
||||
for j = 0, 9 do
|
||||
if self:isOccupied(j, i) then return false end
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function Grid:checkStackHeight()
|
||||
for i = 0, 23 do
|
||||
for j = 0, 9 do
|
||||
if self:isOccupied(j, i) then return 24 - i end
|
||||
end
|
||||
end
|
||||
return 0
|
||||
end
|
||||
|
||||
function Grid:checkSecretGrade()
|
||||
local sgrade = 0
|
||||
for i=23,5,-1 do
|
||||
local validLine = true
|
||||
local emptyCell = 0
|
||||
if i > 13 then
|
||||
emptyCell = 23-i
|
||||
end
|
||||
if i <= 13 then
|
||||
emptyCell = i-5
|
||||
end
|
||||
for j=0,9 do
|
||||
if (not self:isOccupied(j,i) and j ~= emptyCell) or (j == emptyCell and self:isOccupied(j,i)) then
|
||||
validLine = false
|
||||
end
|
||||
end
|
||||
if not self:isOccupied(emptyCell,i-1) then
|
||||
validLine = false
|
||||
end
|
||||
if(validLine) then
|
||||
sgrade = sgrade + 1
|
||||
else
|
||||
return sgrade
|
||||
end
|
||||
end
|
||||
--[[
|
||||
if(sgrade == 0) then return ""
|
||||
elseif(sgrade < 10) then return 10-sgrade
|
||||
elseif(sgrade < 19) then return "S"..(sgrade-9) end
|
||||
return "GM"
|
||||
--]]
|
||||
return sgrade
|
||||
end
|
||||
|
||||
function Grid:update()
|
||||
for y = 1, 24 do
|
||||
for x = 1, 10 do
|
||||
@@ -138,50 +284,22 @@ function Grid:update()
|
||||
end
|
||||
|
||||
function Grid:draw()
|
||||
for y = 1, 24 do
|
||||
for y = 5, 24 do
|
||||
for x = 1, 10 do
|
||||
if self.grid[y][x] ~= empty then
|
||||
if self.grid_age[y][x] < 1 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)
|
||||
else
|
||||
love.graphics.setColor(0.5, 0.5, 0.5, 1)
|
||||
if self.grid[y][x].skin == "bone" then
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
else
|
||||
love.graphics.setColor(0.5, 0.5, 0.5, 1)
|
||||
end
|
||||
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
|
||||
end
|
||||
love.graphics.setColor(0.8, 0.8, 0.8, 1)
|
||||
love.graphics.setLineWidth(1)
|
||||
if y > 1 and self.grid[y-1][x] == empty then
|
||||
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
|
||||
end
|
||||
if y < 24 and self.grid[y+1][x] == empty 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
|
||||
love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
|
||||
end
|
||||
if x < 10 and self.grid[y][x+1] == empty then
|
||||
love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Grid:drawInvisible(opacity_function, garbage_opacity_function)
|
||||
for y = 1, 24 do
|
||||
for x = 1, 10 do
|
||||
if self.grid[y][x] ~= empty then
|
||||
if self.grid[y][x].colour == "X" then
|
||||
opacity = 1
|
||||
elseif garbage_opacity_function and self.grid[y][x].colour == "G" then
|
||||
opacity = garbage_opacity_function(self.grid_age[y][x])
|
||||
else
|
||||
opacity = opacity_function(self.grid_age[y][x])
|
||||
end
|
||||
love.graphics.setColor(0.5, 0.5, 0.5, opacity)
|
||||
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
|
||||
if opacity > 0 and self.grid[y][x].colour ~= "X" then
|
||||
love.graphics.setColor(0.64, 0.64, 0.64)
|
||||
if self.grid[y][x].skin ~= "bone" 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 then
|
||||
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
|
||||
@@ -201,4 +319,65 @@ function Grid:drawInvisible(opacity_function, garbage_opacity_function)
|
||||
end
|
||||
end
|
||||
|
||||
function Grid:drawOutline()
|
||||
for y = 5, 24 do
|
||||
for x = 1, 10 do
|
||||
if self.grid[y][x] ~= empty 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 then
|
||||
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
|
||||
end
|
||||
if y < 24 and self.grid[y+1][x] == empty 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
|
||||
love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
|
||||
end
|
||||
if x < 10 and self.grid[y][x+1] == empty then
|
||||
love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Grid:drawInvisible(opacity_function, garbage_opacity_function, lock_flash, brightness)
|
||||
lock_flash = lock_flash == nil and true or lock_flash
|
||||
brightness = brightness == nil and 0.5 or brightness
|
||||
for y = 5, 24 do
|
||||
for x = 1, 10 do
|
||||
if self.grid[y][x] ~= empty then
|
||||
if self.grid[y][x].colour == "X" then
|
||||
opacity = 1
|
||||
elseif garbage_opacity_function and self.grid[y][x].colour == "A" then
|
||||
opacity = garbage_opacity_function(self.grid_age[y][x])
|
||||
else
|
||||
opacity = opacity_function(self.grid_age[y][x])
|
||||
end
|
||||
love.graphics.setColor(brightness, brightness, brightness, opacity)
|
||||
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
|
||||
if lock_flash then
|
||||
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 then
|
||||
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
|
||||
end
|
||||
if y < 24 and self.grid[y+1][x] == empty 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
|
||||
love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
|
||||
end
|
||||
if x < 10 and self.grid[y][x+1] == empty then
|
||||
love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return Grid
|
||||
|
||||
@@ -2,7 +2,7 @@ local Object = require 'libs.classic'
|
||||
|
||||
local Piece = Object:extend()
|
||||
|
||||
function Piece:new(shape, rotation, position, block_offsets, gravity, lock_delay, skin)
|
||||
function Piece:new(shape, rotation, position, block_offsets, gravity, lock_delay, skin, colour, big)
|
||||
self.shape = shape
|
||||
self.rotation = rotation
|
||||
self.position = position
|
||||
@@ -10,8 +10,10 @@ function Piece:new(shape, rotation, position, block_offsets, gravity, lock_delay
|
||||
self.gravity = gravity
|
||||
self.lock_delay = lock_delay
|
||||
self.skin = skin
|
||||
self.colour = colour
|
||||
self.ghost = false
|
||||
self.locked = false
|
||||
self.big = big
|
||||
end
|
||||
|
||||
-- Functions that return a new piece to test in rotation systems.
|
||||
@@ -20,7 +22,7 @@ function Piece:withOffset(offset)
|
||||
return Piece(
|
||||
self.shape, self.rotation,
|
||||
{x = self.position.x + offset.x, y = self.position.y + offset.y},
|
||||
self.block_offsets, self.gravity, self.lock_delay, self.skin
|
||||
self.block_offsets, self.gravity, self.lock_delay, self.skin, self.colour, self.big
|
||||
)
|
||||
end
|
||||
|
||||
@@ -30,7 +32,7 @@ function Piece:withRelativeRotation(rot)
|
||||
while new_rot >= 4 do new_rot = new_rot - 4 end
|
||||
return Piece(
|
||||
self.shape, new_rot, self.position,
|
||||
self.block_offsets, self.gravity, self.lock_delay, self.skin
|
||||
self.block_offsets, self.gravity, self.lock_delay, self.skin, self.colour, self.big
|
||||
)
|
||||
end
|
||||
|
||||
@@ -76,12 +78,15 @@ function Piece:setRelativeRotation(rot)
|
||||
return self
|
||||
end
|
||||
|
||||
function Piece:moveInGrid(step, squares, grid)
|
||||
function Piece:moveInGrid(step, squares, grid, instant)
|
||||
local moved = false
|
||||
for x = 1, squares do
|
||||
if grid:canPlacePiece(self:withOffset(step)) then
|
||||
moved = true
|
||||
self:setOffset(step)
|
||||
if instant then
|
||||
self:dropToBottom(grid)
|
||||
end
|
||||
else
|
||||
break
|
||||
end
|
||||
@@ -96,7 +101,7 @@ end
|
||||
|
||||
function Piece:dropToBottom(grid)
|
||||
local piece_y = self.position.y
|
||||
self:dropSquares(20, 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
|
||||
@@ -138,14 +143,26 @@ function Piece:draw(opacity, brightness, grid, partial_das)
|
||||
love.graphics.setColor(brightness, brightness, brightness, opacity)
|
||||
local offsets = self:getBlockOffsets()
|
||||
local gravity_offset = 0
|
||||
if grid ~= nil and not self:isDropBlocked(grid) then
|
||||
if config.gamesettings.smooth_movement == 1 and
|
||||
grid ~= nil and not self:isDropBlocked(grid) then
|
||||
gravity_offset = self.gravity * 16
|
||||
end
|
||||
if partial_das == nil then partial_das = 0 end
|
||||
for index, offset in pairs(offsets) do
|
||||
local x = self.position.x + offset.x
|
||||
local y = self.position.y + offset.y
|
||||
love.graphics.draw(blocks[self.skin][self.shape], 64+x*16+partial_das, 16+y*16+gravity_offset)
|
||||
if self.big then
|
||||
love.graphics.draw(
|
||||
blocks[self.skin][self.colour],
|
||||
64+x*32+partial_das*2, 16+y*32+gravity_offset*2,
|
||||
0, 2, 2
|
||||
)
|
||||
else
|
||||
love.graphics.draw(
|
||||
blocks[self.skin][self.colour],
|
||||
64+x*16+partial_das, 16+y*16+gravity_offset
|
||||
)
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||