Compare commits

..

39 Commits

Author SHA1 Message Date
Ishaan Bhardwaj
0a0053276b SG!!!! 2020-10-09 21:14:20 -04:00
Ishaan Bhardwaj
9982613e26 Removed the BG limit, because someone is a madman 2020-10-09 17:55:22 -04:00
Oshisaure
4cb20101b0 Added background for options screen 2020-10-09 18:44:48 +01:00
Ishaan Bhardwaj
63c0721978 Slight cosmetic change concerning the bonus timer 2020-10-09 13:37:39 -04:00
Oshisaure
1366451a3d Fixed randomisers in A1-A4 modes:
- History 4-rolls, history 6-rolls and history 6-rolls 35-bag no longer deal S, Z or O as their first piece
- Added a 7-bag randomiser with the same behaviour (bag7noSZOstart)
- Tweaked the "35-bag" part of the history 6-rolls 35-bag randomiser to work closer to what it's supposed to be
- Switched Marathon AX4's randomiser from history 6-rolls to 7-bag no SZO start
2020-10-09 04:34:11 +01:00
Ishaan Bhardwaj
6b624b9853 Ti-World placeholder 2020-10-08 22:20:37 -04:00
Ishaan Bhardwaj
b0bda25466 Cool Regret System TM 2020-10-08 22:13:35 -04:00
Oshisaure
2bde9d1378 Added secret grade detection for Marathon A1-A3 and Survival A1-A3 2020-10-09 02:00:42 +01:00
Ishaan Bhardwaj
6178b2cee9 Proper bravo detection! 2020-10-08 20:44:06 -04:00
Ishaan Bhardwaj
4e8a237de3 TA GM requirements updated 2020-10-08 20:35:40 -04:00
Oshisaure
5606251ea7 Added extra buttons:
- Implemented retry button*
- Escape on mode select sends you to title screen
- Escape on title screen closes the game
- Added "Exit Game" entry on title screen, closes the game when selected

*Pardon my angry comment in `scene/game.lua`.
2020-10-08 04:56:46 +01:00
Oshisaure
a4984fd687 Fixed jank regarding the area above the field
- The game now discards blocks locked over y = 1 instead of panicking and crashing
2020-10-07 20:40:43 +01:00
Ishaan Bhardwaj
b7ef7d1976 Fix I's ghost piece in ACE modes 2020-10-07 15:17:56 -04:00
Oshisaure
293b7398a2 Typo lol 2020-10-07 20:11:15 +01:00
Oshisaure
8a2237a77c Fixed Arika rulesets
- Fixed centre column rule on Classic ARS, Ti-ARS and ACE-ARS
- Added T floorkick for Ti-ARS and ACE-ARS
2020-10-07 19:54:18 +01:00
Ishaan Bhardwaj
bdad32ac79 For Oshisaure :) 2020-10-07 13:24:28 -04:00
Oshisaure
3cc918841f Added display for time limit extensions 2020-10-07 01:57:07 +01:00
Oshisaure
5f7ea0648e Fixed Konoha randomiser and added ghost before lv100 2020-10-06 23:53:02 +01:00
Oshisaure
5d34218b97 Merge branch 'master' of https://github.com/SashLilac/cambridge 2020-10-06 21:50:36 +01:00
Oshisaure
fcd8b0f360 Set a fixed height for piece previews 2020-10-06 21:45:57 +01:00
Ishaan Bhardwaj
b983e1c108 Merge branch 'master' of https://github.com/SashLilac/cambridge 2020-10-06 16:29:24 -04:00
Ishaan Bhardwaj
36ab451b70 Fix big mode spawns 2020-10-06 16:27:28 -04:00
Oshisaure
8fef7faa6a Fixed randomiser and next queue whhhackiness 2020-10-06 21:10:15 +01:00
Ishaan Bhardwaj
f13e2096b2 More randomizer fixes? 2020-10-06 15:49:06 -04:00
Oshisaure
6b7f18d58a Refactored funcs.lua
- Renamed st and sp to strTrueValues and frameTime respectively
- Modified files calling these to use the new names
- Tidying like formatTime now using a single string.format
2020-10-06 18:14:00 +01:00
Ishaan Bhardwaj
d5ce2ee9ba Update README.md 2020-10-06 10:22:23 -04:00
Ishaan Bhardwaj
f04b57e7eb Update README.md 2020-10-06 10:20:01 -04:00
Ishaan Bhardwaj
be644bf57b Made level counter not look awkward 2020-10-05 23:24:59 -04:00
Ishaan Bhardwaj
9d15feef33 Another fix? 2020-10-05 22:47:34 -04:00
Ishaan Bhardwaj
634a5bc03b Potential fix for bag not working 2020-10-05 22:33:57 -04:00
Ishaan Bhardwaj
f1ad1f0ea4 Added the lost Konoha mode from TGM4 2020-10-05 22:17:15 -04:00
Ishaan Bhardwaj
a534331b11 Ace-ARS! 2020-10-05 11:52:37 -04:00
Ishaan Bhardwaj
d602fdfc7e TAP big mode added 2020-10-05 11:11:46 -04:00
Ishaan Bhardwaj
971151e210 Added 5 bag randomizer 2020-10-04 22:49:17 -04:00
Ishaan Bhardwaj
593cad0e71 Update README to fork 2020-09-24 22:23:05 -04:00
Joe Zeng
1254de15d5 Refactored the "Ligne" modes. (#21)
* Added Ligne C89, now known as Marathon C89.
* Refactored all the Ligne modes to no longer use the "Ligne" name.

Ligne -> Race 40
Ligne A1 -> Marathon AX4
Ligne C89 -> Marathon C89
2019-06-16 22:24:06 -04:00
Joe Zeng
5c5ffc6887 Added Big Mode as a piece type. (#20)
Survival A3 and Phantom Mania 2 are now in their fully complete glory! :D

Implements #13.
2019-06-16 22:16:09 -04:00
Joe Zeng
5131061e42 Added conventions for code submission / review.
Also, coding conventions didn't deserve to go first, so I reordered the sections a little bit.
2019-06-15 23:28:53 -04:00
Joe Z
209e60e82e Fixed a roll and section COOL bug in Marathon A3. 2019-06-09 18:37:23 -04:00
51 changed files with 2175 additions and 310 deletions

View File

@@ -1,47 +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. 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 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 = math.min(self.drop_bonus - 1, 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
-- member variables are also variables, this should be "bleep_bloop_subscore"
end
```
Contributor's License Agreement Contributor's License Agreement
------------------------------- -------------------------------
@@ -50,3 +6,93 @@ 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. 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.
(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.) (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
```

View File

@@ -3,6 +3,14 @@ Cambridge
Welcome to Cambridge, the next open-source falling-block game engine! Welcome to Cambridge, the next open-source falling-block game engine!
This fork is written and maintained exclusively by [SashLilac](https://github.com/SashLilac) and [Oshisaure](https://github.com/oshisaure)!
Credits
-------
- [Lilla Oshisaure](https://www.youtube.com/user/LeSpyroshisaure) for their amazing contributions to my life in general!
- [The Tetra Legends Discord](http://discord.com/invite/7hMx5r2) for supporting me and playtesting!
- [joezeng](https://github.com/joezeng) for the original project.
Installation instructions Installation instructions
------------------------- -------------------------
@@ -15,7 +23,7 @@ Unzip the exe file and run it directly. All assets are currently bundled inside
### macOS ### macOS
For the time being, the file `cambridge.love` only works on the command line. Install `love` with [https://brew.sh/](Homebrew), and run: For the time being, the file `cambridge.love` only works on the command line. Install `love` with [Homebrew](https://brew.sh), and run:
$ love cambridge.love $ love cambridge.love
@@ -35,7 +43,7 @@ If you haven't already, install `love` with your favourite package manager (Home
Clone the repository in git: Clone the repository in git:
git clone https://github.com/joezeng/cambridge git clone https://github.com/SashLilac/cambridge
Then, navigate to the root directory that you just cloned, and type: Then, navigate to the root directory that you just cloned, and type:

View File

@@ -1,6 +1,8 @@
function love.conf(t) function love.conf(t)
t.identity = "cambridge" t.identity = "cambridge"
t.console = true
t.window.title = "Cambridge" t.window.title = "Cambridge"
t.window.width = 640 t.window.width = 640
t.window.height = 480 t.window.height = 480

View File

@@ -1,13 +1,26 @@
Game modes 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 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 2020**: 2020 levels of pure pain. Can you make it all the way? * **MARATHON 2020**: 2020 levels of pure pain. Can you make it all the way?
@@ -15,6 +28,8 @@ From other games:
* **MARATHON A1**: Tetris the Grand Master 1. * **MARATHON A1**: Tetris the Grand Master 1.
* **MARATHON A2**: Tetris the Grand Master 2 (TAP Master). * **MARATHON A2**: Tetris the Grand Master 2 (TAP Master).
* **MARATHON A3**: Tetris the Grand Master 3 (no exams). * **MARATHON A3**: Tetris the Grand Master 3 (no exams).
* **MARATHON AX4**: Another mode from TGM Ace.
* **MARATHON C89**: Nintendo NES Tetris. Can you transition and make it to the killscreen?
SURVIVAL SURVIVAL
@@ -30,6 +45,14 @@ From other games:
* **SURVIVAL A3**: Ti Shirase. * **SURVIVAL A3**: Ti Shirase.
RACE
----
Modes with no levels, just a single timed goal.
* **Race 40**: How fast can you clear 40 lines? No limits, no holds barred.
PHANTOM MANIA PHANTOM MANIA
------------- -------------
@@ -40,6 +63,7 @@ Modes where pieces turn invisible as soon as you lock them. One of Cambridge's s
* **Phantom Mania 2**: Phantom Mania but way faster! Can you face a mode where even the garbage and the next preview turn invisible? * **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 OTHER MODES
----------- -----------
@@ -48,3 +72,5 @@ OTHER MODES
* **TetrisGram™ Pacer Test**: is a multi-stage piece-placing ability test that progressively gets more difficult as it continues. * **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? * **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?

View File

@@ -1,4 +1,5 @@
function copy(t) 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 if type(t) ~= "table" then return t end
local meta = getmetatable(t) local meta = getmetatable(t)
local target = {} local target = {}
@@ -7,7 +8,8 @@ function copy(t)
return target return target
end end
function st(tbl) function strTrueValues(tbl)
-- returns a concatenation of all the keys in tbl with value true, separated with spaces
str = "" str = ""
for k, v in pairs(tbl) do for k, v in pairs(tbl) do
if v == true then if v == true then
@@ -17,14 +19,16 @@ function st(tbl)
return str return str
end end
function sp(m, s, f) function frameTime(min, sec, hth)
if m == nil then m = 0 end -- returns a time in frames from a time in minutes-seconds-hundredths format
if s == nil then s = 0 end if min == nil then min = 0 end
if f == nil then f = 0 end if sec == nil then sec = 0 end
return m*3600 + s*60 + math.ceil(f * 0.6) if hth == nil then hth = 0 end
return min*3600 + sec*60 + math.ceil(hth * 0.6)
end end
function vAdd(v1, v2) function vAdd(v1, v2)
-- returns the sum of vectors v1 and v2
return { return {
x = v1.x + v2.x, x = v1.x + v2.x,
y = v1.y + v2.y y = v1.y + v2.y
@@ -32,6 +36,7 @@ function vAdd(v1, v2)
end end
function vNeg(v) function vNeg(v)
-- returns the opposite of vector v
return { return {
x = -v.x, x = -v.x,
y = -v.y y = -v.y
@@ -39,14 +44,18 @@ function vNeg(v)
end end
function formatTime(frames) 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 if frames < 0 then return formatTime(0) end
str = string.format("%02d", math.floor(frames / 3600)) .. ":" local min, sec, hund
.. string.format("%02d", math.floor(frames / 60) % 60) .. "." min = math.floor(frames/3600)
.. string.format("%02d", math.floor(frames / 0.6) % 100) sec = math.floor(frames/60) % 60
hund = math.floor(frames/.6) % 100
str = string.format("%02d:%02d.%02d", min, sec, hund)
return str return str
end end
function formatBigNum(number) 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 s = string.format("%d", number)
local pos = string.len(s) % 3 local pos = string.len(s) % 3
if pos == 0 then pos = 3 end if pos == 0 then pos = 3 end

View File

@@ -20,6 +20,7 @@ backgrounds = {
love.graphics.newImage("res/backgrounds/1800-railways.png"), love.graphics.newImage("res/backgrounds/1800-railways.png"),
love.graphics.newImage("res/backgrounds/1900-world-wide-web.png"), love.graphics.newImage("res/backgrounds/1900-world-wide-web.png"),
title = love.graphics.newImage("res/backgrounds/title_v0.1.png"), title = love.graphics.newImage("res/backgrounds/title_v0.1.png"),
input_config = love.graphics.newImage("res/backgrounds/options-gears.png")
} }
blocks = { blocks = {
@@ -49,6 +50,12 @@ blocks = {
} }
} }
for name, blockset in pairs(blocks) do
for shape, image in pairs(blockset) do
image:setFilter("nearest")
end
end
misc_graphics = { misc_graphics = {
frame = love.graphics.newImage("res/img/frame.png"), frame = love.graphics.newImage("res/img/frame.png"),
ready = love.graphics.newImage("res/img/ready.png"), ready = love.graphics.newImage("res/img/ready.png"),

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.9 MiB

View File

@@ -7,6 +7,7 @@ function Scene:update() end
function Scene:render() end function Scene:render() end
function Scene:onKeyPress() end function Scene:onKeyPress() end
ExitScene = require "scene.exit"
GameScene = require "scene.game" GameScene = require "scene.game"
ModeSelectScene = require "scene.mode_select" ModeSelectScene = require "scene.mode_select"
InputConfigScene = require "scene.input_config" InputConfigScene = require "scene.input_config"

23
scene/exit.lua Normal file
View 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:onKeyPress(e)
end
return ExitScene

View File

@@ -57,11 +57,21 @@ end
function GameScene:onKeyPress(e) function GameScene:onKeyPress(e)
if (self.game.completed) and if (self.game.completed) and
e.scancode == "return" and e.isRepeat == false then (e.scancode == "return" or e.scancode == "escape") and e.isRepeat == false then
highscore_entry = self.game:getHighscoreData() highscore_entry = self.game:getHighscoreData()
highscore_hash = self.game.hash .. "-" .. self.ruleset.hash highscore_hash = self.game.hash .. "-" .. self.ruleset.hash
submitHighscore(highscore_hash, highscore_entry) submitHighscore(highscore_hash, highscore_entry)
scene = ModeSelectScene() scene = ModeSelectScene()
elseif (e.scancode == config.input.retry) then
-- fuck this, this is hacky but the way this codebase is setup prevents anything else
-- it seems like all the values that get touched in the child gamemode class
-- stop being linked to the values of the GameMode superclass because of how `mt.__index` works
-- not even sure this is the actual problem, but I don't want to have to rebuild everything about
-- the core organisation of everything. this hacky way will have to do until someone figures out something.
love.keypressed("escape", "escape", false)
love.keypressed("return", "return", false)
elseif e.scancode == "escape" then
scene = ModeSelectScene()
end end
end end

View File

@@ -15,6 +15,7 @@ local configurable_inputs = {
"rotate_right2", "rotate_right2",
"rotate_180", "rotate_180",
"hold", "hold",
"retry",
} }
function ConfigScene:new() function ConfigScene:new()
@@ -27,6 +28,13 @@ function ConfigScene:update()
end end
function ConfigScene:render() 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) love.graphics.setFont(font_3x5_2)
for i, input in pairs(configurable_inputs) do for i, input in pairs(configurable_inputs) do
if config.input[input] then if config.input[input] then

20
scene/mode_select.lua Normal file → Executable file
View File

@@ -8,27 +8,33 @@ current_ruleset = 1
game_modes = { game_modes = {
require 'tetris.modes.marathon_2020', require 'tetris.modes.marathon_2020',
require 'tetris.modes.survival_2020', require 'tetris.modes.survival_2020',
require 'tetris.modes.strategy', --require 'tetris.modes.strategy',
require 'tetris.modes.interval_training', --require 'tetris.modes.interval_training',
require 'tetris.modes.pacer_test', --require 'tetris.modes.pacer_test',
require 'tetris.modes.demon_mode', --require 'tetris.modes.demon_mode',
require 'tetris.modes.phantom_mania', require 'tetris.modes.phantom_mania',
require 'tetris.modes.phantom_mania2', require 'tetris.modes.phantom_mania2',
require 'tetris.modes.phantom_mania_n', require 'tetris.modes.phantom_mania_n',
require 'tetris.modes.ligne', require 'tetris.modes.race_40',
require 'tetris.modes.marathon_a1', require 'tetris.modes.marathon_a1',
require 'tetris.modes.marathon_a2', require 'tetris.modes.marathon_a2',
require 'tetris.modes.marathon_a3', require 'tetris.modes.marathon_a3',
require 'tetris.modes.marathon_ax4',
require 'tetris.modes.marathon_c89',
require 'tetris.modes.survival_a1', require 'tetris.modes.survival_a1',
require 'tetris.modes.survival_a2', require 'tetris.modes.survival_a2',
require 'tetris.modes.survival_a3', require 'tetris.modes.survival_a3',
require 'tetris.modes.marathon_l1', require 'tetris.modes.big_a2',
require 'tetris.modes.konoha',
} }
rulesets = { rulesets = {
require 'tetris.rulesets.cambridge', require 'tetris.rulesets.cambridge',
require 'tetris.rulesets.arika', require 'tetris.rulesets.arika',
require 'tetris.rulesets.arika_ti', require 'tetris.rulesets.arika_ti',
require 'tetris.rulesets.ti_srs',
require 'tetris.rulesets.arika_ace',
require 'tetris.rulesets.arika_srs',
require 'tetris.rulesets.standard_exp', require 'tetris.rulesets.standard_exp',
--require 'tetris.rulesets.bonkers', --require 'tetris.rulesets.bonkers',
--require 'tetris.rulesets.shirase', --require 'tetris.rulesets.shirase',
@@ -95,6 +101,8 @@ function ModeSelectScene:onKeyPress(e)
elseif (e.scancode == config.input["left"] or e.scancode == "left") or elseif (e.scancode == config.input["left"] or e.scancode == "left") or
(e.scancode == config.input["right"] or e.scancode == "right") then (e.scancode == config.input["right"] or e.scancode == "right") then
self:switchSelect() self:switchSelect()
elseif e.scancode == "escape" then
scene = TitleScene()
end end
end end

View File

@@ -3,6 +3,7 @@ local TitleScene = Scene:extend()
local main_menu_screens = { local main_menu_screens = {
ModeSelectScene, ModeSelectScene,
InputConfigScene, InputConfigScene,
ExitScene,
} }
function TitleScene:new() function TitleScene:new()
@@ -43,6 +44,8 @@ function TitleScene:onKeyPress(e)
self:changeOption(-1) self:changeOption(-1)
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
self:changeOption(1) self:changeOption(1)
elseif e.scancode == "escape" and e.isRepeat == false then
love.event.quit()
end end
end end

View File

@@ -3,6 +3,7 @@ local Object = require 'libs.classic'
local Grid = Object:extend() local Grid = Object:extend()
local empty = { skin = "", colour = "" } local empty = { skin = "", colour = "" }
local oob = { skin = "", colour = "" }
function Grid:new() function Grid:new()
self.grid = {} self.grid = {}
@@ -26,8 +27,15 @@ function Grid:clear()
end end
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) function Grid:isOccupied(x, y)
return self.grid[y+1][x+1] ~= empty return self:getCell(x+1, y+1) ~= empty
end end
function Grid:isRowFull(row) function Grid:isRowFull(row)
@@ -38,11 +46,32 @@ function Grid:isRowFull(row)
end end
function Grid:canPlacePiece(piece) function Grid:canPlacePiece(piece)
if piece.big then
return self:canPlaceBigPiece(piece)
end
local offsets = piece:getBlockOffsets() local offsets = piece:getBlockOffsets()
for index, offset in pairs(offsets) do for index, offset in pairs(offsets) do
local x = piece.position.x + offset.x local x = piece.position.x + offset.x
local y = piece.position.y + offset.y 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 return false
end end
end end
@@ -50,11 +79,16 @@ function Grid:canPlacePiece(piece)
end end
function Grid:canPlacePieceInVisibleGrid(piece) function Grid:canPlacePieceInVisibleGrid(piece)
if piece.big then
return self:canPlaceBigPiece(piece)
-- forget canPlaceBigPieceInVisibleGrid for now
end
local offsets = piece:getBlockOffsets() local offsets = piece:getBlockOffsets()
for index, offset in pairs(offsets) do for index, offset in pairs(offsets) do
local x = piece.position.x + offset.x local x = piece.position.x + offset.x
local y = piece.position.y + offset.y 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 return false
end end
end end
@@ -116,17 +150,84 @@ function Grid:copyBottomRow()
end end
function Grid:applyPiece(piece) function Grid:applyPiece(piece)
if piece.big then
self:applyBigPiece(piece)
return
end
offsets = piece:getBlockOffsets() offsets = piece:getBlockOffsets()
for index, offset in pairs(offsets) do for index, offset in pairs(offsets) do
x = piece.position.x + offset.x x = piece.position.x + offset.x
y = piece.position.y + offset.y y = piece.position.y + offset.y
self.grid[y+1][x+1] = { if y + 1 > 0 then
skin = piece.skin, self.grid[y+1][x+1] = {
colour = piece.shape skin = piece.skin,
} colour = piece.shape
}
end
end 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.shape
}
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: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() function Grid:update()
for y = 1, 24 do for y = 1, 24 do
for x = 1, 10 do for x = 1, 10 do
@@ -148,19 +249,21 @@ function Grid:draw()
love.graphics.setColor(0.5, 0.5, 0.5, 1) love.graphics.setColor(0.5, 0.5, 0.5, 1)
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16) love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
end end
love.graphics.setColor(0.8, 0.8, 0.8, 1) if self.grid[y][x].skin ~= "bone" then
love.graphics.setLineWidth(1) love.graphics.setColor(0.8, 0.8, 0.8, 1)
if y > 1 and self.grid[y-1][x] == empty then love.graphics.setLineWidth(1)
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16) if y > 1 and self.grid[y-1][x] == empty then
end love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
if y < 24 and self.grid[y+1][x] == empty then end
love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16) if y < 24 and self.grid[y+1][x] == empty then
end love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
if x > 1 and self.grid[y][x-1] == empty then end
love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16) if x > 1 and self.grid[y][x-1] == empty then
end love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
if x < 10 and self.grid[y][x+1] == empty then end
love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16) 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

View File

@@ -2,7 +2,7 @@ local Object = require 'libs.classic'
local Piece = Object:extend() 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, big)
self.shape = shape self.shape = shape
self.rotation = rotation self.rotation = rotation
self.position = position self.position = position
@@ -12,6 +12,7 @@ function Piece:new(shape, rotation, position, block_offsets, gravity, lock_delay
self.skin = skin self.skin = skin
self.ghost = false self.ghost = false
self.locked = false self.locked = false
self.big = big
end end
-- Functions that return a new piece to test in rotation systems. -- Functions that return a new piece to test in rotation systems.
@@ -20,7 +21,7 @@ function Piece:withOffset(offset)
return Piece( return Piece(
self.shape, self.rotation, self.shape, self.rotation,
{x = self.position.x + offset.x, y = self.position.y + offset.y}, {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.big
) )
end end
@@ -30,7 +31,7 @@ function Piece:withRelativeRotation(rot)
while new_rot >= 4 do new_rot = new_rot - 4 end while new_rot >= 4 do new_rot = new_rot - 4 end
return Piece( return Piece(
self.shape, new_rot, self.position, 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.big
) )
end end
@@ -96,7 +97,7 @@ end
function Piece:dropToBottom(grid) function Piece:dropToBottom(grid)
local piece_y = self.position.y local piece_y = self.position.y
self:dropSquares(20, grid) self:dropSquares(24, grid)
self.gravity = 0 self.gravity = 0
if self.position.y > piece_y then if self.position.y > piece_y then
-- if it got dropped any, also reset lock delay -- if it got dropped any, also reset lock delay
@@ -138,14 +139,25 @@ function Piece:draw(opacity, brightness, grid, partial_das)
love.graphics.setColor(brightness, brightness, brightness, opacity) love.graphics.setColor(brightness, brightness, brightness, opacity)
local offsets = self:getBlockOffsets() local offsets = self:getBlockOffsets()
local gravity_offset = 0 local gravity_offset = 0
if grid ~= nil and not self:isDropBlocked(grid) then --if grid ~= nil and not self:isDropBlocked(grid) then
gravity_offset = self.gravity * 16 -- gravity_offset = self.gravity * 16
end --end
if partial_das == nil then partial_das = 0 end if partial_das == nil then partial_das = 0 end
for index, offset in pairs(offsets) do for index, offset in pairs(offsets) do
local x = self.position.x + offset.x local x = self.position.x + offset.x
local y = self.position.y + offset.y 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.shape],
64+x*32+partial_das*2, 16+y*32+gravity_offset*2,
0, 2, 2
)
else
love.graphics.draw(
blocks[self.skin][self.shape],
64+x*16+partial_das, 16+y*16+gravity_offset
)
end
end end
return false return false
end end

365
tetris/modes/big_a2.lua Executable file
View File

@@ -0,0 +1,365 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local MarathonA2Game = GameMode:extend()
MarathonA2Game.name = "Big A2"
MarathonA2Game.hash = "BigA2"
MarathonA2Game.tagline = "The points don't matter! Can you reach the invisible roll? Big mode too!"
function MarathonA2Game:new()
self.super:new()
self.big_mode = true
self.roll_frames = 0
self.combo = 1
self.randomizer = History6RollsRandomizer()
self.grade = 0
self.grade_points = 0
self.grade_point_decay_counter = 0
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.section_tetrises = { [0] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
self.randomizer = History6RollsRandomizer()
self.lock_drop = false
self.enable_hold = false
self.next_queue_length = 1
end
function MarathonA2Game:getARE()
if self.level < 700 then return 27
elseif self.level < 800 then return 18
else return 14 end
end
function MarathonA2Game:getLineARE()
if self.level < 600 then return 27
elseif self.level < 700 then return 18
elseif self.level < 800 then return 14
else return 8 end
end
function MarathonA2Game:getDasLimit()
if self.level < 500 then return 15
elseif self.level < 900 then return 9
else return 7 end
end
function MarathonA2Game:getLineClearDelay()
if self.level < 500 then return 40
elseif self.level < 600 then return 25
elseif self.level < 700 then return 16
elseif self.level < 800 then return 12
else return 6 end
end
function MarathonA2Game:getLockDelay()
if self.level < 900 then return 30
else return 17 end
end
function MarathonA2Game:getGravity()
if (self.level < 30) then return 4/256
elseif (self.level < 35) then return 6/256
elseif (self.level < 40) then return 8/256
elseif (self.level < 50) then return 10/256
elseif (self.level < 60) then return 12/256
elseif (self.level < 70) then return 16/256
elseif (self.level < 80) then return 32/256
elseif (self.level < 90) then return 48/256
elseif (self.level < 100) then return 64/256
elseif (self.level < 120) then return 80/256
elseif (self.level < 140) then return 96/256
elseif (self.level < 160) then return 112/256
elseif (self.level < 170) then return 128/256
elseif (self.level < 200) then return 144/256
elseif (self.level < 220) then return 4/256
elseif (self.level < 230) then return 32/256
elseif (self.level < 233) then return 64/256
elseif (self.level < 236) then return 96/256
elseif (self.level < 239) then return 128/256
elseif (self.level < 243) then return 160/256
elseif (self.level < 247) then return 192/256
elseif (self.level < 251) then return 224/256
elseif (self.level < 300) then return 1
elseif (self.level < 330) then return 2
elseif (self.level < 360) then return 3
elseif (self.level < 400) then return 4
elseif (self.level < 420) then return 5
elseif (self.level < 450) then return 4
elseif (self.level < 500) then return 3
else return 20
end
end
function MarathonA2Game:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames > 3694 then
self.completed = true
if self.grade == 32 then
self.grade = 33
end
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function MarathonA2Game:onPieceEnter()
if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
self.level = self.level + 1
end
end
function MarathonA2Game:onLineClear(cleared_row_count)
cleared_row_count = cleared_row_count / 2
self:updateSectionTimes(self.level, self.level + cleared_row_count)
self.level = math.min(self.level + cleared_row_count, 999)
if self.level == 999 and not self.clear then
self.clear = true
if self:qualifiesForMRoll() then
self.grade = 32
end
self.grid:clear()
self.roll_frames = -150
end
end
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
cleared_lines = cleared_lines / 2
self:updateGrade(cleared_lines)
if cleared_lines > 0 then
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
)
self.lines = self.lines + cleared_lines
self.combo = self.combo + cleared_lines - 1
else
self.drop_bonus = 0
self.combo = 1
end
end
function MarathonA2Game:updateSectionTimes(old_level, new_level)
if self.clear then return end
if math.floor(old_level / 100) < math.floor(new_level / 100) or
new_level >= 999 then
-- record new section
section_time = self.frames - self.section_start_time
self.section_times[math.floor(old_level / 100)] = section_time
self.section_start_time = self.frames
end
end
local grade_point_bonuses = {
{10, 20, 40, 50},
{10, 20, 30, 40},
{10, 20, 30, 40},
{10, 15, 30, 40},
{10, 15, 20, 40},
{5, 15, 20, 30},
{5, 10, 20, 30},
{5, 10, 15, 30},
{5, 10, 15, 30},
{5, 10, 15, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
}
local grade_point_decays = {
125, 80, 80, 50, 45, 45, 45,
40, 40, 40, 40, 40, 30, 30, 30,
20, 20, 20, 20, 20,
15, 15, 15, 15, 15, 15, 15, 15, 15, 15,
10, 10
}
local combo_multipliers = {
{1.0, 1.0, 1.0, 1.0},
{1.2, 1.4, 1.5, 1.0},
{1.2, 1.5, 1.8, 1.0},
{1.4, 1.6, 2.0, 1.0},
{1.4, 1.7, 2.2, 1.0},
{1.4, 1.8, 2.3, 1.0},
{1.4, 1.9, 2.4, 1.0},
{1.5, 2.0, 2.5, 1.0},
{1.5, 2.1, 2.6, 1.0},
{2.0, 2.5, 3.0, 1.0},
}
local grade_conversion = {
[0] = 0,
1, 2, 3, 4, 5, 5, 6, 6, 7, 7,
7, 8, 8, 8, 9, 9, 9, 10, 11, 12,
12, 12, 13, 13, 14, 14, 15, 15, 16, 16,
17, 18, 19
}
function MarathonA2Game:updateGrade(cleared_lines)
if self.clear then return end
if cleared_lines == 0 then
self.grade_point_decay_counter = self.grade_point_decay_counter + 1
if self.grade_point_decay_counter >= grade_point_decays[self.grade + 1] then
self.grade_point_decay_counter = 0
self.grade_points = math.max(0, self.grade_points - 1)
end
else
self.grade_points = self.grade_points + (
math.ceil(
grade_point_bonuses[self.grade + 1][cleared_lines] *
combo_multipliers[math.min(self.combo, 10)][cleared_lines]
) * (1 + math.floor(self.level / 250))
)
if self.grade_points >= 100 and self.grade < 31 then
self.grade_points = 0
self.grade = self.grade + 1
end
end
end
local tetris_requirements = { [0] = 2, 2, 2, 2, 2, 1, 1, 1, 1, 1 }
function MarathonA2Game:qualifiesForMRoll()
if not self.clear then return false end
-- tetris requirements
for section = 0, 9 do
if self.section_tetrises[section] < tetris_requirements[section] then
return false
end
end
-- section time requirements
local section_average = 0
for section = 0, 4 do
section_average = section_average + self.section_times[section]
if self.section_times[section] > frameTime(1,05) then
return false
end
end
-- section time average requirements
if self.section_times[5] > section_average / 5 then
return false
end
for section = 6, 9 do
if self.section_times[section] > self.section_times[section - 1] + 120 then
return false
end
end
if self.grade < 17 or self.frames > frameTime(8,45) then
return false
end
return true
end
function MarathonA2Game:getLetterGrade()
local grade = grade_conversion[self.grade]
if grade < 9 then
return tostring(9 - grade)
elseif grade < 18 then
return "S" .. tostring(grade - 8)
elseif grade == 18 then
return "M"
else
return "GM"
end
end
MarathonA2Game.rollOpacityFunction = function(age)
if age < 240 then return 1
elseif age > 300 then return 0
else return 1 - (age - 240) / 60 end
end
MarathonA2Game.mRollOpacityFunction = function(age)
if age > 4 then return 0
else return 1 - age / 4 end
end
function MarathonA2Game:drawGrid(ruleset)
if self.clear and not (self.completed or self.game_over) then
if self:qualifiesForMRoll() then
self.grid:drawInvisible(self.mRollOpacityFunction)
else
self.grid:drawInvisible(self.rollOpacityFunction)
end
else
self.grid:draw()
if self.piece ~= nil and self.level < 100 then
self:drawGhostPiece(ruleset)
end
end
end
function MarathonA2Game:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
love.graphics.printf(self.score, 240, 220, 90, "left")
love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
function MarathonA2Game:getHighscoreData()
return {
grade = grade_conversion[self.grade],
score = self.score,
level = self.level,
frames = self.frames,
}
end
function MarathonA2Game:getSectionEndLevel()
if self.level >= 900 then return 999
else return math.floor(self.level / 100 + 1) * 100 end
end
function MarathonA2Game:getBackground()
return math.floor(self.level / 100)
end
return MarathonA2Game

View File

@@ -104,7 +104,7 @@ function DemonModeGame:advanceOneFrame()
if self.clear then if self.clear then
self.roll_frames = self.roll_frames + 1 self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then if self.roll_frames < 0 then
return return false
elseif self.roll_frames >= 1337 then elseif self.roll_frames >= 1337 then
self.completed = true self.completed = true
end end
@@ -159,7 +159,7 @@ function DemonModeGame:updateSectionTimes(old_level, new_level)
end end
elseif old_level < 100 then elseif old_level < 100 then
-- If section time is under cutoff, skip to level 500. -- If section time is under cutoff, skip to level 500.
if self.frames < sp(1,00) then if self.frames < frameTime(1,00) then
self.level = 500 self.level = 500
self.grade = 5 self.grade = 5
self.section_tries = 0 self.section_tries = 0
@@ -226,7 +226,7 @@ function DemonModeGame:drawScoringInfo()
love.graphics.print( love.graphics.print(
self.das.direction .. " " .. self.das.direction .. " " ..
self.das.frames .. " " .. self.das.frames .. " " ..
st(self.prev_inputs) strTrueValues(self.prev_inputs)
) )
love.graphics.printf("NEXT", 64, 40, 40, "left") love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", 240, 120, 40, "left") love.graphics.printf("GRADE", 240, 120, 40, "left")

View File

@@ -36,8 +36,10 @@ function GameMode:new()
self.enable_hold = false self.enable_hold = false
self.enable_hard_drop = true self.enable_hard_drop = true
self.next_queue_length = 1 self.next_queue_length = 1
self.additive_gravity = true
self.draw_section_times = false self.draw_section_times = false
self.draw_secondary_section_times = false self.draw_secondary_section_times = false
self.big_mode = false
-- variables related to configurable parameters -- variables related to configurable parameters
self.drop_locked = false self.drop_locked = false
self.hard_drop_locked = false self.hard_drop_locked = false
@@ -48,13 +50,6 @@ function GameMode:new()
self.secondary_section_times = { [0] = 0 } self.secondary_section_times = { [0] = 0 }
end end
function GameMode:initialize()
-- after all the variables are initialized, run initialization procedures
for i = 1, 30 do
table.insert(self.next_queue, self:getNextPiece(ruleset))
end
end
function GameMode:getARR() return 1 end function GameMode:getARR() return 1 end
function GameMode:getDropSpeed() return 1 end function GameMode:getDropSpeed() return 1 end
function GameMode:getARE() return 25 end function GameMode:getARE() return 25 end
@@ -73,6 +68,7 @@ end
function GameMode:initialize(ruleset) function GameMode:initialize(ruleset)
-- generate next queue -- generate next queue
self:new()
for i = 1, self.next_queue_length do for i = 1, self.next_queue_length do
table.insert(self.next_queue, self:getNextPiece(ruleset)) table.insert(self.next_queue, self:getNextPiece(ruleset))
end end
@@ -119,7 +115,8 @@ function GameMode:update(inputs, ruleset)
ruleset:processPiece( ruleset:processPiece(
inputs, self.piece, self.grid, self:getGravity(), self.prev_inputs, inputs, self.piece, self.grid, self:getGravity(), self.prev_inputs,
self.move, self:getLockDelay(), self:getDropSpeed(), self.move, self:getLockDelay(), self:getDropSpeed(),
self.drop_locked, self.hard_drop_locked, self.enable_hard_drop self.drop_locked, self.hard_drop_locked,
self.enable_hard_drop, self.additive_gravity
) )
local piece_dy = self.piece.position.y - piece_y local piece_dy = self.piece.position.y - piece_y
@@ -298,7 +295,7 @@ function GameMode:initializeNextPiece(inputs, ruleset, piece_data, generate_next
inputs, piece_data, self.grid, gravity, inputs, piece_data, self.grid, gravity,
self.prev_inputs, self.move, self.prev_inputs, self.move,
self:getLockDelay(), self:getDropSpeed(), self:getLockDelay(), self:getDropSpeed(),
self.lock_drop, self.lock_hard_drop self.lock_drop, self.lock_hard_drop, self.big_mode
) )
if self.lock_drop then if self.lock_drop then
self.drop_locked = true self.drop_locked = true
@@ -345,8 +342,8 @@ end
function GameMode:drawNextQueue(ruleset) function GameMode:drawNextQueue(ruleset)
function drawPiece(piece, skin, offsets, pos_x, pos_y) function drawPiece(piece, skin, offsets, pos_x, pos_y)
for index, offset in pairs(offsets) do for index, offset in pairs(offsets) do
local x = ruleset.spawn_positions[piece].x + offset.x local x = offset.x + ruleset.spawn_positions[piece].x
local y = ruleset.spawn_positions[piece].y + offset.y local y = offset.y + 4.7
love.graphics.draw(blocks[skin][piece], pos_x+x*16, pos_y+y*16) love.graphics.draw(blocks[skin][piece], pos_x+x*16, pos_y+y*16)
end end
end end
@@ -389,7 +386,7 @@ function GameMode:drawScoringInfo()
love.graphics.print( love.graphics.print(
self.das.direction .. " " .. self.das.direction .. " " ..
self.das.frames .. " " .. self.das.frames .. " " ..
st(self.prev_inputs) .. strTrueValues(self.prev_inputs) ..
self.drop_bonus self.drop_bonus
) )

View File

@@ -120,7 +120,7 @@ function IntervalTrainingGame:drawScoringInfo()
love.graphics.print( love.graphics.print(
self.das.direction .. " " .. self.das.direction .. " " ..
self.das.frames .. " " .. self.das.frames .. " " ..
st(self.prev_inputs) strTrueValues(self.prev_inputs)
) )
love.graphics.printf("NEXT", 64, 40, 40, "left") love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("TIME LEFT", 240, 250, 80, "left") love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
@@ -134,7 +134,7 @@ function IntervalTrainingGame:drawScoringInfo()
-- draw time left, flash red if necessary -- draw time left, flash red if necessary
local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0) local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0)
if not self.game_over and not self.clear and time_left < sp(0,10) and time_left % 4 < 2 then if not self.game_over and not self.clear and time_left < frameTime(0,10) and time_left % 4 < 2 then
love.graphics.setColor(1, 0.3, 0.3, 1) love.graphics.setColor(1, 0.3, 0.3, 1)
end end
love.graphics.printf(formatTime(time_left), 240, 270, 160, "left") love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")

190
tetris/modes/konoha.lua Executable file
View File

@@ -0,0 +1,190 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local KonohaRandomizer = require 'tetris.randomizers.bag_konoha'
local KonohaGame = GameMode:extend()
KonohaGame.name = "All Clear A4"
KonohaGame.hash = "AllClearA4"
KonohaGame.tagline = "Get as many bravos as you can under the time limit!"
function KonohaGame:new()
KonohaGame.super:new()
self.randomizer = KonohaRandomizer()
self.bravos = 0
self.last_bonus_amount = 0
self.last_bonus_display_time = 0
self.time_limit = 10800
self.big_mode = true
self.enable_hold = true
self.next_queue_length = 3
end
function KonohaGame:getARE()
if self.level < 300 then return 30
elseif self.level < 400 then return 25
elseif self.level < 500 then return 20
elseif self.level < 600 then return 17
elseif self.level < 800 then return 15
elseif self.level < 900 then return 13
elseif self.level < 1000 then return 10
elseif self.level < 1300 then return 8
else return 6 end
end
function KonohaGame:getLineARE()
return self:getARE()
end
function KonohaGame:getDasLimit()
if self.level < 500 then return 10
elseif self.level < 800 then return 9
elseif self.level < 1000 then return 8
else return 7 end
end
function KonohaGame:getLineClearDelay()
if self.level < 200 then return 14
elseif self.level < 500 then return 9
elseif self.level < 800 then return 8
elseif self.level < 1000 then return 7
else return 6 end
end
function KonohaGame:getLockDelay()
if self.level < 500 then return 30
elseif self.level < 600 then return 25
elseif self.level < 700 then return 23
elseif self.level < 800 then return 20
elseif self.level < 900 then return 17
elseif self.level < 1000 then return 15
elseif self.level < 1200 then return 13
elseif self.level < 1300 then return 10
else return 8 end
end
function KonohaGame:getGravity()
if (self.level < 30) then return 4/256
elseif (self.level < 35) then return 8/256
elseif (self.level < 40) then return 12/256
elseif (self.level < 50) then return 16/256
elseif (self.level < 60) then return 32/256
elseif (self.level < 70) then return 48/256
elseif (self.level < 80) then return 64/256
elseif (self.level < 90) then return 128/256
elseif (self.level < 100) then return 192/256
elseif (self.level < 120) then return 1
elseif (self.level < 140) then return 2
elseif (self.level < 160) then return 3
elseif (self.level < 170) then return 4
elseif (self.level < 200) then return 5
else return 20 end
end
function KonohaGame:getSection()
return math.floor(level / 100) + 1
end
function KonohaGame:getSectionEndLevel()
return math.floor(self.level / 100 + 1) * 100
end
function KonohaGame:advanceOneFrame()
if self.ready_frames == 0 then
self.time_limit = self.time_limit - 1
self.frames = self.frames + 1
end
if self.time_limit <= 0 then
self.game_over = true
end
self.last_bonus_display_time = self.last_bonus_display_time - 1
end
function KonohaGame:onPieceEnter()
if (self.level % 100 ~= 99) and self.frames ~= 0 then
self.level = self.level + 1
end
end
function KonohaGame:drawGrid(ruleset)
self.grid:draw()
if self.piece ~= nil and self.level < 100 then
self:drawGhostPiece(ruleset)
end
end
local cleared_row_levels = {2, 4, 6, 12}
local bravo_bonus = {300, 480, 660, 900}
local non_bravo_bonus = {0, 0, 20, 40}
local bravo_ot_bonus = {0, 60, 120, 180}
function KonohaGame:onLineClear(cleared_row_count)
local oldtime = self.time_limit
self.level = self.level + cleared_row_levels[cleared_row_count / 2]
if self.grid:checkForBravo(cleared_row_count) then
self.bravos = self.bravos + 1
if self.level < 1000 then self.time_limit = self.time_limit + bravo_bonus[cleared_row_count / 2]
else self.time_limit = self.time_limit + bravo_ot_bonus[cleared_row_count / 2]
end
if self.bravos == 11 then self.randomizer.allowrepeat = true end
elseif self.level < 1000 then
self.time_limit = self.time_limit + non_bravo_bonus[cleared_row_count / 2]
end
local bonus = self.time_limit - oldtime
if bonus > 0 then
self.last_bonus_amount = bonus
self.last_bonus_display_time = 120
end
end
function KonohaGame:getBackground()
return math.floor(self.level / 100)
end
function KonohaGame:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("TIME LIMIT", 240, 120, 120, "left")
love.graphics.printf("BRAVOS", 240, 200, 50, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
love.graphics.setFont(font_3x5_3)
if not self.game_over and self.time_limit < frameTime(0,10) and self.time_limit % 4 < 2 then
love.graphics.setColor(1, 0.3, 0.3, 1)
end
love.graphics.printf(formatTime(self.time_limit), 240, 140, 120, "right")
love.graphics.setColor(1, 1, 1, 1)
if self.last_bonus_display_time > 0 then
love.graphics.printf("+"..formatTime(self.last_bonus_amount), 240, 160, 120, "right")
end
love.graphics.printf(self.bravos, 240, 220, 90, "left")
love.graphics.printf(self.level, 240, 340, 50, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 50, "right")
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
function KonohaGame:getHighscoreData()
return {
bravos = self.bravos,
level = self.level,
frames = self.frames,
}
end
return KonohaGame

View File

@@ -151,11 +151,11 @@ function Marathon2020Game:advanceOneFrame()
end end
local cool_cutoffs = { local cool_cutoffs = {
sp(0,45,00), sp(0,41,50), sp(0,38,50), sp(0,35,00), sp(0,32,50), frameTime(0,45,00), frameTime(0,41,50), frameTime(0,38,50), frameTime(0,35,00), frameTime(0,32,50),
sp(0,29,20), sp(0,27,20), sp(0,24,80), sp(0,22,80), sp(0,20,60), frameTime(0,29,20), frameTime(0,27,20), frameTime(0,24,80), frameTime(0,22,80), frameTime(0,20,60),
sp(0,19,60), sp(0,19,40), sp(0,19,40), sp(0,18,40), sp(0,18,20), frameTime(0,19,60), frameTime(0,19,40), frameTime(0,19,40), frameTime(0,18,40), frameTime(0,18,20),
sp(0,16,20), sp(0,16,20), sp(0,16,20), sp(0,16,20), sp(0,16,20), frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20),
sp(0,15,20) frameTime(0,15,20)
} }
local levels_for_cleared_rows = { 1, 2, 4, 6 } local levels_for_cleared_rows = { 1, 2, 4, 6 }
@@ -284,11 +284,11 @@ function Marathon2020Game:sectionPassed(old_level, new_level)
end end
function Marathon2020Game:checkTorikan(section) function Marathon2020Game:checkTorikan(section)
if section == 5 and self.frames < sp(6,00,00) then self.torikan_passed[500] = true end if section == 5 and self.frames < frameTime(6,00,00) then self.torikan_passed[500] = true end
if section == 9 and self.frames < sp(8,30,00) then self.torikan_passed[900] = true end if section == 9 and self.frames < frameTime(8,30,00) then self.torikan_passed[900] = true end
if section == 10 and self.frames < sp(8,45,00) then self.torikan_passed[1000] = true end if section == 10 and self.frames < frameTime(8,45,00) then self.torikan_passed[1000] = true end
if section == 15 and self.frames < sp(11,30,00) then self.torikan_passed[1500] = true end if section == 15 and self.frames < frameTime(11,30,00) then self.torikan_passed[1500] = true end
if section == 19 and self.frames < sp(13,15,00) then self.torikan_passed[1900] = true end if section == 19 and self.frames < frameTime(13,15,00) then self.torikan_passed[1900] = true end
end end
function Marathon2020Game:checkClear(level) function Marathon2020Game:checkClear(level)

View File

@@ -23,6 +23,11 @@ function MarathonA1Game:new()
level500 = false, level500 = false,
level999 = false level999 = false
} }
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.randomizer = History4RollsRandomizer() self.randomizer = History4RollsRandomizer()
@@ -155,15 +160,15 @@ end
function MarathonA1Game:checkGMRequirements(old_level, new_level) function MarathonA1Game:checkGMRequirements(old_level, new_level)
if old_level < 300 and new_level >= 300 then if old_level < 300 and new_level >= 300 then
if self.score > 12000 and self.frames <= sp(4,15) then if self.score > 12000 and self.frames <= frameTime(4,15) then
self.gm_conditions["level300"] = true self.gm_conditions["level300"] = true
end end
elseif old_level < 500 and new_level >= 500 then elseif old_level < 500 and new_level >= 500 then
if self.score > 40000 and self.frames <= sp(7,30) then if self.score > 40000 and self.frames <= frameTime(7,30) then
self.gm_conditions["level500"] = true self.gm_conditions["level500"] = true
end end
elseif old_level < 999 and new_level >= 999 then elseif old_level < 999 and new_level >= 999 then
if self.score > 126000 and self.frames <= sp(13,30) then if self.score > 126000 and self.frames <= frameTime(13,30) then
self.gm_conditions["level900"] = true self.gm_conditions["level900"] = true
end end
end end
@@ -184,13 +189,17 @@ function MarathonA1Game:drawScoringInfo()
love.graphics.print( love.graphics.print(
self.das.direction .. " " .. self.das.direction .. " " ..
self.das.frames .. " " .. self.das.frames .. " " ..
st(self.prev_inputs) strTrueValues(self.prev_inputs)
) )
love.graphics.printf("NEXT", 64, 40, 40, "left") love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", 240, 120, 40, "left") love.graphics.printf("GRADE", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left") love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("NEXT RANK", 240, 260, 90, "left") love.graphics.printf("NEXT RANK", 240, 260, 90, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left") love.graphics.printf("LEVEL", 240, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
love.graphics.setFont(font_3x5_3) love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, 240, 220, 90, "left") love.graphics.printf(self.score, 240, 220, 90, "left")
@@ -202,6 +211,9 @@ function MarathonA1Game:drawScoringInfo()
love.graphics.printf(getRankForScore(self.score).next, 240, 280, 90, "left") love.graphics.printf(getRankForScore(self.score).next, 240, 280, 90, "left")
love.graphics.printf(self.level, 240, 340, 40, "right") love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right") love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
love.graphics.setFont(font_8x11) love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center") love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")

View File

@@ -27,6 +27,12 @@ function MarathonA2Game:new()
self.section_times = { [0] = 0 } self.section_times = { [0] = 0 }
self.section_tetrises = { [0] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } self.section_tetrises = { [0] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.randomizer = History6RollsRandomizer() self.randomizer = History6RollsRandomizer()
self.lock_drop = false self.lock_drop = false
@@ -260,7 +266,7 @@ function MarathonA2Game:qualifiesForMRoll()
local section_average = 0 local section_average = 0
for section = 0, 4 do for section = 0, 4 do
section_average = section_average + self.section_times[section] section_average = section_average + self.section_times[section]
if self.section_times[section] > sp(1,05) then if self.section_times[section] > frameTime(1,05) then
return false return false
end end
end end
@@ -273,7 +279,7 @@ function MarathonA2Game:qualifiesForMRoll()
return false return false
end end
end end
if self.grade < 17 or self.frames > sp(8,45) then if self.grade < 17 or self.frames > frameTime(9,30) then
return false return false
end end
return true return true
@@ -325,18 +331,25 @@ function MarathonA2Game:drawScoringInfo()
love.graphics.print( love.graphics.print(
self.das.direction .. " " .. self.das.direction .. " " ..
self.das.frames .. " " .. self.das.frames .. " " ..
st(self.prev_inputs) strTrueValues(self.prev_inputs)
) )
love.graphics.printf("NEXT", 64, 40, 40, "left") love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", 240, 120, 40, "left") love.graphics.printf("GRADE", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left") love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left") love.graphics.printf("LEVEL", 240, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
love.graphics.setFont(font_3x5_3) love.graphics.setFont(font_3x5_3)
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left") love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
love.graphics.printf(self.score, 240, 220, 90, "left") love.graphics.printf(self.score, 240, 220, 90, "left")
love.graphics.printf(self.level, 240, 340, 40, "right") love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right") love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
love.graphics.setFont(font_8x11) love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center") love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")

View File

@@ -32,10 +32,19 @@ function MarathonA3Game:new()
self.randomizer = History6RollsRandomizer() self.randomizer = History6RollsRandomizer()
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.lock_drop = true self.lock_drop = true
self.lock_hard_drop = true self.lock_hard_drop = true
self.enable_hold = true self.enable_hold = true
self.next_queue_length = 3 self.next_queue_length = 3
self.coolregret_message = "COOL!!"
self.coolregret_timer = 0
end end
function MarathonA3Game:getARE() function MarathonA3Game:getARE()
@@ -67,7 +76,9 @@ function MarathonA3Game:getLineClearDelay()
elseif self.speed_level < 600 then return 25 elseif self.speed_level < 600 then return 25
elseif self.speed_level < 700 then return 16 elseif self.speed_level < 700 then return 16
elseif self.speed_level < 800 then return 12 elseif self.speed_level < 800 then return 12
else return 6 end elseif self.speed_level < 1100 then return 6
elseif self.speed_level < 1200 then return 5
else return 4 end
end end
function MarathonA3Game:getLockDelay() function MarathonA3Game:getLockDelay()
@@ -117,7 +128,7 @@ function MarathonA3Game:advanceOneFrame()
if self.roll_frames + 1 == 0 then if self.roll_frames + 1 == 0 then
switchBGM("credit_roll", "gm3") switchBGM("credit_roll", "gm3")
end end
return return false
elseif self.roll_frames > 3238 then elseif self.roll_frames > 3238 then
if self:qualifiesForMRoll() then if self:qualifiesForMRoll() then
self.roll_points = self.roll_points + 160 self.roll_points = self.roll_points + 160
@@ -158,13 +169,13 @@ function MarathonA3Game:onLineClear(cleared_row_count)
end end
local cool_cutoffs = { local cool_cutoffs = {
sp(0,52), sp(0,52), sp(0,49), sp(0,45), sp(0,45), frameTime(0,52), frameTime(0,52), frameTime(0,49), frameTime(0,45), frameTime(0,45),
sp(0,42), sp(0,42), sp(0,38), sp(0,38), frameTime(0,42), frameTime(0,42), frameTime(0,38), frameTime(0,38),
} }
local regret_cutoffs = { local regret_cutoffs = {
sp(0,90), sp(0,75), sp(0,75), sp(0,68), sp(0,60), frameTime(0,90), frameTime(0,75), frameTime(0,75), frameTime(0,68), frameTime(0,60),
sp(0,60), sp(0,50), sp(0,50), sp(0,50), sp(0,50), frameTime(0,60), frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50),
} }
function MarathonA3Game:updateSectionTimes(old_level, new_level) function MarathonA3Game:updateSectionTimes(old_level, new_level)
@@ -180,17 +191,23 @@ function MarathonA3Game:updateSectionTimes(old_level, new_level)
if section_time > regret_cutoffs[section] then if section_time > regret_cutoffs[section] then
self.section_cool_grade = self.section_cool_grade - 1 self.section_cool_grade = self.section_cool_grade - 1
table.insert(self.section_status, "regret") table.insert(self.section_status, "regret")
self.coolregret_message = "REGRET!!"
self.coolregret_timer = 300
elseif section <= 9 and self.section_status[section - 1] == "cool" and elseif section <= 9 and self.section_status[section - 1] == "cool" and
self.section_70_times[section] < self.section_70_times[section - 1] + 1000 then self.section_70_times[section] < self.section_70_times[section - 1] + 120 then
self.section_cool_grade = self.section_cool_grade + 1 self.section_cool_grade = self.section_cool_grade + 1
self.speed_level = self.speed_level + 100 self.speed_level = self.speed_level + 100
table.insert(self.section_status, "cool") table.insert(self.section_status, "cool")
self.coolregret_message = "COOL!!"
self.coolregret_timer = 300
elseif self.section_status[section - 1] == "cool" then elseif self.section_status[section - 1] == "cool" then
table.insert(self.section_status, "none") table.insert(self.section_status, "none")
elseif section <= 9 and self.section_70_times[section] < cool_cutoffs[section] then elseif section <= 9 and self.section_70_times[section] < cool_cutoffs[section] then
self.section_cool_grade = self.section_cool_grade + 1 self.section_cool_grade = self.section_cool_grade + 1
self.speed_level = self.speed_level + 100 self.speed_level = self.speed_level + 100
table.insert(self.section_status, "cool") table.insert(self.section_status, "cool")
self.coolregret_message = "COOL!!"
self.coolregret_timer = 300
else else
table.insert(self.section_status, "none") table.insert(self.section_status, "none")
end end
@@ -370,12 +387,16 @@ function MarathonA3Game:drawScoringInfo()
love.graphics.print( love.graphics.print(
self.das.direction .. " " .. self.das.direction .. " " ..
self.das.frames .. " " .. self.das.frames .. " " ..
st(self.prev_inputs) strTrueValues(self.prev_inputs)
) )
love.graphics.printf("NEXT", 64, 40, 40, "left") love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", 240, 120, 40, "left") love.graphics.printf("GRADE", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left") love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left") love.graphics.printf("LEVEL", 240, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
-- draw section time data -- draw section time data
current_section = math.floor(self.level / 100) + 1 current_section = math.floor(self.level / 100) + 1
@@ -404,11 +425,19 @@ function MarathonA3Game:drawScoringInfo()
love.graphics.printf(formatTime(self.frames - self.section_start_time), current_x, 40 + 20 * current_section, 90, "left") love.graphics.printf(formatTime(self.frames - self.section_start_time), current_x, 40 + 20 * current_section, 90, "left")
if(self.coolregret_timer > 0) then
love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
self.coolregret_timer = self.coolregret_timer - 1
end
love.graphics.setFont(font_3x5_3) love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, 240, 220, 90, "left") love.graphics.printf(self.score, 240, 220, 90, "left")
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left") love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
love.graphics.printf(self.level, 240, 340, 40, "right") love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right") love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
love.graphics.setFont(font_8x11) love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center") love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")

View File

@@ -3,22 +3,20 @@ require 'funcs'
local GameMode = require 'tetris.modes.gamemode' local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece' local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls' local Bag7NoSZOStartRandomizer = require 'tetris.randomizers.bag7noSZOstart'
local MarathonL1Game = GameMode:extend() local MarathonAX4Game = GameMode:extend()
MarathonL1Game.name = "Line Attack" MarathonAX4Game.name = "Marathon AX4"
MarathonL1Game.hash = "MarathonL1" MarathonAX4Game.hash = "MarathonAX4"
MarathonL1Game.tagline = "Can you clear the time hurdles when the game goes this fast?" MarathonAX4Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
function MarathonAX4Game:new()
MarathonAX4Game.super:new()
function MarathonL1Game:new()
MarathonL1Game.super:new()
self.roll_frames = 0 self.roll_frames = 0
self.randomizer = History6RollsRandomizer() self.randomizer = Bag7NoSZOStartRandomizer()
self.section_time_limit = 3600 self.section_time_limit = 3600
self.section_start_time = 0 self.section_start_time = 0
@@ -30,7 +28,7 @@ function MarathonL1Game:new()
self.next_queue_length = 3 self.next_queue_length = 3
end end
function MarathonL1Game:getARE() function MarathonAX4Game:getARE()
if self.lines < 10 then return 18 if self.lines < 10 then return 18
elseif self.lines < 40 then return 14 elseif self.lines < 40 then return 14
elseif self.lines < 60 then return 12 elseif self.lines < 60 then return 12
@@ -40,24 +38,24 @@ function MarathonL1Game:getARE()
else return 6 end else return 6 end
end end
function MarathonL1Game:getLineARE() function MarathonAX4Game:getLineARE()
return self:getARE() return self:getARE()
end end
function MarathonL1Game:getDasLimit() function MarathonAX4Game:getDasLimit()
if self.lines < 20 then return 10 if self.lines < 20 then return 10
elseif self.lines < 50 then return 9 elseif self.lines < 50 then return 9
elseif self.lines < 70 then return 8 elseif self.lines < 70 then return 8
else return 7 end else return 7 end
end end
function MarathonL1Game:getLineClearDelay() function MarathonAX4Game:getLineClearDelay()
if self.lines < 10 then return 14 if self.lines < 10 then return 14
elseif self.lines < 30 then return 9 elseif self.lines < 30 then return 9
else return 5 end else return 5 end
end end
function MarathonL1Game:getLockDelay() function MarathonAX4Game:getLockDelay()
if self.lines < 10 then return 28 if self.lines < 10 then return 28
elseif self.lines < 20 then return 24 elseif self.lines < 20 then return 24
elseif self.lines < 30 then return 22 elseif self.lines < 30 then return 22
@@ -67,15 +65,15 @@ function MarathonL1Game:getLockDelay()
else return 13 end else return 13 end
end end
function MarathonL1Game:getGravity() function MarathonAX4Game:getGravity()
return 20 return 20
end end
function MarathonL1Game:getSection() function MarathonAX4Game:getSection()
return math.floor(level / 100) + 1 return math.floor(level / 100) + 1
end end
function MarathonL1Game:advanceOneFrame() function MarathonAX4Game:advanceOneFrame()
if self.clear then if self.clear then
self.roll_frames = self.roll_frames + 1 self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then if self.roll_frames < 0 then
@@ -94,7 +92,7 @@ function MarathonL1Game:advanceOneFrame()
return true return true
end end
function MarathonL1Game:onLineClear(cleared_row_count) function MarathonAX4Game:onLineClear(cleared_row_count)
if not self.clear then if not self.clear then
local new_lines = self.lines + cleared_row_count local new_lines = self.lines + cleared_row_count
self:updateSectionTimes(self.lines, new_lines) self:updateSectionTimes(self.lines, new_lines)
@@ -106,11 +104,11 @@ function MarathonL1Game:onLineClear(cleared_row_count)
end end
end end
function MarathonL1Game:getSectionTime() function MarathonAX4Game:getSectionTime()
return self.frames - self.section_start_time return self.frames - self.section_start_time
end end
function MarathonL1Game:updateSectionTimes(old_lines, new_lines) function MarathonAX4Game:updateSectionTimes(old_lines, new_lines)
if math.floor(old_lines / 10) < math.floor(new_lines / 10) then if math.floor(old_lines / 10) < math.floor(new_lines / 10) then
-- record new section -- record new section
table.insert(self.section_times, self:getSectionTime()) table.insert(self.section_times, self:getSectionTime())
@@ -119,23 +117,23 @@ function MarathonL1Game:updateSectionTimes(old_lines, new_lines)
end end
end end
function MarathonL1Game:onPieceEnter() function MarathonAX4Game:onPieceEnter()
self.section_clear = false self.section_clear = false
end end
function MarathonL1Game:drawGrid(ruleset) function MarathonAX4Game:drawGrid(ruleset)
self.grid:draw() self.grid:draw()
end end
function MarathonL1Game:getHighscoreData() function MarathonAX4Game:getHighscoreData()
return { return {
lines = self.lines, lines = self.lines,
frames = self.frames, frames = self.frames,
} }
end end
function MarathonL1Game:drawScoringInfo() function MarathonAX4Game:drawScoringInfo()
MarathonL1Game.super.drawScoringInfo(self) MarathonAX4Game.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
@@ -143,7 +141,7 @@ function MarathonL1Game:drawScoringInfo()
love.graphics.print( love.graphics.print(
self.das.direction .. " " .. self.das.direction .. " " ..
self.das.frames .. " " .. self.das.frames .. " " ..
st(self.prev_inputs) strTrueValues(self.prev_inputs)
) )
love.graphics.printf("NEXT", 64, 40, 40, "left") love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("TIME LEFT", 240, 250, 80, "left") love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
@@ -158,19 +156,19 @@ function MarathonL1Game:drawScoringInfo()
-- draw time left, flash red if necessary -- draw time left, flash red if necessary
local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0) local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0)
if not self.game_over and not self.clear and time_left < sp(0,10) and time_left % 4 < 2 then if not self.game_over and not self.clear and time_left < frameTime(0,10) and time_left % 4 < 2 then
love.graphics.setColor(1, 0.3, 0.3, 1) love.graphics.setColor(1, 0.3, 0.3, 1)
end end
love.graphics.printf(formatTime(time_left), 240, 270, 160, "left") love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
end end
function MarathonL1Game:getSectionEndLines() function MarathonAX4Game:getSectionEndLines()
return math.floor(self.lines / 10 + 1) * 10 return math.floor(self.lines / 10 + 1) * 10
end end
function MarathonL1Game:getBackground() function MarathonAX4Game:getBackground()
return math.floor(self.lines / 10) return math.floor(self.lines / 10)
end end
return MarathonL1Game return MarathonAX4Game

View File

@@ -0,0 +1,185 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local Randomizer = require 'tetris.randomizers.randomizer'
local MarathonC89Game = GameMode:extend()
MarathonC89Game.name = "Marathon C89"
MarathonC89Game.hash = "MarathonC89"
MarathonC89Game.tagline = "Can you play fast enough to reach the killscreen?"
function MarathonC89Game:new()
MarathonC89Game.super:new()
self.randomizer = Randomizer()
self.ready_frames = 1
self.waiting_frames = 72
self.start_level = 12
self.level = 12
self.lock_drop = true
self.enable_hard_drop = false
self.enable_hold = false
self.next_queue_length = 1
self.additive_gravity = false
end
function MarathonC89Game:getDropSpeed() return 1/2 end
function MarathonC89Game:getDasLimit() return 16 end
function MarathonC89Game:getARR() return 6 end
function MarathonC89Game:getARE() return 6 end
function MarathonC89Game:getLineARE() return 6 end
function MarathonC89Game:getLineClearDelay() return 30 end
function MarathonC89Game:getLockDelay() return 0 end
function MarathonC89Game:chargeDAS(inputs)
if inputs[self.das.direction] == true and
self.prev_inputs[self.das.direction] == true and
not inputs["down"] and
self.piece ~= nil
then
local das_frames = self.das.frames + 1
if das_frames >= self:getDasLimit() then
if self.das.direction == "left" then
self.move = (self:getARR() == 0 and "speed" or "") .. "left"
self.das.frames = self:getDasLimit() - self:getARR()
elseif self.das.direction == "right" then
self.move = (self:getARR() == 0 and "speed" or "") .. "right"
self.das.frames = self:getDasLimit() - self:getARR()
end
else
self.move = "none"
self.das.frames = das_frames
end
elseif inputs["right"] == true then
self.das.direction = "right"
if not inputs["down"] and self.piece ~= nil then
self.move = "right"
self.das.frames = 0
else
self.move = "none"
end
elseif inputs["left"] == true then
self.das.direction = "left"
if not inputs["down"] and self.piece ~= nil then
self.move = "left"
self.das.frames = 0
else
self.move = "none"
end
else
self.move = "none"
end
if self.das.direction == "left" and self.piece ~= nil and self.piece:isMoveBlocked(self.grid, {x=-1, y=0}) or
self.das.direction == "right" and self.piece ~= nil and self.piece:isMoveBlocked(self.grid, {x=1, y=0})
then
self.das.frames = self:getDasLimit()
end
if inputs["down"] == false and self.prev_inputs["down"] == true then
self.drop_bonus = 0
end
end
local gravity_table = {
[0] =
1366/65536, 1525/65536, 1725/65536, 1986/65536, 2341/65536,
2850/65536, 3641/65536, 5042/65536, 8192/65536, 10923/65536,
13108/65536, 13108/65536, 13108/65536, 16384/65536, 16384/65536,
16384/65536, 21846/65536, 21846/65536, 21846/65536
}
function MarathonC89Game:getGravity()
if self.waiting_frames > 0 then return 0 end
if self.level >= 29 then return 1
elseif self.level >= 19 then return 1/2
else return gravity_table[self.level] end
end
function MarathonC89Game:advanceOneFrame()
if self.waiting_frames > 0 then
self.waiting_frames = self.waiting_frames - 1
else
self.frames = self.frames + 1
end
return true
end
function MarathonC89Game:onPieceLock()
self.score = self.score + self.drop_bonus
self.drop_bonus = 0
end
local cleared_line_scores = { 40, 100, 300, 1200 }
function MarathonC89Game:getLevelForLines()
if self.start_level < 10 then
return math.max(self.start_level, math.floor(self.lines / 10))
elseif self.start_level < 16 then
return math.max(self.start_level, self.start_level + math.floor((self.lines - 100) / 10))
else
return math.max(self.start_level, math.floor((self.lines - 60) / 10))
end
end
function MarathonC89Game:updateScore(level, drop_bonus, cleared_lines)
if cleared_lines > 0 then
self.score = self.score + cleared_line_scores[cleared_lines] * (self.level + 1)
self.lines = self.lines + cleared_lines
self.level = self:getLevelForLines()
else
self.drop_bonus = 0
self.combo = 1
end
end
function MarathonC89Game:drawGrid()
self.grid:draw()
if self.piece ~= nil and self.level < 100 then
self:drawGhostPiece(ruleset)
end
end
function MarathonC89Game:drawScoringInfo()
MarathonC89Game.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("LINES", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.lines, 240, 140, 90, "left")
love.graphics.printf(self.score, 240, 220, 90, "left")
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
function MarathonC89Game:getBackground()
return math.min(self.level, 19)
end
function MarathonC89Game:getHighscoreData()
return {
score = self.score,
level = self.level,
}
end
return MarathonC89Game

View File

@@ -61,15 +61,15 @@ function PhantomManiaGame:getGravity()
end end
function PhantomManiaGame:hitTorikan(old_level, new_level) function PhantomManiaGame:hitTorikan(old_level, new_level)
if old_level < 300 and new_level >= 300 and self.frames > sp(2,28) then if old_level < 300 and new_level >= 300 and self.frames > frameTime(2,28) then
self.level = 300 self.level = 300
return true return true
end end
if old_level < 500 and new_level >= 500 and self.frames > sp(3,38) then if old_level < 500 and new_level >= 500 and self.frames > frameTime(3,38) then
self.level = 500 self.level = 500
return true return true
end end
if old_level < 800 and new_level >= 800 and self.frames > sp(5,23) then if old_level < 800 and new_level >= 800 and self.frames > frameTime(5,23) then
self.level = 800 self.level = 800
return true return true
end end

View File

@@ -25,6 +25,8 @@ function PhantomMania2Game:new()
self.combo = 1 self.combo = 1
self.hold_age = 0 self.hold_age = 0
self.queue_age = 0 self.queue_age = 0
self.roll_points = 0
self.randomizer = History6RollsRandomizer() self.randomizer = History6RollsRandomizer()
self.lock_drop = true self.lock_drop = true
@@ -84,19 +86,19 @@ function PhantomMania2Game:getNextPiece(ruleset)
end end
function PhantomMania2Game:hitTorikan(old_level, new_level) function PhantomMania2Game:hitTorikan(old_level, new_level)
if old_level < 300 and new_level >= 300 and self.frames > sp(2,02) then if old_level < 300 and new_level >= 300 and self.frames > frameTime(2,02) then
self.level = 300 self.level = 300
return true return true
end end
if old_level < 500 and new_level >= 500 and self.frames > sp(3,03) then if old_level < 500 and new_level >= 500 and self.frames > frameTime(3,03) then
self.level = 500 self.level = 500
return true return true
end end
if old_level < 800 and new_level >= 800 and self.frames > sp(4,45) then if old_level < 800 and new_level >= 800 and self.frames > frameTime(4,45) then
self.level = 800 self.level = 800
return true return true
end end
if old_level < 1000 and new_level >= 1000 and self.frames > sp(5,38) then if old_level < 1000 and new_level >= 1000 and self.frames > frameTime(5,38) then
self.level = 1000 self.level = 1000
return true return true
end end
@@ -135,7 +137,7 @@ function PhantomMania2Game:onPieceEnter()
end end
local cleared_row_levels = {1, 2, 4, 6} local cleared_row_levels = {1, 2, 4, 6}
local cleared_row_points = {0.02, 0.05, 0.15, 0.6} local cleared_row_points = {2, 6, 15, 40}
function PhantomMania2Game:onLineClear(cleared_row_count) function PhantomMania2Game:onLineClear(cleared_row_count)
if not self.clear then if not self.clear then
@@ -144,6 +146,7 @@ function PhantomMania2Game:onLineClear(cleared_row_count)
if new_level >= 1300 or self:hitTorikan(self.level, new_level) then if new_level >= 1300 or self:hitTorikan(self.level, new_level) then
if new_level >= 1300 then if new_level >= 1300 then
self.level = 1300 self.level = 1300
self.big_mode = true
end end
self.clear = true self.clear = true
self.grid:clear() self.grid:clear()
@@ -152,6 +155,12 @@ function PhantomMania2Game:onLineClear(cleared_row_count)
self.level = math.min(new_level, 1300) self.level = math.min(new_level, 1300)
end end
self:advanceBottomRow(-cleared_row_count) self:advanceBottomRow(-cleared_row_count)
else
self.roll_points = self.roll_points + cleared_row_points[cleared_row_count / 2]
if self.roll_points >= 100 then
self.roll_points = self.roll_points - 100
self.grade = self.grade + 1
end
end end
end end
@@ -179,15 +188,15 @@ end
local cool_cutoffs = { local cool_cutoffs = {
sp(0,36), sp(0,36), sp(0,36), sp(0,36), sp(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36),
sp(0,30), sp(0,30), sp(0,30), sp(0,30), sp(0,30), frameTime(0,30), frameTime(0,30), frameTime(0,30), frameTime(0,30), frameTime(0,30),
sp(0,27), sp(0,27), sp(0,27), frameTime(0,27), frameTime(0,27), frameTime(0,27),
} }
local regret_cutoffs = { local regret_cutoffs = {
sp(0,50), sp(0,50), sp(0,50), sp(0,50), sp(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50),
sp(0,40), sp(0,40), sp(0,40), sp(0,40), sp(0,40), frameTime(0,40), frameTime(0,40), frameTime(0,40), frameTime(0,40), frameTime(0,40),
sp(0,35), sp(0,35), sp(0,35), frameTime(0,35), frameTime(0,35), frameTime(0,35),
} }
function PhantomMania2Game:updateSectionTimes(old_level, new_level) function PhantomMania2Game:updateSectionTimes(old_level, new_level)
@@ -225,7 +234,7 @@ PhantomMania2Game.garbageOpacityFunction = function(age)
end end
function PhantomMania2Game:drawGrid() function PhantomMania2Game:drawGrid()
if not (self.game_over or self.clear) then if not (self.game_over or (self.clear and self.level < 1300)) then
self.grid:drawInvisible(self.rollOpacityFunction, self.garbageOpacityFunction) self.grid:drawInvisible(self.rollOpacityFunction, self.garbageOpacityFunction)
else else
self.grid:draw() self.grid:draw()
@@ -243,7 +252,7 @@ local function getLetterGrade(grade)
end end
function PhantomMania2Game:setNextOpacity(i) function PhantomMania2Game:setNextOpacity(i)
if self.level > 1000 then if self.level > 1000 and self.level < 1300 then
local hidden_next_pieces = math.floor(self.level / 100) - 10 local hidden_next_pieces = math.floor(self.level / 100) - 10
if i < hidden_next_pieces then if i < hidden_next_pieces then
love.graphics.setColor(1, 1, 1, 0) love.graphics.setColor(1, 1, 1, 0)
@@ -258,7 +267,7 @@ function PhantomMania2Game:setNextOpacity(i)
end end
function PhantomMania2Game:setHoldOpacity() function PhantomMania2Game:setHoldOpacity()
if self.level > 1000 then if self.level > 1000 and self.level < 1300 then
love.graphics.setColor(1, 1, 1, 1 - math.min(1, self.hold_age / 15)) love.graphics.setColor(1, 1, 1, 1 - math.min(1, self.hold_age / 15))
else else
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)

View File

@@ -5,17 +5,15 @@ local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls' local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local LigneGame = GameMode:extend() local Race40Game = GameMode:extend()
LigneGame.name = "Ligne" Race40Game.name = "Race 40"
LigneGame.hash = "Ligne" Race40Game.hash = "Race40"
LigneGame.tagline = "How fast can you clear 40 lines?" Race40Game.tagline = "How fast can you clear 40 lines?"
function Race40Game:new()
Race40Game.super:new()
function LigneGame:new()
LigneGame.super:new()
self.lines = 0 self.lines = 0
self.line_goal = 40 self.line_goal = 40
@@ -32,39 +30,39 @@ function LigneGame:new()
self.next_queue_length = 3 self.next_queue_length = 3
end end
function LigneGame:getDropSpeed() function Race40Game:getDropSpeed()
return 20 return 20
end end
function LigneGame:getARR() function Race40Game:getARR()
return 0 return 0
end end
function LigneGame:getARE() function Race40Game:getARE()
return 0 return 0
end end
function LigneGame:getLineARE() function Race40Game:getLineARE()
return self:getARE() return self:getARE()
end end
function LigneGame:getDasLimit() function Race40Game:getDasLimit()
return 6 return 6
end end
function LigneGame:getLineClearDelay() function Race40Game:getLineClearDelay()
return 0 return 0
end end
function LigneGame:getLockDelay() function Race40Game:getLockDelay()
return 15 return 15
end end
function LigneGame:getGravity() function Race40Game:getGravity()
return 1/64 return 1/64
end end
function LigneGame:advanceOneFrame() function Race40Game:advanceOneFrame()
if self.clear then if self.clear then
self.roll_frames = self.roll_frames + 1 self.roll_frames = self.roll_frames + 1
if self.roll_frames > 150 then if self.roll_frames > 150 then
@@ -77,11 +75,11 @@ function LigneGame:advanceOneFrame()
return true return true
end end
function LigneGame:onPieceLock() function Race40Game:onPieceLock()
self.pieces = self.pieces + 1 self.pieces = self.pieces + 1
end end
function LigneGame:onLineClear(cleared_row_count) function Race40Game:onLineClear(cleared_row_count)
if not self.clear then if not self.clear then
self.lines = self.lines + cleared_row_count self.lines = self.lines + cleared_row_count
if self.lines >= self.line_goal then if self.lines >= self.line_goal then
@@ -90,22 +88,22 @@ function LigneGame:onLineClear(cleared_row_count)
end end
end end
function LigneGame:drawGrid(ruleset) function Race40Game:drawGrid(ruleset)
self.grid:draw() self.grid:draw()
if self.piece ~= nil then if self.piece ~= nil then
self:drawGhostPiece(ruleset) self:drawGhostPiece(ruleset)
end end
end end
function LigneGame:getHighscoreData() function Race40Game:getHighscoreData()
return { return {
level = self.level, level = self.level,
frames = self.frames, frames = self.frames,
} }
end end
function LigneGame:drawScoringInfo() function Race40Game:drawScoringInfo()
LigneGame.super.drawScoringInfo(self) Race40Game.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
local text_x = config["side_next"] and 320 or 240 local text_x = config["side_next"] and 320 or 240
@@ -124,8 +122,8 @@ function LigneGame:drawScoringInfo()
love.graphics.printf(math.max(0, self.line_goal - self.lines), text_x, 340, 40, "left") love.graphics.printf(math.max(0, self.line_goal - self.lines), text_x, 340, 40, "left")
end end
function LigneGame:getBackground() function Race40Game:getBackground()
return 2 return 2
end end
return LigneGame return Race40Game

View File

@@ -102,15 +102,15 @@ function Survival2020Game:getNextPiece(ruleset)
end end
function Survival2020Game:hitTorikan(old_level, new_level) function Survival2020Game:hitTorikan(old_level, new_level)
if old_level < 500 and new_level >= 500 and self.frames > sp(3,00) then if old_level < 500 and new_level >= 500 and self.frames > frameTime(3,00) then
self.level = 500 self.level = 500
return true return true
end end
if old_level < 1000 and new_level >= 1000 and self.frames > sp(5,00) then if old_level < 1000 and new_level >= 1000 and self.frames > frameTime(5,00) then
self.level = 1000 self.level = 1000
return true return true
end end
if old_level < 1500 and new_level >= 1500 and self.frames > sp(7,00) then if old_level < 1500 and new_level >= 1500 and self.frames > frameTime(7,00) then
self.level = 1500 self.level = 1500
return true return true
end end
@@ -193,7 +193,7 @@ function Survival2020Game:updateSectionTimes(old_level, new_level)
section_time = self.frames - self.section_start_time section_time = self.frames - self.section_start_time
table.insert(self.section_times, section_time) table.insert(self.section_times, section_time)
self.section_start_time = self.frames self.section_start_time = self.frames
if section_time <= sp(0,30) then if section_time <= frameTime(0,30) then
self.grade = self.grade + 2 self.grade = self.grade + 2
else else
self.grade = self.grade + 1 self.grade = self.grade + 1

View File

@@ -25,6 +25,12 @@ function SurvivalA1Game:new()
level999 = false level999 = false
} }
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.randomizer = History4RollsRandomizer() self.randomizer = History4RollsRandomizer()
self.lock_drop = false self.lock_drop = false
@@ -125,15 +131,15 @@ end
function SurvivalA1Game:checkGMRequirements(old_level, new_level) function SurvivalA1Game:checkGMRequirements(old_level, new_level)
if old_level < 300 and new_level >= 300 then if old_level < 300 and new_level >= 300 then
if self.score > 12000 and self.frames <= sp(4,15) then if self.score > 12000 and self.frames <= frameTime(4,15) then
self.gm_conditions["level300"] = true self.gm_conditions["level300"] = true
end end
elseif old_level < 500 and new_level >= 500 then elseif old_level < 500 and new_level >= 500 then
if self.score > 40000 and self.frames <= sp(7,30) then if self.score > 40000 and self.frames <= frameTime(7,30) then
self.gm_conditions["level500"] = true self.gm_conditions["level500"] = true
end end
elseif old_level < 999 and new_level >= 999 then elseif old_level < 999 and new_level >= 999 then
if self.score > 126000 and self.frames <= sp(13,30) then if self.score > 126000 and self.frames <= frameTime(13,30) then
self.gm_conditions["level900"] = true self.gm_conditions["level900"] = true
end end
end end
@@ -151,13 +157,17 @@ function SurvivalA1Game:drawScoringInfo()
love.graphics.print( love.graphics.print(
self.das.direction .. " " .. self.das.direction .. " " ..
self.das.frames .. " " .. self.das.frames .. " " ..
st(self.prev_inputs) strTrueValues(self.prev_inputs)
) )
love.graphics.printf("NEXT", 64, 40, 40, "left") love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", 240, 120, 40, "left") love.graphics.printf("GRADE", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left") love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("NEXT RANK", 240, 260, 90, "left") love.graphics.printf("NEXT RANK", 240, 260, 90, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left") love.graphics.printf("LEVEL", 240, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
love.graphics.setFont(font_3x5_3) love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, 240, 220, 90, "left") love.graphics.printf(self.score, 240, 220, 90, "left")
@@ -169,6 +179,9 @@ function SurvivalA1Game:drawScoringInfo()
love.graphics.printf(getRankForScore(self.score).next, 240, 280, 90, "left") love.graphics.printf(getRankForScore(self.score).next, 240, 280, 90, "left")
love.graphics.printf(self.level, 240, 340, 40, "right") love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right") love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
love.graphics.setFont(font_8x11) love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center") love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")

View File

@@ -20,6 +20,12 @@ function SurvivalA2Game:new()
self.combo = 1 self.combo = 1
self.randomizer = History6RollsRandomizer() self.randomizer = History6RollsRandomizer()
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.lock_drop = true self.lock_drop = true
end end
@@ -62,7 +68,7 @@ function SurvivalA2Game:getGravity()
end end
function SurvivalA2Game:hitTorikan(old_level, new_level) function SurvivalA2Game:hitTorikan(old_level, new_level)
if old_level < 500 and new_level >= 500 and self.frames > sp(3,25) then if old_level < 500 and new_level >= 500 and self.frames > frameTime(3,25) then
self.level = 500 self.level = 500
return true return true
end end
@@ -132,18 +138,25 @@ function SurvivalA2Game:drawScoringInfo()
love.graphics.print( love.graphics.print(
self.das.direction .. " " .. self.das.direction .. " " ..
self.das.frames .. " " .. self.das.frames .. " " ..
st(self.prev_inputs) strTrueValues(self.prev_inputs)
) )
love.graphics.printf("NEXT", 64, 40, 40, "left") love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", text_x, 120, 40, "left") love.graphics.printf("GRADE", text_x, 120, 40, "left")
love.graphics.printf("SCORE", text_x, 200, 40, "left") love.graphics.printf("SCORE", text_x, 200, 40, "left")
love.graphics.printf("LEVEL", text_x, 320, 40, "left") love.graphics.printf("LEVEL", text_x, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
love.graphics.setFont(font_3x5_3) love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, text_x, 220, 90, "left") love.graphics.printf(self.score, text_x, 220, 90, "left")
love.graphics.printf(self:getLetterGrade(), text_x, 140, 90, "left") love.graphics.printf(self:getLetterGrade(), text_x, 140, 90, "left")
love.graphics.printf(self.level, text_x, 340, 40, "right") love.graphics.printf(self.level, text_x, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), text_x, 370, 40, "right") love.graphics.printf(self:getSectionEndLevel(), text_x, 370, 40, "right")
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
end end
function SurvivalA2Game:getSectionEndLevel() function SurvivalA2Game:getSectionEndLevel()

View File

@@ -25,9 +25,18 @@ function SurvivalA3Game:new()
self.combo = 1 self.combo = 1
self.randomizer = History6RollsRandomizer() self.randomizer = History6RollsRandomizer()
self.SGnames = {
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"m1", "m2", "m3", "m4", "m5", "m6", "m7", "m8", "m9",
"GM"
}
self.lock_drop = true self.lock_drop = true
self.enable_hold = true self.enable_hold = true
self.next_queue_length = 3 self.next_queue_length = 3
self.coolregret_message = "COOL!!"
self.coolregret_timer = 0
end end
function SurvivalA3Game:getARE() function SurvivalA3Game:getARE()
@@ -44,13 +53,14 @@ function SurvivalA3Game:getLineARE()
end end
function SurvivalA3Game:getDasLimit() function SurvivalA3Game:getDasLimit()
if self.level < 200 then return 9 if self.level < 100 then return 9
elseif self.level < 500 then return 7 elseif self.level < 500 then return 7
else return 5 end else return 5 end
end end
function SurvivalA3Game:getLineClearDelay() function SurvivalA3Game:getLineClearDelay()
return self:getLineARE() - 2 if self.level < 1300 then return self:getLineARE() - 2
else return 6 end
end end
function SurvivalA3Game:getLockDelay() function SurvivalA3Game:getLockDelay()
@@ -60,7 +70,8 @@ function SurvivalA3Game:getLockDelay()
elseif self.level < 600 then return 13 elseif self.level < 600 then return 13
elseif self.level < 1100 then return 12 elseif self.level < 1100 then return 12
elseif self.level < 1200 then return 10 elseif self.level < 1200 then return 10
else return 8 end elseif self.level < 1300 then return 8
else return 15 end
end end
function SurvivalA3Game:getGravity() function SurvivalA3Game:getGravity()
@@ -84,11 +95,11 @@ function SurvivalA3Game:getNextPiece(ruleset)
end end
function SurvivalA3Game:hitTorikan(old_level, new_level) function SurvivalA3Game:hitTorikan(old_level, new_level)
if old_level < 500 and new_level >= 500 and self.frames > sp(2,28) then if old_level < 500 and new_level >= 500 and self.frames > frameTime(2,28) then
self.level = 500 self.level = 500
return true return true
end end
if old_level < 1000 and new_level >= 1000 and self.frames > sp(4,56) then if old_level < 1000 and new_level >= 1000 and self.frames > frameTime(4,56) then
self.level = 1000 self.level = 1000
return true return true
end end
@@ -133,6 +144,7 @@ function SurvivalA3Game:onLineClear(cleared_row_count)
end end
self.clear = true self.clear = true
self.grid:clear() self.grid:clear()
self.big_mode = true
self.roll_frames = -150 self.roll_frames = -150
else else
self.level = math.min(new_level, 1300) self.level = math.min(new_level, 1300)
@@ -165,8 +177,11 @@ function SurvivalA3Game:updateSectionTimes(old_level, new_level)
section_time = self.frames - self.section_start_time section_time = self.frames - self.section_start_time
table.insert(self.section_times, section_time) table.insert(self.section_times, section_time)
self.section_start_time = self.frames self.section_start_time = self.frames
if section_time <= sp(1,00) then if section_time <= frameTime(1,00) then
self.grade = self.grade + 1 self.grade = self.grade + 1
else
self.coolregret_message = "REGRET!!"
self.coolregret_timer = 300
end end
end end
end end
@@ -188,10 +203,8 @@ end
local function getLetterGrade(grade) local function getLetterGrade(grade)
if grade == 0 then if grade == 0 then
return "1" return "1"
elseif grade <= 9 then
return "S" .. tostring(grade)
else else
return "M" .. tostring(grade - 9) return "S" .. tostring(grade)
end end
end end
@@ -206,6 +219,15 @@ function SurvivalA3Game:drawScoringInfo()
love.graphics.printf("GRADE", text_x, 120, 40, "left") love.graphics.printf("GRADE", text_x, 120, 40, "left")
love.graphics.printf("SCORE", text_x, 200, 40, "left") love.graphics.printf("SCORE", text_x, 200, 40, "left")
love.graphics.printf("LEVEL", text_x, 320, 40, "left") love.graphics.printf("LEVEL", text_x, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
if(self.coolregret_timer > 0) then
love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
self.coolregret_timer = self.coolregret_timer - 1
end
local current_section = math.floor(self.level / 100) + 1 local current_section = math.floor(self.level / 100) + 1
self:drawSectionTimesWithSplits(current_section) self:drawSectionTimesWithSplits(current_section)
@@ -219,6 +241,9 @@ function SurvivalA3Game:drawScoringInfo()
else else
love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right") love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right")
end end
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
end end
function SurvivalA3Game:getBackground() function SurvivalA3Game:getBackground()

View File

@@ -0,0 +1,17 @@
local Randomizer = require 'tetris.randomizers.randomizer'
local Bag5Randomizer = Randomizer:extend()
function Bag5Randomizer:initialize()
self.bag = {"I", "J", "L", "O", "T"}
end
function Bag5Randomizer:generatePiece()
if next(self.bag) == nil then
self.bag = {"I", "J", "L", "O", "T"}
end
local x = math.random(table.getn(self.bag))
return table.remove(self.bag, x)
end
return Bag5Randomizer

24
tetris/randomizers/bag5alt.lua Executable file
View File

@@ -0,0 +1,24 @@
local Randomizer = require 'tetris.randomizers.randomizer'
local Bag5AltRandomizer = Randomizer:extend()
function Bag5AltRandomizer:initialize()
self.bag = {"I", "J", "L", "O", "T"}
self.prev = nil
end
function Bag5AltRandomizer:generatePiece()
if next(self.bag) == nil then
self.bag = {"I", "J", "L", "O", "T"}
end
local x = math.random(table.getn(self.bag))
local temp = table.remove(self.bag, x)
if temp == self.prev then
local y = math.random(table.getn(self.bag))
temp = table.remove(self.bag, y)
end
self.prev = temp
return temp
end
return Bag5AltRandomizer

View File

@@ -0,0 +1,31 @@
local Randomizer = require 'tetris.randomizers.randomizer'
local Bag7NoSZOStartRandomizer = Randomizer:extend()
function Bag7NoSZOStartRandomizer:shuffleBag()
local b = self.bag
local ln = #b
for i = 1, ln do
local j = math.random(i, ln)
b[i], b[j] = b[j], b[i]
end
end
local function isnotSZO(x) return not(x == "S" or x == "Z" or x == "O") end
function Bag7NoSZOStartRandomizer:initialize()
self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
repeat
self:shuffleBag()
until isnotSZO(self.bag[7])
end
function Bag7NoSZOStartRandomizer:generatePiece()
if #self.bag == 0 then
self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
self:shuffleBag()
end
return table.remove(self.bag)
end
return Bag7NoSZOStartRandomizer

View File

@@ -0,0 +1,28 @@
local Randomizer = require 'tetris.randomizers.randomizer'
local BagKonoha = Randomizer:extend()
function BagKonoha:initialize()
self.bag = {"I", "J", "L", "O", "T"}
self.prev = nil
self.allowrepeat = false
self.generated = 0
end
function BagKonoha:generatePiece()
self.generated = self.generated + 1
if #self.bag == 0 then
self.bag = {"I", "J", "L", "O", "T"}
end
local x = math.random(#self.bag)
local temp = table.remove(self.bag, x)
if temp == self.prev and not self.allowrepeat then
local y = math.random(#self.bag)
table.insert(self.bag, temp) -- should insert at the end of the bag, bag[y] doesnt change
temp = table.remove(self.bag, y)
end
self.prev = temp
return temp
end
return BagKonoha

View File

@@ -3,17 +3,23 @@ local Randomizer = require 'tetris.randomizers.randomizer'
local History4RollsRandomizer = Randomizer:extend() local History4RollsRandomizer = Randomizer:extend()
function History4RollsRandomizer:initialize() function History4RollsRandomizer:initialize()
self.history = {"Z", "S", "Z", "S"} self.history = {"Z", "Z", "Z", "Z"}
self.first = true
end end
function History4RollsRandomizer:generatePiece() function History4RollsRandomizer:generatePiece()
local shapes = {"I", "J", "L", "O", "S", "T", "Z"} if self.first then
for i = 1, 4 do self.first = false
local x = math.random(7) return self:updateHistory(({"L", "J", "I", "T"})[math.random(4)])
if not inHistory(shapes[x], self.history) or i == 4 then else
return self:updateHistory(shapes[x]) local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
end for i = 1, 4 do
end local x = math.random(7)
if not inHistory(shapes[x], self.history) or i == 4 then
return self:updateHistory(shapes[x])
end
end
end
end end
function History4RollsRandomizer:updateHistory(shape) function History4RollsRandomizer:updateHistory(shape)

View File

@@ -4,16 +4,22 @@ local History6RollsRandomizer = Randomizer:extend()
function History6RollsRandomizer:initialize() function History6RollsRandomizer:initialize()
self.history = {"Z", "S", "Z", "S"} self.history = {"Z", "S", "Z", "S"}
self.first = true
end end
function History6RollsRandomizer:generatePiece() function History6RollsRandomizer:generatePiece()
local shapes = {"I", "J", "L", "O", "S", "T", "Z"} if self.first then
for i = 1, 6 do self.first = false
local x = math.random(7) return self:updateHistory(({"L", "J", "I", "T"})[math.random(4)])
if not inHistory(shapes[x], self.history) or i == 6 then else
return self:updateHistory(shapes[x]) local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
end for i = 1, 6 do
end local x = math.random(7)
if not inHistory(shapes[x], self.history) or i == 6 then
return self:updateHistory(shapes[x])
end
end
end
end end
function History6RollsRandomizer:updateHistory(shape) function History6RollsRandomizer:updateHistory(shape)

View File

@@ -1,38 +1,70 @@
local Randomizer = require 'tetris.randomizers.randomizer' local Randomizer = require 'tetris.randomizers.randomizer'
local History6RollsRandomizer = Randomizer:extend() local History6Rolls35PoolRandomizer = Randomizer:extend()
function History6RollsRandomizer:initialize() function History6Rolls35PoolRandomizer:initialize()
self.first = true
self.history = {"Z", "S", "Z", "S"} self.history = {"Z", "S", "Z", "S"}
self.bag_counts = { self.pool = {
I = 5, J = 5, L = 5, O = 5, S = 3, T = 5, Z = 3 "I", "I", "I", "I", "I",
"T", "T", "T", "T", "T",
"L", "L", "L", "L", "L",
"J", "J", "J", "J", "J",
"S", "S", "S", "S", "S",
"Z", "Z", "Z", "Z", "Z",
"O", "O", "O", "O", "O",
} }
self.droughts = {
I = 0,
T = 0,
L = 0,
J = 0,
S = 0,
Z = 0,
O = 0,
}
end end
function History6RollsRandomizer:getBagPiece(n) function History6Rolls35PoolRandomizer:generatePiece()
for shape, count in pairs(self.bag_counts) do local index, x
n = n - count if self.first then
if n <= 0 then local prevent = {"S", "Z", "O"}
return shape repeat
end index = math.random(#self.pool)
end x = self.pool[index]
until not inHistory(x, prevent)
self.first = false
else
for i = 1, 6 do
index = math.random(#self.pool)
x = self.pool[index]
if not inHistory(x, self.history) or i == 6 then
break
end
end
end
self.pool[index] = self:updateHistory(x)
return x
end end
function History6RollsRandomizer:generatePiece() function History6Rolls35PoolRandomizer:updateHistory(shape)
for i = 1, 6 do table.remove(self.history, 1)
local x = self:getBagPiece(math.random(31))
if not inHistory(x, self.history) or i == 6 then
return self:updateHistory(x)
end
end
end
function History6RollsRandomizer:updateHistory(shape)
self.bag_counts[shape] = self.bag_counts[shape] - 1
local replaced_piece = table.remove(self.history, 1)
table.insert(self.history, shape) table.insert(self.history, shape)
self.bag_counts[replaced_piece] = self.bag_counts[replaced_piece] + 1
return shape local highdrought
local highdroughtcount = 0
for k, v in pairs(self.droughts) do
if k == shape then
self.droughts[k] = 0
else
self.droughts[k] = v + 1
if v >= highdroughtcount then
highdrought = k
highdroughtcount = v
end
end
end
return highdrought
end end
function inHistory(piece, history) function inHistory(piece, history)
@@ -44,4 +76,4 @@ function inHistory(piece, history)
return false return false
end end
return History6RollsRandomizer return History6Rolls35PoolRandomizer

View File

@@ -4,15 +4,10 @@ local Randomizer = Object:extend()
function Randomizer:new() function Randomizer:new()
self:initialize() self:initialize()
self.next_queue = {}
for i = 1, 30 do
table.insert(self.next_queue, self:generatePiece())
end
end end
function Randomizer:nextPiece() function Randomizer:nextPiece()
table.insert(self.next_queue, self:generatePiece()) return self:generatePiece()
return table.remove(self.next_queue, 1)
end end
function Randomizer:initialize() function Randomizer:initialize()

View File

@@ -16,6 +16,16 @@ ARS.spawn_positions = {
Z = { x=4, y=5 }, Z = { x=4, y=5 },
} }
ARS.big_spawn_positions = {
I = { x=2, y=2 },
J = { x=2, y=3 },
L = { x=2, y=3 },
O = { x=2, y=3 },
S = { x=2, y=3 },
T = { x=2, y=3 },
Z = { x=2, y=3 },
}
ARS.block_offsets = { ARS.block_offsets = {
I={ I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} }, { {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
@@ -71,11 +81,19 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
piece.shape == "J" or piece.shape == "T" or piece.shape == "L" piece.shape == "J" or piece.shape == "T" or piece.shape == "L"
) and ( ) and (
piece.rotation == 0 or piece.rotation == 2 piece.rotation == 0 or piece.rotation == 2
) and ( ) then
grid:isOccupied(piece.position.x, piece.position.y) or local offsets = new_piece:getBlockOffsets()
grid:isOccupied(piece.position.x, piece.position.y - 1) or table.sort(offsets, function(A, B) return A.y < B.y or A.y == B.y and A.x < B.y end)
grid:isOccupied(piece.position.x, piece.position.y - 2) for index, offset in pairs(offsets) do
) then return end if grid:isOccupied(piece.position.x + offset.x, piece.position.y + offset.y) then
if offset.x == 0 then
return
else
break
end
end
end
end
-- kick right, kick left -- kick right, kick left
if (grid:canPlacePiece(new_piece:withOffset({x=1, y=0}))) then if (grid:canPlacePiece(new_piece:withOffset({x=1, y=0}))) then

178
tetris/rulesets/arika_ace.lua Executable file
View File

@@ -0,0 +1,178 @@
local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.ruleset'
local ARS = Ruleset:extend()
ARS.name = "ACE-ARS"
ARS.hash = "ArikaACE"
ARS.spawn_positions = {
I = { x=5, y=2 },
J = { x=4, y=3 },
L = { x=4, y=3 },
O = { x=5, y=3 },
S = { x=4, y=3 },
T = { x=4, y=3 },
Z = { x=4, y=3 },
}
ARS.big_spawn_positions = {
I = { x=2, y=0 },
J = { x=2, y=1 },
L = { x=2, y=1 },
O = { x=2, y=1 },
S = { x=2, y=1 },
T = { x=2, y=1 },
Z = { x=2, y=1 },
}
ARS.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=-1}, {x=1, y=-2}, {x=0, y=-2}, {x=0, y=0} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=1, y=0} },
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=-1, y=0} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=-2}, {x=0, y=-1}, {x=1, y=0}, {x=0, y=0} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=-1, y=0} },
{ {x=0, y=-1}, {x=-1, y=-2}, {x=0, y=-2}, {x=0, y=0} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=-2}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=-2}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-1}, {x=0, y=-2} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=0, y=0} },
{ {x=0, y=-1}, {x=0, y=0}, {x=-1, y=-1}, {x=0, y=-2} },
},
Z={
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=0} },
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-2}, {x=1, y=-1} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=0} },
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-2}, {x=1, y=-1} },
}
}
-- Component functions.
function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
-- O doesn't kick
if (piece.shape == "O") then return end
-- center column rule
if (
piece.shape == "J" or piece.shape == "T" or piece.shape == "L"
) and (
piece.rotation == 0 or piece.rotation == 2
) then
local offsets = new_piece:getBlockOffsets()
table.sort(offsets, function(A, B) return A.y < B.y or A.y == B.y and A.x < B.y end)
for index, offset in pairs(offsets) do
if grid:isOccupied(piece.position.x + offset.x, piece.position.y + offset.y) then
if offset.x == 0 then
return
else
break
end
end
end
end
if piece.shape == "I" then
-- special kick rules for I
if new_piece.rotation == 0 or new_piece.rotation == 2 then
-- kick right, right2, left
if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
self:onPieceRotate(piece, grid)
elseif grid:canPlacePiece(new_piece:withOffset({x=2, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=2, y=0})
self:onPieceRotate(piece, grid)
elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
self:onPieceRotate(piece, grid)
end
elseif piece:isDropBlocked(grid) and (new_piece.rotation == 1 or new_piece.rotation == 3) and piece.floorkick == 0 then
-- kick up, up2
if grid:canPlacePiece(new_piece:withOffset({x=0, y=-1})) then
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
self:onPieceRotate(piece, grid)
piece.floorkick = 1
elseif grid:canPlacePiece(new_piece:withOffset({x=0, y=-2})) then
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-2})
self:onPieceRotate(piece, grid)
piece.floorkick = 1
end
end
else
-- kick right, kick left
if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
elseif piece.shape == "T"
and new_piece.rotation == 1
and piece.floorkick == 0
and grid:canPlacePiece(new_piece:withOffset({x=0, y=-1}))
then
-- T floorkick
piece.floorkick = piece.floorkick + 1
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
end
end
end
function ARS:onPieceCreate(piece, grid)
piece.floorkick = 0
piece.manipulations = 0
end
function ARS:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset
end
function ARS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 127 then
piece.locked = true
end
end
end
function ARS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 127 then
piece.locked = true
end
end
end
function ARS:get180RotationValue() return config["reverse_rotate"] and 1 or 3 end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS

177
tetris/rulesets/arika_srs.lua Executable file
View File

@@ -0,0 +1,177 @@
local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.ruleset'
local SRS = Ruleset:extend()
SRS.name = "ACE-SRS"
SRS.hash = "ACE Standard"
SRS.enable_IRS_wallkicks = true
SRS.spawn_positions = {
I = { x=5, y=2 },
J = { x=4, y=3 },
L = { x=4, y=3 },
O = { x=5, y=3 },
S = { x=4, y=3 },
T = { x=4, y=3 },
Z = { x=4, y=3 },
}
SRS.big_spawn_positions = {
I = { x=2, y=0 },
J = { x=2, y=1 },
L = { x=2, y=1 },
O = { x=2, y=1 },
S = { x=2, y=1 },
T = { x=2, y=1 },
Z = { x=2, y=1 },
}
SRS.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
{ {x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1} },
{ {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=1, y=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1} },
{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0} },
{ {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0} },
},
Z={
{ {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0} },
{ {x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1} },
{ {x=1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1} },
}
}
SRS.wallkicks_3x3 = {
[0]={
[1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}},
[2]={{x=0, y=1}, {x=0, y=-1}},
[3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
},
[1]={
[0]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}},
[2]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}},
[3]={{x=0, y=1}, {x=0, y=-1}},
},
[2]={
[0]={{x=0, y=1}, {x=0, y=-1}},
[1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}},
[3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
},
[3]={
[0]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
[1]={{x=0, y=1}, {x=0, y=-1}},
[2]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
},
};
SRS.wallkicks_line = {
[0]={
[1]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}},
[2]={},
[3]={{x=-1, y=0}, {x=2, y=0}, {x=-1, y=-2}, {x=2, y=1}},
},
[1]={
[0]={{x=2, y=0}, {x=-1, y=0}, {x=2, y=-1}, {x=-1, y=2}},
[2]={{x=-1, y=0}, {x=2, y=0}, {x=-1, y=-2}, {x=2, y=1}},
[3]={{x=0, y=1}, {x=0, y=-1}, {x=0, y=2}, {x=0, y=-2}},
},
[2]={
[0]={},
[1]={{x=1, y=0}, {x=-2, y=0}, {x=1, y=2}, {x=-2, y=-1}},
[3]={{x=2, y=0}, {x=-1, y=0}, {x=2, y=-1}, {x=-1, y=2}},
},
[3]={
[0]={{x=1, y=0}, {x=-2, y=0}, {x=1, y=2}, {x=-2, y=-1}},
[1]={{x=0, y=1}, {x=0, y=-1}, {x=0, y=2}, {x=0, y=-2}},
[2]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}},
},
};
-- Component functions.
function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
local kicks
if piece.shape == "O" then
return
elseif piece.shape == "I" then
kicks = SRS.wallkicks_line[piece.rotation][new_piece.rotation]
else
kicks = SRS.wallkicks_3x3[piece.rotation][new_piece.rotation]
end
assert(piece.rotation ~= new_piece.rotation)
for idx, offset in pairs(kicks) do
kicked_piece = new_piece:withOffset(offset)
if grid:canPlacePiece(kicked_piece) then
piece:setRelativeRotation(rot_dir)
piece:setOffset(offset)
self:onPieceRotate(piece, grid)
return
end
end
end
function SRS:onPieceCreate(piece, grid)
piece.manipulations = 0
end
function SRS:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset
end
function SRS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 127 then
piece.locked = true
end
end
end
function SRS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 127 then
piece.locked = true
end
end
end
return SRS

View File

@@ -16,6 +16,16 @@ ARS.spawn_positions = {
Z = { x=4, y=5 }, Z = { x=4, y=5 },
} }
ARS.big_spawn_positions = {
I = { x=2, y=2 },
J = { x=2, y=3 },
L = { x=2, y=3 },
O = { x=2, y=3 },
S = { x=2, y=3 },
T = { x=2, y=3 },
Z = { x=2, y=3 },
}
ARS.block_offsets = { ARS.block_offsets = {
I={ I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} }, { {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
@@ -74,11 +84,19 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
piece.shape == "J" or piece.shape == "T" or piece.shape == "L" piece.shape == "J" or piece.shape == "T" or piece.shape == "L"
) and ( ) and (
piece.rotation == 0 or piece.rotation == 2 piece.rotation == 0 or piece.rotation == 2
) and ( ) then
grid:isOccupied(piece.position.x, piece.position.y) or local offsets = new_piece:getBlockOffsets()
grid:isOccupied(piece.position.x, piece.position.y - 1) or table.sort(offsets, function(A, B) return A.y < B.y or A.y == B.y and A.x < B.y end)
grid:isOccupied(piece.position.x, piece.position.y - 2) for index, offset in pairs(offsets) do
) then return end if grid:isOccupied(piece.position.x + offset.x, piece.position.y + offset.y) then
if offset.x == 0 then
return
else
break
end
end
end
end
if piece.shape == "I" then if piece.shape == "I" then
-- special kick rules for I -- special kick rules for I
@@ -106,14 +124,21 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
piece.floorkick = 1 piece.floorkick = 1
end end
end end
elseif piece.shape ~= "I" then else
-- kick right, kick left -- kick right, kick left
if (grid:canPlacePiece(new_piece:withOffset({x=1, y=0}))) then if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0}) piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
elseif (grid:canPlacePiece(new_piece:withOffset({x=-1, y=0}))) then elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0}) piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
end elseif piece.shape == "T"
else and new_piece.rotation == 1
and piece.floorkick == 0
and grid:canPlacePiece(new_piece:withOffset({x=0, y=-1}))
then
-- T floorkick
piece.floorkick = piece.floorkick + 1
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
end
end end
end end

View File

@@ -16,6 +16,16 @@ CRS.spawn_positions = {
Z = { x=4, y=4 }, Z = { x=4, y=4 },
} }
CRS.big_spawn_positions = {
I = { x=2, y=2 },
J = { x=2, y=3 },
L = { x=2, y=3 },
O = { x=2, y=3 },
S = { x=2, y=2 },
T = { x=2, y=3 },
Z = { x=2, y=2 },
}
CRS.block_offsets = { CRS.block_offsets = {
I={ I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} }, { {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },

View File

@@ -72,10 +72,17 @@ function Ruleset:movePiece(piece, grid, move)
end end
end end
function Ruleset:dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked, hard_drop_enabled) function Ruleset:dropPiece(
inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
hard_drop_enabled, additive_gravity
)
local y = piece.position.y local y = piece.position.y
if inputs["down"] == true and drop_locked == false then if inputs["down"] == true and drop_locked == false then
piece:addGravity(gravity + drop_speed, grid) if additive_gravity then
piece:addGravity(gravity + drop_speed, grid)
else
piece:addGravity(math.max(gravity, drop_speed), grid)
end
elseif inputs["up"] == true and hard_drop_enabled == true then elseif inputs["up"] == true and hard_drop_enabled == true then
if hard_drop_locked == true or piece:isDropBlocked(grid) then if hard_drop_locked == true or piece:isDropBlocked(grid) then
piece:addGravity(gravity, grid) piece:addGravity(gravity, grid)
@@ -102,12 +109,19 @@ function Ruleset:getDefaultOrientation() return 1 end
function Ruleset:initializePiece( function Ruleset:initializePiece(
inputs, data, grid, gravity, prev_inputs, inputs, data, grid, gravity, prev_inputs,
move, lock_delay, drop_speed, move, lock_delay, drop_speed,
drop_locked, hard_drop_locked drop_locked, hard_drop_locked, big
) )
local spawn_positions
if big then
spawn_positions = self.big_spawn_positions
else
spawn_positions = self.spawn_positions
end
local piece = Piece(data.shape, data.orientation - 1, { local piece = Piece(data.shape, data.orientation - 1, {
x = self.spawn_positions[data.shape].x, x = spawn_positions[data.shape].x,
y = self.spawn_positions[data.shape].y y = spawn_positions[data.shape].y
}, self.block_offsets, 0, 0, data.skin) }, self.block_offsets, 0, 0, data.skin, big)
self:onPieceCreate(piece) self:onPieceCreate(piece)
self:rotatePiece(inputs, piece, grid, {}, true) self:rotatePiece(inputs, piece, grid, {}, true)
self:dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked) self:dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked)
@@ -120,11 +134,15 @@ function Ruleset:onPieceCreate(piece) end
function Ruleset:processPiece( function Ruleset:processPiece(
inputs, piece, grid, gravity, prev_inputs, inputs, piece, grid, gravity, prev_inputs,
move, lock_delay, drop_speed, move, lock_delay, drop_speed,
drop_locked, hard_drop_locked, hard_drop_enabled drop_locked, hard_drop_locked,
hard_drop_enabled, additive_gravity
) )
self:rotatePiece(inputs, piece, grid, prev_inputs, false) self:rotatePiece(inputs, piece, grid, prev_inputs, false)
self:movePiece(piece, grid, move) self:movePiece(piece, grid, move)
self:dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked, hard_drop_enabled) self:dropPiece(
inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
hard_drop_enabled, additive_gravity
)
self:lockPiece(piece, grid, lock_delay) self:lockPiece(piece, grid, lock_delay)
end end

26
tetris/rulesets/standard_exp.lua Normal file → Executable file
View File

@@ -3,19 +3,29 @@ local Ruleset = require 'tetris.rulesets.ruleset'
local SRS = Ruleset:extend() local SRS = Ruleset:extend()
SRS.name = "SRS" SRS.name = "Guideline SRS"
SRS.hash = "Standard" SRS.hash = "Standard"
SRS.enable_IRS_wallkicks = true SRS.enable_IRS_wallkicks = true
SRS.spawn_positions = { SRS.spawn_positions = {
I = { x=5, y=4 }, I = { x=5, y=2 },
J = { x=4, y=5 }, J = { x=4, y=3 },
L = { x=4, y=5 }, L = { x=4, y=3 },
O = { x=5, y=5 }, O = { x=5, y=3 },
S = { x=4, y=5 }, S = { x=4, y=3 },
T = { x=4, y=5 }, T = { x=4, y=3 },
Z = { x=4, y=5 }, Z = { x=4, y=3 },
}
SRS.big_spawn_positions = {
I = { x=2, y=0 },
J = { x=2, y=1 },
L = { x=2, y=1 },
O = { x=2, y=1 },
S = { x=2, y=1 },
T = { x=2, y=1 },
Z = { x=2, y=1 },
} }
SRS.block_offsets = { SRS.block_offsets = {

177
tetris/rulesets/ti_srs.lua Normal file
View File

@@ -0,0 +1,177 @@
local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.ruleset'
local SRS = Ruleset:extend()
SRS.name = "Ti-World"
SRS.hash = "Bad I-kicks"
SRS.enable_IRS_wallkicks = true
SRS.spawn_positions = {
I = { x=5, y=2 },
J = { x=4, y=3 },
L = { x=4, y=3 },
O = { x=5, y=3 },
S = { x=4, y=3 },
T = { x=4, y=3 },
Z = { x=4, y=3 },
}
SRS.big_spawn_positions = {
I = { x=2, y=0 },
J = { x=2, y=1 },
L = { x=2, y=1 },
O = { x=2, y=1 },
S = { x=2, y=1 },
T = { x=2, y=1 },
Z = { x=2, y=1 },
}
SRS.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
{ {x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1} },
{ {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=1, y=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1} },
{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0} },
{ {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0} },
},
Z={
{ {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0} },
{ {x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1} },
{ {x=1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1} },
}
}
SRS.wallkicks_3x3 = {
[0]={
[1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}},
[2]={{x=0, y=1}, {x=0, y=-1}},
[3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
},
[1]={
[0]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}},
[2]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}},
[3]={{x=0, y=1}, {x=0, y=-1}},
},
[2]={
[0]={{x=0, y=1}, {x=0, y=-1}},
[1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}},
[3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
},
[3]={
[0]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
[1]={{x=0, y=1}, {x=0, y=-1}},
[2]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
},
};
SRS.wallkicks_line = {
[0]={
[1]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}},
[2]={},
[3]={{x=-1, y=0}, {x=2, y=0}, {x=-1, y=-2}, {x=2, y=1}},
},
[1]={
[0]={{x=2, y=0}, {x=-1, y=0}, {x=2, y=-1}, {x=-1, y=2}},
[2]={{x=-1, y=0}, {x=2, y=0}, {x=-1, y=-2}, {x=2, y=1}},
[3]={{x=0, y=1}, {x=0, y=-1}, {x=0, y=2}, {x=0, y=-2}},
},
[2]={
[0]={},
[1]={{x=1, y=0}, {x=-2, y=0}, {x=1, y=2}, {x=-2, y=-1}},
[3]={{x=2, y=0}, {x=-1, y=0}, {x=2, y=-1}, {x=-1, y=2}},
},
[3]={
[0]={{x=1, y=0}, {x=-2, y=0}, {x=1, y=2}, {x=-2, y=-1}},
[1]={{x=0, y=1}, {x=0, y=-1}, {x=0, y=2}, {x=0, y=-2}},
[2]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}},
},
};
-- Component functions.
function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
local kicks
if piece.shape == "O" then
return
elseif piece.shape == "I" then
kicks = SRS.wallkicks_line[piece.rotation][new_piece.rotation]
else
kicks = SRS.wallkicks_3x3[piece.rotation][new_piece.rotation]
end
assert(piece.rotation ~= new_piece.rotation)
for idx, offset in pairs(kicks) do
kicked_piece = new_piece:withOffset(offset)
if grid:canPlacePiece(kicked_piece) then
piece:setRelativeRotation(rot_dir)
piece:setOffset(offset)
self:onPieceRotate(piece, grid)
return
end
end
end
function SRS:onPieceCreate(piece, grid)
piece.manipulations = 0
end
function SRS:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset
end
function SRS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 8 then
piece.locked = true
end
end
end
function SRS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 8 then
piece.locked = true
end
end
end
return SRS