mirror of
https://github.com/SashLilac/cambridge.git
synced 2025-05-13 20:21:25 -05:00
Compare commits
167 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
869a0f7ec5 | ||
|
|
10a9d97848 | ||
|
|
a470b40def | ||
|
|
fd739dcfdf | ||
|
|
e1dc01d0d0 | ||
|
|
7228707241 | ||
|
|
af86ce3a98 | ||
|
|
78ae0ae671 | ||
|
|
c614e9c4cd | ||
|
|
b27ef0e9f4 | ||
|
|
843b1e108a | ||
|
|
a8d697064c | ||
|
|
cf32474898 | ||
|
|
6a295cad59 | ||
|
|
2d80e20c82 | ||
|
|
2279c24d11 | ||
|
|
8510ad9bea | ||
|
|
6b77ad8547 | ||
|
|
6834e92674 | ||
|
|
3479374686 | ||
|
|
863c614a4c | ||
|
|
49e52c6a39 | ||
|
|
a105086ca6 | ||
|
|
1b381c4bf3 | ||
|
|
91a87fea73 | ||
|
|
28b455fcc0 | ||
|
|
2e3eff025f | ||
|
|
4670cb7c15 | ||
|
|
9b04e14388 | ||
|
|
f52da36bf7 | ||
|
|
76142c1dff | ||
|
|
a3458e2413 | ||
|
|
7eba9c012f | ||
|
|
4d2868b7b6 | ||
|
|
2e6fcd232b | ||
|
|
10833f2ec1 | ||
|
|
abb2b9491e | ||
|
|
062ab2005e | ||
|
|
468025fc80 | ||
|
|
c8544975d6 | ||
|
|
6776229bfb | ||
|
|
84b4dc5073 | ||
|
|
35dafb6615 | ||
|
|
3641d85fcb | ||
|
|
9b89c4d1de | ||
|
|
2dba120919 | ||
|
|
9224f271b1 | ||
|
|
febb5d546c | ||
|
|
c6482c423e | ||
|
|
6beb313c6b | ||
|
|
eb70f55b6e | ||
|
|
0badcde9ad | ||
|
|
6f39b591d3 | ||
|
|
129237f0b0 | ||
|
|
741c246244 | ||
|
|
b5937af8b2 | ||
|
|
33b8533d8e | ||
|
|
69959ff687 | ||
|
|
f91cd99dfd | ||
|
|
be59727ca5 | ||
|
|
cca295066c | ||
|
|
f2862b4d93 | ||
|
|
2aafd30253 | ||
|
|
b27ba335ba | ||
|
|
33244736b8 | ||
|
|
a324e0015a | ||
|
|
285108ca08 | ||
|
|
4b1fed727c | ||
|
|
d38168ca00 | ||
|
|
b0ce0f17f5 | ||
|
|
9fca272e8d | ||
|
|
5a21c8244b | ||
|
|
4923b2e2d4 | ||
|
|
8810f24e7a | ||
|
|
57a9f6ef55 | ||
|
|
342036bc28 | ||
|
|
78dcfe43c4 | ||
|
|
cdf6b5cf33 | ||
|
|
e6a60b0021 | ||
|
|
5f29c987f2 | ||
|
|
608d75b1ac | ||
|
|
1427c0d19e | ||
|
|
e221a91d73 | ||
|
|
bdcd25b82c | ||
|
|
a5158e0994 | ||
|
|
d946b17e13 | ||
|
|
69a5c0a21a | ||
|
|
b6423c3335 | ||
|
|
5b960d7291 | ||
|
|
54f4b0b890 | ||
|
|
8c62f321a0 | ||
|
|
fdffd2cd9a | ||
|
|
8ddf468121 | ||
|
|
8e77407ff2 | ||
|
|
92c852d178 | ||
|
|
f658ed63f2 | ||
|
|
c2d1c1183c | ||
|
|
36c568feaf | ||
|
|
bf30fcefbd | ||
|
|
d9f5bd16d7 | ||
|
|
d978ff8d87 | ||
|
|
b47d0f36b9 | ||
|
|
abc210c69c | ||
|
|
436e4ac861 | ||
|
|
a48d7c67b5 | ||
|
|
f6ca79ff91 | ||
|
|
4eb3901610 | ||
|
|
3f7fc4b622 | ||
|
|
ac7ae91c39 | ||
|
|
0c8e910245 | ||
|
|
6233ffb12d | ||
|
|
1f78bb9e99 | ||
|
|
a125c09106 | ||
|
|
090ffa5126 | ||
|
|
12a6f42198 | ||
|
|
0c317d9ce1 | ||
|
|
eddfee566d | ||
|
|
7fe366a8de | ||
|
|
55be30c99f | ||
|
|
36ceef8488 | ||
|
|
b59edb5e8e | ||
|
|
5d32b6a3e7 | ||
|
|
05230ac046 | ||
|
|
f28dc08ae2 | ||
|
|
ecd958bdc5 | ||
|
|
43f59cfde8 | ||
|
|
00c46961f9 | ||
|
|
0a0053276b | ||
|
|
d0f1d869a8 | ||
|
|
29ee000998 | ||
|
|
995fd7fee9 | ||
|
|
67abf35a28 | ||
|
|
9982613e26 | ||
|
|
629beb7240 | ||
|
|
4cb20101b0 | ||
|
|
63c0721978 | ||
|
|
1366451a3d | ||
|
|
6b624b9853 | ||
|
|
b0bda25466 | ||
|
|
2bde9d1378 | ||
|
|
6178b2cee9 | ||
|
|
4e8a237de3 | ||
|
|
5606251ea7 | ||
|
|
a4984fd687 | ||
|
|
b7ef7d1976 | ||
|
|
293b7398a2 | ||
|
|
8a2237a77c | ||
|
|
bdad32ac79 | ||
|
|
3cc918841f | ||
|
|
5f7ea0648e | ||
|
|
5d34218b97 | ||
|
|
fcd8b0f360 | ||
|
|
b983e1c108 | ||
|
|
36ab451b70 | ||
|
|
8fef7faa6a | ||
|
|
f13e2096b2 | ||
|
|
6b7f18d58a | ||
|
|
d5ce2ee9ba | ||
|
|
f04b57e7eb | ||
|
|
be644bf57b | ||
|
|
9d15feef33 | ||
|
|
634a5bc03b | ||
|
|
f1ad1f0ea4 | ||
|
|
a534331b11 | ||
|
|
d602fdfc7e | ||
|
|
971151e210 | ||
|
|
593cad0e71 |
2
.gitignore
vendored
2
.gitignore
vendored
@@ -2,3 +2,5 @@
|
||||
*.love
|
||||
dist/*.zip
|
||||
dist/**/cambridge.exe
|
||||
dist/**/libs
|
||||
dist/**/*.md
|
||||
68
README.md
68
README.md
@@ -1,33 +1,38 @@
|
||||

|
||||
|
||||
Cambridge
|
||||
=========
|
||||
|
||||
Welcome to Cambridge, the next open-source falling-block game engine!
|
||||
|
||||
This fork is written and maintained exclusively by [SashLilac](https://github.com/SashLilac), [joezeng](https://github.com/joezeng) and [Oshisaure](https://github.com/oshisaure)!
|
||||
|
||||
Installation instructions
|
||||
-------------------------
|
||||
Join our Discord server for help and a welcoming community! https://discord.gg/mteMJw4
|
||||
|
||||
Pre-built releases are available on the releases page.
|
||||
Credits
|
||||
-------
|
||||
|
||||
### Windows
|
||||
- [Lilla Oshisaure](https://www.youtube.com/user/LeSpyroshisaure) for being my co-dev!
|
||||
- [joezeng](https://github.com/joezeng) for the original project, and for offering to help with the expansion!
|
||||
- [The Tetra Legends Discord](http://discord.com/invite/7hMx5r2) for supporting me and playtesting!
|
||||
- [The Absolute Plus](https://discord.gg/6Gf2awJ) for being another source of motivation!
|
||||
|
||||
Unzip the exe file and run it directly. All assets are currently bundled inside the executable.
|
||||
The following people in no particular order also helped with the project:
|
||||
- [Hailey](https://github.com/haileylgbt)
|
||||
- CylinderKnot
|
||||
- MarkGamed7794
|
||||
- [Mizu](https://github.com/rexxt)
|
||||
- MattMayuga
|
||||
- Kitaru
|
||||
- switchpalacecorner
|
||||
- [sinefuse](https://github.com/sinefuse)
|
||||
- [2Tie](https://github.com/2Tie)
|
||||
- [nightmareci](https://github.com/nightmareci)
|
||||
|
||||
### macOS
|
||||

|
||||
|
||||
For the time being, the file `cambridge.love` only works on the command line. Install `love` with [https://brew.sh/](Homebrew), and run:
|
||||
|
||||
$ love cambridge.love
|
||||
|
||||
### Linux
|
||||
|
||||
Same as macOS, except install `love` with your favourite package manager.
|
||||
|
||||
|
||||
Running from source
|
||||
-------------------
|
||||
|
||||
If you want the bleeding-edge release, you can also clone the code straight from this repository.
|
||||
Playing the game
|
||||
----------------
|
||||
|
||||
### macOS, Linux
|
||||
|
||||
@@ -35,14 +40,35 @@ If you haven't already, install `love` with your favourite package manager (Home
|
||||
|
||||
Clone the repository in git:
|
||||
|
||||
git clone https://github.com/joezeng/cambridge
|
||||
git clone https://github.com/SashLilac/cambridge
|
||||
|
||||
Alternatively, download the source code ZIP in the latest release.
|
||||
|
||||
Then, navigate to the root directory that you just cloned, and type:
|
||||
|
||||
love .
|
||||
love .
|
||||
|
||||
It should run automatically!
|
||||
|
||||
### Windows
|
||||
|
||||
You do not need LÖVE on Windows, as it comes bundled with the program. Download the source code ZIP in the latest release, or if you want the bleeding edge version, download [this](https://github.com/SashLilac/cambridge/archive/master.zip).
|
||||
|
||||
Extract the ZIP, open a Command Prompt at the folder you extracted Cambridge to, then run this command:
|
||||
|
||||
dist\windows\love.exe .
|
||||
|
||||
Alternatively, if you're on a 32-bit system, run this instead:
|
||||
|
||||
dist\win32\love.exe .
|
||||
|
||||
32-bit systems do not support rich presence integration.
|
||||
|
||||
## Installing modpacks
|
||||
|
||||
Simply drag your mode, ruleset, and randomizer Lua files into their respective directory, and they should appear automatically.
|
||||
|
||||
Alternatively, install [this](https://files.catbox.moe/66td2i.zip) mod pack to get a taste of the mod potential.
|
||||
|
||||
License
|
||||
-------
|
||||
|
||||
11
clean.bat
Normal file
11
clean.bat
Normal file
@@ -0,0 +1,11 @@
|
||||
@del cambridge.love
|
||||
@del dist\windows\cambridge.exe
|
||||
@del dist\windows\SOURCES.md
|
||||
@del dist\windows\LICENSE.md
|
||||
@rmdir /Q /S dist\windows\libs
|
||||
@del dist\win32\cambridge.exe
|
||||
@del dist\win32\SOURCES.md
|
||||
@del dist\win32\LICENSE.md
|
||||
@rmdir /Q /S dist\win32\libs
|
||||
@del dist\cambridge-windows.zip
|
||||
@del dist\cambridge-win32.zip
|
||||
@@ -4,20 +4,18 @@ 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.
|
||||
* 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).
|
||||
* 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)
|
||||
* The "N" series stands for Nullpomino, only used for Phantom Mania N.
|
||||
* The "W" series stands for "Web" games, which are fanmade games released on the web.
|
||||
* WCB - RainComplex.net's Cat Boi Quatro.
|
||||
* GF - Tetris Friends (2007-2019)
|
||||
* GJ - Tetris Online Japan (2005-2011)
|
||||
* N stands for Nullpomino, only used for Phantom Mania N.
|
||||
|
||||
MARATHON
|
||||
--------
|
||||
@@ -25,15 +23,12 @@ MARATHON
|
||||
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 WCB**: CatBoiQuatro! Can you control the pieces?
|
||||
|
||||
From other games:
|
||||
* **MARATHON A1**: Tetris the Grand Master 1.
|
||||
* **MARATHON A2**: Tetris the Grand Master 2 (TAP Master).
|
||||
* **MARATHON A3**: Tetris the Grand Master 3 (no exams).
|
||||
* **MARATHON AX**: Normal mode from TGM Ace.
|
||||
* **MARATHON AX2**: Hi-Speed1 mode from TGM Ace.
|
||||
* **MARATHON AX3**: Hi-Speed2 mode from TGM Ace.
|
||||
* **MARATHON AX4**: Another mode from TGM Ace.
|
||||
* **MARATHON C89**: Nintendo NES Tetris. Can you transition and make it to the killscreen?
|
||||
|
||||
|
||||
@@ -48,8 +43,6 @@ From other games:
|
||||
* **SURVIVAL A1**: 20G mode from Tetris the Grand Master.
|
||||
* **SURVIVAL A2**: T.A. Death.
|
||||
* **SURVIVAL A3**: Ti Shirase.
|
||||
* **SURVIVAL AX**: Another mode from TGM Ace.
|
||||
* **SURVIVAL AX2**: Another2 mode from TGM Ace.
|
||||
|
||||
|
||||
RACE
|
||||
@@ -60,14 +53,6 @@ Modes with no levels, just a single timed goal.
|
||||
* **Race 40**: How fast can you clear 40 lines? No limits, no holds barred.
|
||||
|
||||
|
||||
CREDITS
|
||||
-------
|
||||
|
||||
Modes that are just the credit rolls of specific games.
|
||||
|
||||
* **CREDITS A3**: Tetris the Grand Master 3's famous M-roll.
|
||||
|
||||
|
||||
PHANTOM MANIA
|
||||
-------------
|
||||
|
||||
@@ -78,6 +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?
|
||||
|
||||
|
||||
|
||||
OTHER MODES
|
||||
-----------
|
||||
|
||||
|
||||
@@ -10,13 +10,16 @@ A ruleset consists of the following things:
|
||||
|
||||
If you're used to Nullpomino, you may notice a few things missing from that definition. For example, piece previews, hold queues, and randomizers have been moved to being game-specific rules, rather than rules that are changeable with the ruleset you use. Soft and hard drop behaviour is also game-specific now, so that times can be more plausibly compared across rulesets.
|
||||
|
||||
There are six rulesets currently supported:
|
||||
|
||||
* Cambridge - a ruleset original to Cambridge, used for all custom modes. Supports 180-degree rotations!
|
||||
Rotation system
|
||||
---------------
|
||||
A rotation system defines the following things:
|
||||
* The block offsets of each piece orientation.
|
||||
* The wall or floor kicks that will be attempted for each type of rotation.
|
||||
|
||||
* SRS - the rotation system used in the Tetris Guideline games. Supports 180-degree rotations!
|
||||
* Ti-SRS - SRS but with no 180-degree rotations.
|
||||
There are four rotation systems currently supported:
|
||||
|
||||
* ARS - the rotation system from the original Tetris the Grand Master.
|
||||
* Ti-ARS - ARS with floorkicks! From TGM3: Terror Instinct.
|
||||
* Ace-ARS - ARS with floorkicks and move reset! From TGM ACE.
|
||||
* Cambridge
|
||||
* Classic ARS
|
||||
* Ti-ARS
|
||||
* SRS
|
||||
42
funcs.lua
42
funcs.lua
@@ -1,13 +1,15 @@
|
||||
function copy(t)
|
||||
-- returns deep copy of t (as opposed to the shallow copy you get from var = t)
|
||||
if type(t) ~= "table" then return t end
|
||||
local meta = getmetatable(t)
|
||||
local target = {}
|
||||
for k, v in pairs(t) do target[k] = v end
|
||||
setmetatable(target, meta)
|
||||
return target
|
||||
local meta = getmetatable(t)
|
||||
local target = {}
|
||||
for k, v in pairs(t) do target[k] = v end
|
||||
setmetatable(target, meta)
|
||||
return target
|
||||
end
|
||||
|
||||
function st(tbl)
|
||||
function strTrueValues(tbl)
|
||||
-- returns a concatenation of all the keys in tbl with value true, separated with spaces
|
||||
str = ""
|
||||
for k, v in pairs(tbl) do
|
||||
if v == true then
|
||||
@@ -17,14 +19,16 @@ function st(tbl)
|
||||
return str
|
||||
end
|
||||
|
||||
function sp(m, s, f)
|
||||
if m == nil then m = 0 end
|
||||
if s == nil then s = 0 end
|
||||
if f == nil then f = 0 end
|
||||
return m*3600 + s*60 + math.ceil(f * 0.6)
|
||||
function frameTime(min, sec, hth)
|
||||
-- returns a time in frames from a time in minutes-seconds-hundredths format
|
||||
if min == nil then min = 0 end
|
||||
if sec == nil then sec = 0 end
|
||||
if hth == nil then hth = 0 end
|
||||
return min*3600 + sec*60 + math.ceil(hth * 0.6)
|
||||
end
|
||||
|
||||
function vAdd(v1, v2)
|
||||
-- returns the sum of vectors v1 and v2
|
||||
return {
|
||||
x = v1.x + v2.x,
|
||||
y = v1.y + v2.y
|
||||
@@ -32,6 +36,7 @@ function vAdd(v1, v2)
|
||||
end
|
||||
|
||||
function vNeg(v)
|
||||
-- returns the opposite of vector v
|
||||
return {
|
||||
x = -v.x,
|
||||
y = -v.y
|
||||
@@ -39,17 +44,26 @@ function vNeg(v)
|
||||
end
|
||||
|
||||
function formatTime(frames)
|
||||
-- returns a mm:ss:hh (h=hundredths) representation of the time in frames given
|
||||
if frames < 0 then return formatTime(0) end
|
||||
str = string.format("%02d", math.floor(frames / 3600)) .. ":"
|
||||
.. string.format("%02d", math.floor(frames / 60) % 60) .. "."
|
||||
.. string.format("%02d", math.floor(frames / 0.6) % 100)
|
||||
local min, sec, hund
|
||||
min = math.floor(frames/3600)
|
||||
sec = math.floor(frames/60) % 60
|
||||
hund = math.floor(frames/.6) % 100
|
||||
str = string.format("%02d:%02d.%02d", min, sec, hund)
|
||||
return str
|
||||
end
|
||||
|
||||
function formatBigNum(number)
|
||||
-- returns a string representing a number with commas as thousands separator (e.g. 12,345,678)
|
||||
local s = string.format("%d", number)
|
||||
local pos = string.len(s) % 3
|
||||
if pos == 0 then pos = 3 end
|
||||
return string.sub(s, 1, pos)
|
||||
.. string.gsub(string.sub(s, pos+1), "(...)", ",%1")
|
||||
end
|
||||
|
||||
function Mod1(n, m)
|
||||
-- returns a number congruent to n modulo m in the range [1;m] (as opposed to [0;m-1])
|
||||
return ((n-1) % m) + 1
|
||||
end
|
||||
BIN
libs/discord-rpc.dll
Normal file
BIN
libs/discord-rpc.dll
Normal file
Binary file not shown.
BIN
libs/discord-rpc.dylib
Normal file
BIN
libs/discord-rpc.dylib
Normal file
Binary file not shown.
BIN
libs/discord-rpc.so
Normal file
BIN
libs/discord-rpc.so
Normal file
Binary file not shown.
282
libs/discordRPC.lua
Normal file
282
libs/discordRPC.lua
Normal file
@@ -0,0 +1,282 @@
|
||||
local ffi = require "ffi"
|
||||
|
||||
|
||||
-- Get the host os to load correct lib
|
||||
local osname = love.system.getOS()
|
||||
local discordRPClib = nil
|
||||
|
||||
-- FFI requires the libraries really be files just sitting in the filesystem. It
|
||||
-- can't load libraries from a .love archive, nor a fused executable on Windows.
|
||||
-- Merely using love.filesystem.getSource() only works when running LOVE with
|
||||
-- the game unarchived from command line, like "love .".
|
||||
--
|
||||
-- The code here setting "source" will set the directory where the game was run
|
||||
-- from, so FFI can load discordRPC. We assume that the discordRPC library's
|
||||
-- libs directory is in the same directory as the .love archive; if it's
|
||||
-- missing, it just won't load.
|
||||
local source = love.filesystem.getSource()
|
||||
if string.sub(source, -5) == ".love" or love.filesystem.isFused() then
|
||||
source = love.filesystem.getSourceBaseDirectory()
|
||||
end
|
||||
|
||||
if osname == "Linux" then
|
||||
discordRPClib = ffi.load(source.."/libs/discord-rpc.so")
|
||||
elseif osname == "OS X" then
|
||||
discordRPClib = ffi.load(source.."/libs/discord-rpc.dylib")
|
||||
elseif osname == "Windows" then
|
||||
discordRPClib = ffi.load(source.."/libs/discord-rpc.dll")
|
||||
else
|
||||
-- Else it crashes later on
|
||||
error(string.format("Discord rpc not supported on platform (%s)", osname))
|
||||
end
|
||||
|
||||
|
||||
ffi.cdef[[
|
||||
typedef struct DiscordRichPresence {
|
||||
const char* state; /* max 128 bytes */
|
||||
const char* details; /* max 128 bytes */
|
||||
int64_t startTimestamp;
|
||||
int64_t endTimestamp;
|
||||
const char* largeImageKey; /* max 32 bytes */
|
||||
const char* largeImageText; /* max 128 bytes */
|
||||
const char* smallImageKey; /* max 32 bytes */
|
||||
const char* smallImageText; /* max 128 bytes */
|
||||
const char* partyId; /* max 128 bytes */
|
||||
int partySize;
|
||||
int partyMax;
|
||||
const char* matchSecret; /* max 128 bytes */
|
||||
const char* joinSecret; /* max 128 bytes */
|
||||
const char* spectateSecret; /* max 128 bytes */
|
||||
int8_t instance;
|
||||
} DiscordRichPresence;
|
||||
|
||||
typedef struct DiscordUser {
|
||||
const char* userId;
|
||||
const char* username;
|
||||
const char* discriminator;
|
||||
const char* avatar;
|
||||
} DiscordUser;
|
||||
|
||||
typedef void (*readyPtr)(const DiscordUser* request);
|
||||
typedef void (*disconnectedPtr)(int errorCode, const char* message);
|
||||
typedef void (*erroredPtr)(int errorCode, const char* message);
|
||||
typedef void (*joinGamePtr)(const char* joinSecret);
|
||||
typedef void (*spectateGamePtr)(const char* spectateSecret);
|
||||
typedef void (*joinRequestPtr)(const DiscordUser* request);
|
||||
|
||||
typedef struct DiscordEventHandlers {
|
||||
readyPtr ready;
|
||||
disconnectedPtr disconnected;
|
||||
erroredPtr errored;
|
||||
joinGamePtr joinGame;
|
||||
spectateGamePtr spectateGame;
|
||||
joinRequestPtr joinRequest;
|
||||
} DiscordEventHandlers;
|
||||
|
||||
void Discord_Initialize(const char* applicationId,
|
||||
DiscordEventHandlers* handlers,
|
||||
int autoRegister,
|
||||
const char* optionalSteamId);
|
||||
|
||||
void Discord_Shutdown(void);
|
||||
|
||||
void Discord_RunCallbacks(void);
|
||||
|
||||
void Discord_UpdatePresence(const DiscordRichPresence* presence);
|
||||
|
||||
void Discord_ClearPresence(void);
|
||||
|
||||
void Discord_Respond(const char* userid, int reply);
|
||||
|
||||
void Discord_UpdateHandlers(DiscordEventHandlers* handlers);
|
||||
]]
|
||||
|
||||
local discordRPC = {} -- module table
|
||||
|
||||
-- proxy to detect garbage collection of the module
|
||||
discordRPC.gcDummy = newproxy(true)
|
||||
|
||||
local function unpackDiscordUser(request)
|
||||
return ffi.string(request.userId), ffi.string(request.username),
|
||||
ffi.string(request.discriminator), ffi.string(request.avatar)
|
||||
end
|
||||
|
||||
-- callback proxies
|
||||
-- note: callbacks are not JIT compiled (= SLOW), try to avoid doing performance critical tasks in them
|
||||
-- luajit.org/ext_ffi_semantics.html
|
||||
local ready_proxy = ffi.cast("readyPtr", function(request)
|
||||
if discordRPC.ready then
|
||||
discordRPC.ready(unpackDiscordUser(request))
|
||||
end
|
||||
end)
|
||||
|
||||
local disconnected_proxy = ffi.cast("disconnectedPtr", function(errorCode, message)
|
||||
if discordRPC.disconnected then
|
||||
discordRPC.disconnected(errorCode, ffi.string(message))
|
||||
end
|
||||
end)
|
||||
|
||||
local errored_proxy = ffi.cast("erroredPtr", function(errorCode, message)
|
||||
if discordRPC.errored then
|
||||
discordRPC.errored(errorCode, ffi.string(message))
|
||||
end
|
||||
end)
|
||||
|
||||
local joinGame_proxy = ffi.cast("joinGamePtr", function(joinSecret)
|
||||
if discordRPC.joinGame then
|
||||
discordRPC.joinGame(ffi.string(joinSecret))
|
||||
end
|
||||
end)
|
||||
|
||||
local spectateGame_proxy = ffi.cast("spectateGamePtr", function(spectateSecret)
|
||||
if discordRPC.spectateGame then
|
||||
discordRPC.spectateGame(ffi.string(spectateSecret))
|
||||
end
|
||||
end)
|
||||
|
||||
local joinRequest_proxy = ffi.cast("joinRequestPtr", function(request)
|
||||
if discordRPC.joinRequest then
|
||||
discordRPC.joinRequest(unpackDiscordUser(request))
|
||||
end
|
||||
end)
|
||||
|
||||
-- helpers
|
||||
local function checkArg(arg, argType, argName, func, maybeNil)
|
||||
assert(type(arg) == argType or (maybeNil and arg == nil),
|
||||
string.format("Argument \"%s\" to function \"%s\" has to be of type \"%s\"",
|
||||
argName, func, argType))
|
||||
end
|
||||
|
||||
local function checkStrArg(arg, maxLen, argName, func, maybeNil)
|
||||
if maxLen then
|
||||
assert(type(arg) == "string" and arg:len() <= maxLen or (maybeNil and arg == nil),
|
||||
string.format("Argument \"%s\" of function \"%s\" has to be of type string with maximum length %d",
|
||||
argName, func, maxLen))
|
||||
else
|
||||
checkArg(arg, "string", argName, func, true)
|
||||
end
|
||||
end
|
||||
|
||||
local function checkIntArg(arg, maxBits, argName, func, maybeNil)
|
||||
maxBits = math.min(maxBits or 32, 52) -- lua number (double) can only store integers < 2^53
|
||||
local maxVal = 2^(maxBits-1) -- assuming signed integers, which, for now, are the only ones in use
|
||||
assert(type(arg) == "number" and math.floor(arg) == arg
|
||||
and arg < maxVal and arg >= -maxVal
|
||||
or (maybeNil and arg == nil),
|
||||
string.format("Argument \"%s\" of function \"%s\" has to be a whole number <= %d",
|
||||
argName, func, maxVal))
|
||||
end
|
||||
|
||||
-- function wrappers
|
||||
function discordRPC.initialize(applicationId, autoRegister, optionalSteamId)
|
||||
local func = "discordRPC.Initialize"
|
||||
checkStrArg(applicationId, nil, "applicationId", func)
|
||||
checkArg(autoRegister, "boolean", "autoRegister", func)
|
||||
if optionalSteamId ~= nil then
|
||||
checkStrArg(optionalSteamId, nil, "optionalSteamId", func)
|
||||
end
|
||||
|
||||
local eventHandlers = ffi.new("struct DiscordEventHandlers")
|
||||
eventHandlers.ready = ready_proxy
|
||||
eventHandlers.disconnected = disconnected_proxy
|
||||
eventHandlers.errored = errored_proxy
|
||||
eventHandlers.joinGame = joinGame_proxy
|
||||
eventHandlers.spectateGame = spectateGame_proxy
|
||||
eventHandlers.joinRequest = joinRequest_proxy
|
||||
|
||||
discordRPClib.Discord_Initialize(applicationId, eventHandlers,
|
||||
autoRegister and 1 or 0, optionalSteamId)
|
||||
end
|
||||
|
||||
function discordRPC.shutdown()
|
||||
discordRPClib.Discord_Shutdown()
|
||||
end
|
||||
|
||||
function discordRPC.runCallbacks()
|
||||
discordRPClib.Discord_RunCallbacks()
|
||||
end
|
||||
-- http://luajit.org/ext_ffi_semantics.html#callback :
|
||||
-- It is not allowed, to let an FFI call into a C function (runCallbacks)
|
||||
-- get JIT-compiled, which in turn calls a callback, calling into Lua again (e.g. discordRPC.ready).
|
||||
-- Usually this attempt is caught by the interpreter first and the C function
|
||||
-- is blacklisted for compilation.
|
||||
-- solution:
|
||||
-- "Then you'll need to manually turn off JIT-compilation with jit.off() for
|
||||
-- the surrounding Lua function that invokes such a message polling function."
|
||||
jit.off(discordRPC.runCallbacks)
|
||||
|
||||
function discordRPC.updatePresence(presence)
|
||||
local func = "discordRPC.updatePresence"
|
||||
checkArg(presence, "table", "presence", func)
|
||||
|
||||
-- -1 for string length because of 0-termination
|
||||
checkStrArg(presence.state, 127, "presence.state", func, true)
|
||||
checkStrArg(presence.details, 127, "presence.details", func, true)
|
||||
|
||||
checkIntArg(presence.startTimestamp, 64, "presence.startTimestamp", func, true)
|
||||
checkIntArg(presence.endTimestamp, 64, "presence.endTimestamp", func, true)
|
||||
|
||||
checkStrArg(presence.largeImageKey, 31, "presence.largeImageKey", func, true)
|
||||
checkStrArg(presence.largeImageText, 127, "presence.largeImageText", func, true)
|
||||
checkStrArg(presence.smallImageKey, 31, "presence.smallImageKey", func, true)
|
||||
checkStrArg(presence.smallImageText, 127, "presence.smallImageText", func, true)
|
||||
checkStrArg(presence.partyId, 127, "presence.partyId", func, true)
|
||||
|
||||
checkIntArg(presence.partySize, 32, "presence.partySize", func, true)
|
||||
checkIntArg(presence.partyMax, 32, "presence.partyMax", func, true)
|
||||
|
||||
checkStrArg(presence.matchSecret, 127, "presence.matchSecret", func, true)
|
||||
checkStrArg(presence.joinSecret, 127, "presence.joinSecret", func, true)
|
||||
checkStrArg(presence.spectateSecret, 127, "presence.spectateSecret", func, true)
|
||||
|
||||
checkIntArg(presence.instance, 8, "presence.instance", func, true)
|
||||
|
||||
local cpresence = ffi.new("struct DiscordRichPresence")
|
||||
cpresence.state = presence.state
|
||||
cpresence.details = presence.details
|
||||
cpresence.startTimestamp = presence.startTimestamp or 0
|
||||
cpresence.endTimestamp = presence.endTimestamp or 0
|
||||
cpresence.largeImageKey = presence.largeImageKey
|
||||
cpresence.largeImageText = presence.largeImageText
|
||||
cpresence.smallImageKey = presence.smallImageKey
|
||||
cpresence.smallImageText = presence.smallImageText
|
||||
cpresence.partyId = presence.partyId
|
||||
cpresence.partySize = presence.partySize or 0
|
||||
cpresence.partyMax = presence.partyMax or 0
|
||||
cpresence.matchSecret = presence.matchSecret
|
||||
cpresence.joinSecret = presence.joinSecret
|
||||
cpresence.spectateSecret = presence.spectateSecret
|
||||
cpresence.instance = presence.instance or 0
|
||||
|
||||
discordRPClib.Discord_UpdatePresence(cpresence)
|
||||
end
|
||||
|
||||
function discordRPC.clearPresence()
|
||||
discordRPClib.Discord_ClearPresence()
|
||||
end
|
||||
|
||||
local replyMap = {
|
||||
no = 0,
|
||||
yes = 1,
|
||||
ignore = 2
|
||||
}
|
||||
|
||||
-- maybe let reply take ints too (0, 1, 2) and add constants to the module
|
||||
function discordRPC.respond(userId, reply)
|
||||
checkStrArg(userId, nil, "userId", "discordRPC.respond")
|
||||
assert(replyMap[reply], "Argument 'reply' to discordRPC.respond has to be one of \"yes\", \"no\" or \"ignore\"")
|
||||
discordRPClib.Discord_Respond(userId, replyMap[reply])
|
||||
end
|
||||
|
||||
-- garbage collection callback
|
||||
getmetatable(discordRPC.gcDummy).__gc = function()
|
||||
discordRPC.shutdown()
|
||||
ready_proxy:free()
|
||||
disconnected_proxy:free()
|
||||
errored_proxy:free()
|
||||
joinGame_proxy:free()
|
||||
spectateGame_proxy:free()
|
||||
joinRequest_proxy:free()
|
||||
end
|
||||
|
||||
return discordRPC
|
||||
@@ -6,7 +6,7 @@ bgm = {
|
||||
}
|
||||
|
||||
local current_bgm = nil
|
||||
local bgm_locked = false
|
||||
local bgm_locked = true
|
||||
|
||||
function switchBGM(sound, subsound)
|
||||
if bgm_locked then return end
|
||||
|
||||
@@ -20,35 +20,58 @@ backgrounds = {
|
||||
love.graphics.newImage("res/backgrounds/1800-railways.png"),
|
||||
love.graphics.newImage("res/backgrounds/1900-world-wide-web.png"),
|
||||
title = love.graphics.newImage("res/backgrounds/title_v0.1.png"),
|
||||
input_config = love.graphics.newImage("res/backgrounds/options-pcb.png"),
|
||||
game_config = love.graphics.newImage("res/backgrounds/options-gears.png"),
|
||||
}
|
||||
|
||||
blocks = {
|
||||
["2tie"] = {
|
||||
I = love.graphics.newImage("res/img/s1.png"),
|
||||
J = love.graphics.newImage("res/img/s4.png"),
|
||||
L = love.graphics.newImage("res/img/s3.png"),
|
||||
O = love.graphics.newImage("res/img/s7.png"),
|
||||
S = love.graphics.newImage("res/img/s5.png"),
|
||||
T = love.graphics.newImage("res/img/s2.png"),
|
||||
Z = love.graphics.newImage("res/img/s6.png"),
|
||||
R = love.graphics.newImage("res/img/s1.png"),
|
||||
O = love.graphics.newImage("res/img/s3.png"),
|
||||
Y = love.graphics.newImage("res/img/s7.png"),
|
||||
G = love.graphics.newImage("res/img/s6.png"),
|
||||
C = love.graphics.newImage("res/img/s2.png"),
|
||||
B = love.graphics.newImage("res/img/s4.png"),
|
||||
M = love.graphics.newImage("res/img/s5.png"),
|
||||
F = love.graphics.newImage("res/img/s9.png"),
|
||||
G = love.graphics.newImage("res/img/s9.png"),
|
||||
A = love.graphics.newImage("res/img/s8.png"),
|
||||
X = love.graphics.newImage("res/img/s9.png"),
|
||||
},
|
||||
["bone"] = {
|
||||
I = love.graphics.newImage("res/img/bone.png"),
|
||||
J = love.graphics.newImage("res/img/bone.png"),
|
||||
L = love.graphics.newImage("res/img/bone.png"),
|
||||
R = love.graphics.newImage("res/img/bone.png"),
|
||||
O = love.graphics.newImage("res/img/bone.png"),
|
||||
S = love.graphics.newImage("res/img/bone.png"),
|
||||
T = love.graphics.newImage("res/img/bone.png"),
|
||||
Z = love.graphics.newImage("res/img/bone.png"),
|
||||
F = love.graphics.newImage("res/img/bone.png"),
|
||||
Y = love.graphics.newImage("res/img/bone.png"),
|
||||
G = love.graphics.newImage("res/img/bone.png"),
|
||||
C = love.graphics.newImage("res/img/bone.png"),
|
||||
B = love.graphics.newImage("res/img/bone.png"),
|
||||
M = love.graphics.newImage("res/img/bone.png"),
|
||||
F = love.graphics.newImage("res/img/bone.png"),
|
||||
A = love.graphics.newImage("res/img/bone.png"),
|
||||
X = love.graphics.newImage("res/img/bone.png"),
|
||||
}
|
||||
}
|
||||
|
||||
ColourSchemes = {
|
||||
Arika = {
|
||||
I = "R",
|
||||
L = "O",
|
||||
J = "B",
|
||||
S = "M",
|
||||
Z = "G",
|
||||
O = "Y",
|
||||
T = "C",
|
||||
},
|
||||
TTC = {
|
||||
I = "C",
|
||||
L = "O",
|
||||
J = "B",
|
||||
S = "G",
|
||||
Z = "R",
|
||||
O = "Y",
|
||||
T = "M",
|
||||
},
|
||||
}
|
||||
|
||||
for name, blockset in pairs(blocks) do
|
||||
for shape, image in pairs(blockset) do
|
||||
image:setFilter("nearest")
|
||||
@@ -61,4 +84,4 @@ misc_graphics = {
|
||||
go = love.graphics.newImage("res/img/go.png"),
|
||||
select_mode = love.graphics.newImage("res/img/select_mode.png"),
|
||||
strike = love.graphics.newImage("res/img/strike.png"),
|
||||
}
|
||||
}
|
||||
58
load/rpc.lua
Normal file
58
load/rpc.lua
Normal file
@@ -0,0 +1,58 @@
|
||||
print("Loading discord RPC...")
|
||||
DiscordRPC = {
|
||||
loaded = false
|
||||
}
|
||||
local success, RPC = pcall(require, "libs.discordRPC")
|
||||
if success then
|
||||
DiscordRPC.loaded = true
|
||||
DiscordRPC.appId = "599778517789573120"
|
||||
|
||||
function RPC.ready(userId, username, discriminator, avatar)
|
||||
print(string.format("Discord: ready (%s, %s, %s, %s)", userId, username, discriminator, avatar))
|
||||
end
|
||||
|
||||
function RPC.disconnected(errorCode, message)
|
||||
print(string.format("Discord: disconnected (%d: %s)", errorCode, message))
|
||||
end
|
||||
|
||||
function RPC.errored(errorCode, message)
|
||||
print(string.format("Discord: error (%d: %s)", errorCode, message))
|
||||
end
|
||||
|
||||
function RPC.joinGame(joinSecret)
|
||||
print(string.format("Discord: join (%s)", joinSecret))
|
||||
end
|
||||
|
||||
function RPC.spectateGame(spectateSecret)
|
||||
print(string.format("Discord: spectate (%s)", spectateSecret))
|
||||
end
|
||||
|
||||
function RPC.joinRequest(userId, username, discriminator, avatar)
|
||||
print(string.format("Discord: join request (%s, %s, %s, %s)", userId, username, discriminator, avatar))
|
||||
RPC.respond(userId, "yes")
|
||||
end
|
||||
|
||||
RPC.initialize(DiscordRPC.appId, true)
|
||||
local now = os.time(os.date("*t"))
|
||||
|
||||
DiscordRPC.RPC = RPC
|
||||
print("DiscordRPC successfully loaded.")
|
||||
else
|
||||
print("DiscordRPC failed to load!")
|
||||
print(RPC)
|
||||
end
|
||||
|
||||
DiscordRPC.presence = {
|
||||
startTimestamp = now,
|
||||
details = "Loading game...",
|
||||
state = "",
|
||||
largeImageKey = "icon2",
|
||||
largeImageText = "Arcade Stacker",
|
||||
smallImageKey = "",
|
||||
smallImageText = ""
|
||||
}
|
||||
|
||||
function DiscordRPC:update(newstuff)
|
||||
for k, v in pairs(newstuff) do self.presence[k] = v end
|
||||
if self.loaded then self.RPC.updatePresence(self.presence) end
|
||||
end
|
||||
@@ -10,11 +10,21 @@ sounds = {
|
||||
},
|
||||
move = love.audio.newSource("res/se/move.wav", "static"),
|
||||
bottom = love.audio.newSource("res/se/bottom.wav", "static"),
|
||||
cursor = love.audio.newSource("res/se/cursor.wav", "static"),
|
||||
cursor_lr = love.audio.newSource("res/se/cursor_lr.wav", "static"),
|
||||
main_decide = love.audio.newSource("res/se/main_decide.wav", "static"),
|
||||
mode_decide = love.audio.newSource("res/se/mode_decide.wav", "static"),
|
||||
lock = love.audio.newSource("res/se/lock.wav", "static"),
|
||||
hold = love.audio.newSource("res/se/hold.wav", "static"),
|
||||
erase = love.audio.newSource("res/se/erase.wav", "static"),
|
||||
fall = love.audio.newSource("res/se/fall.wav", "static"),
|
||||
ready = love.audio.newSource("res/se/ready.wav", "static"),
|
||||
go = love.audio.newSource("res/se/go.wav", "static"),
|
||||
}
|
||||
|
||||
function playSE(sound, subsound)
|
||||
if subsound == nil then
|
||||
sounds[sound]:setVolume(0.1)
|
||||
sounds[sound]:setVolume(0.5)
|
||||
if sounds[sound]:isPlaying() then
|
||||
sounds[sound]:stop()
|
||||
end
|
||||
@@ -27,3 +37,19 @@ function playSE(sound, subsound)
|
||||
sounds[sound][subsound]:play()
|
||||
end
|
||||
end
|
||||
|
||||
function playSEOnce(sound, subsound)
|
||||
if subsound == nil then
|
||||
sounds[sound]:setVolume(0.5)
|
||||
if sounds[sound]:isPlaying() then
|
||||
return
|
||||
end
|
||||
sounds[sound]:play()
|
||||
else
|
||||
sounds[sound][subsound]:setVolume(0.5)
|
||||
if sounds[sound][subsound]:isPlaying() then
|
||||
return
|
||||
end
|
||||
sounds[sound][subsound]:play()
|
||||
end
|
||||
end
|
||||
149
main.lua
149
main.lua
@@ -1,6 +1,7 @@
|
||||
function love.load()
|
||||
math.randomseed(os.time())
|
||||
highscores = {}
|
||||
require "load.rpc"
|
||||
require "load.graphics"
|
||||
require "load.fonts"
|
||||
require "load.sounds"
|
||||
@@ -11,18 +12,45 @@ function love.load()
|
||||
config["side_next"] = false
|
||||
config["reverse_rotate"] = true
|
||||
config["fullscreen"] = false
|
||||
config["das_last_key"] = false
|
||||
|
||||
love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
|
||||
|
||||
if not config.gamesettings then config.gamesettings = {} end
|
||||
for _, option in ipairs(GameConfigScene.options) do
|
||||
if not config.gamesettings[option[1]] then
|
||||
config.gamesettings[option[1]] = 1
|
||||
end
|
||||
end
|
||||
|
||||
if not config.input then
|
||||
config.input = {}
|
||||
scene = InputConfigScene()
|
||||
else
|
||||
if config.current_mode then current_mode = config.current_mode end
|
||||
if config.current_ruleset then current_ruleset = config.current_ruleset end
|
||||
scene = TitleScene()
|
||||
end
|
||||
|
||||
game_modes = {}
|
||||
mode_list = love.filesystem.getDirectoryItems("tetris/modes")
|
||||
for i=1,#mode_list do
|
||||
if(mode_list[i] ~= "gamemode.lua" and mode_list[i] ~= "unrefactored_modes") then
|
||||
game_modes[#game_modes+1] = require ("tetris.modes."..string.sub(mode_list[i],1,-5))
|
||||
end
|
||||
end
|
||||
rulesets = {}
|
||||
rule_list = love.filesystem.getDirectoryItems("tetris/rulesets")
|
||||
for i=1,#rule_list do
|
||||
if(rule_list[i] ~= "ruleset.lua" and rule_list[i] ~= "unrefactored_rulesets") then
|
||||
rulesets[#rulesets+1] = require ("tetris.rulesets."..string.sub(rule_list[i],1,-5))
|
||||
end
|
||||
end
|
||||
--sort mode/rule lists
|
||||
local function padnum(d) return ("%03d%s"):format(#d, d) end
|
||||
table.sort(game_modes, function(a,b)
|
||||
return tostring(a.name):gsub("%d+",padnum) < tostring(b.name):gsub("%d+",padnum) end)
|
||||
table.sort(rulesets, function(a,b)
|
||||
return tostring(a.name):gsub("%d+",padnum) < tostring(b.name):gsub("%d+",padnum) end)
|
||||
|
||||
end
|
||||
|
||||
local TARGET_FPS = 60
|
||||
@@ -65,7 +93,7 @@ end
|
||||
|
||||
function love.draw()
|
||||
love.graphics.push()
|
||||
|
||||
|
||||
-- get offset matrix
|
||||
love.graphics.setDefaultFilter("linear", "nearest")
|
||||
local width = love.graphics.getWidth()
|
||||
@@ -81,13 +109,124 @@ function love.draw()
|
||||
love.graphics.pop()
|
||||
end
|
||||
|
||||
function love.keypressed(key, scancode, isrepeat)
|
||||
function love.keypressed(key, scancode)
|
||||
-- global hotkeys
|
||||
if scancode == "f4" then
|
||||
config["fullscreen"] = not config["fullscreen"]
|
||||
love.window.setFullscreen(config["fullscreen"])
|
||||
elseif scancode == "f2" and scene.title ~= "Input Config" and scene.title ~= "Game" then
|
||||
scene = InputConfigScene()
|
||||
-- function keys are reserved
|
||||
elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
|
||||
return
|
||||
-- escape is reserved for menu_back
|
||||
elseif scancode == "escape" then
|
||||
scene:onInputPress({input="menu_back", type="key", key=key, scancode=scancode})
|
||||
-- pass any other key to the scene, with its configured mapping
|
||||
else
|
||||
scene:onKeyPress({key=key, scancode=scancode, isRepeat=isrepeat})
|
||||
local input_pressed = nil
|
||||
if config.input and config.input.keys then
|
||||
input_pressed = config.input.keys[scancode]
|
||||
end
|
||||
scene:onInputPress({input=input_pressed, type="key", key=key, scancode=scancode})
|
||||
end
|
||||
end
|
||||
|
||||
function love.keyreleased(key, scancode)
|
||||
-- escape is reserved for menu_back
|
||||
if scancode == "escape" then
|
||||
scene:onInputRelease({input="menu_back", type="key", key=key, scancode=scancode})
|
||||
-- function keys are reserved
|
||||
elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
|
||||
return
|
||||
-- handle all other keys; tab is reserved, but the input config scene keeps it from getting configured as a game input, so pass tab to the scene here
|
||||
else
|
||||
local input_released = nil
|
||||
if config.input and config.input.keys then
|
||||
input_released = config.input.keys[scancode]
|
||||
end
|
||||
scene:onInputRelease({input=input_released, type="key", key=key, scancode=scancode})
|
||||
end
|
||||
end
|
||||
|
||||
function love.joystickpressed(joystick, button)
|
||||
local input_pressed = nil
|
||||
if
|
||||
config.input and
|
||||
config.input.joysticks and
|
||||
config.input.joysticks[joystick:getName()] and
|
||||
config.input.joysticks[joystick:getName()].buttons
|
||||
then
|
||||
input_pressed = config.input.joysticks[joystick:getName()].buttons[button]
|
||||
end
|
||||
scene:onInputPress({input=input_pressed, type="joybutton", name=joystick:getName(), button=button})
|
||||
end
|
||||
|
||||
function love.joystickreleased(joystick, button)
|
||||
local input_released = nil
|
||||
if
|
||||
config.input and
|
||||
config.input.joysticks and
|
||||
config.input.joysticks[joystick:getName()] and
|
||||
config.input.joysticks[joystick:getName()].buttons
|
||||
then
|
||||
input_released = config.input.joysticks[joystick:getName()].buttons[button]
|
||||
end
|
||||
scene:onInputRelease({input=input_released, type="joybutton", name=joystick:getName(), button=button})
|
||||
end
|
||||
|
||||
function love.joystickaxis(joystick, axis, value)
|
||||
local input_pressed = nil
|
||||
local positive_released = nil
|
||||
local negative_released = nil
|
||||
if
|
||||
config.input and
|
||||
config.input.joysticks and
|
||||
config.input.joysticks[joystick:getName()] and
|
||||
config.input.joysticks[joystick:getName()].axes and
|
||||
config.input.joysticks[joystick:getName()].axes[axis]
|
||||
then
|
||||
if math.abs(value) >= 0.5 then
|
||||
input_pressed = config.input.joysticks[joystick:getName()].axes[axis][value >= 0.5 and "positive" or "negative"]
|
||||
end
|
||||
positive_released = config.input.joysticks[joystick:getName()].axes[axis].positive
|
||||
negative_released = config.input.joysticks[joystick:getName()].axes[axis].negative
|
||||
end
|
||||
if math.abs(value) >= 0.5 then
|
||||
scene:onInputPress({input=input_pressed, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
|
||||
else
|
||||
scene:onInputRelease({input=positive_released, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
|
||||
scene:onInputRelease({input=negative_released, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
|
||||
end
|
||||
end
|
||||
|
||||
function love.joystickhat(joystick, hat, direction)
|
||||
local input_pressed = nil
|
||||
local has_hat = false
|
||||
if
|
||||
config.input and
|
||||
config.input.joysticks and
|
||||
config.input.joysticks[joystick:getName()] and
|
||||
config.input.joysticks[joystick:getName()].hats and
|
||||
config.input.joysticks[joystick:getName()].hats[hat]
|
||||
then
|
||||
if direction ~= "c" then
|
||||
input_pressed = config.input.joysticks[joystick:getName()].hats[hat][direction]
|
||||
end
|
||||
has_hat = true
|
||||
end
|
||||
if input_pressed then
|
||||
scene:onInputPress({input=input_pressed, type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
|
||||
elseif has_hat then
|
||||
for i, direction in ipairs{"d", "l", "ld", "lu", "r", "rd", "ru", "u"} do
|
||||
scene:onInputRelease({input=config.input.joysticks[joystick:getName()].hats[hat][direction], type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
|
||||
end
|
||||
elseif direction ~= "c" then
|
||||
scene:onInputPress({input=nil, type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
|
||||
else
|
||||
for i, direction in ipairs{"d", "l", "ld", "lu", "r", "rd", "ru", "u"} do
|
||||
scene:onInputRelease({input=nil, type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
2
package.bat
Normal file
2
package.bat
Normal file
@@ -0,0 +1,2 @@
|
||||
tar -a -c -f cambridge.zip libs/binser.lua libs/classic.lua libs/discordRPC.lua load res scene tetris conf.lua main.lua scene.lua funcs.lua
|
||||
rename cambridge.zip cambridge.love
|
||||
26
release.bat
Normal file
26
release.bat
Normal file
@@ -0,0 +1,26 @@
|
||||
call package.bat
|
||||
|
||||
mkdir dist
|
||||
mkdir dist\windows
|
||||
mkdir dist\windows\libs
|
||||
mkdir dist\win32
|
||||
mkdir dist\win32\libs
|
||||
|
||||
copy /b dist\windows\love.exe+cambridge.love dist\windows\cambridge.exe
|
||||
copy /b dist\win32\love.exe+cambridge.love dist\win32\cambridge.exe
|
||||
|
||||
copy libs\discord-rpc.dll dist\windows\libs
|
||||
copy libs\discord-rpc.dll dist\win32\libs
|
||||
|
||||
copy SOURCES.md dist\windows
|
||||
copy LICENSE.md dist\windows
|
||||
copy SOURCES.md dist\win32
|
||||
copy LICENSE.md dist\win32
|
||||
|
||||
cd dist\windows
|
||||
tar -a -c -f ..\cambridge-windows.zip cambridge.exe *.dll libs *.md
|
||||
cd ..\..
|
||||
|
||||
cd dist\win32
|
||||
tar -a -c -f ..\cambridge-win32.zip cambridge.exe *.dll libs *.md
|
||||
cd ..\..
|
||||
BIN
res/backgrounds/options-gears.png
Normal file
BIN
res/backgrounds/options-gears.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 2.9 MiB |
BIN
res/backgrounds/options-pcb.png
Normal file
BIN
res/backgrounds/options-pcb.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 3.0 MiB |
Binary file not shown.
|
Before Width: | Height: | Size: 1.6 MiB After Width: | Height: | Size: 1.3 MiB |
Binary file not shown.
BIN
res/img/bonew.png
Normal file
BIN
res/img/bonew.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 229 B |
BIN
res/img/s8.png
Normal file
BIN
res/img/s8.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 233 B |
Binary file not shown.
BIN
res/se/cursor.wav
Normal file
BIN
res/se/cursor.wav
Normal file
Binary file not shown.
BIN
res/se/cursor_lr.wav
Normal file
BIN
res/se/cursor_lr.wav
Normal file
Binary file not shown.
BIN
res/se/erase.wav
Normal file
BIN
res/se/erase.wav
Normal file
Binary file not shown.
BIN
res/se/fall.wav
Normal file
BIN
res/se/fall.wav
Normal file
Binary file not shown.
BIN
res/se/go.wav
Normal file
BIN
res/se/go.wav
Normal file
Binary file not shown.
BIN
res/se/hold.wav
Normal file
BIN
res/se/hold.wav
Normal file
Binary file not shown.
BIN
res/se/lock.wav
Normal file
BIN
res/se/lock.wav
Normal file
Binary file not shown.
BIN
res/se/main_decide.wav
Normal file
BIN
res/se/main_decide.wav
Normal file
Binary file not shown.
BIN
res/se/mode_decide.wav
Normal file
BIN
res/se/mode_decide.wav
Normal file
Binary file not shown.
BIN
res/se/ready.wav
Normal file
BIN
res/se/ready.wav
Normal file
Binary file not shown.
@@ -5,10 +5,12 @@ Scene = Object:extend()
|
||||
function Scene:new() end
|
||||
function Scene:update() end
|
||||
function Scene:render() end
|
||||
function Scene:onKeyPress() end
|
||||
function Scene:onInputPress() end
|
||||
function Scene:onInputRelease() end
|
||||
|
||||
ExitScene = require "scene.exit"
|
||||
GameScene = require "scene.game"
|
||||
ModeSelectScene = require "scene.mode_select"
|
||||
InputConfigScene = require "scene.input_config"
|
||||
ConfigScene = require "scene.config"
|
||||
GameConfigScene = require "scene.game_config"
|
||||
TitleScene = require "scene.title"
|
||||
|
||||
@@ -17,7 +17,7 @@ function ConfigScene:changeOption(rel)
|
||||
self.main_menu_state = (self.main_menu_state + len + rel - 1) % len + 1
|
||||
end
|
||||
|
||||
function ConfigScene:onKeyPress(e)
|
||||
function ConfigScene:onInputPress(e)
|
||||
end
|
||||
|
||||
return ConfigScene
|
||||
|
||||
23
scene/exit.lua
Normal file
23
scene/exit.lua
Normal file
@@ -0,0 +1,23 @@
|
||||
local ExitScene = Scene:extend()
|
||||
require 'load.save'
|
||||
|
||||
ExitScene.title = "Exit Game"
|
||||
|
||||
function ExitScene:new()
|
||||
end
|
||||
|
||||
function ExitScene:update()
|
||||
love.event.quit()
|
||||
end
|
||||
|
||||
function ExitScene:render()
|
||||
end
|
||||
|
||||
function ExitScene:changeOption(rel)
|
||||
end
|
||||
|
||||
function ExitScene:onInputPress(e)
|
||||
end
|
||||
|
||||
return ExitScene
|
||||
|
||||
@@ -1,26 +1,40 @@
|
||||
local GameScene = Scene:extend()
|
||||
|
||||
GameScene.title = "Game"
|
||||
|
||||
require 'load.save'
|
||||
|
||||
function GameScene:new(game_mode, ruleset)
|
||||
self.retry_mode = game_mode
|
||||
self.retry_ruleset = ruleset
|
||||
self.game = game_mode()
|
||||
self.ruleset = ruleset()
|
||||
self.game:initialize(self.ruleset)
|
||||
self.inputs = {
|
||||
left=false,
|
||||
right=false,
|
||||
up=false,
|
||||
down=false,
|
||||
rotate_left=false,
|
||||
rotate_left2=false,
|
||||
rotate_right=false,
|
||||
rotate_right2=false,
|
||||
rotate_180=false,
|
||||
hold=false,
|
||||
}
|
||||
DiscordRPC:update({
|
||||
details = self.game.rpc_details,
|
||||
state = self.game.name,
|
||||
})
|
||||
end
|
||||
|
||||
function GameScene:update()
|
||||
if love.window.hasFocus() then
|
||||
self.game:update({
|
||||
left = love.keyboard.isScancodeDown(config.input.left),
|
||||
right = love.keyboard.isScancodeDown(config.input.right),
|
||||
up = love.keyboard.isScancodeDown(config.input.up),
|
||||
down = love.keyboard.isScancodeDown(config.input.down),
|
||||
rotate_left = love.keyboard.isScancodeDown(config.input.rotate_left),
|
||||
rotate_left2 = love.keyboard.isScancodeDown(config.input.rotate_left2),
|
||||
rotate_right = love.keyboard.isScancodeDown(config.input.rotate_right),
|
||||
rotate_right2 = love.keyboard.isScancodeDown(config.input.rotate_right2),
|
||||
rotate_180 = love.keyboard.isScancodeDown(config.input.rotate_180),
|
||||
hold = love.keyboard.isScancodeDown(config.input.hold),
|
||||
}, self.ruleset)
|
||||
local inputs = {}
|
||||
for input, value in pairs(self.inputs) do
|
||||
inputs[input] = value
|
||||
end
|
||||
self.game:update(inputs, self.ruleset)
|
||||
end
|
||||
|
||||
self.game.grid:update()
|
||||
@@ -45,6 +59,7 @@ function GameScene:render()
|
||||
self.game:drawScoringInfo()
|
||||
|
||||
-- ready/go graphics
|
||||
|
||||
if self.game.ready_frames <= 100 and self.game.ready_frames > 52 then
|
||||
love.graphics.draw(misc_graphics["ready"], 144 - 50, 240 - 14)
|
||||
elseif self.game.ready_frames <= 50 and self.game.ready_frames > 2 then
|
||||
@@ -55,13 +70,24 @@ function GameScene:render()
|
||||
|
||||
end
|
||||
|
||||
function GameScene:onKeyPress(e)
|
||||
if (self.game.completed) and
|
||||
e.scancode == "return" and e.isRepeat == false then
|
||||
function GameScene:onInputPress(e)
|
||||
if self.game.completed and (e.input == "menu_decide" or e.input == "menu_back" or e.input == "retry") then
|
||||
highscore_entry = self.game:getHighscoreData()
|
||||
highscore_hash = self.game.hash .. "-" .. self.ruleset.hash
|
||||
submitHighscore(highscore_hash, highscore_entry)
|
||||
scene = e.input == "retry" and GameScene(self.retry_mode, self.retry_ruleset) or ModeSelectScene()
|
||||
elseif e.input == "retry" then
|
||||
scene = GameScene(self.retry_mode, self.retry_ruleset)
|
||||
elseif e.input == "menu_back" then
|
||||
scene = ModeSelectScene()
|
||||
elseif e.input and string.sub(e.input, 1, 5) ~= "menu_" then
|
||||
self.inputs[e.input] = true
|
||||
end
|
||||
end
|
||||
|
||||
function GameScene:onInputRelease(e)
|
||||
if e.input and string.sub(e.input, 1, 5) ~= "menu_" then
|
||||
self.inputs[e.input] = false
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
79
scene/game_config.lua
Normal file
79
scene/game_config.lua
Normal file
@@ -0,0 +1,79 @@
|
||||
local ConfigScene = Scene:extend()
|
||||
|
||||
ConfigScene.title = "Game Settings"
|
||||
|
||||
require 'load.save'
|
||||
|
||||
ConfigScene.options = {
|
||||
-- this serves as reference to what the options' values mean i guess?
|
||||
{"manlock", "Manual locking",{"Per ruleset","Per gamemode","Harddrop", "Softdrop"}},
|
||||
{"piece_colour", "Piece Colours", {"Per ruleset","Arika" ,"TTC"}},
|
||||
{"world_reverse","A Button Rotation", {"Left" ,"Auto" ,"Right"}},
|
||||
}
|
||||
local optioncount = #ConfigScene.options
|
||||
|
||||
function ConfigScene:new()
|
||||
-- load current config
|
||||
self.config = config.input
|
||||
self.highlight = 1
|
||||
|
||||
DiscordRPC:update({
|
||||
details = "In menus",
|
||||
state = "Changing game settings",
|
||||
})
|
||||
end
|
||||
|
||||
function ConfigScene:update()
|
||||
end
|
||||
|
||||
function ConfigScene:render()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(
|
||||
backgrounds["game_config"],
|
||||
0, 0, 0,
|
||||
0.5, 0.5
|
||||
)
|
||||
|
||||
love.graphics.setFont(font_3x5_4)
|
||||
love.graphics.print("GAME SETTINGS", 80, 40)
|
||||
|
||||
love.graphics.setColor(1, 1, 1, 0.5)
|
||||
love.graphics.rectangle("fill", 20, 98 + self.highlight * 20, 170, 22)
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
for i, option in ipairs(ConfigScene.options) do
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.printf(option[2], 40, 100 + i * 20, 150, "left")
|
||||
for j, setting in ipairs(option[3]) do
|
||||
love.graphics.setColor(1, 1, 1, config.gamesettings[option[1]] == j and 1 or 0.5)
|
||||
love.graphics.printf(setting, 100 + 110 * j, 100 + i * 20, 100, "center")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function ConfigScene:onInputPress(e)
|
||||
if e.input == "menu_decide" or e.scancode == "return" then
|
||||
playSE("mode_decide")
|
||||
saveConfig()
|
||||
scene = TitleScene()
|
||||
elseif e.input == "up" or e.scancode == "up" then
|
||||
playSE("cursor")
|
||||
self.highlight = Mod1(self.highlight-1, optioncount)
|
||||
elseif e.input == "down" or e.scancode == "down" then
|
||||
playSE("cursor")
|
||||
self.highlight = Mod1(self.highlight+1, optioncount)
|
||||
elseif e.input == "left" or e.scancode == "left" then
|
||||
playSE("cursor_lr")
|
||||
local option = ConfigScene.options[self.highlight]
|
||||
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]-1, #option[3])
|
||||
elseif e.input == "right" or e.scancode == "right" then
|
||||
playSE("cursor_lr")
|
||||
local option = ConfigScene.options[self.highlight]
|
||||
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]+1, #option[3])
|
||||
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
|
||||
loadSave()
|
||||
scene = TitleScene()
|
||||
end
|
||||
end
|
||||
|
||||
return ConfigScene
|
||||
@@ -5,57 +5,152 @@ ConfigScene.title = "Input Config"
|
||||
require 'load.save'
|
||||
|
||||
local configurable_inputs = {
|
||||
"menu_decide",
|
||||
"menu_back",
|
||||
"left",
|
||||
"right",
|
||||
"up",
|
||||
"down",
|
||||
"right",
|
||||
"up",
|
||||
"down",
|
||||
"rotate_left",
|
||||
"rotate_left2",
|
||||
"rotate_right",
|
||||
"rotate_right2",
|
||||
"rotate_180",
|
||||
"hold",
|
||||
"rotate_right",
|
||||
"rotate_right2",
|
||||
"rotate_180",
|
||||
"hold",
|
||||
"retry",
|
||||
}
|
||||
|
||||
local function newSetInputs()
|
||||
local set_inputs = {}
|
||||
for i, input in ipairs(configurable_inputs) do
|
||||
set_inputs[input] = false
|
||||
end
|
||||
return set_inputs
|
||||
end
|
||||
|
||||
function ConfigScene:new()
|
||||
-- load current config
|
||||
self.config = config.input
|
||||
self.input_state = 1
|
||||
self.set_inputs = newSetInputs()
|
||||
self.new_input = {}
|
||||
|
||||
DiscordRPC:update({
|
||||
details = "In menus",
|
||||
state = "Changing input config",
|
||||
})
|
||||
end
|
||||
|
||||
function ConfigScene:update()
|
||||
end
|
||||
|
||||
function ConfigScene:render()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(
|
||||
backgrounds["input_config"],
|
||||
0, 0, 0,
|
||||
0.5, 0.5
|
||||
)
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
for i, input in pairs(configurable_inputs) do
|
||||
if config.input[input] then
|
||||
love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
|
||||
love.graphics.printf(
|
||||
love.keyboard.getKeyFromScancode(config.input[input]) .. " (" .. config.input[input] .. ")",
|
||||
240, 50 + i * 20, 200, "left"
|
||||
)
|
||||
for i, input in ipairs(configurable_inputs) do
|
||||
love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
|
||||
if self.set_inputs[input] then
|
||||
love.graphics.printf(self.set_inputs[input], 240, 50 + i * 20, 300, "left")
|
||||
end
|
||||
end
|
||||
if self.input_state > table.getn(configurable_inputs) then
|
||||
love.graphics.print("press enter to confirm, delete to retry")
|
||||
love.graphics.print("press enter to confirm, delete/backspace to retry" .. (config.input and ", escape to cancel" or ""))
|
||||
else
|
||||
love.graphics.print("press key for " .. configurable_inputs[self.input_state])
|
||||
love.graphics.print("press key or joystick input for " .. configurable_inputs[self.input_state] .. ", tab to skip" .. (config.input and ", escape to cancel" or ""), 0, 0)
|
||||
love.graphics.print("function keys (F1, F2, etc.), escape, and tab can't be changed", 0, 20)
|
||||
end
|
||||
end
|
||||
|
||||
function ConfigScene:onKeyPress(e)
|
||||
if self.input_state > table.getn(configurable_inputs) then
|
||||
if e.scancode == "return" then
|
||||
-- save, then load next scene
|
||||
saveConfig()
|
||||
local function addJoystick(input, name)
|
||||
if not input.joysticks then
|
||||
input.joysticks = {}
|
||||
end
|
||||
if not input.joysticks[name] then
|
||||
input.joysticks[name] = {}
|
||||
end
|
||||
end
|
||||
|
||||
function ConfigScene:onInputPress(e)
|
||||
if e.type == "key" then
|
||||
-- function keys, escape, and tab are reserved and can't be remapped
|
||||
if e.scancode == "escape" and config.input then
|
||||
-- cancel only if there was an input config already
|
||||
scene = TitleScene()
|
||||
elseif e.scancode == "delete" or e.scancode == "backspace" then
|
||||
self.input_state = 1
|
||||
elseif self.input_state > table.getn(configurable_inputs) then
|
||||
if e.scancode == "return" then
|
||||
-- save new input, then load next scene
|
||||
config.input = self.new_input
|
||||
saveConfig()
|
||||
scene = TitleScene()
|
||||
elseif e.scancode == "delete" or e.scancode == "backspace" then
|
||||
-- retry
|
||||
self.input_state = 1
|
||||
self.set_inputs = newSetInputs()
|
||||
self.new_input = {}
|
||||
end
|
||||
elseif e.scancode == "tab" then
|
||||
self.set_inputs[configurable_inputs[self.input_state]] = "skipped"
|
||||
self.input_state = self.input_state + 1
|
||||
elseif e.scancode ~= "escape" then
|
||||
-- all other keys can be configured
|
||||
if not self.new_input.keys then
|
||||
self.new_input.keys = {}
|
||||
end
|
||||
self.set_inputs[configurable_inputs[self.input_state]] = "key " .. love.keyboard.getKeyFromScancode(e.scancode) .. " (" .. e.scancode .. ")"
|
||||
self.new_input.keys[e.scancode] = configurable_inputs[self.input_state]
|
||||
self.input_state = self.input_state + 1
|
||||
end
|
||||
elseif string.sub(e.type, 1, 3) == "joy" then
|
||||
if self.input_state <= table.getn(configurable_inputs) then
|
||||
if e.type == "joybutton" then
|
||||
addJoystick(self.new_input, e.name)
|
||||
if not self.new_input.joysticks[e.name].buttons then
|
||||
self.new_input.joysticks[e.name].buttons = {}
|
||||
end
|
||||
self.set_inputs[configurable_inputs[self.input_state]] =
|
||||
"jbtn " ..
|
||||
e.button ..
|
||||
" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
|
||||
self.new_input.joysticks[e.name].buttons[e.button] = configurable_inputs[self.input_state]
|
||||
self.input_state = self.input_state + 1
|
||||
elseif e.type == "joyaxis" then
|
||||
if math.abs(e.value) >= 0.5 then
|
||||
addJoystick(self.new_input, e.name)
|
||||
if not self.new_input.joysticks[e.name].axes then
|
||||
self.new_input.joysticks[e.name].axes = {}
|
||||
end
|
||||
if not self.new_input.joysticks[e.name].axes[e.axis] then
|
||||
self.new_input.joysticks[e.name].axes[e.axis] = {}
|
||||
end
|
||||
self.set_inputs[configurable_inputs[self.input_state]] =
|
||||
"jaxis " ..
|
||||
(e.value >= 0.5 and "+" or "-") .. e.axis ..
|
||||
" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
|
||||
self.new_input.joysticks[e.name].axes[e.axis][e.value >= 0.5 and "positive" or "negative"] = configurable_inputs[self.input_state]
|
||||
self.input_state = self.input_state + 1
|
||||
end
|
||||
elseif e.type == "joyhat" then
|
||||
if e.direction ~= "c" then
|
||||
addJoystick(self.new_input, e.name)
|
||||
if not self.new_input.joysticks[e.name].hats then
|
||||
self.new_input.joysticks[e.name].hats = {}
|
||||
end
|
||||
if not self.new_input.joysticks[e.name].hats[e.hat] then
|
||||
self.new_input.joysticks[e.name].hats[e.hat] = {}
|
||||
end
|
||||
self.set_inputs[configurable_inputs[self.input_state]] =
|
||||
"jhat " ..
|
||||
e.hat .. " " .. e.direction ..
|
||||
" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
|
||||
self.new_input.joysticks[e.name].hats[e.hat][e.direction] = configurable_inputs[self.input_state]
|
||||
self.input_state = self.input_state + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
config.input[configurable_inputs[self.input_state]] = e.scancode
|
||||
self.input_state = self.input_state + 1
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
134
scene/mode_select.lua
Normal file → Executable file
134
scene/mode_select.lua
Normal file → Executable file
@@ -5,127 +5,79 @@ ModeSelectScene.title = "Game Start"
|
||||
current_mode = 1
|
||||
current_ruleset = 1
|
||||
|
||||
MAX_MODES = 19
|
||||
|
||||
game_modes = {
|
||||
require 'tetris.modes.marathon_2020',
|
||||
require 'tetris.modes.survival_2020',
|
||||
require 'tetris.modes.strategy',
|
||||
require 'tetris.modes.interval_training',
|
||||
require 'tetris.modes.pacer_test',
|
||||
require 'tetris.modes.marathon_wcb',
|
||||
require 'tetris.modes.demon_mode',
|
||||
require 'tetris.modes.phantom_mania',
|
||||
require 'tetris.modes.phantom_mania2',
|
||||
require 'tetris.modes.phantom_mania_n',
|
||||
require 'tetris.modes.race_40',
|
||||
require 'tetris.modes.marathon_a1',
|
||||
require 'tetris.modes.marathon_a2',
|
||||
require 'tetris.modes.marathon_a3',
|
||||
require 'tetris.modes.marathon_ax',
|
||||
require 'tetris.modes.marathon_ax2',
|
||||
require 'tetris.modes.marathon_ax3',
|
||||
require 'tetris.modes.marathon_c89',
|
||||
require 'tetris.modes.survival_a1',
|
||||
require 'tetris.modes.survival_a2',
|
||||
require 'tetris.modes.survival_a3',
|
||||
require 'tetris.modes.survival_ax',
|
||||
require 'tetris.modes.survival_ax2',
|
||||
require 'tetris.modes.credits_a3',
|
||||
}
|
||||
|
||||
rulesets = {
|
||||
require 'tetris.rulesets.cambridge',
|
||||
require 'tetris.rulesets.standard',
|
||||
require 'tetris.rulesets.standard_ti',
|
||||
require 'tetris.rulesets.arika',
|
||||
require 'tetris.rulesets.arika_ti',
|
||||
require 'tetris.rulesets.arika_ace',
|
||||
--require 'tetris.rulesets.bonkers',
|
||||
--require 'tetris.rulesets.shirase',
|
||||
--require 'tetris.rulesets.super302',
|
||||
}
|
||||
|
||||
function ModeSelectScene:new()
|
||||
self.menu_state = {
|
||||
mode = current_mode,
|
||||
ruleset = current_ruleset,
|
||||
select = "mode",
|
||||
}
|
||||
DiscordRPC:update({
|
||||
details = "In menus",
|
||||
state = "Choosing a mode",
|
||||
})
|
||||
end
|
||||
|
||||
function ModeSelectScene:update()
|
||||
end
|
||||
|
||||
function getCursorHeight(x)
|
||||
return 78 + 20 * x
|
||||
end
|
||||
|
||||
|
||||
function ModeSelectScene:drawList(name, items, cursor, x)
|
||||
local start, finish
|
||||
if table.getn(items) < MAX_MODES then
|
||||
start = 1
|
||||
finish = table.getn(items)
|
||||
else
|
||||
if cursor < 10 then
|
||||
start = 1
|
||||
finish = 19
|
||||
elseif cursor > table.getn(items) - 9 then
|
||||
start = table.getn(items) - 18
|
||||
finish = table.getn(items)
|
||||
else
|
||||
start = cursor - 9
|
||||
finish = cursor + 9
|
||||
end
|
||||
end
|
||||
|
||||
if self.menu_state.select == name then
|
||||
love.graphics.setColor(1, 1, 1, 0.5)
|
||||
else
|
||||
love.graphics.setColor(1, 1, 1, 0.25)
|
||||
end
|
||||
love.graphics.rectangle("fill", x, getCursorHeight(cursor - start), 240, 22)
|
||||
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
|
||||
for idx = start, finish do
|
||||
local item = items[idx]
|
||||
love.graphics.printf(item.name, x + 20, 80 + 20 * (idx - start), 200, "left")
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function ModeSelectScene:render()
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
|
||||
love.graphics.draw(
|
||||
backgrounds[0],
|
||||
0, 0, 0,
|
||||
0.5, 0.5
|
||||
)
|
||||
|
||||
love.graphics.draw(misc_graphics["select_mode"], 20, 30)
|
||||
if self.menu_state.select == "mode" then
|
||||
love.graphics.setColor(1, 1, 1, 0.5)
|
||||
elseif self.menu_state.select == "ruleset" then
|
||||
love.graphics.setColor(1, 1, 1, 0.25)
|
||||
end
|
||||
love.graphics.rectangle("fill", 20, 258, 240, 22)
|
||||
|
||||
self:drawList("mode", game_modes, self.menu_state.mode, 20)
|
||||
self:drawList("ruleset", rulesets, self.menu_state.ruleset, 320)
|
||||
if self.menu_state.select == "mode" then
|
||||
love.graphics.setColor(1, 1, 1, 0.25)
|
||||
elseif self.menu_state.select == "ruleset" then
|
||||
love.graphics.setColor(1, 1, 1, 0.5)
|
||||
end
|
||||
love.graphics.rectangle("fill", 340, 258, 200, 22)
|
||||
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
|
||||
love.graphics.draw(misc_graphics["select_mode"], 20, 40)
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
for idx, mode in pairs(game_modes) do
|
||||
if(idx >= self.menu_state.mode-9 and idx <= self.menu_state.mode+9) then
|
||||
love.graphics.printf(mode.name, 40, (260 - 20*(self.menu_state.mode)) + 20 * idx, 200, "left")
|
||||
end
|
||||
end
|
||||
for idx, ruleset in pairs(rulesets) do
|
||||
if(idx >= self.menu_state.ruleset-9 and idx <= self.menu_state.ruleset+9) then
|
||||
love.graphics.printf(ruleset.name, 360, (260 - 20*(self.menu_state.ruleset)) + 20 * idx, 160, "left")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function ModeSelectScene:onKeyPress(e)
|
||||
if e.scancode == "return" and e.isRepeat == false then
|
||||
function ModeSelectScene:onInputPress(e)
|
||||
if e.input == "menu_decide" or e.scancode == "return" then
|
||||
current_mode = self.menu_state.mode
|
||||
current_ruleset = self.menu_state.ruleset
|
||||
config.current_mode = current_mode
|
||||
config.current_ruleset = current_ruleset
|
||||
playSE("mode_decide")
|
||||
saveConfig()
|
||||
scene = GameScene(game_modes[self.menu_state.mode], rulesets[self.menu_state.ruleset])
|
||||
elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then
|
||||
elseif e.input == "up" or e.scancode == "up" then
|
||||
self:changeOption(-1)
|
||||
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
|
||||
playSE("cursor")
|
||||
elseif e.input == "down" or e.scancode == "down" then
|
||||
self:changeOption(1)
|
||||
elseif (e.scancode == config.input["left"] or e.scancode == "left") or
|
||||
(e.scancode == config.input["right"] or e.scancode == "right") then
|
||||
playSE("cursor")
|
||||
elseif e.input == "left" or e.input == "right" or e.scancode == "left" or e.scancode == "right" then
|
||||
self:switchSelect()
|
||||
playSE("cursor_lr")
|
||||
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
|
||||
scene = TitleScene()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@@ -3,10 +3,31 @@ local TitleScene = Scene:extend()
|
||||
local main_menu_screens = {
|
||||
ModeSelectScene,
|
||||
InputConfigScene,
|
||||
GameConfigScene,
|
||||
ExitScene,
|
||||
}
|
||||
|
||||
local mainmenuidle = {
|
||||
"Idle",
|
||||
"On title screen",
|
||||
"On main menu screen",
|
||||
"Twiddling their thumbs",
|
||||
"Admiring the main menu's BG",
|
||||
"Waiting for spring to come",
|
||||
"Actually not playing",
|
||||
"Contemplating collecting stars",
|
||||
"Preparing to put the block!!",
|
||||
"Having a nap",
|
||||
"In menus",
|
||||
"Bottom text",
|
||||
}
|
||||
|
||||
function TitleScene:new()
|
||||
self.main_menu_state = 1
|
||||
DiscordRPC:update({
|
||||
details = "In menus",
|
||||
state = mainmenuidle[math.random(#mainmenuidle)],
|
||||
})
|
||||
end
|
||||
|
||||
function TitleScene:update()
|
||||
@@ -36,13 +57,18 @@ function TitleScene:changeOption(rel)
|
||||
self.main_menu_state = (self.main_menu_state + len + rel - 1) % len + 1
|
||||
end
|
||||
|
||||
function TitleScene:onKeyPress(e)
|
||||
if e.scancode == "return" and e.isRepeat == false then
|
||||
function TitleScene:onInputPress(e)
|
||||
if e.input == "menu_decide" or e.scancode == "return" then
|
||||
playSE("main_decide")
|
||||
scene = main_menu_screens[self.main_menu_state]()
|
||||
elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then
|
||||
elseif e.input == "up" or e.scancode == "up" then
|
||||
self:changeOption(-1)
|
||||
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
|
||||
playSE("cursor")
|
||||
elseif e.input == "down" or e.scancode == "down" then
|
||||
self:changeOption(1)
|
||||
playSE("cursor")
|
||||
elseif e.input == "menu_back" or e.scancode == "backspace" or e.scancode == "delete" then
|
||||
love.event.quit()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@@ -3,6 +3,8 @@ local Object = require 'libs.classic'
|
||||
local Grid = Object:extend()
|
||||
|
||||
local empty = { skin = "", colour = "" }
|
||||
local oob = { skin = "", colour = "" }
|
||||
local block = { skin = "2tie", colour = "A" }
|
||||
|
||||
function Grid:new()
|
||||
self.grid = {}
|
||||
@@ -26,8 +28,15 @@ function Grid:clear()
|
||||
end
|
||||
end
|
||||
|
||||
function Grid:getCell(x, y)
|
||||
if x < 1 or x > 10 or y > 24 then return oob
|
||||
elseif y < 1 then return empty
|
||||
else return self.grid[y][x]
|
||||
end
|
||||
end
|
||||
|
||||
function Grid:isOccupied(x, y)
|
||||
return self.grid[y+1][x+1] ~= empty
|
||||
return self:getCell(x+1, y+1) ~= empty
|
||||
end
|
||||
|
||||
function Grid:isRowFull(row)
|
||||
@@ -46,7 +55,7 @@ function Grid:canPlacePiece(piece)
|
||||
for index, offset in pairs(offsets) do
|
||||
local x = piece.position.x + offset.x
|
||||
local y = piece.position.y + offset.y
|
||||
if x >= 10 or x < 0 or y >= 24 or y < 0 or self.grid[y+1][x+1] ~= empty then
|
||||
if self:isOccupied(x, y) then
|
||||
return false
|
||||
end
|
||||
end
|
||||
@@ -58,12 +67,12 @@ function Grid:canPlaceBigPiece(piece)
|
||||
for index, offset in pairs(offsets) do
|
||||
local x = piece.position.x + offset.x
|
||||
local y = piece.position.y + offset.y
|
||||
if x >= 5 or x < 0 or y >= 12 or y < 0 or
|
||||
self.grid[y * 2 + 1][x * 2 + 1] ~= empty or
|
||||
self.grid[y * 2 + 1][x * 2 + 2] ~= empty or
|
||||
self.grid[y * 2 + 2][x * 2 + 1] ~= empty or
|
||||
self.grid[y * 2 + 2][x * 2 + 2] ~= empty
|
||||
then
|
||||
if (
|
||||
self:isOccupied(x * 2 + 0, y * 2 + 0)
|
||||
or self:isOccupied(x * 2 + 1, y * 2 + 0)
|
||||
or self:isOccupied(x * 2 + 0, y * 2 + 1)
|
||||
or self:isOccupied(x * 2 + 1, y * 2 + 1)
|
||||
) then
|
||||
return false
|
||||
end
|
||||
end
|
||||
@@ -80,7 +89,7 @@ function Grid:canPlacePieceInVisibleGrid(piece)
|
||||
for index, offset in pairs(offsets) do
|
||||
local x = piece.position.x + offset.x
|
||||
local y = piece.position.y + offset.y
|
||||
if x >= 10 or x < 0 or y >= 24 or y < 4 or self.grid[y+1][x+1] ~= empty then
|
||||
if y < 4 or self:isOccupied(x, y) ~= empty then
|
||||
return false
|
||||
end
|
||||
end
|
||||
@@ -133,14 +142,35 @@ function Grid:copyBottomRow()
|
||||
self.grid[24] = {empty, empty, empty, empty, empty, empty, empty, empty, empty, empty}
|
||||
self.grid_age[24] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
|
||||
for col = 1, 10 do
|
||||
self.grid[24][col] = (self.grid[23][col] == empty) and empty or {
|
||||
skin = self.grid[23][col].skin,
|
||||
colour = "G"
|
||||
}
|
||||
self.grid[24][col] = (self.grid[23][col] == empty) and empty or block
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function Grid:garbageRise(row_vals)
|
||||
for row = 1, 23 do
|
||||
self.grid[row] = self.grid[row+1]
|
||||
self.grid_age[row] = self.grid_age[row+1]
|
||||
end
|
||||
self.grid[24] = {empty, empty, empty, empty, empty, empty, empty, empty, empty, empty}
|
||||
self.grid_age[24] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
|
||||
for col = 1, 10 do
|
||||
self.grid[24][col] = (row_vals[col] == "e") and empty or block
|
||||
end
|
||||
end
|
||||
|
||||
function Grid:applyFourWide()
|
||||
for row = 1, 24 do
|
||||
local x = self.grid[row]
|
||||
x[1] = x[1]~=block and block or x[1]
|
||||
x[2] = x[2]~=block and block or x[2]
|
||||
x[3] = x[3]~=block and block or x[3]
|
||||
x[8] = x[8]~=block and block or x[8]
|
||||
x[9] = x[9]~=block and block or x[9]
|
||||
x[10] = x[10]~=block and block or x[10]
|
||||
end
|
||||
end
|
||||
|
||||
function Grid:applyPiece(piece)
|
||||
if piece.big then
|
||||
self:applyBigPiece(piece)
|
||||
@@ -150,10 +180,12 @@ function Grid:applyPiece(piece)
|
||||
for index, offset in pairs(offsets) do
|
||||
x = piece.position.x + offset.x
|
||||
y = piece.position.y + offset.y
|
||||
self.grid[y+1][x+1] = {
|
||||
skin = piece.skin,
|
||||
colour = piece.shape
|
||||
}
|
||||
if y + 1 > 0 then
|
||||
self.grid[y+1][x+1] = {
|
||||
skin = piece.skin,
|
||||
colour = piece.colour
|
||||
}
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -164,15 +196,60 @@ function Grid:applyBigPiece(piece)
|
||||
y = piece.position.y + offset.y
|
||||
for a = 1, 2 do
|
||||
for b = 1, 2 do
|
||||
self.grid[y*2+a][x*2+b] = {
|
||||
skin = piece.skin,
|
||||
colour = piece.shape
|
||||
}
|
||||
if y*2+a > 0 then
|
||||
self.grid[y*2+a][x*2+b] = {
|
||||
skin = piece.skin,
|
||||
colour = piece.colour
|
||||
}
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Grid:checkForBravo(cleared_row_count)
|
||||
for i = 0, 23 - cleared_row_count do
|
||||
for j = 0, 9 do
|
||||
if self:isOccupied(j, i) then return false end
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function Grid:checkSecretGrade()
|
||||
local sgrade = 0
|
||||
for i=23,5,-1 do
|
||||
local validLine = true
|
||||
local emptyCell = 0
|
||||
if i > 13 then
|
||||
emptyCell = 23-i
|
||||
end
|
||||
if i <= 13 then
|
||||
emptyCell = i-5
|
||||
end
|
||||
for j=0,9 do
|
||||
if (not self:isOccupied(j,i) and j ~= emptyCell) or (j == emptyCell and self:isOccupied(j,i)) then
|
||||
validLine = false
|
||||
end
|
||||
end
|
||||
if not self:isOccupied(emptyCell,i-1) then
|
||||
validLine = false
|
||||
end
|
||||
if(validLine) then
|
||||
sgrade = sgrade + 1
|
||||
else
|
||||
return sgrade
|
||||
end
|
||||
end
|
||||
--[[
|
||||
if(sgrade == 0) then return ""
|
||||
elseif(sgrade < 10) then return 10-sgrade
|
||||
elseif(sgrade < 19) then return "S"..(sgrade-9) end
|
||||
return "GM"
|
||||
--]]
|
||||
return sgrade
|
||||
end
|
||||
|
||||
function Grid:update()
|
||||
for y = 1, 24 do
|
||||
for x = 1, 10 do
|
||||
@@ -184,14 +261,18 @@ function Grid:update()
|
||||
end
|
||||
|
||||
function Grid:draw()
|
||||
for y = 1, 24 do
|
||||
for y = 5, 24 do
|
||||
for x = 1, 10 do
|
||||
if self.grid[y][x] ~= empty then
|
||||
if self.grid_age[y][x] < 1 then
|
||||
if self.grid_age[y][x] < 2 then
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(blocks[self.grid[y][x].skin]["F"], 48+x*16, y*16)
|
||||
else
|
||||
love.graphics.setColor(0.5, 0.5, 0.5, 1)
|
||||
if self.grid[y][x].skin == "bone" then
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
else
|
||||
love.graphics.setColor(0.5, 0.5, 0.5, 1)
|
||||
end
|
||||
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
|
||||
end
|
||||
if self.grid[y][x].skin ~= "bone" then
|
||||
@@ -216,12 +297,12 @@ function Grid:draw()
|
||||
end
|
||||
|
||||
function Grid:drawInvisible(opacity_function, garbage_opacity_function)
|
||||
for y = 1, 24 do
|
||||
for y = 5, 24 do
|
||||
for x = 1, 10 do
|
||||
if self.grid[y][x] ~= empty then
|
||||
if self.grid[y][x].colour == "X" then
|
||||
opacity = 1
|
||||
elseif garbage_opacity_function and self.grid[y][x].colour == "G" then
|
||||
elseif garbage_opacity_function and self.grid[y][x].colour == "A" then
|
||||
opacity = garbage_opacity_function(self.grid_age[y][x])
|
||||
else
|
||||
opacity = opacity_function(self.grid_age[y][x])
|
||||
|
||||
@@ -2,7 +2,7 @@ local Object = require 'libs.classic'
|
||||
|
||||
local Piece = Object:extend()
|
||||
|
||||
function Piece:new(shape, rotation, position, block_offsets, gravity, lock_delay, skin, big)
|
||||
function Piece:new(shape, rotation, position, block_offsets, gravity, lock_delay, skin, colour, big)
|
||||
self.shape = shape
|
||||
self.rotation = rotation
|
||||
self.position = position
|
||||
@@ -10,6 +10,7 @@ function Piece:new(shape, rotation, position, block_offsets, gravity, lock_delay
|
||||
self.gravity = gravity
|
||||
self.lock_delay = lock_delay
|
||||
self.skin = skin
|
||||
self.colour = colour
|
||||
self.ghost = false
|
||||
self.locked = false
|
||||
self.big = big
|
||||
@@ -21,7 +22,7 @@ function Piece:withOffset(offset)
|
||||
return Piece(
|
||||
self.shape, self.rotation,
|
||||
{x = self.position.x + offset.x, y = self.position.y + offset.y},
|
||||
self.block_offsets, self.gravity, self.lock_delay, self.skin, self.big
|
||||
self.block_offsets, self.gravity, self.lock_delay, self.skin, self.colour, self.big
|
||||
)
|
||||
end
|
||||
|
||||
@@ -31,7 +32,7 @@ function Piece:withRelativeRotation(rot)
|
||||
while new_rot >= 4 do new_rot = new_rot - 4 end
|
||||
return Piece(
|
||||
self.shape, new_rot, self.position,
|
||||
self.block_offsets, self.gravity, self.lock_delay, self.skin, self.big
|
||||
self.block_offsets, self.gravity, self.lock_delay, self.skin, self.colour, self.big
|
||||
)
|
||||
end
|
||||
|
||||
@@ -77,15 +78,12 @@ function Piece:setRelativeRotation(rot)
|
||||
return self
|
||||
end
|
||||
|
||||
function Piece:moveInGrid(step, squares, grid, instant)
|
||||
function Piece:moveInGrid(step, squares, grid)
|
||||
local moved = false
|
||||
for x = 1, squares do
|
||||
if grid:canPlacePiece(self:withOffset(step)) then
|
||||
moved = true
|
||||
self:setOffset(step)
|
||||
if instant then
|
||||
self:dropToBottom(grid)
|
||||
end
|
||||
else
|
||||
break
|
||||
end
|
||||
@@ -100,7 +98,7 @@ end
|
||||
|
||||
function Piece:dropToBottom(grid)
|
||||
local piece_y = self.position.y
|
||||
self:dropSquares(20, grid)
|
||||
self:dropSquares(math.huge, grid)
|
||||
self.gravity = 0
|
||||
if self.position.y > piece_y then
|
||||
-- if it got dropped any, also reset lock delay
|
||||
@@ -151,13 +149,13 @@ function Piece:draw(opacity, brightness, grid, partial_das)
|
||||
local y = self.position.y + offset.y
|
||||
if self.big then
|
||||
love.graphics.draw(
|
||||
blocks[self.skin][self.shape],
|
||||
blocks[self.skin][self.colour],
|
||||
64+x*32+partial_das*2, 16+y*32+gravity_offset*2,
|
||||
0, 2, 2
|
||||
)
|
||||
else
|
||||
love.graphics.draw(
|
||||
blocks[self.skin][self.shape],
|
||||
blocks[self.skin][self.colour],
|
||||
64+x*16+partial_das, 16+y*16+gravity_offset
|
||||
)
|
||||
end
|
||||
|
||||
305
tetris/modes/big_a2.lua
Executable file
305
tetris/modes/big_a2.lua
Executable file
@@ -0,0 +1,305 @@
|
||||
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.grade = 0
|
||||
self.grade_points = 0
|
||||
self.grade_point_decay_counter = 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 < 0 then return false end
|
||||
if self.roll_frames > 3694 then
|
||||
self.completed = true
|
||||
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.level = math.min(self.level + cleared_row_count, 999)
|
||||
if self.level == 999 and not self.clear then
|
||||
self.clear = true
|
||||
self.grid:clear()
|
||||
self.roll_frames = -150
|
||||
end
|
||||
if self.level >= 900 then self.lock_drop = true end
|
||||
end
|
||||
|
||||
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
|
||||
if not self.clear then
|
||||
cleared_lines = cleared_lines / 2
|
||||
self:updateGrade(cleared_lines)
|
||||
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
|
||||
if cleared_lines > 0 then
|
||||
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||
cleared_lines * self.combo * self.bravo
|
||||
)
|
||||
else
|
||||
self.combo = 1
|
||||
end
|
||||
self.drop_bonus = 0
|
||||
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
|
||||
}
|
||||
|
||||
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
|
||||
|
||||
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)
|
||||
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
|
||||
|
||||
function MarathonA2Game:drawGrid(ruleset)
|
||||
if self.clear and not (self.completed or self.game_over) then
|
||||
self.grid:drawInvisible(self.rollOpacityFunction)
|
||||
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)
|
||||
if self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1)
|
||||
elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
|
||||
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
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
|
||||
@@ -1,119 +0,0 @@
|
||||
require 'funcs'
|
||||
|
||||
local IntervalTrainingMode = require 'tetris.modes.interval_training'
|
||||
local Piece = require 'tetris.components.piece'
|
||||
|
||||
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
|
||||
|
||||
local CreditsA3Game = IntervalTrainingMode:extend()
|
||||
|
||||
CreditsA3Game.name = "Credits A3"
|
||||
CreditsA3Game.hash = "CreditsA3"
|
||||
CreditsA3Game.tagline = "How consistently can you clear the Ti M-roll?"
|
||||
|
||||
function CreditsA3Game:new()
|
||||
CreditsA3Game.super:new()
|
||||
self.section_time_limit = 3238
|
||||
self.norm = 0
|
||||
self.section = 0
|
||||
end
|
||||
|
||||
function CreditsA3Game:advanceOneFrame(inputs, ruleset)
|
||||
if self.frames == 0 then
|
||||
switchBGM("credit_roll", "gm3")
|
||||
end
|
||||
if self.roll_frames > 0 then
|
||||
self.roll_frames = self.roll_frames - 1
|
||||
if self.roll_frames == 0 then
|
||||
-- reset
|
||||
self.norm = 0
|
||||
self.frames = 0
|
||||
self.grid:clear()
|
||||
switchBGM("credit_roll", "gm3")
|
||||
self:initializeOrHold(inputs, ruleset)
|
||||
else
|
||||
return false
|
||||
end
|
||||
elseif self.ready_frames == 0 then
|
||||
self.frames = self.frames + 1
|
||||
if self:getSectionTime() >= self.section_time_limit then
|
||||
self.norm = self.norm + 16
|
||||
self.piece = nil
|
||||
if self.norm >= 60 then
|
||||
self.section = self.section + 1
|
||||
self.roll_frames = 150
|
||||
else
|
||||
self.game_over = true
|
||||
switchBGM(nil)
|
||||
end
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function CreditsA3Game:onPieceEnter()
|
||||
-- do nothing
|
||||
end
|
||||
|
||||
function CreditsA3Game:onLineClear(cleared_row_count)
|
||||
if not self.clear then
|
||||
self.norm = self.norm + (cleared_row_count == 4 and 10 or cleared_row_count)
|
||||
end
|
||||
end
|
||||
|
||||
CreditsA3Game.rollOpacityFunction = function(age)
|
||||
if age > 4 then return 0
|
||||
else return 1 - age / 4 end
|
||||
end
|
||||
|
||||
function CreditsA3Game:drawGrid(ruleset)
|
||||
if not self.game_over and self.roll_frames < 30 then
|
||||
self.grid:drawInvisible(self.rollOpacityFunction)
|
||||
else
|
||||
self.grid:draw()
|
||||
end
|
||||
end
|
||||
|
||||
function CreditsA3Game:drawScoringInfo()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
love.graphics.print(
|
||||
self.das.direction .. " " ..
|
||||
self.das.frames .. " " ..
|
||||
st(self.prev_inputs)
|
||||
)
|
||||
love.graphics.printf("NEXT", 64, 40, 40, "left")
|
||||
love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
|
||||
love.graphics.printf("NORM", 240, 320, 40, "left")
|
||||
|
||||
self:drawSectionTimesWithSplits(self.section)
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
-- draw time left, flash red if necessary
|
||||
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 self.norm >= 44 then
|
||||
love.graphics.setColor(0.3, 1, 0.3, 1) -- flash green if goal has been cleared
|
||||
else
|
||||
love.graphics.setColor(1, 0.3, 0.3, 1) -- otherwise flash red
|
||||
end
|
||||
end
|
||||
|
||||
love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")
|
||||
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.printf(self.norm, 240, 340, 40, "right")
|
||||
if self.game_over or self.roll_frames > 0 then
|
||||
love.graphics.printf("60", 240, 370, 40, "right")
|
||||
else
|
||||
love.graphics.printf("44", 240, 370, 40, "right")
|
||||
end
|
||||
end
|
||||
|
||||
function CreditsA3Game:getBackground()
|
||||
return self.section
|
||||
end
|
||||
|
||||
return CreditsA3Game
|
||||
@@ -1,258 +0,0 @@
|
||||
require 'funcs'
|
||||
|
||||
local GameMode = require 'tetris.modes.gamemode'
|
||||
local Piece = require 'tetris.components.piece'
|
||||
|
||||
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
|
||||
|
||||
local DemonModeGame = GameMode:extend()
|
||||
|
||||
DemonModeGame.name = "Demon Mode"
|
||||
DemonModeGame.hash = "DemonMode"
|
||||
DemonModeGame.tagline = "Can you handle the ludicrous speed past level 20?"
|
||||
|
||||
|
||||
|
||||
|
||||
function DemonModeGame:new()
|
||||
DemonModeGame.super:new()
|
||||
self.roll_frames = 0
|
||||
self.combo = 1
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
|
||||
self.grade = 0
|
||||
self.section_start_time = 0
|
||||
self.section_times = { [0] = 0 }
|
||||
self.section_tetris_count = 0
|
||||
self.section_tries = 0
|
||||
|
||||
self.enable_hold = true
|
||||
self.lock_drop = true
|
||||
self.next_queue_length = 3
|
||||
end
|
||||
|
||||
function DemonModeGame:getARE()
|
||||
if self.level < 500 then return 30
|
||||
elseif self.level < 600 then return 25
|
||||
elseif self.level < 700 then return 15
|
||||
elseif self.level < 800 then return 14
|
||||
elseif self.level < 900 then return 12
|
||||
elseif self.level < 1000 then return 11
|
||||
elseif self.level < 1100 then return 10
|
||||
elseif self.level < 1300 then return 8
|
||||
elseif self.level < 1400 then return 6
|
||||
elseif self.level < 1700 then return 4
|
||||
elseif self.level < 1800 then return 3
|
||||
elseif self.level < 1900 then return 2
|
||||
elseif self.level < 2000 then return 1
|
||||
else return 0 end
|
||||
end
|
||||
|
||||
function DemonModeGame:getLineARE()
|
||||
return self:getARE()
|
||||
end
|
||||
|
||||
function DemonModeGame:getDasLimit()
|
||||
if self.level < 500 then return 15
|
||||
elseif self.level < 1000 then return 10
|
||||
elseif self.level < 1500 then return 5
|
||||
elseif self.level < 1700 then return 4
|
||||
elseif self.level < 1900 then return 3
|
||||
elseif self.level < 2000 then return 2
|
||||
else return 1 end
|
||||
end
|
||||
|
||||
function DemonModeGame:getLineClearDelay()
|
||||
if self.level < 600 then return 15
|
||||
elseif self.level < 800 then return 10
|
||||
elseif self.level < 1000 then return 8
|
||||
elseif self.level < 1500 then return 5
|
||||
elseif self.level < 1700 then return 3
|
||||
elseif self.level < 1900 then return 2
|
||||
elseif self.level < 2000 then return 1
|
||||
else return 0 end
|
||||
end
|
||||
|
||||
function DemonModeGame:getLockDelay()
|
||||
if self.level < 100 then return 30
|
||||
elseif self.level < 200 then return 25
|
||||
elseif self.level < 300 then return 22
|
||||
elseif self.level < 400 then return 20
|
||||
elseif self.level < 1000 then return 15
|
||||
elseif self.level < 1200 then return 10
|
||||
elseif self.level < 1400 then return 9
|
||||
elseif self.level < 1500 then return 8
|
||||
elseif self.level < 1600 then return 7
|
||||
elseif self.level < 1700 then return 6
|
||||
elseif self.level < 1800 then return 5
|
||||
elseif self.level < 1900 then return 4
|
||||
elseif self.level < 2000 then return 3
|
||||
else return 2 end
|
||||
end
|
||||
|
||||
function DemonModeGame:getGravity()
|
||||
return 20
|
||||
end
|
||||
|
||||
local function getSectionForLevel(level)
|
||||
return math.floor(level / 100) + 1
|
||||
end
|
||||
|
||||
local cleared_row_levels = {1, 3, 6, 10}
|
||||
|
||||
function DemonModeGame:advanceOneFrame()
|
||||
if self.clear then
|
||||
self.roll_frames = self.roll_frames + 1
|
||||
if self.roll_frames < 0 then
|
||||
return false
|
||||
elseif self.roll_frames >= 1337 then
|
||||
self.completed = true
|
||||
end
|
||||
elseif self.ready_frames == 0 then
|
||||
self.frames = self.frames + 1
|
||||
end
|
||||
end
|
||||
|
||||
function DemonModeGame:onPieceEnter()
|
||||
if (self.level % 100 ~= 99) and self.frames ~= 0 then
|
||||
self.level = self.level + 1
|
||||
end
|
||||
end
|
||||
|
||||
function DemonModeGame:onLineClear(cleared_row_count)
|
||||
if cleared_row_count == 4 then
|
||||
self.section_tetris_count = self.section_tetris_count + 1
|
||||
end
|
||||
local advanced_levels = cleared_row_levels[cleared_row_count]
|
||||
if not self.clear then
|
||||
self:updateSectionTimes(self.level, self.level + advanced_levels)
|
||||
end
|
||||
end
|
||||
|
||||
function DemonModeGame:updateSectionTimes(old_level, new_level)
|
||||
local section = math.floor(old_level / 100) + 1
|
||||
if math.floor(old_level / 100) < math.floor(new_level / 100) then
|
||||
-- If at least one Tetris in this section hasn't been made,
|
||||
-- deny section passage.
|
||||
if old_level > 500 then
|
||||
if self.section_tetris_count == 0 then
|
||||
self.level = 100 * math.floor(old_level / 100)
|
||||
self.section_tries = self.section_tries + 1
|
||||
else
|
||||
self.level = math.min(new_level, 2500)
|
||||
-- if this is first try (no denials, add a grade)
|
||||
if self.section_tries == 0 then
|
||||
self.grade = self.grade + 1
|
||||
end
|
||||
self.section_tries = 0
|
||||
self.section_tetris_count = 0
|
||||
-- record new section
|
||||
section_time = self.frames - self.section_start_time
|
||||
table.insert(self.section_times, section_time)
|
||||
self.section_start_time = self.frames
|
||||
-- maybe clear
|
||||
if self.level == 2500 and not self.clear then
|
||||
self.clear = true
|
||||
self.grid:clear()
|
||||
self.roll_frames = -150
|
||||
end
|
||||
end
|
||||
elseif old_level < 100 then
|
||||
-- If section time is under cutoff, skip to level 500.
|
||||
if self.frames < sp(1,00) then
|
||||
self.level = 500
|
||||
self.grade = 5
|
||||
self.section_tries = 0
|
||||
self.section_tetris_count = 0
|
||||
else
|
||||
self.level = math.min(new_level, 2500)
|
||||
end
|
||||
-- record new section
|
||||
section_time = self.frames - self.section_start_time
|
||||
table.insert(self.section_times, section_time)
|
||||
self.section_start_time = self.frames
|
||||
end
|
||||
else
|
||||
self.level = math.min(new_level, 2500)
|
||||
end
|
||||
end
|
||||
|
||||
function DemonModeGame:updateScore(level, drop_bonus, 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
|
||||
|
||||
local letter_grades = {
|
||||
[0] = "", "D", "C", "B", "A",
|
||||
"S", "S-A", "S-B", "S-C", "S-D",
|
||||
"X", "X-A", "X-B", "X-C", "X-D",
|
||||
"W", "W-A", "W-B", "W-C", "W-D",
|
||||
"Master", "MasterS", "MasterX", "MasterW", "Grand Master",
|
||||
"Demon Master"
|
||||
}
|
||||
|
||||
function DemonModeGame:getLetterGrade()
|
||||
return letter_grades[self.grade]
|
||||
end
|
||||
|
||||
function DemonModeGame:drawGrid()
|
||||
if self.clear and not (self.completed or self.game_over) then
|
||||
self.grid:drawInvisible(self.rollOpacityFunction)
|
||||
else
|
||||
self.grid:draw()
|
||||
end
|
||||
end
|
||||
|
||||
DemonModeGame.rollOpacityFunction = function(age)
|
||||
if age > 4 then return 0
|
||||
else return 1 - age / 4 end
|
||||
end
|
||||
|
||||
function DemonModeGame:drawScoringInfo()
|
||||
DemonModeGame.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 .. " " ..
|
||||
st(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")
|
||||
|
||||
-- draw section time data
|
||||
local current_section = getSectionForLevel(self.level)
|
||||
self:drawSectionTimesWithSecondary(current_section)
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.printf(self.score, 240, 220, 90, "left")
|
||||
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
|
||||
love.graphics.printf(string.format("%.2f", self.level / 100), 240, 340, 70, "right")
|
||||
end
|
||||
|
||||
function DemonModeGame:getHighscoreData()
|
||||
return {
|
||||
grade = self.grade,
|
||||
level = self.level,
|
||||
frames = self.frames,
|
||||
}
|
||||
end
|
||||
|
||||
function DemonModeGame:getBackground()
|
||||
return math.floor(self.level / 100)
|
||||
end
|
||||
|
||||
return DemonModeGame
|
||||
@@ -1,6 +1,9 @@
|
||||
local Object = require 'libs.classic'
|
||||
require 'funcs'
|
||||
|
||||
local playedReadySE = false
|
||||
local playedGoSE = false
|
||||
|
||||
local Grid = require 'tetris.components.grid'
|
||||
local Randomizer = require 'tetris.randomizers.randomizer'
|
||||
|
||||
@@ -40,9 +43,12 @@ function GameMode:new()
|
||||
self.draw_section_times = false
|
||||
self.draw_secondary_section_times = false
|
||||
self.big_mode = false
|
||||
self.rpc_details = "In game"
|
||||
-- variables related to configurable parameters
|
||||
self.drop_locked = false
|
||||
self.hard_drop_locked = false
|
||||
self.lock_on_soft_drop = false
|
||||
self.lock_on_hard_drop = false
|
||||
self.hold_queue = nil
|
||||
self.held = false
|
||||
self.section_start_time = 0
|
||||
@@ -50,13 +56,6 @@ function GameMode:new()
|
||||
self.secondary_section_times = { [0] = 0 }
|
||||
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:getDropSpeed() return 1 end
|
||||
function GameMode:getARE() return 25 end
|
||||
@@ -66,6 +65,7 @@ function GameMode:getLineClearDelay() return 40 end
|
||||
function GameMode:getDasLimit() return 15 end
|
||||
|
||||
function GameMode:getNextPiece(ruleset)
|
||||
|
||||
return {
|
||||
skin = "2tie",
|
||||
shape = self.randomizer:nextPiece(),
|
||||
@@ -75,9 +75,12 @@ end
|
||||
|
||||
function GameMode:initialize(ruleset)
|
||||
-- generate next queue
|
||||
self:new()
|
||||
for i = 1, self.next_queue_length do
|
||||
table.insert(self.next_queue, self:getNextPiece(ruleset))
|
||||
end
|
||||
self.lock_on_soft_drop = ({ruleset.softdrop_lock, self.instant_soft_drop, false, true })[config.gamesettings.manlock]
|
||||
self.lock_on_hard_drop = ({ruleset.harddrop_lock, self.instant_hard_drop, true, false})[config.gamesettings.manlock]
|
||||
end
|
||||
|
||||
function GameMode:update(inputs, ruleset)
|
||||
@@ -91,20 +94,10 @@ function GameMode:update(inputs, ruleset)
|
||||
if self.completed then return end
|
||||
|
||||
-- advance one frame
|
||||
if self:advanceOneFrame(inputs, ruleset) == false then return end
|
||||
if self:advanceOneFrame(inputs) == false then return end
|
||||
|
||||
self:chargeDAS(inputs, self:getDasLimit(), self.getARR())
|
||||
|
||||
-- set attempt flags
|
||||
if inputs["left"] or inputs["right"] then self:onAttemptPieceMove(self.piece) end
|
||||
if
|
||||
inputs["rotate_left"] or inputs["rotate_right"] or
|
||||
inputs["rotate_left2"] or inputs["rotate_right2"] or
|
||||
inputs["rotate_180"]
|
||||
then
|
||||
self:onAttemptPieceRotate(self.piece)
|
||||
end
|
||||
|
||||
if self.piece == nil then
|
||||
self:processDelays(inputs, ruleset)
|
||||
else
|
||||
@@ -141,7 +134,7 @@ function GameMode:update(inputs, ruleset)
|
||||
self.piece:isDropBlocked(self.grid) and
|
||||
not self.hard_drop_locked then
|
||||
self:onHardDrop(piece_dy)
|
||||
if self.instant_hard_drop then
|
||||
if self.lock_on_hard_drop then
|
||||
self.piece.locked = true
|
||||
end
|
||||
end
|
||||
@@ -150,7 +143,7 @@ function GameMode:update(inputs, ruleset)
|
||||
self:onSoftDrop(piece_dy)
|
||||
if self.piece:isDropBlocked(self.grid) and
|
||||
not self.drop_locked and
|
||||
self.instant_soft_drop
|
||||
self.lock_on_soft_drop
|
||||
then
|
||||
self.piece.locked = true
|
||||
end
|
||||
@@ -162,10 +155,6 @@ function GameMode:update(inputs, ruleset)
|
||||
|
||||
local cleared_row_count = self.grid:getClearedRowCount()
|
||||
|
||||
if self.big_mode then
|
||||
cleared_row_count = cleared_row_count / 2
|
||||
end
|
||||
|
||||
self:onPieceLock(self.piece, cleared_row_count)
|
||||
self:updateScore(self.level, self.drop_bonus, cleared_row_count)
|
||||
|
||||
@@ -175,6 +164,7 @@ function GameMode:update(inputs, ruleset)
|
||||
end
|
||||
|
||||
if cleared_row_count > 0 then
|
||||
playSE("erase")
|
||||
self.lcd = self:getLineClearDelay()
|
||||
self.are = self:getLineARE()
|
||||
if self.lcd == 0 then
|
||||
@@ -208,12 +198,16 @@ end
|
||||
|
||||
-- event functions
|
||||
function GameMode:whilePieceActive() end
|
||||
function GameMode:onAttemptPieceMove(piece) end
|
||||
function GameMode:onAttemptPieceRotate(piece) end
|
||||
function GameMode:onPieceLock(piece, cleared_row_count) end
|
||||
function GameMode:onPieceLock(piece, cleared_row_count)
|
||||
playSE("lock")
|
||||
end
|
||||
|
||||
function GameMode:onLineClear(cleared_row_count) end
|
||||
|
||||
function GameMode:onPieceEnter() end
|
||||
function GameMode:onHold() end
|
||||
function GameMode:onHold()
|
||||
playSE("hold")
|
||||
end
|
||||
|
||||
function GameMode:onSoftDrop(dropped_row_count)
|
||||
self.drop_bonus = self.drop_bonus + 1 * dropped_row_count
|
||||
@@ -227,72 +221,48 @@ function GameMode:onGameOver()
|
||||
switchBGM(nil)
|
||||
end
|
||||
|
||||
-- DAS functions
|
||||
|
||||
function GameMode:startRightDAS()
|
||||
self.move = "right"
|
||||
self.das = { direction = "right", frames = 0 }
|
||||
if self:getDasLimit() == 0 then
|
||||
self:continueDAS()
|
||||
end
|
||||
end
|
||||
|
||||
function GameMode:startLeftDAS()
|
||||
self.move = "left"
|
||||
self.das = { direction = "left", frames = 0 }
|
||||
if self:getDasLimit() == 0 then
|
||||
self:continueDAS()
|
||||
end
|
||||
end
|
||||
|
||||
function GameMode:continueDAS()
|
||||
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()
|
||||
function GameMode:chargeDAS(inputs)
|
||||
if inputs[self.das.direction] == true 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.move = "right"
|
||||
self.das = { direction = "right", frames = 0 }
|
||||
elseif inputs["left"] == true then
|
||||
self.move = "left"
|
||||
self.das = { direction = "left", frames = 0 }
|
||||
else
|
||||
self.move = "none"
|
||||
self.das.frames = das_frames
|
||||
end
|
||||
end
|
||||
|
||||
function GameMode:stopDAS()
|
||||
self.move = "none"
|
||||
self.das = { direction = "none", frames = -1 }
|
||||
end
|
||||
|
||||
function GameMode:chargeDAS(inputs)
|
||||
if config["das_last_key"] then
|
||||
if inputs["right"] == true and self.das.direction ~= "right" and not self.prev_inputs["right"] then
|
||||
self:startRightDAS()
|
||||
elseif inputs["left"] == true and self.das.direction ~= "left" and not self.prev_inputs["left"] then
|
||||
self:startLeftDAS()
|
||||
elseif inputs[self.das.direction] == true then
|
||||
self:continueDAS()
|
||||
else
|
||||
self:stopDAS()
|
||||
end
|
||||
else -- default behaviour, das first key pressed
|
||||
if inputs[self.das.direction] == true then
|
||||
self:continueDAS()
|
||||
elseif inputs["right"] == true then
|
||||
self:startRightDAS()
|
||||
elseif inputs["left"] == true then
|
||||
self:startLeftDAS()
|
||||
else
|
||||
self:stopDAS()
|
||||
end
|
||||
self.das = { direction = "none", frames = -1 }
|
||||
end
|
||||
end
|
||||
|
||||
function GameMode:processDelays(inputs, ruleset, drop_speed)
|
||||
if self.ready_frames == 100 then
|
||||
playedReadySE = false
|
||||
playedGoSE = false
|
||||
end
|
||||
if self.ready_frames > 0 then
|
||||
if not playedReadySE then
|
||||
playedReadySE = true
|
||||
playSEOnce("ready")
|
||||
end
|
||||
self.ready_frames = self.ready_frames - 1
|
||||
if self.ready_frames == 50 and not playedGoSE then
|
||||
playedGoSE = true
|
||||
playSEOnce("go")
|
||||
end
|
||||
if self.ready_frames == 0 then
|
||||
self:initializeOrHold(inputs, ruleset)
|
||||
end
|
||||
@@ -300,6 +270,7 @@ function GameMode:processDelays(inputs, ruleset, drop_speed)
|
||||
self.lcd = self.lcd - 1
|
||||
if self.lcd == 0 then
|
||||
self.grid:clearClearedRows()
|
||||
playSE("fall")
|
||||
if self.are == 0 then
|
||||
self:initializeOrHold(inputs, ruleset)
|
||||
end
|
||||
@@ -398,11 +369,12 @@ function GameMode:drawGhostPiece(ruleset)
|
||||
end
|
||||
|
||||
function GameMode:drawNextQueue(ruleset)
|
||||
local colourscheme = ({ruleset.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
|
||||
function drawPiece(piece, skin, offsets, pos_x, pos_y)
|
||||
for index, offset in pairs(offsets) do
|
||||
local x = ruleset.spawn_positions[piece].x + offset.x
|
||||
local y = ruleset.spawn_positions[piece].y + offset.y
|
||||
love.graphics.draw(blocks[skin][piece], pos_x+x*16, pos_y+y*16)
|
||||
local x = offset.x + ruleset.spawn_positions[piece].x
|
||||
local y = offset.y + 4.7
|
||||
love.graphics.draw(blocks[skin][colourscheme[piece]], pos_x+x*16, pos_y+y*16)
|
||||
end
|
||||
end
|
||||
for i = 1, self.next_queue_length do
|
||||
@@ -417,7 +389,8 @@ function GameMode:drawNextQueue(ruleset)
|
||||
end
|
||||
end
|
||||
if self.hold_queue ~= nil then
|
||||
self:setHoldOpacity()
|
||||
local hold_color = self.held and 0.6 or 1
|
||||
self:setHoldOpacity(1, hold_color)
|
||||
drawPiece(
|
||||
self.hold_queue.shape,
|
||||
self.hold_queue.skin,
|
||||
@@ -428,8 +401,16 @@ function GameMode:drawNextQueue(ruleset)
|
||||
return false
|
||||
end
|
||||
|
||||
function GameMode:setNextOpacity(i) love.graphics.setColor(1, 1, 1, 1) end
|
||||
function GameMode:setHoldOpacity() love.graphics.setColor(1, 1, 1, 1) end
|
||||
function GameMode:setNextOpacity(i, j)
|
||||
i = i ~= nil and i or 1
|
||||
j = j ~= nil and j or 1
|
||||
love.graphics.setColor(j, j, j, i)
|
||||
end
|
||||
function GameMode:setHoldOpacity(i, j)
|
||||
i = i ~= nil and i or 1
|
||||
j = j ~= nil and j or 1
|
||||
love.graphics.setColor(j, j, j, i)
|
||||
end
|
||||
|
||||
function GameMode:drawScoringInfo()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
@@ -444,7 +425,8 @@ function GameMode:drawScoringInfo()
|
||||
love.graphics.print(
|
||||
self.das.direction .. " " ..
|
||||
self.das.frames .. " " ..
|
||||
st(self.prev_inputs)
|
||||
strTrueValues(self.prev_inputs) ..
|
||||
self.drop_bonus
|
||||
)
|
||||
|
||||
love.graphics.setFont(font_8x11)
|
||||
@@ -454,7 +436,7 @@ end
|
||||
function GameMode:drawSectionTimes(current_section)
|
||||
local section_x = 530
|
||||
|
||||
for section, time in ipairs(self.section_times) do
|
||||
for section, time in pairs(self.section_times) do
|
||||
if section > 0 then
|
||||
love.graphics.printf(formatTime(time), section_x, 40 + 20 * section, 90, "left")
|
||||
end
|
||||
@@ -463,7 +445,7 @@ function GameMode:drawSectionTimes(current_section)
|
||||
love.graphics.printf(formatTime(self.frames - self.section_start_time), section_x, 40 + 20 * current_section, 90, "left")
|
||||
end
|
||||
|
||||
function GameMode:drawSectionTimesWithSecondary(current_section, section_colour_function)
|
||||
function GameMode:drawSectionTimesWithSecondary(current_section)
|
||||
local section_x = 530
|
||||
local section_secondary_x = 440
|
||||
|
||||
@@ -474,9 +456,6 @@ function GameMode:drawSectionTimesWithSecondary(current_section, section_colour_
|
||||
end
|
||||
|
||||
for section, time in pairs(self.secondary_section_times) do
|
||||
if self.section_colour_function then
|
||||
love.graphics.setColor(self:section_colour_function(section))
|
||||
end
|
||||
if section > 0 then
|
||||
love.graphics.printf(formatTime(time), section_secondary_x, 40 + 20 * section, 90, "left")
|
||||
end
|
||||
|
||||
@@ -1,154 +0,0 @@
|
||||
require 'funcs'
|
||||
|
||||
local GameMode = require 'tetris.modes.gamemode'
|
||||
local Piece = require 'tetris.components.piece'
|
||||
|
||||
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
|
||||
|
||||
local IntervalTrainingGame = GameMode:extend()
|
||||
|
||||
IntervalTrainingGame.name = "Interval Training"
|
||||
IntervalTrainingGame.hash = "IntervalTraining"
|
||||
IntervalTrainingGame.tagline = "Can you clear the time hurdles when the game goes this fast?"
|
||||
|
||||
|
||||
|
||||
|
||||
function IntervalTrainingGame:new()
|
||||
IntervalTrainingGame.super:new()
|
||||
self.roll_frames = 0
|
||||
self.combo = 1
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
self.section_time_limit = 1800
|
||||
self.section_start_time = 0
|
||||
self.section_times = { [0] = 0 }
|
||||
self.lock_drop = true
|
||||
self.enable_hold = true
|
||||
self.next_queue_length = 3
|
||||
end
|
||||
|
||||
function IntervalTrainingGame:getARE()
|
||||
return 6
|
||||
end
|
||||
|
||||
function IntervalTrainingGame:getLineARE()
|
||||
return 6
|
||||
end
|
||||
|
||||
function IntervalTrainingGame:getDasLimit()
|
||||
return 7
|
||||
end
|
||||
|
||||
function IntervalTrainingGame:getLineClearDelay()
|
||||
return 4
|
||||
end
|
||||
|
||||
function IntervalTrainingGame:getLockDelay()
|
||||
return 15
|
||||
end
|
||||
|
||||
function IntervalTrainingGame:getGravity()
|
||||
return 20
|
||||
end
|
||||
|
||||
function IntervalTrainingGame:getSection()
|
||||
return math.floor(level / 100) + 1
|
||||
end
|
||||
|
||||
function IntervalTrainingGame:advanceOneFrame()
|
||||
if self.clear then
|
||||
self.roll_frames = self.roll_frames + 1
|
||||
if self.roll_frames > 2968 then
|
||||
self.completed = true
|
||||
end
|
||||
return false
|
||||
elseif self.ready_frames == 0 then
|
||||
self.frames = self.frames + 1
|
||||
if self:getSectionTime() >= self.section_time_limit then
|
||||
self.game_over = true
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function IntervalTrainingGame:onPieceEnter()
|
||||
if (self.level % 100 ~= 99 or self.level == 998) and not self.clear and self.frames ~= 0 then
|
||||
self.level = self.level + 1
|
||||
end
|
||||
end
|
||||
|
||||
function IntervalTrainingGame:onLineClear(cleared_row_count)
|
||||
if not self.clear then
|
||||
local new_level = self.level + cleared_row_count
|
||||
self:updateSectionTimes(self.level, new_level)
|
||||
self.level = math.min(new_level, 999)
|
||||
if self.level == 999 then
|
||||
self.clear = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function IntervalTrainingGame:getSectionTime()
|
||||
return self.frames - self.section_start_time
|
||||
end
|
||||
|
||||
function IntervalTrainingGame:updateSectionTimes(old_level, new_level)
|
||||
if math.floor(old_level / 100) < math.floor(new_level / 100) then
|
||||
-- record new section
|
||||
table.insert(self.section_times, self:getSectionTime())
|
||||
self.section_start_time = self.frames
|
||||
else
|
||||
self.level = math.min(new_level, 999)
|
||||
end
|
||||
end
|
||||
|
||||
function IntervalTrainingGame:drawGrid(ruleset)
|
||||
self.grid:draw()
|
||||
end
|
||||
|
||||
function IntervalTrainingGame:getHighscoreData()
|
||||
return {
|
||||
level = self.level,
|
||||
frames = self.frames,
|
||||
}
|
||||
end
|
||||
|
||||
function IntervalTrainingGame:drawScoringInfo()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
love.graphics.print(
|
||||
self.das.direction .. " " ..
|
||||
self.das.frames .. " " ..
|
||||
st(self.prev_inputs)
|
||||
)
|
||||
love.graphics.printf("NEXT", 64, 40, 40, "left")
|
||||
love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
|
||||
love.graphics.printf("LEVEL", 240, 320, 40, "left")
|
||||
|
||||
local current_section = math.floor(self.level / 100) + 1
|
||||
self:drawSectionTimesWithSplits(current_section)
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
-- draw time left, flash red if necessary
|
||||
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
|
||||
love.graphics.setColor(1, 0.3, 0.3, 1)
|
||||
end
|
||||
love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")
|
||||
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.printf(self.level, 240, 340, 40, "right")
|
||||
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
|
||||
end
|
||||
|
||||
function IntervalTrainingGame:getSectionEndLevel()
|
||||
if self.level >= 900 then return 999
|
||||
else return math.floor(self.level / 100 + 1) * 100 end
|
||||
end
|
||||
|
||||
function IntervalTrainingGame:getBackground()
|
||||
return math.floor(self.level / 100)
|
||||
end
|
||||
|
||||
return IntervalTrainingGame
|
||||
@@ -36,10 +36,12 @@ function Marathon2020Game:new()
|
||||
self.grade_points = 0
|
||||
self.grade_point_decay_counter = 0
|
||||
self.max_grade_points = 0
|
||||
|
||||
self.cool_timer = 0
|
||||
end
|
||||
|
||||
function Marathon2020Game:getARE()
|
||||
if self.delay_level < 1 then return 27
|
||||
if self.delay_level < 1 then return 27
|
||||
elseif self.delay_level < 2 then return 24
|
||||
elseif self.delay_level < 3 then return 21
|
||||
elseif self.delay_level < 4 then return 18
|
||||
@@ -58,7 +60,7 @@ function Marathon2020Game:getLineARE()
|
||||
end
|
||||
|
||||
function Marathon2020Game:getDasLimit()
|
||||
if self.delay_level < 1 then return 15
|
||||
if self.delay_level < 1 then return 15
|
||||
elseif self.delay_level < 3 then return 12
|
||||
elseif self.delay_level < 5 then return 9
|
||||
elseif self.delay_level < 8 then return 8
|
||||
@@ -70,7 +72,7 @@ function Marathon2020Game:getDasLimit()
|
||||
end
|
||||
|
||||
function Marathon2020Game:getLineClearDelay()
|
||||
if self.delay_level < 1 then return 40
|
||||
if self.delay_level < 1 then return 40
|
||||
elseif self.delay_level < 3 then return 25
|
||||
elseif self.delay_level < 4 then return 20
|
||||
elseif self.delay_level < 5 then return 15
|
||||
@@ -82,7 +84,7 @@ function Marathon2020Game:getLineClearDelay()
|
||||
end
|
||||
|
||||
function Marathon2020Game:getLockDelay()
|
||||
if self.delay_level < 6 then return 30
|
||||
if self.delay_level < 6 then return 30
|
||||
elseif self.delay_level < 7 then return 26
|
||||
elseif self.delay_level < 8 then return 22
|
||||
elseif self.delay_level < 9 then return 19
|
||||
@@ -96,35 +98,35 @@ function Marathon2020Game:getLockDelay()
|
||||
end
|
||||
|
||||
function Marathon2020Game:getGravity()
|
||||
if self.level < 30 then return 4/256
|
||||
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 < 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
|
||||
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
|
||||
|
||||
@@ -151,11 +153,11 @@ function Marathon2020Game:advanceOneFrame()
|
||||
end
|
||||
|
||||
local cool_cutoffs = {
|
||||
sp(0,45,00), sp(0,41,50), sp(0,38,50), sp(0,35,00), sp(0,32,50),
|
||||
sp(0,29,20), sp(0,27,20), sp(0,24,80), sp(0,22,80), sp(0,20,60),
|
||||
sp(0,19,60), sp(0,19,40), sp(0,19,40), sp(0,18,40), sp(0,18,20),
|
||||
sp(0,16,20), sp(0,16,20), sp(0,16,20), sp(0,16,20), sp(0,16,20),
|
||||
sp(0,15,20)
|
||||
frameTime(0,45,00), frameTime(0,41,50), frameTime(0,38,50), frameTime(0,35,00), frameTime(0,32,50),
|
||||
frameTime(0,29,20), frameTime(0,27,20), frameTime(0,24,80), frameTime(0,22,80), frameTime(0,20,60),
|
||||
frameTime(0,19,60), frameTime(0,19,40), frameTime(0,19,40), frameTime(0,18,40), frameTime(0,18,20),
|
||||
frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20),
|
||||
frameTime(0,15,20)
|
||||
}
|
||||
|
||||
local levels_for_cleared_rows = { 1, 2, 4, 6 }
|
||||
@@ -258,7 +260,7 @@ local function getSectionForLevel(level)
|
||||
end
|
||||
|
||||
function Marathon2020Game:getEndOfSectionForSection(section)
|
||||
if self.torikan_passed[900] == false and section == 10 then return 999
|
||||
if self.torikan_passed[900] == false and section == 10 then return 999
|
||||
elseif self.torikan_passed[1900] == false and section == 20 then return 2000
|
||||
elseif section == 20 then return 2020
|
||||
else return section * 100 end
|
||||
@@ -284,11 +286,11 @@ function Marathon2020Game:sectionPassed(old_level, new_level)
|
||||
end
|
||||
|
||||
function Marathon2020Game:checkTorikan(section)
|
||||
if section == 5 and self.frames < sp(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 == 10 and self.frames < sp(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 == 19 and self.frames < sp(13,15,00) then self.torikan_passed[1900] = 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 < frameTime(8,30,00) then self.torikan_passed[900] = 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 < frameTime(11,30,00) then self.torikan_passed[1500] = true end
|
||||
if section == 19 and self.frames < frameTime(13,15,00) then self.torikan_passed[1900] = true end
|
||||
end
|
||||
|
||||
function Marathon2020Game:checkClear(level)
|
||||
@@ -301,7 +303,7 @@ function Marathon2020Game:checkClear(level)
|
||||
level >= 2020
|
||||
) then
|
||||
|
||||
if self.torikan_passed[500] == false then self.level = 500
|
||||
if self.torikan_passed[500] == false then self.level = 500
|
||||
elseif self.torikan_passed[900] == false then self.level = 999
|
||||
elseif self.torikan_passed[1000] == false then self.level = 1000
|
||||
elseif self.torikan_passed[1500] == false then self.level = 1500
|
||||
@@ -323,10 +325,11 @@ function Marathon2020Game:checkClear(level)
|
||||
end
|
||||
|
||||
function Marathon2020Game:updateSectionTimes(old_level, new_level)
|
||||
function sectionCool(section)
|
||||
function sectionCool()
|
||||
self.section_cool_count = self.section_cool_count + 1
|
||||
if section < 10 then self.delay_level = math.min(20, self.delay_level + 1) end
|
||||
self.delay_level = math.min(20, self.delay_level + 1)
|
||||
table.insert(self.section_status, "cool")
|
||||
self.cool_timer = 300
|
||||
end
|
||||
|
||||
local section = getSectionForLevel(old_level)
|
||||
@@ -343,7 +346,7 @@ function Marathon2020Game:updateSectionTimes(old_level, new_level)
|
||||
table.insert(self.section_times, section_time)
|
||||
self.section_start_time = self.frames
|
||||
|
||||
if section > 5 then self.delay_level = math.min(20, self.delay_level + 1) end
|
||||
if section > 4 then self.delay_level = math.min(20, self.delay_level + 1) end
|
||||
self:checkTorikan(section)
|
||||
self:checkClear(new_level)
|
||||
|
||||
@@ -352,11 +355,11 @@ function Marathon2020Game:updateSectionTimes(old_level, new_level)
|
||||
self.secondary_section_times[section] < self.secondary_section_times[section - 1] + 120 and
|
||||
self.secondary_section_times[section] < cool_cutoffs[section]
|
||||
) then
|
||||
sectionCool(section)
|
||||
sectionCool()
|
||||
elseif self.section_status[section - 1] == "cool" then
|
||||
table.insert(self.section_status, "none")
|
||||
elseif section <= 19 and self.secondary_section_times[section] < cool_cutoffs[section] then
|
||||
sectionCool(section)
|
||||
sectionCool()
|
||||
else
|
||||
table.insert(self.section_status, "none")
|
||||
end
|
||||
@@ -417,14 +420,6 @@ function Marathon2020Game:drawGrid()
|
||||
end
|
||||
end
|
||||
|
||||
function Marathon2020Game:sectionColourFunction(section)
|
||||
if self.section_status[section] == "cool" then
|
||||
return { 0, 1, 0, 1 }
|
||||
else
|
||||
return { 1, 1, 1, 1 }
|
||||
end
|
||||
end
|
||||
|
||||
function Marathon2020Game:drawScoringInfo()
|
||||
Marathon2020Game.super.drawScoringInfo(self)
|
||||
|
||||
@@ -436,7 +431,12 @@ function Marathon2020Game:drawScoringInfo()
|
||||
love.graphics.printf("GRADE PTS.", text_x, 200, 90, "left")
|
||||
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
|
||||
|
||||
self:drawSectionTimesWithSecondary(current_section, self.sectionColourFunction)
|
||||
self:drawSectionTimesWithSecondary(current_section)
|
||||
|
||||
if (self.cool_timer > 0) then
|
||||
love.graphics.printf("COOL!!", 64, 400, 160, "center")
|
||||
self.cool_timer = self.cool_timer - 1
|
||||
end
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.printf(self:getTotalGrade(), text_x, 120, 90, "left")
|
||||
|
||||
@@ -12,21 +12,28 @@ MarathonA1Game.hash = "MarathonA1"
|
||||
MarathonA1Game.tagline = "Can you score enough points to reach the title of Grand Master?"
|
||||
|
||||
|
||||
|
||||
function MarathonA1Game:new()
|
||||
MarathonA1Game.super:new()
|
||||
|
||||
MarathonA1Game.super:new()
|
||||
|
||||
self.roll_frames = 0
|
||||
self.combo = 1
|
||||
self.combo = 1
|
||||
self.bravos = 0
|
||||
self.gm_conditions = {
|
||||
level300 = false,
|
||||
level500 = 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.lock_drop = false
|
||||
self.enable_hard_drop = false
|
||||
self.lock_drop = false
|
||||
self.enable_hard_drop = false
|
||||
self.enable_hold = false
|
||||
self.next_queue_length = 1
|
||||
end
|
||||
@@ -52,60 +59,60 @@ function MarathonA1Game:getLockDelay()
|
||||
end
|
||||
|
||||
local function getRankForScore(score)
|
||||
if score < 400 then return {rank = "9", next = 400}
|
||||
elseif score < 800 then return {rank = "8", next = 800}
|
||||
elseif score < 1400 then return {rank = "7", next = 1400}
|
||||
elseif score < 2000 then return {rank = "6", next = 2000}
|
||||
elseif score < 3500 then return {rank = "5", next = 3500}
|
||||
elseif score < 5500 then return {rank = "4", next = 5500}
|
||||
elseif score < 8000 then return {rank = "3", next = 8000}
|
||||
elseif score < 12000 then return {rank = "2", next = 12000}
|
||||
elseif score < 16000 then return {rank = "1", next = 16000}
|
||||
elseif score < 22000 then return {rank = "S1", next = 22000}
|
||||
elseif score < 30000 then return {rank = "S2", next = 30000}
|
||||
elseif score < 40000 then return {rank = "S3", next = 40000}
|
||||
elseif score < 52000 then return {rank = "S4", next = 52000}
|
||||
elseif score < 66000 then return {rank = "S5", next = 66000}
|
||||
elseif score < 82000 then return {rank = "S6", next = 82000}
|
||||
elseif score < 100000 then return {rank = "S7", next = 100000}
|
||||
elseif score < 120000 then return {rank = "S8", next = 120000}
|
||||
else return {rank = "S9", next = "???"}
|
||||
end
|
||||
if score < 400 then return {rank = "9", next = 400}
|
||||
elseif score < 800 then return {rank = "8", next = 800}
|
||||
elseif score < 1400 then return {rank = "7", next = 1400}
|
||||
elseif score < 2000 then return {rank = "6", next = 2000}
|
||||
elseif score < 3500 then return {rank = "5", next = 3500}
|
||||
elseif score < 5500 then return {rank = "4", next = 5500}
|
||||
elseif score < 8000 then return {rank = "3", next = 8000}
|
||||
elseif score < 12000 then return {rank = "2", next = 12000}
|
||||
elseif score < 16000 then return {rank = "1", next = 16000}
|
||||
elseif score < 22000 then return {rank = "S1", next = 22000}
|
||||
elseif score < 30000 then return {rank = "S2", next = 30000}
|
||||
elseif score < 40000 then return {rank = "S3", next = 40000}
|
||||
elseif score < 52000 then return {rank = "S4", next = 52000}
|
||||
elseif score < 66000 then return {rank = "S5", next = 66000}
|
||||
elseif score < 82000 then return {rank = "S6", next = 82000}
|
||||
elseif score < 100000 then return {rank = "S7", next = 100000}
|
||||
elseif score < 120000 then return {rank = "S8", next = 120000}
|
||||
else return {rank = "S9", next = "???"}
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonA1Game:getGravity()
|
||||
local level = self.level
|
||||
if (level < 30) then return 4/256
|
||||
elseif (level < 35) then return 6/256
|
||||
elseif (level < 40) then return 8/256
|
||||
elseif (level < 50) then return 10/256
|
||||
elseif (level < 60) then return 12/256
|
||||
elseif (level < 70) then return 16/256
|
||||
elseif (level < 80) then return 32/256
|
||||
elseif (level < 90) then return 48/256
|
||||
elseif (level < 100) then return 64/256
|
||||
elseif (level < 120) then return 80/256
|
||||
elseif (level < 140) then return 96/256
|
||||
elseif (level < 160) then return 112/256
|
||||
elseif (level < 170) then return 128/256
|
||||
elseif (level < 200) then return 144/256
|
||||
elseif (level < 220) then return 4/256
|
||||
elseif (level < 230) then return 32/256
|
||||
elseif (level < 233) then return 64/256
|
||||
elseif (level < 236) then return 96/256
|
||||
elseif (level < 239) then return 128/256
|
||||
elseif (level < 243) then return 160/256
|
||||
elseif (level < 247) then return 192/256
|
||||
elseif (level < 251) then return 224/256
|
||||
elseif (level < 300) then return 1
|
||||
elseif (level < 330) then return 2
|
||||
elseif (level < 360) then return 3
|
||||
elseif (level < 400) then return 4
|
||||
elseif (level < 420) then return 5
|
||||
elseif (level < 450) then return 4
|
||||
elseif (level < 500) then return 3
|
||||
else return 20
|
||||
end
|
||||
local level = self.level
|
||||
if (level < 30) then return 4/256
|
||||
elseif (level < 35) then return 6/256
|
||||
elseif (level < 40) then return 8/256
|
||||
elseif (level < 50) then return 10/256
|
||||
elseif (level < 60) then return 12/256
|
||||
elseif (level < 70) then return 16/256
|
||||
elseif (level < 80) then return 32/256
|
||||
elseif (level < 90) then return 48/256
|
||||
elseif (level < 100) then return 64/256
|
||||
elseif (level < 120) then return 80/256
|
||||
elseif (level < 140) then return 96/256
|
||||
elseif (level < 160) then return 112/256
|
||||
elseif (level < 170) then return 128/256
|
||||
elseif (level < 200) then return 144/256
|
||||
elseif (level < 220) then return 4/256
|
||||
elseif (level < 230) then return 32/256
|
||||
elseif (level < 233) then return 64/256
|
||||
elseif (level < 236) then return 96/256
|
||||
elseif (level < 239) then return 128/256
|
||||
elseif (level < 243) then return 160/256
|
||||
elseif (level < 247) then return 192/256
|
||||
elseif (level < 251) then return 224/256
|
||||
elseif (level < 300) then return 1
|
||||
elseif (level < 330) then return 2
|
||||
elseif (level < 360) then return 3
|
||||
elseif (level < 400) then return 4
|
||||
elseif (level < 420) then return 5
|
||||
elseif (level < 450) then return 4
|
||||
elseif (level < 500) then return 3
|
||||
else return 20
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonA1Game:advanceOneFrame()
|
||||
@@ -127,45 +134,47 @@ function MarathonA1Game:onPieceEnter()
|
||||
end
|
||||
|
||||
function MarathonA1Game:onLineClear(cleared_row_count)
|
||||
self:checkGMRequirements(self.level, self.level + cleared_row_count)
|
||||
self:checkGMRequirements(self.level, self.level + cleared_row_count)
|
||||
if not self.clear then
|
||||
local new_level = math.min(self.level + cleared_row_count, 999)
|
||||
if new_level == 999 then
|
||||
self.level = 999
|
||||
self.clear = true
|
||||
else
|
||||
self.level = new_level
|
||||
end
|
||||
self.level = new_level
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonA1Game:updateScore(level, drop_bonus, cleared_lines)
|
||||
if self.clear then return end
|
||||
if cleared_lines > 0 then
|
||||
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||
cleared_lines * self.combo
|
||||
)
|
||||
self.lines = self.lines + cleared_lines
|
||||
else
|
||||
if not self.clear then
|
||||
if self.grid:checkForBravo(cleared_lines) then
|
||||
self.bravo = 4
|
||||
self.bravos = self.bravos + 1
|
||||
else self.bravo = 1 end
|
||||
if cleared_lines > 0 then
|
||||
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||
cleared_lines * self.combo * self.bravo
|
||||
)
|
||||
else
|
||||
self.combo = 1
|
||||
end
|
||||
self.drop_bonus = 0
|
||||
self.combo = 1
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonA1Game:checkGMRequirements(old_level, new_level)
|
||||
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
|
||||
end
|
||||
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
|
||||
end
|
||||
elseif old_level < 999 and new_level >= 999 then
|
||||
if self.score > 126000 and self.frames <= sp(13,30) then
|
||||
self.gm_conditions["level900"] = true
|
||||
if self.score >= 126000 and self.frames <= frameTime(13,30) then
|
||||
self.gm_conditions["level999"] = true
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -185,17 +194,23 @@ function MarathonA1Game:drawScoringInfo()
|
||||
love.graphics.print(
|
||||
self.das.direction .. " " ..
|
||||
self.das.frames .. " " ..
|
||||
st(self.prev_inputs)
|
||||
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("NEXT RANK", 240, 260, 90, "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
|
||||
|
||||
if self.bravos > 0 then love.graphics.printf("BRAVO", 300, 120, 40, "left") end
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.printf(self.score, 240, 220, 90, "left")
|
||||
if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level900"] then
|
||||
if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level999"] then
|
||||
love.graphics.printf("GM", 240, 140, 90, "left")
|
||||
else
|
||||
love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left")
|
||||
@@ -203,7 +218,11 @@ function MarathonA1Game:drawScoringInfo()
|
||||
love.graphics.printf(getRankForScore(self.score).next, 240, 280, 90, "left")
|
||||
love.graphics.printf(self.level, 240, 340, 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
|
||||
if self.bravos > 0 then love.graphics.printf(self.bravos, 300, 140, 40, "left") end
|
||||
|
||||
love.graphics.setFont(font_8x11)
|
||||
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
|
||||
end
|
||||
|
||||
@@ -15,10 +15,10 @@ MarathonA2Game.tagline = "The points don't matter! Can you reach the invisible r
|
||||
|
||||
|
||||
function MarathonA2Game:new()
|
||||
MarathonA2Game.super:new()
|
||||
|
||||
MarathonA2Game.super:new()
|
||||
|
||||
self.roll_frames = 0
|
||||
self.combo = 1
|
||||
self.combo = 1
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
self.grade = 0
|
||||
self.grade_points = 0
|
||||
@@ -26,83 +26,88 @@ function MarathonA2Game:new()
|
||||
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.SGnames = {
|
||||
"9", "8", "7", "6", "5", "4", "3", "2", "1",
|
||||
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
|
||||
"GM"
|
||||
}
|
||||
|
||||
self.lock_drop = false
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
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 < 0 then return false end
|
||||
if self.roll_frames > 3694 then
|
||||
self.completed = true
|
||||
if self.grade == 32 then
|
||||
@@ -121,32 +126,32 @@ function MarathonA2Game:onPieceEnter()
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonA2Game:onLineClear(cleared_row_count)
|
||||
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
|
||||
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
|
||||
if not self.clear then
|
||||
self:updateGrade(cleared_lines)
|
||||
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
|
||||
if cleared_lines > 0 then
|
||||
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||
cleared_lines * self.combo * self.bravo
|
||||
)
|
||||
else
|
||||
self.combo = 1
|
||||
end
|
||||
self.drop_bonus = 0
|
||||
else self.lines = self.lines + cleared_lines end
|
||||
end
|
||||
|
||||
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
|
||||
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
|
||||
function MarathonA2Game:onLineClear(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
|
||||
self.grid:clear()
|
||||
if self:qualifiesForMRoll() then self.grade = 32 end
|
||||
self.roll_frames = -150
|
||||
end
|
||||
if self.level >= 900 then self.lock_drop = true end
|
||||
end
|
||||
|
||||
function MarathonA2Game:updateSectionTimes(old_level, new_level)
|
||||
@@ -246,7 +251,7 @@ function MarathonA2Game:updateGrade(cleared_lines)
|
||||
end
|
||||
end
|
||||
|
||||
local tetris_requirements = { [0] = 2, 2, 2, 2, 2, 1, 1, 1, 1, 1 }
|
||||
local tetris_requirements = { [0] = 2, 2, 2, 2, 2, 1, 1, 1, 1, 0 }
|
||||
|
||||
function MarathonA2Game:qualifiesForMRoll()
|
||||
if not self.clear then return false end
|
||||
@@ -260,7 +265,7 @@ function MarathonA2Game:qualifiesForMRoll()
|
||||
local section_average = 0
|
||||
for section = 0, 4 do
|
||||
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
|
||||
end
|
||||
end
|
||||
@@ -273,7 +278,7 @@ function MarathonA2Game:qualifiesForMRoll()
|
||||
return false
|
||||
end
|
||||
end
|
||||
if self.grade < 17 or self.frames > sp(8,45) then
|
||||
if self.grade < 31 or self.frames > frameTime(8,45) then
|
||||
return false
|
||||
end
|
||||
return true
|
||||
@@ -325,18 +330,35 @@ function MarathonA2Game:drawScoringInfo()
|
||||
love.graphics.print(
|
||||
self.das.direction .. " " ..
|
||||
self.das.frames .. " " ..
|
||||
st(self.prev_inputs)
|
||||
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")
|
||||
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)
|
||||
if self.clear then
|
||||
if self:qualifiesForMRoll() then
|
||||
if self.lines >= 32 and self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1)
|
||||
else love.graphics.setColor(0, 1, 0, 1) end
|
||||
else
|
||||
if self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1)
|
||||
else love.graphics.setColor(0, 1, 0, 1) end
|
||||
end
|
||||
end
|
||||
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
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")
|
||||
if sg >= 5 then
|
||||
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
|
||||
end
|
||||
|
||||
love.graphics.setFont(font_8x11)
|
||||
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
|
||||
|
||||
@@ -15,11 +15,11 @@ MarathonA3Game.tagline = "The game gets faster way more quickly! Can you get all
|
||||
|
||||
|
||||
function MarathonA3Game:new()
|
||||
MarathonA3Game.super:new()
|
||||
|
||||
self.speed_level = 0
|
||||
MarathonA3Game.super:new()
|
||||
|
||||
self.speed_level = 0
|
||||
self.roll_frames = 0
|
||||
self.combo = 1
|
||||
self.combo = 1
|
||||
self.grade = 0
|
||||
self.grade_points = 0
|
||||
self.roll_points = 0
|
||||
@@ -29,87 +29,99 @@ function MarathonA3Game:new()
|
||||
self.section_start_time = 0
|
||||
self.section_70_times = { [0] = 0 }
|
||||
self.section_times = { [0] = 0 }
|
||||
|
||||
self.section_cool = false
|
||||
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
|
||||
self.lock_drop = true
|
||||
self.lock_hard_drop = true
|
||||
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_hard_drop = true
|
||||
self.enable_hold = true
|
||||
self.next_queue_length = 3
|
||||
|
||||
self.coolregret_message = "COOL!!"
|
||||
self.coolregret_timer = 0
|
||||
|
||||
self.torikan_passed = false
|
||||
end
|
||||
|
||||
function MarathonA3Game:getARE()
|
||||
if self.speed_level < 700 then return 27
|
||||
elseif self.speed_level < 800 then return 18
|
||||
elseif self.speed_level < 1000 then return 14
|
||||
elseif self.speed_level < 1100 then return 8
|
||||
elseif self.speed_level < 1200 then return 7
|
||||
else return 6 end
|
||||
if self.speed_level < 700 then return 27
|
||||
elseif self.speed_level < 800 then return 18
|
||||
elseif self.speed_level < 1000 then return 14
|
||||
elseif self.speed_level < 1100 then return 8
|
||||
elseif self.speed_level < 1200 then return 7
|
||||
else return 6 end
|
||||
end
|
||||
|
||||
function MarathonA3Game:getLineARE()
|
||||
if self.speed_level < 600 then return 27
|
||||
elseif self.speed_level < 700 then return 18
|
||||
elseif self.speed_level < 800 then return 14
|
||||
elseif self.speed_level < 1100 then return 8
|
||||
elseif self.speed_level < 1200 then return 7
|
||||
else return 6 end
|
||||
if self.speed_level < 600 then return 27
|
||||
elseif self.speed_level < 700 then return 18
|
||||
elseif self.speed_level < 800 then return 14
|
||||
elseif self.speed_level < 1100 then return 8
|
||||
elseif self.speed_level < 1200 then return 7
|
||||
else return 6 end
|
||||
end
|
||||
|
||||
function MarathonA3Game:getDasLimit()
|
||||
if self.speed_level < 500 then return 15
|
||||
elseif self.speed_level < 900 then return 9
|
||||
else return 7 end
|
||||
if self.speed_level < 500 then return 15
|
||||
elseif self.speed_level < 900 then return 9
|
||||
else return 7 end
|
||||
end
|
||||
|
||||
function MarathonA3Game:getLineClearDelay()
|
||||
if self.speed_level < 500 then return 40
|
||||
elseif self.speed_level < 600 then return 25
|
||||
elseif self.speed_level < 700 then return 16
|
||||
elseif self.speed_level < 800 then return 12
|
||||
elseif self.speed_level < 1100 then return 6
|
||||
elseif self.speed_level < 1200 then return 5
|
||||
else return 4 end
|
||||
if self.speed_level < 500 then return 40
|
||||
elseif self.speed_level < 600 then return 25
|
||||
elseif self.speed_level < 700 then return 16
|
||||
elseif self.speed_level < 800 then return 12
|
||||
elseif self.speed_level < 1100 then return 6
|
||||
elseif self.speed_level < 1200 then return 5
|
||||
else return 4 end
|
||||
end
|
||||
|
||||
function MarathonA3Game:getLockDelay()
|
||||
if self.speed_level < 900 then return 30
|
||||
elseif self.speed_level < 1100 then return 17
|
||||
else return 15 end
|
||||
if self.speed_level < 900 then return 30
|
||||
elseif self.speed_level < 1100 then return 17
|
||||
else return 15 end
|
||||
end
|
||||
|
||||
function MarathonA3Game:getGravity()
|
||||
if (self.speed_level < 30) then return 4/256
|
||||
elseif (self.speed_level < 35) then return 6/256
|
||||
elseif (self.speed_level < 40) then return 8/256
|
||||
elseif (self.speed_level < 50) then return 10/256
|
||||
elseif (self.speed_level < 60) then return 12/256
|
||||
elseif (self.speed_level < 70) then return 16/256
|
||||
elseif (self.speed_level < 80) then return 32/256
|
||||
elseif (self.speed_level < 90) then return 48/256
|
||||
elseif (self.speed_level < 100) then return 64/256
|
||||
elseif (self.speed_level < 120) then return 80/256
|
||||
elseif (self.speed_level < 140) then return 96/256
|
||||
elseif (self.speed_level < 160) then return 112/256
|
||||
elseif (self.speed_level < 170) then return 128/256
|
||||
elseif (self.speed_level < 200) then return 144/256
|
||||
elseif (self.speed_level < 220) then return 4/256
|
||||
elseif (self.speed_level < 230) then return 32/256
|
||||
elseif (self.speed_level < 233) then return 64/256
|
||||
elseif (self.speed_level < 236) then return 96/256
|
||||
elseif (self.speed_level < 239) then return 128/256
|
||||
elseif (self.speed_level < 243) then return 160/256
|
||||
elseif (self.speed_level < 247) then return 192/256
|
||||
elseif (self.speed_level < 251) then return 224/256
|
||||
elseif (self.speed_level < 300) then return 1
|
||||
elseif (self.speed_level < 330) then return 2
|
||||
elseif (self.speed_level < 360) then return 3
|
||||
elseif (self.speed_level < 400) then return 4
|
||||
elseif (self.speed_level < 420) then return 5
|
||||
elseif (self.speed_level < 450) then return 4
|
||||
elseif (self.speed_level < 500) then return 3
|
||||
else return 20
|
||||
end
|
||||
if (self.speed_level < 30) then return 4/256
|
||||
elseif (self.speed_level < 35) then return 6/256
|
||||
elseif (self.speed_level < 40) then return 8/256
|
||||
elseif (self.speed_level < 50) then return 10/256
|
||||
elseif (self.speed_level < 60) then return 12/256
|
||||
elseif (self.speed_level < 70) then return 16/256
|
||||
elseif (self.speed_level < 80) then return 32/256
|
||||
elseif (self.speed_level < 90) then return 48/256
|
||||
elseif (self.speed_level < 100) then return 64/256
|
||||
elseif (self.speed_level < 120) then return 80/256
|
||||
elseif (self.speed_level < 140) then return 96/256
|
||||
elseif (self.speed_level < 160) then return 112/256
|
||||
elseif (self.speed_level < 170) then return 128/256
|
||||
elseif (self.speed_level < 200) then return 144/256
|
||||
elseif (self.speed_level < 220) then return 4/256
|
||||
elseif (self.speed_level < 230) then return 32/256
|
||||
elseif (self.speed_level < 233) then return 64/256
|
||||
elseif (self.speed_level < 236) then return 96/256
|
||||
elseif (self.speed_level < 239) then return 128/256
|
||||
elseif (self.speed_level < 243) then return 160/256
|
||||
elseif (self.speed_level < 247) then return 192/256
|
||||
elseif (self.speed_level < 251) then return 224/256
|
||||
elseif (self.speed_level < 300) then return 1
|
||||
elseif (self.speed_level < 330) then return 2
|
||||
elseif (self.speed_level < 360) then return 3
|
||||
elseif (self.speed_level < 400) then return 4
|
||||
elseif (self.speed_level < 420) then return 5
|
||||
elseif (self.speed_level < 450) then return 4
|
||||
elseif (self.speed_level < 500) then return 3
|
||||
else return 20
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonA3Game:advanceOneFrame()
|
||||
@@ -137,36 +149,41 @@ end
|
||||
|
||||
function MarathonA3Game:onPieceEnter()
|
||||
if (self.level % 100 ~= 99) and self.level ~= 998 and self.frames ~= 0 then
|
||||
self:updateSectionTimes(self.level, self.level + 1)
|
||||
self.level = self.level + 1
|
||||
self.speed_level = self.speed_level + 1
|
||||
end
|
||||
self:updateSectionTimes(self.level, self.level + 1)
|
||||
self.level = self.level + 1
|
||||
self.speed_level = self.speed_level + 1
|
||||
self.torikan_passed = self.level >= 500 and true or false
|
||||
end
|
||||
end
|
||||
|
||||
local cleared_row_levels = {1, 2, 4, 6}
|
||||
|
||||
function MarathonA3Game:onLineClear(cleared_row_count)
|
||||
local advanced_levels = cleared_row_levels[cleared_row_count]
|
||||
self:updateSectionTimes(self.level, self.level + advanced_levels)
|
||||
if not self.clear then
|
||||
self.level = math.min(self.level + advanced_levels, 999)
|
||||
end
|
||||
self.speed_level = self.speed_level + advanced_levels
|
||||
if self.level == 999 and not self.clear then
|
||||
self.clear = true
|
||||
self.grid:clear()
|
||||
self.roll_frames = -150
|
||||
end
|
||||
local advanced_levels = cleared_row_levels[cleared_row_count]
|
||||
self:updateSectionTimes(self.level, self.level + advanced_levels)
|
||||
if not self.clear then
|
||||
self.level = math.min(self.level + advanced_levels, 999)
|
||||
end
|
||||
self.speed_level = self.speed_level + advanced_levels
|
||||
if self.level == 999 and not self.clear then
|
||||
self.clear = true
|
||||
self.grid:clear()
|
||||
self.roll_frames = -150
|
||||
end
|
||||
if not self.torikan_passed and self.level >= 500 and self.frames >= 25200 then
|
||||
self.level = 500
|
||||
self.game_over = true
|
||||
end
|
||||
end
|
||||
|
||||
local cool_cutoffs = {
|
||||
sp(0,52), sp(0,52), sp(0,49), sp(0,45), sp(0,45),
|
||||
sp(0,42), sp(0,42), sp(0,38), sp(0,38),
|
||||
frameTime(0,52), frameTime(0,52), frameTime(0,49), frameTime(0,45), frameTime(0,45),
|
||||
frameTime(0,42), frameTime(0,42), frameTime(0,38), frameTime(0,38),
|
||||
}
|
||||
|
||||
local regret_cutoffs = {
|
||||
sp(0,90), sp(0,75), sp(0,75), sp(0,68), sp(0,60),
|
||||
sp(0,60), sp(0,50), sp(0,50), sp(0,50), sp(0,50),
|
||||
frameTime(0,90), frameTime(0,75), frameTime(0,75), frameTime(0,68), frameTime(0,60),
|
||||
frameTime(0,60), frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50),
|
||||
}
|
||||
|
||||
function MarathonA3Game:updateSectionTimes(old_level, new_level)
|
||||
@@ -179,42 +196,53 @@ function MarathonA3Game:updateSectionTimes(old_level, new_level)
|
||||
table.insert(self.section_times, section_time)
|
||||
self.section_start_time = self.frames
|
||||
|
||||
self.speed_level = self.section_cool and self.speed_level + 100 or self.speed_level
|
||||
|
||||
if section_time > regret_cutoffs[section] then
|
||||
self.section_cool_grade = self.section_cool_grade - 1
|
||||
table.insert(self.section_status, "regret")
|
||||
elseif section <= 9 and self.section_status[section - 1] == "cool" and
|
||||
self.section_70_times[section] < self.section_70_times[section - 1] + 120 then
|
||||
self.coolregret_message = "REGRET!!"
|
||||
self.coolregret_timer = 300
|
||||
elseif self.section_cool then
|
||||
self.section_cool_grade = self.section_cool_grade + 1
|
||||
self.speed_level = self.speed_level + 100
|
||||
table.insert(self.section_status, "cool")
|
||||
elseif self.section_status[section - 1] == "cool" then
|
||||
table.insert(self.section_status, "none")
|
||||
elseif section <= 9 and self.section_70_times[section] < cool_cutoffs[section] then
|
||||
self.section_cool_grade = self.section_cool_grade + 1
|
||||
self.speed_level = self.speed_level + 100
|
||||
table.insert(self.section_status, "cool")
|
||||
else
|
||||
table.insert(self.section_status, "none")
|
||||
end
|
||||
elseif section <= 9 and old_level % 100 < 70 and new_level % 100 >= 70 then
|
||||
|
||||
self.section_cool = false
|
||||
elseif old_level % 100 < 70 and new_level % 100 >= 70 then
|
||||
-- record section 70 time
|
||||
section_70_time = self.frames - self.section_start_time
|
||||
table.insert(self.section_70_times, section_70_time)
|
||||
|
||||
if section <= 9 and self.section_status[section - 1] == "cool" and
|
||||
self.section_70_times[section] < self.section_70_times[section - 1] + 120 then
|
||||
self.section_cool = true
|
||||
self.coolregret_message = "COOL!!"
|
||||
self.coolregret_timer = 300
|
||||
elseif self.section_status[section - 1] == "cool" then self.section_cool = false
|
||||
elseif section <= 9 and self.section_70_times[section] < cool_cutoffs[section] then
|
||||
self.section_cool = true
|
||||
self.coolregret_message = "COOL!!"
|
||||
self.coolregret_timer = 300
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonA3Game:updateScore(level, drop_bonus, cleared_lines)
|
||||
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
|
||||
if not self.clear then
|
||||
self:updateGrade(cleared_lines)
|
||||
if cleared_lines > 0 then
|
||||
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||
cleared_lines * self.combo
|
||||
)
|
||||
else
|
||||
self.combo = 1
|
||||
end
|
||||
self.drop_bonus = 0
|
||||
self.combo = 1
|
||||
end
|
||||
end
|
||||
|
||||
@@ -334,6 +362,8 @@ function MarathonA3Game:getLetterGrade()
|
||||
return "M" .. tostring(grade - 17)
|
||||
elseif grade < 32 then
|
||||
return master_grades[grade - 26]
|
||||
elseif grade >= 32 and self.roll_frames < 3238 then
|
||||
return "MM"
|
||||
else
|
||||
return "GM"
|
||||
end
|
||||
@@ -372,12 +402,16 @@ function MarathonA3Game:drawScoringInfo()
|
||||
love.graphics.print(
|
||||
self.das.direction .. " " ..
|
||||
self.das.frames .. " " ..
|
||||
st(self.prev_inputs)
|
||||
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")
|
||||
local sg = self.grid:checkSecretGrade()
|
||||
if sg >= 5 then
|
||||
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
|
||||
end
|
||||
|
||||
-- draw section time data
|
||||
current_section = math.floor(self.level / 100) + 1
|
||||
@@ -404,14 +438,25 @@ function MarathonA3Game:drawScoringInfo()
|
||||
current_x = section_70_x
|
||||
end
|
||||
|
||||
love.graphics.printf(formatTime(self.frames - self.section_start_time), current_x, 40 + 20 * current_section, 90, "left")
|
||||
if not self.clear then love.graphics.printf(formatTime(self.frames - self.section_start_time), current_x, 40 + 20 * current_section, 90, "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
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.printf(self.score, 240, 220, 90, "left")
|
||||
if self.roll_frames > 3238 then love.graphics.setColor(1, 0.5, 0, 1)
|
||||
elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
|
||||
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.printf(self.level, 240, 340, 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.printf(formatTime(self.frames), 64, 420, 160, "center")
|
||||
end
|
||||
|
||||
@@ -1,169 +0,0 @@
|
||||
require 'funcs'
|
||||
|
||||
local GameMode = require 'tetris.modes.gamemode'
|
||||
local Piece = require 'tetris.components.piece'
|
||||
|
||||
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
|
||||
|
||||
local MarathonAXGame = GameMode:extend()
|
||||
|
||||
MarathonAXGame.name = "Marathon AX"
|
||||
MarathonAXGame.hash = "MarathonAX"
|
||||
MarathonAXGame.tagline = "Can you clear the time hurdles when the game goes this fast?"
|
||||
|
||||
|
||||
function MarathonAXGame:new()
|
||||
MarathonAXGame.super:new()
|
||||
|
||||
self.roll_frames = 0
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
|
||||
self.section_start_time = 0
|
||||
self.section_times = { [0] = 0 }
|
||||
self.section_clear = false
|
||||
|
||||
self.lock_drop = true
|
||||
self.enable_hold = true
|
||||
self.next_queue_length = 3
|
||||
end
|
||||
|
||||
function MarathonAXGame:getSectionTimeLimit()
|
||||
if self.lines < 20 then return 7200
|
||||
else return 5400 end
|
||||
end
|
||||
|
||||
function MarathonAXGame:getARE()
|
||||
return 27
|
||||
end
|
||||
|
||||
function MarathonAXGame:getLineARE()
|
||||
return self:getARE()
|
||||
end
|
||||
|
||||
function MarathonAXGame:getDasLimit()
|
||||
return 15
|
||||
end
|
||||
|
||||
function MarathonAXGame:getLineClearDelay()
|
||||
return 40
|
||||
end
|
||||
|
||||
function MarathonAXGame:getLockDelay()
|
||||
return 30
|
||||
end
|
||||
|
||||
function MarathonAXGame:getGravity()
|
||||
if self.lines < 10 then return 4/256
|
||||
elseif self.lines < 20 then return 12/256
|
||||
elseif self.lines < 30 then return 48/256
|
||||
elseif self.lines < 40 then return 72/256
|
||||
elseif self.lines < 50 then return 96/256
|
||||
elseif self.lines < 60 then return 1/2
|
||||
elseif self.lines < 70 then return 1
|
||||
elseif self.lines < 80 then return 3/2
|
||||
elseif self.lines < 90 then return 2
|
||||
elseif self.lines < 100 then return 3
|
||||
elseif self.lines < 110 then return 4
|
||||
elseif self.lines < 120 then return 5
|
||||
else return 20 end
|
||||
end
|
||||
|
||||
function MarathonAXGame:advanceOneFrame()
|
||||
if self.clear then
|
||||
self.roll_frames = self.roll_frames + 1
|
||||
if self.roll_frames < 0 then
|
||||
return false
|
||||
elseif self.roll_frames > 2968 then
|
||||
self.completed = true
|
||||
end
|
||||
elseif self.ready_frames == 0 then
|
||||
if not self.section_clear then
|
||||
self.frames = self.frames + 1
|
||||
end
|
||||
if self:getSectionTime() >= self:getSectionTimeLimit() then
|
||||
self.game_over = true
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function MarathonAXGame:onLineClear(cleared_row_count)
|
||||
if not self.clear then
|
||||
local new_lines = self.lines + cleared_row_count
|
||||
self:updateSectionTimes(self.lines, new_lines)
|
||||
self.lines = math.min(new_lines, 150)
|
||||
if self.lines == 150 then
|
||||
self.clear = true
|
||||
self.roll_frames = -150
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonAXGame:getSectionTime()
|
||||
return self.frames - self.section_start_time
|
||||
end
|
||||
|
||||
function MarathonAXGame:updateSectionTimes(old_lines, new_lines)
|
||||
if math.floor(old_lines / 10) < math.floor(new_lines / 10) then
|
||||
-- record new section
|
||||
table.insert(self.section_times, self:getSectionTime())
|
||||
self.section_start_time = self.frames
|
||||
self.section_clear = true
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonAXGame:onPieceEnter()
|
||||
self.section_clear = false
|
||||
end
|
||||
|
||||
function MarathonAXGame:drawGrid(ruleset)
|
||||
self.grid:draw()
|
||||
end
|
||||
|
||||
function MarathonAXGame:getHighscoreData()
|
||||
return {
|
||||
lines = self.lines,
|
||||
frames = self.frames,
|
||||
}
|
||||
end
|
||||
|
||||
function MarathonAXGame:drawScoringInfo()
|
||||
MarathonAXGame.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 .. " " ..
|
||||
st(self.prev_inputs)
|
||||
)
|
||||
love.graphics.printf("NEXT", 64, 40, 40, "left")
|
||||
love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
|
||||
love.graphics.printf("LINES", 240, 320, 40, "left")
|
||||
|
||||
local current_section = math.floor(self.lines / 10) + 1
|
||||
self:drawSectionTimesWithSplits(current_section)
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.printf(self.lines, 240, 340, 40, "right")
|
||||
love.graphics.printf(self.clear and self.lines or self:getSectionEndLines(), 240, 370, 40, "right")
|
||||
|
||||
-- draw time left, flash red if necessary
|
||||
local time_left = self:getSectionTimeLimit() - 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
|
||||
love.graphics.setColor(1, 0.3, 0.3, 1)
|
||||
end
|
||||
love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
end
|
||||
|
||||
function MarathonAXGame:getSectionEndLines()
|
||||
return math.floor(self.lines / 10 + 1) * 10
|
||||
end
|
||||
|
||||
function MarathonAXGame:getBackground()
|
||||
return math.floor(self.lines / 10)
|
||||
end
|
||||
|
||||
return MarathonAXGame
|
||||
@@ -1,42 +0,0 @@
|
||||
require 'funcs'
|
||||
|
||||
local MarathonAX = require 'tetris.modes.marathon_ax'
|
||||
local Piece = require 'tetris.components.piece'
|
||||
|
||||
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
|
||||
|
||||
local MarathonAX2Game = MarathonAX:extend()
|
||||
|
||||
MarathonAX2Game.name = "Marathon AX2"
|
||||
MarathonAX2Game.hash = "MarathonAX2"
|
||||
MarathonAX2Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
|
||||
|
||||
|
||||
function MarathonAX2Game:new()
|
||||
MarathonAX2Game.super:new()
|
||||
|
||||
self.roll_frames = 0
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
|
||||
self.section_time_limit = 3600
|
||||
self.section_start_time = 0
|
||||
self.section_times = { [0] = 0 }
|
||||
self.section_clear = false
|
||||
|
||||
self.lock_drop = true
|
||||
self.enable_hold = true
|
||||
self.next_queue_length = 3
|
||||
end
|
||||
|
||||
function MarathonAX2Game:getGravity()
|
||||
if self.lines < 10 then return 84/256
|
||||
elseif self.lines < 20 then return 1/2
|
||||
elseif self.lines < 30 then return 1
|
||||
elseif self.lines < 40 then return 2
|
||||
elseif self.lines < 50 then return 3
|
||||
elseif self.lines < 60 then return 4
|
||||
elseif self.lines < 70 then return 5
|
||||
else return 20 end
|
||||
end
|
||||
|
||||
return MarathonAX2Game
|
||||
@@ -1,35 +0,0 @@
|
||||
require 'funcs'
|
||||
|
||||
local MarathonAX = require 'tetris.modes.marathon_ax'
|
||||
local Piece = require 'tetris.components.piece'
|
||||
|
||||
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
|
||||
|
||||
local MarathonAX3Game = MarathonAX:extend()
|
||||
|
||||
MarathonAX3Game.name = "Marathon AX3"
|
||||
MarathonAX3Game.hash = "MarathonAX3"
|
||||
MarathonAX3Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
|
||||
|
||||
|
||||
function MarathonAX3Game:new()
|
||||
MarathonAX3Game.super:new()
|
||||
|
||||
self.roll_frames = 0
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
|
||||
self.section_time_limit = 3600
|
||||
self.section_start_time = 0
|
||||
self.section_times = { [0] = 0 }
|
||||
self.section_clear = false
|
||||
|
||||
self.lock_drop = true
|
||||
self.enable_hold = true
|
||||
self.next_queue_length = 3
|
||||
end
|
||||
|
||||
function MarathonAX3Game:getGravity()
|
||||
return 20
|
||||
end
|
||||
|
||||
return MarathonAX3Game
|
||||
175
tetris/modes/marathon_ax4.lua
Normal file
175
tetris/modes/marathon_ax4.lua
Normal file
@@ -0,0 +1,175 @@
|
||||
require 'funcs'
|
||||
|
||||
local GameMode = require 'tetris.modes.gamemode'
|
||||
local Piece = require 'tetris.components.piece'
|
||||
|
||||
local Bag7NoSZOStartRandomizer = require 'tetris.randomizers.bag7noSZOstart'
|
||||
|
||||
local MarathonAX4Game = GameMode:extend()
|
||||
|
||||
MarathonAX4Game.name = "Marathon AX4"
|
||||
MarathonAX4Game.hash = "MarathonAX4"
|
||||
MarathonAX4Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
|
||||
|
||||
|
||||
function MarathonAX4Game:new()
|
||||
MarathonAX4Game.super:new()
|
||||
|
||||
self.roll_frames = 0
|
||||
self.randomizer = Bag7NoSZOStartRandomizer()
|
||||
|
||||
self.section_time_limit = 3600
|
||||
self.section_start_time = 0
|
||||
self.section_times = { [0] = 0 }
|
||||
self.section_clear = false
|
||||
|
||||
self.lock_drop = true
|
||||
self.enable_hold = true
|
||||
self.next_queue_length = 3
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getARE()
|
||||
if self.lines < 10 then return 18
|
||||
elseif self.lines < 40 then return 14
|
||||
elseif self.lines < 60 then return 12
|
||||
elseif self.lines < 70 then return 10
|
||||
elseif self.lines < 80 then return 8
|
||||
elseif self.lines < 90 then return 7
|
||||
else return 6 end
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getLineARE()
|
||||
return self:getARE()
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getDasLimit()
|
||||
if self.lines < 20 then return 10
|
||||
elseif self.lines < 50 then return 9
|
||||
elseif self.lines < 70 then return 8
|
||||
else return 7 end
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getLineClearDelay()
|
||||
if self.lines < 10 then return 14
|
||||
elseif self.lines < 30 then return 9
|
||||
else return 5 end
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getLockDelay()
|
||||
if self.lines < 10 then return 28
|
||||
elseif self.lines < 20 then return 24
|
||||
elseif self.lines < 30 then return 22
|
||||
elseif self.lines < 40 then return 20
|
||||
elseif self.lines < 50 then return 18
|
||||
elseif self.lines < 70 then return 14
|
||||
else return 13 end
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getGravity()
|
||||
return 20
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getSection()
|
||||
return math.floor(level / 100) + 1
|
||||
end
|
||||
|
||||
function MarathonAX4Game:advanceOneFrame()
|
||||
if self.clear then
|
||||
self.roll_frames = self.roll_frames + 1
|
||||
if self.roll_frames < 0 then
|
||||
return false
|
||||
elseif self.roll_frames > 2968 then
|
||||
self.completed = true
|
||||
end
|
||||
elseif self.ready_frames == 0 then
|
||||
if not self.section_clear then
|
||||
self.frames = self.frames + 1
|
||||
end
|
||||
if self:getSectionTime() >= self.section_time_limit then
|
||||
self.game_over = true
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function MarathonAX4Game:onLineClear(cleared_row_count)
|
||||
if not self.clear then
|
||||
local new_lines = self.lines + cleared_row_count
|
||||
self:updateSectionTimes(self.lines, new_lines)
|
||||
self.lines = math.min(new_lines, 150)
|
||||
if self.lines == 150 then
|
||||
self.grid:clear()
|
||||
self.clear = true
|
||||
self.roll_frames = -150
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getSectionTime()
|
||||
return self.frames - self.section_start_time
|
||||
end
|
||||
|
||||
function MarathonAX4Game:updateSectionTimes(old_lines, new_lines)
|
||||
if math.floor(old_lines / 10) < math.floor(new_lines / 10) then
|
||||
-- record new section
|
||||
table.insert(self.section_times, self:getSectionTime())
|
||||
self.section_start_time = self.frames
|
||||
self.section_clear = true
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonAX4Game:onPieceEnter()
|
||||
self.section_clear = false
|
||||
end
|
||||
|
||||
function MarathonAX4Game:drawGrid(ruleset)
|
||||
self.grid:draw()
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getHighscoreData()
|
||||
return {
|
||||
lines = self.lines,
|
||||
frames = self.frames,
|
||||
}
|
||||
end
|
||||
|
||||
function MarathonAX4Game:drawScoringInfo()
|
||||
MarathonAX4Game.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("TIME LEFT", 240, 250, 80, "left")
|
||||
love.graphics.printf("LINES", 240, 320, 40, "left")
|
||||
|
||||
local current_section = math.floor(self.lines / 10) + 1
|
||||
self:drawSectionTimesWithSplits(current_section)
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.printf(self.lines, 240, 340, 40, "right")
|
||||
love.graphics.printf(self.clear and self.lines or self:getSectionEndLines(), 240, 370, 40, "right")
|
||||
|
||||
-- draw time left, flash red if necessary
|
||||
local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0)
|
||||
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)
|
||||
end
|
||||
love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getSectionEndLines()
|
||||
return math.floor(self.lines / 10 + 1) * 10
|
||||
end
|
||||
|
||||
function MarathonAX4Game:getBackground()
|
||||
return math.floor(self.lines / 10)
|
||||
end
|
||||
|
||||
return MarathonAX4Game
|
||||
@@ -1,185 +0,0 @@
|
||||
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 .. " " ..
|
||||
st(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
|
||||
@@ -1,133 +0,0 @@
|
||||
require 'funcs'
|
||||
|
||||
local GameMode = require 'tetris.modes.gamemode'
|
||||
local Piece = require 'tetris.components.piece'
|
||||
|
||||
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
|
||||
|
||||
local MarathonWCBGame = GameMode:extend()
|
||||
|
||||
MarathonWCBGame.name = "Marathon WCB"
|
||||
MarathonWCBGame.hash = "MarathonWCB"
|
||||
MarathonWCBGame.tagline = "When all the pieces slip right to their destinations... can you keep up?"
|
||||
|
||||
|
||||
function MarathonWCBGame:new()
|
||||
MarathonWCBGame.super:new()
|
||||
|
||||
self.pieces = 0
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
|
||||
self.lock_drop = true
|
||||
self.lock_hard_drop = true
|
||||
self.instant_hard_drop = true
|
||||
self.instant_soft_drop = true
|
||||
self.enable_hold = false
|
||||
self.next_queue_length = 3
|
||||
|
||||
self.piece_is_active = false
|
||||
end
|
||||
|
||||
function MarathonWCBGame:getDropSpeed()
|
||||
return 20
|
||||
end
|
||||
|
||||
function MarathonWCBGame:getARR()
|
||||
return 0
|
||||
end
|
||||
|
||||
function MarathonWCBGame:getARE()
|
||||
return 0
|
||||
end
|
||||
|
||||
function MarathonWCBGame:getLineARE()
|
||||
return 0
|
||||
end
|
||||
|
||||
function MarathonWCBGame:getDasLimit()
|
||||
return 0
|
||||
end
|
||||
|
||||
function MarathonWCBGame:getLineClearDelay()
|
||||
return 0
|
||||
end
|
||||
|
||||
function MarathonWCBGame:getLockDelay()
|
||||
return math.huge
|
||||
end
|
||||
|
||||
function MarathonWCBGame:getGravity()
|
||||
return self.piece_is_active and 20 or 0
|
||||
end
|
||||
|
||||
function MarathonWCBGame:advanceOneFrame()
|
||||
if self.clear then
|
||||
self.roll_frames = self.roll_frames + 1
|
||||
if self.roll_frames > 150 then
|
||||
self.completed = true
|
||||
end
|
||||
return false
|
||||
elseif self.ready_frames == 0 then
|
||||
self.frames = self.frames + 1
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function MarathonWCBGame:onAttemptPieceMove()
|
||||
if self.piece ~= nil then
|
||||
-- don't let the piece move before it's finished dropping
|
||||
self.piece:dropToBottom(self.grid)
|
||||
end
|
||||
self.piece_is_active = true
|
||||
end
|
||||
|
||||
function MarathonWCBGame:onAttemptPieceRotate()
|
||||
self.piece_is_active = true
|
||||
end
|
||||
|
||||
function MarathonWCBGame:onPieceLock()
|
||||
self.piece_is_active = false
|
||||
self.pieces = self.pieces + 1
|
||||
end
|
||||
|
||||
function MarathonWCBGame:onLineClear(cleared_row_count)
|
||||
if not self.clear then
|
||||
self.lines = self.lines + cleared_row_count
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonWCBGame:drawGrid(ruleset)
|
||||
self.grid:draw()
|
||||
if self.piece ~= nil then
|
||||
self:drawGhostPiece(ruleset)
|
||||
end
|
||||
end
|
||||
|
||||
function MarathonWCBGame:getHighscoreData()
|
||||
return {
|
||||
pieces = self.pieces,
|
||||
frames = self.frames,
|
||||
}
|
||||
end
|
||||
|
||||
function MarathonWCBGame:drawScoringInfo()
|
||||
MarathonWCBGame.super.drawScoringInfo(self)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
|
||||
local text_x = config["side_next"] and 320 or 240
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
love.graphics.printf("NEXT", 64, 40, 40, "left")
|
||||
love.graphics.printf("lines", text_x, 160, 80, "left")
|
||||
love.graphics.printf("pieces", text_x, 220, 80, "left")
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.printf(self.lines, text_x, 180, 80, "left")
|
||||
love.graphics.printf(self.pieces, text_x, 240, 80, "left")
|
||||
end
|
||||
|
||||
function MarathonWCBGame:getBackground()
|
||||
return (math.floor(self.pieces / 50) % 20)
|
||||
end
|
||||
|
||||
return MarathonWCBGame
|
||||
@@ -1,170 +0,0 @@
|
||||
require 'funcs'
|
||||
|
||||
local GameMode = require 'tetris.modes.gamemode'
|
||||
local Piece = require 'tetris.components.piece'
|
||||
|
||||
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
|
||||
|
||||
local PacerTest = GameMode:extend()
|
||||
|
||||
PacerTest.name = "TetrisGram™ Pacer Test"
|
||||
PacerTest.hash = "PacerTest"
|
||||
PacerTest.tagline = ""
|
||||
|
||||
|
||||
|
||||
|
||||
local function getLevelFrames(level)
|
||||
if level == 1 then return 72 * 60 / 8.0
|
||||
else return 72 * 60 / (8 + level * 0.5)
|
||||
end
|
||||
end
|
||||
|
||||
local level_end_sections = {
|
||||
7, 15, 23, 32, 41, 51, 61, 72, 83, 94,
|
||||
106, 118, 131, 144, 157, 171, 185, 200,
|
||||
215, 231, 247
|
||||
}
|
||||
|
||||
function PacerTest:new()
|
||||
PacerTest.super:new()
|
||||
|
||||
self.ready_frames = 2430
|
||||
self.clear_frames = 0
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
|
||||
self.level = 1
|
||||
self.section = 0
|
||||
self.level_frames = 0
|
||||
|
||||
self.section_lines = 0
|
||||
self.section_clear = false
|
||||
self.strikes = 0
|
||||
|
||||
self.lock_drop = true
|
||||
self.lock_hard_drop = true
|
||||
self.enable_hold = true
|
||||
self.instant_hard_drop = true
|
||||
self.instant_soft_drop = false
|
||||
self.next_queue_length = 3
|
||||
end
|
||||
|
||||
function PacerTest:initialize(ruleset)
|
||||
for i = 1, 30 do
|
||||
table.insert(self.next_queue, self:getNextPiece(ruleset))
|
||||
end
|
||||
self.level_frames = getLevelFrames(1)
|
||||
switchBGM("pacer_test")
|
||||
end
|
||||
|
||||
function PacerTest:getARE()
|
||||
return 0
|
||||
end
|
||||
|
||||
function PacerTest:getLineARE()
|
||||
return 0
|
||||
end
|
||||
|
||||
function PacerTest:getDasLimit()
|
||||
return 8
|
||||
end
|
||||
|
||||
function PacerTest:getLineClearDelay()
|
||||
return 6
|
||||
end
|
||||
|
||||
function PacerTest:getLockDelay()
|
||||
return 30
|
||||
end
|
||||
|
||||
function PacerTest:getGravity()
|
||||
return 1/64
|
||||
end
|
||||
|
||||
function PacerTest:getSection()
|
||||
return math.floor(level / 100) + 1
|
||||
end
|
||||
|
||||
function PacerTest:advanceOneFrame()
|
||||
if self.clear then
|
||||
self.clear_frames = self.clear_frames + 1
|
||||
if self.clear_frames > 600 then
|
||||
self.completed = true
|
||||
end
|
||||
return false
|
||||
elseif self.ready_frames == 0 then
|
||||
self.frames = self.frames + 1
|
||||
self.level_frames = self.level_frames - 1
|
||||
if self.level_frames <= 0 then
|
||||
self:checkSectionStatus()
|
||||
self.section = self.section + 1
|
||||
if self.section >= level_end_sections[self.level] then
|
||||
self.level = self.level + 1
|
||||
end
|
||||
self.level_frames = self.level_frames + getLevelFrames(self.level)
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function PacerTest:checkSectionStatus()
|
||||
if self.section_clear then
|
||||
self.strikes = 0
|
||||
self.section_clear = false
|
||||
else
|
||||
self.strikes = self.strikes + 1
|
||||
if self.strikes >= 2 then
|
||||
self.game_over = true
|
||||
fadeoutBGM(2.5)
|
||||
end
|
||||
end
|
||||
self.section_lines = 0
|
||||
end
|
||||
|
||||
function PacerTest:onLineClear(cleared_row_count)
|
||||
self.section_lines = self.section_lines + cleared_row_count
|
||||
if self.section_lines >= 3 then
|
||||
self.section_clear = true
|
||||
end
|
||||
end
|
||||
|
||||
function PacerTest:drawGrid(ruleset)
|
||||
self.grid:draw()
|
||||
if self.piece ~= nil then
|
||||
self:drawGhostPiece(ruleset)
|
||||
end
|
||||
end
|
||||
|
||||
function PacerTest:getHighscoreData()
|
||||
return {
|
||||
level = self.level,
|
||||
frames = self.frames,
|
||||
}
|
||||
end
|
||||
|
||||
function PacerTest:drawScoringInfo()
|
||||
PacerTest.super.drawScoringInfo(self)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
|
||||
local text_x = config["side_next"] and 320 or 240
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
love.graphics.printf("NEXT", 64, 40, 40, "left")
|
||||
love.graphics.printf("LINES", text_x, 224, 70, "left")
|
||||
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
|
||||
|
||||
for i = 1, math.min(self.strikes, 3) do
|
||||
love.graphics.draw(misc_graphics["strike"], text_x + (i - 1) * 30, 280)
|
||||
end
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.printf(self.section_lines .. "/3", text_x, 244, 40, "left")
|
||||
love.graphics.printf(self.level, text_x, 340, 40, "right")
|
||||
love.graphics.printf(self.section, text_x, 370, 40, "right")
|
||||
end
|
||||
|
||||
function PacerTest:getBackground()
|
||||
return math.min(self.level - 1, 19)
|
||||
end
|
||||
|
||||
return PacerTest
|
||||
@@ -16,6 +16,12 @@ function PhantomManiaGame:new()
|
||||
|
||||
self.lock_drop = true
|
||||
self.next_queue_length = 1
|
||||
|
||||
self.SGnames = {
|
||||
"9", "8", "7", "6", "5", "4", "3", "2", "1",
|
||||
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
|
||||
"GM"
|
||||
}
|
||||
|
||||
self.roll_frames = 0
|
||||
self.combo = 1
|
||||
@@ -23,7 +29,7 @@ function PhantomManiaGame:new()
|
||||
end
|
||||
|
||||
function PhantomManiaGame:getARE()
|
||||
if self.level < 100 then return 18
|
||||
if self.level < 100 then return 18
|
||||
elseif self.level < 200 then return 14
|
||||
elseif self.level < 400 then return 8
|
||||
elseif self.level < 500 then return 7
|
||||
@@ -31,14 +37,14 @@ function PhantomManiaGame:getARE()
|
||||
end
|
||||
|
||||
function PhantomManiaGame:getLineARE()
|
||||
if self.level < 100 then return 18
|
||||
if self.level < 100 then return 18
|
||||
elseif self.level < 400 then return 8
|
||||
elseif self.level < 500 then return 7
|
||||
else return 6 end
|
||||
end
|
||||
|
||||
function PhantomManiaGame:getDasLimit()
|
||||
if self.level < 200 then return 11
|
||||
if self.level < 200 then return 11
|
||||
elseif self.level < 300 then return 10
|
||||
elseif self.level < 400 then return 9
|
||||
else return 7 end
|
||||
@@ -49,7 +55,7 @@ function PhantomManiaGame:getLineClearDelay()
|
||||
end
|
||||
|
||||
function PhantomManiaGame:getLockDelay()
|
||||
if self.level < 100 then return 30
|
||||
if self.level < 100 then return 30
|
||||
elseif self.level < 200 then return 26
|
||||
elseif self.level < 300 then return 22
|
||||
elseif self.level < 400 then return 18
|
||||
@@ -61,15 +67,15 @@ function PhantomManiaGame:getGravity()
|
||||
end
|
||||
|
||||
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
|
||||
return true
|
||||
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
|
||||
return true
|
||||
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
|
||||
return true
|
||||
end
|
||||
@@ -111,16 +117,17 @@ function PhantomManiaGame:onLineClear(cleared_row_count)
|
||||
end
|
||||
|
||||
function PhantomManiaGame:updateScore(level, drop_bonus, 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
|
||||
if not self.clear then
|
||||
if cleared_lines > 0 then
|
||||
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||
cleared_lines * self.combo
|
||||
)
|
||||
else
|
||||
self.combo = 1
|
||||
end
|
||||
self.drop_bonus = 0
|
||||
self.combo = 1
|
||||
end
|
||||
end
|
||||
|
||||
@@ -161,12 +168,16 @@ function PhantomManiaGame:drawScoringInfo()
|
||||
local text_x = config["side_next"] and 320 or 240
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
love.graphics.printf("GRADE", text_x, 120, 40, "left")
|
||||
if getLetterGrade(self.level, self.clear) ~= "" then love.graphics.printf("GRADE", text_x, 120, 40, "left") end
|
||||
love.graphics.printf("SCORE", text_x, 200, 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.printf(getLetterGrade(self.level, self.clear), text_x, 140, 90, "left")
|
||||
if getLetterGrade(self.level, self.clear) ~= "" then love.graphics.printf(getLetterGrade(self.level, self.clear), text_x, 140, 90, "left") end
|
||||
love.graphics.printf(self.score, text_x, 220, 90, "left")
|
||||
love.graphics.printf(self.level, text_x, 340, 40, "right")
|
||||
if self.clear then
|
||||
@@ -175,6 +186,9 @@ function PhantomManiaGame:drawScoringInfo()
|
||||
love.graphics.printf(self:getSectionEndLevel(), text_x, 370, 40, "right")
|
||||
end
|
||||
|
||||
if sg >= 5 then
|
||||
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
|
||||
end
|
||||
end
|
||||
|
||||
function PhantomManiaGame:getSectionEndLevel()
|
||||
|
||||
@@ -16,7 +16,6 @@ PhantomMania2Game.tagline = "The blocks disappear even faster now! Can you make
|
||||
|
||||
function PhantomMania2Game:new()
|
||||
PhantomMania2Game.super:new()
|
||||
self.level = 0
|
||||
self.grade = 0
|
||||
self.garbage = 0
|
||||
self.clear = false
|
||||
@@ -26,21 +25,30 @@ function PhantomMania2Game:new()
|
||||
self.hold_age = 0
|
||||
self.queue_age = 0
|
||||
self.roll_points = 0
|
||||
|
||||
self.SGnames = {
|
||||
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
|
||||
"m1", "m2", "m3", "m4", "m5", "m6", "m7", "m8", "m9",
|
||||
"GM"
|
||||
}
|
||||
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
|
||||
self.lock_drop = true
|
||||
self.enable_hold = true
|
||||
self.next_queue_length = 3
|
||||
|
||||
self.coolregret_message = ""
|
||||
self.coolregret_timer = 0
|
||||
end
|
||||
|
||||
function PhantomMania2Game:getARE()
|
||||
if self.level < 300 then return 12
|
||||
if self.level < 300 then return 12
|
||||
else return 6 end
|
||||
end
|
||||
|
||||
function PhantomMania2Game:getLineARE()
|
||||
if self.level < 100 then return 8
|
||||
if self.level < 100 then return 8
|
||||
elseif self.level < 200 then return 7
|
||||
elseif self.level < 500 then return 6
|
||||
elseif self.level < 1300 then return 5
|
||||
@@ -48,7 +56,7 @@ function PhantomMania2Game:getLineARE()
|
||||
end
|
||||
|
||||
function PhantomMania2Game:getDasLimit()
|
||||
if self.level < 200 then return 9
|
||||
if self.level < 200 then return 9
|
||||
elseif self.level < 500 then return 7
|
||||
else return 5 end
|
||||
end
|
||||
@@ -58,7 +66,7 @@ function PhantomMania2Game:getLineClearDelay()
|
||||
end
|
||||
|
||||
function PhantomMania2Game:getLockDelay()
|
||||
if self.level < 200 then return 18
|
||||
if self.level < 200 then return 18
|
||||
elseif self.level < 300 then return 17
|
||||
elseif self.level < 500 then return 15
|
||||
elseif self.level < 600 then return 13
|
||||
@@ -86,19 +94,19 @@ function PhantomMania2Game:getNextPiece(ruleset)
|
||||
end
|
||||
|
||||
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
|
||||
return true
|
||||
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
|
||||
return true
|
||||
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
|
||||
return true
|
||||
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
|
||||
return true
|
||||
end
|
||||
@@ -116,6 +124,8 @@ function PhantomMania2Game:advanceOneFrame()
|
||||
return false
|
||||
elseif self.roll_frames > 3238 then
|
||||
switchBGM(nil)
|
||||
self.roll_points = self.level >= 1300 and self.roll_points + 150 or self.roll_points
|
||||
self.grade = self.grade + math.floor(self.roll_points / 100)
|
||||
self.completed = true
|
||||
end
|
||||
elseif self.ready_frames == 0 then
|
||||
@@ -137,7 +147,8 @@ function PhantomMania2Game:onPieceEnter()
|
||||
end
|
||||
|
||||
local cleared_row_levels = {1, 2, 4, 6}
|
||||
local cleared_row_points = {2, 6, 15, 40}
|
||||
local torikan_roll_points = {10, 20, 30, 100}
|
||||
local big_roll_points = {10, 20, 100, 200}
|
||||
|
||||
function PhantomMania2Game:onLineClear(cleared_row_count)
|
||||
if not self.clear then
|
||||
@@ -156,7 +167,8 @@ function PhantomMania2Game:onLineClear(cleared_row_count)
|
||||
end
|
||||
self:advanceBottomRow(-cleared_row_count)
|
||||
else
|
||||
self.roll_points = self.roll_points + cleared_row_points[cleared_row_count]
|
||||
if self.big_mode then self.roll_points = self.roll_points + big_roll_points[cleared_row_count / 2]
|
||||
else self.roll_points = self.roll_points + torikan_roll_points[cleared_row_count] end
|
||||
if self.roll_points >= 100 then
|
||||
self.roll_points = self.roll_points - 100
|
||||
self.grade = self.grade + 1
|
||||
@@ -165,38 +177,41 @@ function PhantomMania2Game:onLineClear(cleared_row_count)
|
||||
end
|
||||
|
||||
function PhantomMania2Game:onPieceLock(piece, cleared_row_count)
|
||||
self.super:onPieceLock()
|
||||
if cleared_row_count == 0 then self:advanceBottomRow(1) end
|
||||
end
|
||||
|
||||
function PhantomMania2Game:onHold()
|
||||
self.super.onHold()
|
||||
self.hold_age = 0
|
||||
end
|
||||
|
||||
function PhantomMania2Game:updateScore(level, drop_bonus, 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
|
||||
if not self.clear then
|
||||
if cleared_lines > 0 then
|
||||
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||
cleared_lines * self.combo
|
||||
)
|
||||
else
|
||||
self.combo = 1
|
||||
end
|
||||
self.drop_bonus = 0
|
||||
self.combo = 1
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
local cool_cutoffs = {
|
||||
sp(0,36), sp(0,36), sp(0,36), sp(0,36), sp(0,36),
|
||||
sp(0,30), sp(0,30), sp(0,30), sp(0,30), sp(0,30),
|
||||
sp(0,27), sp(0,27), sp(0,27),
|
||||
frameTime(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36),
|
||||
frameTime(0,30), frameTime(0,30), frameTime(0,30), frameTime(0,30), frameTime(0,30),
|
||||
frameTime(0,27), frameTime(0,27), frameTime(0,27),
|
||||
}
|
||||
|
||||
local regret_cutoffs = {
|
||||
sp(0,50), sp(0,50), sp(0,50), sp(0,50), sp(0,50),
|
||||
sp(0,40), sp(0,40), sp(0,40), sp(0,40), sp(0,40),
|
||||
sp(0,35), sp(0,35), sp(0,35),
|
||||
frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50),
|
||||
frameTime(0,40), frameTime(0,40), frameTime(0,40), frameTime(0,40), frameTime(0,40),
|
||||
frameTime(0,35), frameTime(0,35), frameTime(0,35),
|
||||
}
|
||||
|
||||
function PhantomMania2Game:updateSectionTimes(old_level, new_level)
|
||||
@@ -207,8 +222,13 @@ function PhantomMania2Game:updateSectionTimes(old_level, new_level)
|
||||
self.section_start_time = self.frames
|
||||
if section_time <= cool_cutoffs[section] then
|
||||
self.grade = self.grade + 2
|
||||
self.coolregret_message = "COOL!!"
|
||||
self.coolregret_timer = 300
|
||||
elseif section_time <= regret_cutoffs[section] then
|
||||
self.grade = self.grade + 1
|
||||
else
|
||||
self.coolregret_message = "REGRET!!"
|
||||
self.coolregret_timer = 300
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -234,7 +254,7 @@ PhantomMania2Game.garbageOpacityFunction = function(age)
|
||||
end
|
||||
|
||||
function PhantomMania2Game:drawGrid()
|
||||
if not (self.game_over) then
|
||||
if not (self.game_over or (self.clear and self.level < 1300)) then
|
||||
self.grid:drawInvisible(self.rollOpacityFunction, self.garbageOpacityFunction)
|
||||
else
|
||||
self.grid:draw()
|
||||
@@ -285,6 +305,17 @@ function PhantomMania2Game:drawScoringInfo()
|
||||
love.graphics.printf("GRADE", text_x, 120, 40, "left")
|
||||
love.graphics.printf("SCORE", text_x, 200, 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
|
||||
|
||||
self:drawSectionTimesWithSplits(math.floor(self.level / 100) + 1)
|
||||
|
||||
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.printf(getLetterGrade(math.floor(self.grade)), text_x, 140, 90, "left")
|
||||
@@ -295,6 +326,10 @@ function PhantomMania2Game:drawScoringInfo()
|
||||
else
|
||||
love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right")
|
||||
end
|
||||
|
||||
if sg >= 5 then
|
||||
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
|
||||
end
|
||||
end
|
||||
|
||||
function PhantomMania2Game:getBackground()
|
||||
|
||||
@@ -1,16 +0,0 @@
|
||||
local PhantomManiaGame = require 'tetris.modes.phantom_mania'
|
||||
|
||||
local PhantomManiaNGame = PhantomManiaGame:extend()
|
||||
|
||||
PhantomManiaNGame.name = "Phantom Mania N"
|
||||
PhantomManiaNGame.hash = "PhantomManiaN"
|
||||
PhantomManiaNGame.tagline = "The old mode from Nullpomino, for Ti-ARS and SRS support."
|
||||
|
||||
function PhantomManiaNGame:new()
|
||||
PhantomManiaNGame.super:new()
|
||||
|
||||
self.next_queue_length = 3
|
||||
self.enable_hold = true
|
||||
end
|
||||
|
||||
return PhantomManiaNGame
|
||||
@@ -1,129 +0,0 @@
|
||||
require 'funcs'
|
||||
|
||||
local GameMode = require 'tetris.modes.gamemode'
|
||||
local Piece = require 'tetris.components.piece'
|
||||
|
||||
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
|
||||
|
||||
local Race40Game = GameMode:extend()
|
||||
|
||||
Race40Game.name = "Race 40"
|
||||
Race40Game.hash = "Race40"
|
||||
Race40Game.tagline = "How fast can you clear 40 lines?"
|
||||
|
||||
|
||||
function Race40Game:new()
|
||||
Race40Game.super:new()
|
||||
|
||||
self.lines = 0
|
||||
self.line_goal = 40
|
||||
self.pieces = 0
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
|
||||
self.roll_frames = 0
|
||||
|
||||
self.lock_drop = true
|
||||
self.lock_hard_drop = true
|
||||
self.instant_hard_drop = true
|
||||
self.instant_soft_drop = true
|
||||
self.enable_hold = true
|
||||
self.next_queue_length = 3
|
||||
end
|
||||
|
||||
function Race40Game:getDropSpeed()
|
||||
return 20
|
||||
end
|
||||
|
||||
function Race40Game:getARR()
|
||||
return 0
|
||||
end
|
||||
|
||||
function Race40Game:getARE()
|
||||
return 4
|
||||
end
|
||||
|
||||
function Race40Game:getLineARE()
|
||||
return 2
|
||||
end
|
||||
|
||||
function Race40Game:getDasLimit()
|
||||
return 6
|
||||
end
|
||||
|
||||
function Race40Game:getLineClearDelay()
|
||||
return 2
|
||||
end
|
||||
|
||||
function Race40Game:getLockDelay()
|
||||
return 30
|
||||
end
|
||||
|
||||
function Race40Game:getGravity()
|
||||
return 20
|
||||
end
|
||||
|
||||
function Race40Game:advanceOneFrame()
|
||||
if self.clear then
|
||||
self.roll_frames = self.roll_frames + 1
|
||||
if self.roll_frames > 150 then
|
||||
self.completed = true
|
||||
end
|
||||
return false
|
||||
elseif self.ready_frames == 0 then
|
||||
self.frames = self.frames + 1
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function Race40Game:onPieceLock()
|
||||
self.pieces = self.pieces + 1
|
||||
end
|
||||
|
||||
function Race40Game:onLineClear(cleared_row_count)
|
||||
if not self.clear then
|
||||
self.lines = self.lines + cleared_row_count
|
||||
if self.lines >= self.line_goal then
|
||||
self.clear = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Race40Game:drawGrid(ruleset)
|
||||
self.grid:draw()
|
||||
if self.piece ~= nil then
|
||||
self:drawGhostPiece(ruleset)
|
||||
end
|
||||
end
|
||||
|
||||
function Race40Game:getHighscoreData()
|
||||
return {
|
||||
level = self.level,
|
||||
frames = self.frames,
|
||||
}
|
||||
end
|
||||
|
||||
function Race40Game:drawScoringInfo()
|
||||
Race40Game.super.drawScoringInfo(self)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
|
||||
local text_x = config["side_next"] and 320 or 240
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
love.graphics.printf("NEXT", 64, 40, 40, "left")
|
||||
love.graphics.printf("LINES", text_x, 320, 40, "left")
|
||||
love.graphics.printf("line/min", text_x, 160, 80, "left")
|
||||
love.graphics.printf("piece/sec", text_x, 220, 80, "left")
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.printf(string.format("%.02f", self.lines / math.max(1, self.frames) * 3600), text_x, 180, 80, "left")
|
||||
love.graphics.printf(string.format("%.04f", self.pieces / math.max(1, self.frames) * 60), text_x, 240, 80, "left")
|
||||
|
||||
love.graphics.setFont(font_3x5_4)
|
||||
love.graphics.printf(math.max(0, self.line_goal - self.lines), text_x, 340, 40, "left")
|
||||
end
|
||||
|
||||
function Race40Game:getBackground()
|
||||
return 2
|
||||
end
|
||||
|
||||
return Race40Game
|
||||
@@ -16,7 +16,6 @@ StrategyGame.tagline = "You have lots of time to think! Can you use it to place
|
||||
|
||||
function StrategyGame:new()
|
||||
StrategyGame.super:new()
|
||||
self.level = 0
|
||||
self.clear = false
|
||||
self.completed = false
|
||||
self.roll_frames = 0
|
||||
@@ -28,7 +27,7 @@ function StrategyGame:new()
|
||||
end
|
||||
|
||||
function StrategyGame:getARE()
|
||||
if self.level < 100 then return 60
|
||||
if self.level < 100 then return 60
|
||||
elseif self.level < 200 then return 54
|
||||
elseif self.level < 300 then return 48
|
||||
elseif self.level < 400 then return 42
|
||||
@@ -53,7 +52,7 @@ function StrategyGame:getLineClearDelay()
|
||||
end
|
||||
|
||||
function StrategyGame:getLockDelay()
|
||||
if self.level < 500 then return 8
|
||||
if self.level < 500 then return 8
|
||||
elseif self.level < 700 then return 6
|
||||
else return 4 end
|
||||
end
|
||||
@@ -84,7 +83,7 @@ function StrategyGame:advanceOneFrame()
|
||||
end
|
||||
|
||||
function StrategyGame:onPieceEnter()
|
||||
if (self.level % 100 ~= 99) and not self.clear and self.frames ~= 0 then
|
||||
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
|
||||
@@ -99,16 +98,17 @@ function StrategyGame:onLineClear(cleared_row_count)
|
||||
end
|
||||
|
||||
function StrategyGame:updateScore(level, drop_bonus, 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
|
||||
if not self.clear then
|
||||
if cleared_lines > 0 then
|
||||
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||
cleared_lines * self.combo
|
||||
)
|
||||
else
|
||||
self.combo = 1
|
||||
end
|
||||
self.drop_bonus = 0
|
||||
self.combo = 1
|
||||
end
|
||||
end
|
||||
|
||||
@@ -135,11 +135,11 @@ function StrategyGame:drawScoringInfo()
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.printf(self.score, text_x, 220, 90, "left")
|
||||
love.graphics.printf(self.level, text_x, 340, 50, "right")
|
||||
love.graphics.printf(self.level, text_x, 340, 40, "right")
|
||||
if self.clear then
|
||||
love.graphics.printf(self.level, text_x, 370, 50, "right")
|
||||
love.graphics.printf(self.level, text_x, 370, 40, "right")
|
||||
else
|
||||
love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right")
|
||||
love.graphics.printf(self.level < 900 and math.floor(self.level / 100 + 1) * 100 or 999, text_x, 370, 40, "right")
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@@ -45,7 +45,7 @@ function Survival2020Game:getLineARE()
|
||||
end
|
||||
|
||||
function Survival2020Game:getDasLimit()
|
||||
if self.level < 200 then return 9
|
||||
if self.level < 200 then return 9
|
||||
elseif self.level < 500 then return 7
|
||||
elseif self.level < 1000 then return 5
|
||||
elseif self.level < 1500 then return 4
|
||||
@@ -102,15 +102,15 @@ function Survival2020Game:getNextPiece(ruleset)
|
||||
end
|
||||
|
||||
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
|
||||
return true
|
||||
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
|
||||
return true
|
||||
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
|
||||
return true
|
||||
end
|
||||
@@ -174,16 +174,17 @@ function Survival2020Game:onLineClear(cleared_row_count)
|
||||
end
|
||||
|
||||
function Survival2020Game:updateScore(level, drop_bonus, 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
|
||||
if not self.clear then
|
||||
if cleared_lines > 0 then
|
||||
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||
cleared_lines * self.combo
|
||||
)
|
||||
else
|
||||
self.combo = 1
|
||||
end
|
||||
self.drop_bonus = 0
|
||||
self.combo = 1
|
||||
end
|
||||
end
|
||||
|
||||
@@ -193,7 +194,7 @@ function Survival2020Game:updateSectionTimes(old_level, new_level)
|
||||
section_time = self.frames - self.section_start_time
|
||||
table.insert(self.section_times, section_time)
|
||||
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
|
||||
else
|
||||
self.grade = self.grade + 1
|
||||
|
||||
@@ -15,20 +15,28 @@ SurvivalA1Game.tagline = "The game starts fast and only gets faster!"
|
||||
|
||||
|
||||
function SurvivalA1Game:new()
|
||||
SurvivalA1Game.super:new()
|
||||
|
||||
SurvivalA1Game.super:new()
|
||||
|
||||
self.roll_frames = 0
|
||||
self.combo = 1
|
||||
self.combo = 1
|
||||
self.bravos = 0
|
||||
|
||||
self.gm_conditions = {
|
||||
level300 = false,
|
||||
level500 = 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.lock_drop = false
|
||||
self.enable_hard_drop = false
|
||||
self.lock_drop = false
|
||||
self.enable_hard_drop = false
|
||||
self.enable_hold = false
|
||||
self.next_queue_length = 1
|
||||
end
|
||||
@@ -54,29 +62,29 @@ function SurvivalA1Game:getLockDelay()
|
||||
end
|
||||
|
||||
function SurvivalA1Game:getGravity()
|
||||
return 20
|
||||
return 20
|
||||
end
|
||||
|
||||
local function getRankForScore(score)
|
||||
if score < 400 then return {rank = "9", next = 400}
|
||||
elseif score < 800 then return {rank = "8", next = 800}
|
||||
elseif score < 1400 then return {rank = "7", next = 1400}
|
||||
elseif score < 2000 then return {rank = "6", next = 2000}
|
||||
elseif score < 3500 then return {rank = "5", next = 3500}
|
||||
elseif score < 5500 then return {rank = "4", next = 5500}
|
||||
elseif score < 8000 then return {rank = "3", next = 8000}
|
||||
elseif score < 12000 then return {rank = "2", next = 12000}
|
||||
elseif score < 16000 then return {rank = "1", next = 16000}
|
||||
elseif score < 22000 then return {rank = "S1", next = 22000}
|
||||
elseif score < 30000 then return {rank = "S2", next = 30000}
|
||||
elseif score < 40000 then return {rank = "S3", next = 40000}
|
||||
elseif score < 52000 then return {rank = "S4", next = 52000}
|
||||
elseif score < 66000 then return {rank = "S5", next = 66000}
|
||||
elseif score < 82000 then return {rank = "S6", next = 82000}
|
||||
elseif score < 100000 then return {rank = "S7", next = 100000}
|
||||
elseif score < 120000 then return {rank = "S8", next = 120000}
|
||||
else return {rank = "S9", next = "???"}
|
||||
end
|
||||
if score < 400 then return {rank = "9", next = 400}
|
||||
elseif score < 800 then return {rank = "8", next = 800}
|
||||
elseif score < 1400 then return {rank = "7", next = 1400}
|
||||
elseif score < 2000 then return {rank = "6", next = 2000}
|
||||
elseif score < 3500 then return {rank = "5", next = 3500}
|
||||
elseif score < 5500 then return {rank = "4", next = 5500}
|
||||
elseif score < 8000 then return {rank = "3", next = 8000}
|
||||
elseif score < 12000 then return {rank = "2", next = 12000}
|
||||
elseif score < 16000 then return {rank = "1", next = 16000}
|
||||
elseif score < 22000 then return {rank = "S1", next = 22000}
|
||||
elseif score < 30000 then return {rank = "S2", next = 30000}
|
||||
elseif score < 40000 then return {rank = "S3", next = 40000}
|
||||
elseif score < 52000 then return {rank = "S4", next = 52000}
|
||||
elseif score < 66000 then return {rank = "S5", next = 66000}
|
||||
elseif score < 82000 then return {rank = "S6", next = 82000}
|
||||
elseif score < 100000 then return {rank = "S7", next = 100000}
|
||||
elseif score < 120000 then return {rank = "S8", next = 120000}
|
||||
else return {rank = "S9", next = "???"}
|
||||
end
|
||||
end
|
||||
|
||||
function SurvivalA1Game:advanceOneFrame()
|
||||
@@ -98,43 +106,48 @@ function SurvivalA1Game:onPieceEnter()
|
||||
end
|
||||
|
||||
function SurvivalA1Game:onLineClear(cleared_row_count)
|
||||
self:checkGMRequirements(self.level, self.level + cleared_row_count)
|
||||
self:checkGMRequirements(self.level, self.level + cleared_row_count)
|
||||
if not self.clear then
|
||||
local new_level = math.min(self.level + cleared_row_count, 999)
|
||||
if self.level == 999 then
|
||||
if new_level == 999 then
|
||||
self.clear = true
|
||||
else
|
||||
self.level = new_level
|
||||
self.level = new_level
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function SurvivalA1Game:updateScore(level, drop_bonus, 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
|
||||
)
|
||||
self.lines = self.lines + cleared_lines
|
||||
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||
else
|
||||
if not self.clear then
|
||||
if self.grid:checkForBravo(cleared_lines) then
|
||||
self.bravo = 4
|
||||
self.bravos = self.bravos + 1
|
||||
else self.bravo = 1 end
|
||||
if cleared_lines > 0 then
|
||||
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||
cleared_lines * self.combo * self.bravo
|
||||
)
|
||||
else
|
||||
self.combo = 1
|
||||
end
|
||||
self.drop_bonus = 0
|
||||
self.combo = 1
|
||||
end
|
||||
end
|
||||
|
||||
function SurvivalA1Game:checkGMRequirements(old_level, new_level)
|
||||
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
|
||||
end
|
||||
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
|
||||
end
|
||||
elseif old_level < 999 and new_level >= 999 then
|
||||
if self.score > 126000 and self.frames <= sp(13,30) then
|
||||
self.gm_conditions["level900"] = true
|
||||
if self.score >= 126000 and self.frames <= frameTime(13,30) then
|
||||
self.gm_conditions["level999"] = true
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -151,17 +164,23 @@ function SurvivalA1Game:drawScoringInfo()
|
||||
love.graphics.print(
|
||||
self.das.direction .. " " ..
|
||||
self.das.frames .. " " ..
|
||||
st(self.prev_inputs)
|
||||
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("NEXT RANK", 240, 260, 90, "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
|
||||
|
||||
if self.bravos > 0 then love.graphics.printf("BRAVO", 300, 120, 40, "left") end
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
love.graphics.printf(self.score, 240, 220, 90, "left")
|
||||
if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level900"] then
|
||||
if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level999"] then
|
||||
love.graphics.printf("GM", 240, 140, 90, "left")
|
||||
else
|
||||
love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left")
|
||||
@@ -169,6 +188,10 @@ function SurvivalA1Game:drawScoringInfo()
|
||||
love.graphics.printf(getRankForScore(self.score).next, 240, 280, 90, "left")
|
||||
love.graphics.printf(self.level, 240, 340, 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
|
||||
if self.bravos > 0 then love.graphics.printf(self.bravos, 300, 140, 40, "left") end
|
||||
|
||||
love.graphics.setFont(font_8x11)
|
||||
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
|
||||
|
||||
@@ -19,6 +19,12 @@ function SurvivalA2Game:new()
|
||||
self.roll_frames = 0
|
||||
self.combo = 1
|
||||
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
|
||||
end
|
||||
@@ -62,7 +68,7 @@ function SurvivalA2Game:getGravity()
|
||||
end
|
||||
|
||||
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
|
||||
return true
|
||||
end
|
||||
@@ -82,7 +88,7 @@ function SurvivalA2Game:advanceOneFrame()
|
||||
end
|
||||
|
||||
function SurvivalA2Game:onPieceEnter()
|
||||
if (self.level % 100 ~= 99 or self.level == 998) and not self.clear and self.frames ~= 0 then
|
||||
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
|
||||
@@ -92,6 +98,9 @@ function SurvivalA2Game:onLineClear(cleared_row_count)
|
||||
local new_level = math.min(self.level + cleared_row_count, 999)
|
||||
if self.level == 999 or self:hitTorikan(self.level, new_level) then
|
||||
self.clear = true
|
||||
if self.level < 999 then
|
||||
self.game_over = true
|
||||
end
|
||||
else
|
||||
self.level = new_level
|
||||
end
|
||||
@@ -99,22 +108,25 @@ function SurvivalA2Game:onLineClear(cleared_row_count)
|
||||
end
|
||||
|
||||
function SurvivalA2Game:updateScore(level, drop_bonus, 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
|
||||
)
|
||||
self.lines = self.lines + cleared_lines
|
||||
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||
else
|
||||
if not self.clear then
|
||||
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
|
||||
if cleared_lines > 0 then
|
||||
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||
cleared_lines * self.combo * self.bravo
|
||||
)
|
||||
else
|
||||
self.combo = 1
|
||||
end
|
||||
self.drop_bonus = 0
|
||||
self.combo = 1
|
||||
end
|
||||
end
|
||||
|
||||
function SurvivalA2Game:getLetterGrade()
|
||||
if self.level >= 999 then return "GM"
|
||||
elseif self.level >= 500 then return "M"
|
||||
elseif self.level > 500 then return "M"
|
||||
elseif self.level == 500 and not self.clear then return "M"
|
||||
else return "" end
|
||||
end
|
||||
|
||||
@@ -132,18 +144,27 @@ function SurvivalA2Game:drawScoringInfo()
|
||||
love.graphics.print(
|
||||
self.das.direction .. " " ..
|
||||
self.das.frames .. " " ..
|
||||
st(self.prev_inputs)
|
||||
strTrueValues(self.prev_inputs)
|
||||
)
|
||||
love.graphics.printf("NEXT", 64, 40, 40, "left")
|
||||
love.graphics.printf("GRADE", text_x, 120, 40, "left")
|
||||
if self:getLetterGrade() ~= "" then love.graphics.printf("GRADE", text_x, 120, 40, "left") end
|
||||
love.graphics.printf("SCORE", text_x, 200, 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.printf(self.score, text_x, 220, 90, "left")
|
||||
love.graphics.printf(self:getLetterGrade(), text_x, 140, 90, "left")
|
||||
if self.roll_frames > 2968 then love.graphics.setColor(1, 0.5, 0, 1)
|
||||
elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
|
||||
if self:getLetterGrade() ~= "" then love.graphics.printf(self:getLetterGrade(), text_x, 140, 90, "left") end
|
||||
love.graphics.printf(self.level, text_x, 340, 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
|
||||
|
||||
function SurvivalA2Game:getSectionEndLevel()
|
||||
|
||||
@@ -12,11 +12,8 @@ SurvivalA3Game.hash = "SurvivalA3"
|
||||
SurvivalA3Game.tagline = "The blocks turn black and white! Can you make it to level 1300?"
|
||||
|
||||
|
||||
|
||||
|
||||
function SurvivalA3Game:new()
|
||||
SurvivalA3Game.super:new()
|
||||
self.level = 0
|
||||
self.grade = 0
|
||||
self.garbage = 0
|
||||
self.clear = false
|
||||
@@ -24,19 +21,36 @@ function SurvivalA3Game:new()
|
||||
self.roll_frames = 0
|
||||
self.combo = 1
|
||||
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.enable_hold = true
|
||||
self.next_queue_length = 3
|
||||
|
||||
self.coolregret_message = "COOL!!"
|
||||
self.coolregret_timer = 0
|
||||
end
|
||||
|
||||
function SurvivalA3Game:initialize(ruleset)
|
||||
|
||||
self.torikan_time = frameTime(2,28)
|
||||
if ruleset.world then self.torikan_time = frameTime(3,03) end
|
||||
self.super.initialize(self, ruleset)
|
||||
-- ^ notice the . here instead of the :
|
||||
end
|
||||
|
||||
function SurvivalA3Game:getARE()
|
||||
if self.level < 300 then return 12
|
||||
if self.level < 300 then return 12
|
||||
else return 6 end
|
||||
end
|
||||
|
||||
function SurvivalA3Game:getLineARE()
|
||||
if self.level < 100 then return 8
|
||||
if self.level < 100 then return 8
|
||||
elseif self.level < 200 then return 7
|
||||
elseif self.level < 500 then return 6
|
||||
elseif self.level < 1300 then return 5
|
||||
@@ -44,7 +58,7 @@ function SurvivalA3Game:getLineARE()
|
||||
end
|
||||
|
||||
function SurvivalA3Game:getDasLimit()
|
||||
if self.level < 100 then return 9
|
||||
if self.level < 100 then return 9
|
||||
elseif self.level < 500 then return 7
|
||||
else return 5 end
|
||||
end
|
||||
@@ -55,7 +69,7 @@ function SurvivalA3Game:getLineClearDelay()
|
||||
end
|
||||
|
||||
function SurvivalA3Game:getLockDelay()
|
||||
if self.level < 200 then return 18
|
||||
if self.level < 200 then return 18
|
||||
elseif self.level < 300 then return 17
|
||||
elseif self.level < 500 then return 15
|
||||
elseif self.level < 600 then return 13
|
||||
@@ -86,11 +100,11 @@ function SurvivalA3Game:getNextPiece(ruleset)
|
||||
end
|
||||
|
||||
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 > self.torikan_time then
|
||||
self.level = 500
|
||||
return true
|
||||
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 > self.torikan_time*2 then
|
||||
self.level = 1000
|
||||
return true
|
||||
end
|
||||
@@ -123,20 +137,21 @@ function SurvivalA3Game:onPieceEnter()
|
||||
end
|
||||
|
||||
local cleared_row_levels = {1, 2, 4, 6}
|
||||
local cleared_row_points = {0.02, 0.05, 0.15, 0.6}
|
||||
|
||||
function SurvivalA3Game:onLineClear(cleared_row_count)
|
||||
if not self.clear then
|
||||
local new_level = self.level + cleared_row_levels[cleared_row_count]
|
||||
self:updateSectionTimes(self.level, new_level)
|
||||
if new_level >= 1300 or self:hitTorikan(self.level, new_level) then
|
||||
self.clear = true
|
||||
if new_level >= 1300 then
|
||||
self.level = 1300
|
||||
self.grid:clear()
|
||||
self.big_mode = true
|
||||
self.roll_frames = -150
|
||||
else
|
||||
self.game_over = true
|
||||
end
|
||||
self.clear = true
|
||||
self.grid:clear()
|
||||
self.roll_frames = -150
|
||||
else
|
||||
self.level = math.min(new_level, 1300)
|
||||
end
|
||||
@@ -145,20 +160,22 @@ function SurvivalA3Game:onLineClear(cleared_row_count)
|
||||
end
|
||||
|
||||
function SurvivalA3Game:onPieceLock(piece, cleared_row_count)
|
||||
self.super:onPieceLock()
|
||||
if cleared_row_count == 0 then self:advanceBottomRow(1) end
|
||||
end
|
||||
|
||||
function SurvivalA3Game:updateScore(level, drop_bonus, 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
|
||||
if not self.clear then
|
||||
if cleared_lines > 0 then
|
||||
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||
self.score = self.score + (
|
||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||
cleared_lines * self.combo
|
||||
)
|
||||
else
|
||||
self.combo = 1
|
||||
end
|
||||
self.drop_bonus = 0
|
||||
self.combo = 1
|
||||
end
|
||||
end
|
||||
|
||||
@@ -168,8 +185,11 @@ function SurvivalA3Game:updateSectionTimes(old_level, new_level)
|
||||
section_time = self.frames - self.section_start_time
|
||||
table.insert(self.section_times, section_time)
|
||||
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
|
||||
else
|
||||
self.coolregret_message = "REGRET!!"
|
||||
self.coolregret_timer = 300
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -207,12 +227,24 @@ function SurvivalA3Game:drawScoringInfo()
|
||||
love.graphics.printf("GRADE", text_x, 120, 40, "left")
|
||||
love.graphics.printf("SCORE", text_x, 200, 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
|
||||
self:drawSectionTimesWithSplits(current_section)
|
||||
|
||||
love.graphics.setFont(font_3x5_3)
|
||||
if self.roll_frames > 3238 then love.graphics.setColor(1, 0.5, 0, 1)
|
||||
elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
|
||||
love.graphics.printf(getLetterGrade(math.floor(self.grade)), text_x, 140, 90, "left")
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.printf(self.score, text_x, 220, 90, "left")
|
||||
love.graphics.printf(self.level, text_x, 340, 50, "right")
|
||||
if self.clear then
|
||||
@@ -220,6 +252,9 @@ function SurvivalA3Game:drawScoringInfo()
|
||||
else
|
||||
love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right")
|
||||
end
|
||||
if sg >= 5 then
|
||||
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
|
||||
end
|
||||
end
|
||||
|
||||
function SurvivalA3Game:getBackground()
|
||||
|
||||
@@ -1,76 +0,0 @@
|
||||
require 'funcs'
|
||||
|
||||
local MarathonAX = require 'tetris.modes.marathon_ax'
|
||||
local Piece = require 'tetris.components.piece'
|
||||
|
||||
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
|
||||
|
||||
local SurvivalAXGame = MarathonAX:extend()
|
||||
|
||||
SurvivalAXGame.name = "Survival AX"
|
||||
SurvivalAXGame.hash = "SurvivalAX"
|
||||
SurvivalAXGame.tagline = "Can you clear the time hurdles when the game goes this fast?"
|
||||
|
||||
|
||||
function SurvivalAXGame:new()
|
||||
SurvivalAXGame.super:new()
|
||||
|
||||
self.roll_frames = 0
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
|
||||
self.section_time_limit = 3600
|
||||
self.section_start_time = 0
|
||||
self.section_times = { [0] = 0 }
|
||||
self.section_clear = false
|
||||
|
||||
self.lock_drop = true
|
||||
self.enable_hold = true
|
||||
self.next_queue_length = 3
|
||||
end
|
||||
|
||||
function SurvivalAXGame:getSectionTimeLimit()
|
||||
return 3600
|
||||
end
|
||||
|
||||
function SurvivalAXGame:getARE()
|
||||
if self.lines < 10 then return 18
|
||||
elseif self.lines < 40 then return 14
|
||||
elseif self.lines < 60 then return 12
|
||||
elseif self.lines < 70 then return 10
|
||||
elseif self.lines < 80 then return 8
|
||||
elseif self.lines < 90 then return 7
|
||||
else return 6 end
|
||||
end
|
||||
|
||||
function SurvivalAXGame:getLineARE()
|
||||
return self:getARE()
|
||||
end
|
||||
|
||||
function SurvivalAXGame:getDasLimit()
|
||||
if self.lines < 20 then return 10
|
||||
elseif self.lines < 50 then return 9
|
||||
elseif self.lines < 70 then return 8
|
||||
else return 7 end
|
||||
end
|
||||
|
||||
function SurvivalAXGame:getLineClearDelay()
|
||||
if self.lines < 10 then return 14
|
||||
elseif self.lines < 30 then return 8
|
||||
else return 5 end
|
||||
end
|
||||
|
||||
function SurvivalAXGame:getLockDelay()
|
||||
if self.lines < 10 then return 30
|
||||
elseif self.lines < 20 then return 26
|
||||
elseif self.lines < 30 then return 24
|
||||
elseif self.lines < 40 then return 22
|
||||
elseif self.lines < 50 then return 20
|
||||
elseif self.lines < 70 then return 16
|
||||
else return 15 end
|
||||
end
|
||||
|
||||
function SurvivalAXGame:getGravity()
|
||||
return 20
|
||||
end
|
||||
|
||||
return SurvivalAXGame
|
||||
@@ -1,59 +0,0 @@
|
||||
require 'funcs'
|
||||
|
||||
local MarathonAX2 = require 'tetris.modes.marathon_ax2'
|
||||
local Piece = require 'tetris.components.piece'
|
||||
|
||||
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
|
||||
|
||||
local SurvivalAX2Game = MarathonAX2:extend()
|
||||
|
||||
SurvivalAX2Game.name = "Survival AX2"
|
||||
SurvivalAX2Game.hash = "SurvivalAX2"
|
||||
SurvivalAX2Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
|
||||
|
||||
|
||||
function SurvivalAX2Game:new()
|
||||
SurvivalAX2Game.super:new()
|
||||
|
||||
self.roll_frames = 0
|
||||
self.randomizer = History6RollsRandomizer()
|
||||
|
||||
self.section_time_limit = 3600
|
||||
self.section_start_time = 0
|
||||
self.section_times = { [0] = 0 }
|
||||
self.section_clear = false
|
||||
|
||||
self.lock_drop = true
|
||||
self.enable_hold = true
|
||||
self.next_queue_length = 3
|
||||
end
|
||||
|
||||
function SurvivalAX2Game:getSectionTimeLimit()
|
||||
return 3600
|
||||
end
|
||||
|
||||
function SurvivalAX2Game:getARE()
|
||||
return 6
|
||||
end
|
||||
|
||||
function SurvivalAX2Game:getLineARE()
|
||||
return self:getARE()
|
||||
end
|
||||
|
||||
function SurvivalAX2Game:getDasLimit()
|
||||
return 7
|
||||
end
|
||||
|
||||
function SurvivalAX2Game:getLineClearDelay()
|
||||
return 5
|
||||
end
|
||||
|
||||
function SurvivalAX2Game:getLockDelay()
|
||||
return 15
|
||||
end
|
||||
|
||||
function SurvivalAX2Game:getGravity()
|
||||
return 20
|
||||
end
|
||||
|
||||
return SurvivalAX2Game
|
||||
@@ -2,17 +2,8 @@ local Randomizer = require 'tetris.randomizers.randomizer'
|
||||
|
||||
local AlwaysRandomizer = Randomizer:extend()
|
||||
|
||||
function AlwaysRandomizer:new(piece)
|
||||
self.piece = piece
|
||||
self:initialize()
|
||||
self.next_queue = {}
|
||||
for i = 1, 30 do
|
||||
table.insert(self.next_queue, self:generatePiece())
|
||||
end
|
||||
end
|
||||
|
||||
function AlwaysRandomizer:generatePiece()
|
||||
return self.piece
|
||||
return "I"
|
||||
end
|
||||
|
||||
return AlwaysRandomizer
|
||||
|
||||
31
tetris/randomizers/bag7noSZOstart.lua
Normal file
31
tetris/randomizers/bag7noSZOstart.lua
Normal 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
|
||||
@@ -3,15 +3,21 @@ local Randomizer = require 'tetris.randomizers.randomizer'
|
||||
local History4RollsRandomizer = Randomizer:extend()
|
||||
|
||||
function History4RollsRandomizer:initialize()
|
||||
self.history = {"Z", "S", "Z", "S"}
|
||||
self.history = {"Z", "Z", "Z", "Z"}
|
||||
self.first = true
|
||||
end
|
||||
|
||||
function History4RollsRandomizer:generatePiece()
|
||||
local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
|
||||
for i = 1, 4 do
|
||||
local x = math.random(7)
|
||||
if not inHistory(shapes[x], self.history) or i == 4 then
|
||||
return self:updateHistory(shapes[x])
|
||||
if self.first then
|
||||
self.first = false
|
||||
return self:updateHistory(({"L", "J", "I", "T"})[math.random(4)])
|
||||
else
|
||||
local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
|
||||
for i = 1, 4 do
|
||||
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
|
||||
|
||||
@@ -4,14 +4,20 @@ local History6RollsRandomizer = Randomizer:extend()
|
||||
|
||||
function History6RollsRandomizer:initialize()
|
||||
self.history = {"Z", "S", "Z", "S"}
|
||||
self.first = true
|
||||
end
|
||||
|
||||
function History6RollsRandomizer:generatePiece()
|
||||
local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
|
||||
for i = 1, 6 do
|
||||
local x = math.random(7)
|
||||
if not inHistory(shapes[x], self.history) or i == 6 then
|
||||
return self:updateHistory(shapes[x])
|
||||
if self.first then
|
||||
self.first = false
|
||||
return self:updateHistory(({"L", "J", "I", "T"})[math.random(4)])
|
||||
else
|
||||
local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
|
||||
for i = 1, 6 do
|
||||
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
|
||||
|
||||
@@ -1,38 +1,70 @@
|
||||
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.bag_counts = {
|
||||
I = 5, J = 5, L = 5, O = 5, S = 3, T = 5, Z = 3
|
||||
self.pool = {
|
||||
"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
|
||||
|
||||
function History6RollsRandomizer:getBagPiece(n)
|
||||
for shape, count in pairs(self.bag_counts) do
|
||||
n = n - count
|
||||
if n <= 0 then
|
||||
return shape
|
||||
function History6Rolls35PoolRandomizer:generatePiece()
|
||||
local index, x
|
||||
if self.first then
|
||||
local prevent = {"S", "Z", "O"}
|
||||
repeat
|
||||
index = math.random(#self.pool)
|
||||
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
|
||||
|
||||
function History6RollsRandomizer:generatePiece()
|
||||
for i = 1, 6 do
|
||||
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)
|
||||
function History6Rolls35PoolRandomizer:updateHistory(shape)
|
||||
table.remove(self.history, 1)
|
||||
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
|
||||
|
||||
function inHistory(piece, history)
|
||||
@@ -44,4 +76,4 @@ function inHistory(piece, history)
|
||||
return false
|
||||
end
|
||||
|
||||
return History6RollsRandomizer
|
||||
return History6Rolls35PoolRandomizer
|
||||
|
||||
@@ -4,15 +4,10 @@ local Randomizer = Object:extend()
|
||||
|
||||
function Randomizer:new()
|
||||
self:initialize()
|
||||
self.next_queue = {}
|
||||
for i = 1, 30 do
|
||||
table.insert(self.next_queue, self:generatePiece())
|
||||
end
|
||||
end
|
||||
|
||||
function Randomizer:nextPiece()
|
||||
table.insert(self.next_queue, self:generatePiece())
|
||||
return table.remove(self.next_queue, 1)
|
||||
return self:generatePiece()
|
||||
end
|
||||
|
||||
function Randomizer:initialize()
|
||||
|
||||
@@ -17,10 +17,10 @@ ARS.spawn_positions = {
|
||||
}
|
||||
|
||||
ARS.big_spawn_positions = {
|
||||
I = { x=2, y=2 },
|
||||
I = { x=3, y=2 },
|
||||
J = { x=2, y=3 },
|
||||
L = { x=2, y=3 },
|
||||
O = { x=2, y=3 },
|
||||
O = { x=3, y=3 },
|
||||
S = { x=2, y=3 },
|
||||
T = { x=2, y=3 },
|
||||
Z = { x=2, y=3 },
|
||||
@@ -81,11 +81,19 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
piece.shape == "J" or piece.shape == "T" or piece.shape == "L"
|
||||
) and (
|
||||
piece.rotation == 0 or piece.rotation == 2
|
||||
) and (
|
||||
grid:isOccupied(piece.position.x, piece.position.y) or
|
||||
grid:isOccupied(piece.position.x, piece.position.y - 1) or
|
||||
grid:isOccupied(piece.position.x, piece.position.y - 2)
|
||||
) then return end
|
||||
) 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
|
||||
|
||||
-- kick right, kick left
|
||||
if (grid:canPlacePiece(new_piece:withOffset({x=1, y=0}))) then
|
||||
@@ -102,7 +110,14 @@ function ARS:onPieceDrop(piece, grid)
|
||||
piece.lock_delay = 0 -- step reset
|
||||
end
|
||||
|
||||
function ARS:get180RotationValue() return config["reverse_rotate"] and 1 or 3 end
|
||||
function ARS:get180RotationValue()
|
||||
if config.gamesettings.world_reverse == 3 then
|
||||
return 3
|
||||
else
|
||||
return 1
|
||||
end
|
||||
end
|
||||
|
||||
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
||||
|
||||
return ARS
|
||||
|
||||
186
tetris/rulesets/arika_ace.lua
Normal file → Executable file
186
tetris/rulesets/arika_ace.lua
Normal file → Executable file
@@ -1,14 +1,164 @@
|
||||
local ArikaTI = require 'tetris.rulesets.arika_ti'
|
||||
local Piece = require 'tetris.components.piece'
|
||||
local Ruleset = require 'tetris.rulesets.ruleset'
|
||||
|
||||
local ARS = ArikaTI:extend()
|
||||
local ARS = Ruleset:extend()
|
||||
|
||||
ARS.name = "Ace-ARS"
|
||||
ARS.hash = "ArikaAce"
|
||||
ARS.name = "ACE-ARS"
|
||||
ARS.hash = "ArikaACE"
|
||||
|
||||
ARS.colourscheme = {
|
||||
I = "C",
|
||||
L = "O",
|
||||
J = "B",
|
||||
S = "G",
|
||||
Z = "R",
|
||||
O = "Y",
|
||||
T = "M",
|
||||
}
|
||||
|
||||
ARS.softdrop_lock = false
|
||||
ARS.harddrop_lock = true
|
||||
|
||||
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=3, y=0 },
|
||||
J = { x=2, y=1 },
|
||||
L = { x=2, y=1 },
|
||||
O = { x=3, 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 == 0
|
||||
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.rotate_counter = 0
|
||||
piece.move_counter = 0
|
||||
piece.manipulations = 0
|
||||
end
|
||||
|
||||
function ARS:onPieceDrop(piece, grid)
|
||||
@@ -18,15 +168,31 @@ end
|
||||
function ARS:onPieceMove(piece, grid)
|
||||
piece.lock_delay = 0 -- move reset
|
||||
if piece:isDropBlocked(grid) then
|
||||
piece.move_counter = piece.move_counter + 1
|
||||
if piece.move_counter >= 128 then
|
||||
piece.manipulations = piece.manipulations + 1
|
||||
if piece.manipulations >= 127 then
|
||||
piece.locked = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function ARS:onPieceRotate(piece, grid)
|
||||
self:onPieceMove(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 ARS
|
||||
function ARS:get180RotationValue()
|
||||
if config.gamesettings.world_reverse == 3 then
|
||||
return 3
|
||||
else
|
||||
return 1
|
||||
end
|
||||
end
|
||||
|
||||
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
||||
|
||||
return ARS
|
||||
|
||||
185
tetris/rulesets/arika_ace2.lua
Normal file
185
tetris/rulesets/arika_ace2.lua
Normal file
@@ -0,0 +1,185 @@
|
||||
local Piece = require 'tetris.components.piece'
|
||||
local Ruleset = require 'tetris.rulesets.ruleset'
|
||||
|
||||
local ARS = Ruleset:extend()
|
||||
|
||||
ARS.name = "ACE-ARS2"
|
||||
ARS.hash = "ArikaACE2"
|
||||
|
||||
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=3, y=0 },
|
||||
J = { x=2, y=1 },
|
||||
L = { x=2, y=1 },
|
||||
O = { x=3, 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 == 0
|
||||
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()
|
||||
if config.gamesettings.world_reverse == 3 then
|
||||
return 3
|
||||
else
|
||||
return 1
|
||||
end
|
||||
end
|
||||
|
||||
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
||||
|
||||
return ARS
|
||||
195
tetris/rulesets/arika_srs.lua
Executable file
195
tetris/rulesets/arika_srs.lua
Executable file
@@ -0,0 +1,195 @@
|
||||
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.world = true
|
||||
SRS.colourscheme = {
|
||||
I = "C",
|
||||
L = "O",
|
||||
J = "B",
|
||||
S = "G",
|
||||
Z = "R",
|
||||
O = "Y",
|
||||
T = "M",
|
||||
}
|
||||
SRS.softdrop_lock = false
|
||||
SRS.harddrop_lock = true
|
||||
|
||||
SRS.spawn_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=3, y=0 },
|
||||
J = { x=2, y=1 },
|
||||
L = { x=2, y=1 },
|
||||
O = { x=3, 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= 1, y=-2}, {x=-2, y= 1}},
|
||||
[2]={},
|
||||
[3]={{x= 2, y= 0}, {x=-1, y= 0}, {x=-1, y=-2}, {x= 2, y= 1}},
|
||||
},
|
||||
[1]={
|
||||
[0]={{x= 2, y= 0}, {x=-1, y= 0}, {x= 2, y=-1}, {x=-1, y= 2}},
|
||||
[2]={{x=-1, y= 0}, {x= 2, y= 0}, {x=-1, y=-2}, {x= 2, y= 1}},
|
||||
[3]={},
|
||||
},
|
||||
[2]={
|
||||
[0]={},
|
||||
[1]={{x=-2, y= 0}, {x= 1, y= 0}, {x=-2, y=-1}, {x= 1, y= 1}},
|
||||
[3]={{x= 2, y= 0}, {x=-1, y= 0}, {x= 2, y=-1}, {x=-1, y= 1}},
|
||||
},
|
||||
[3]={
|
||||
[0]={{x=-2, y= 0}, {x= 1, y= 0}, {x=-2, y=-1}, {x= 1, y= 2}},
|
||||
[1]={},
|
||||
[2]={{x= 1, y= 0}, {x=-2, y= 0}, {x= 1, y=-2}, {x=-2, y= 1}},
|
||||
},
|
||||
};
|
||||
|
||||
-- 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
|
||||
|
||||
function SRS:get180RotationValue()
|
||||
if config.gamesettings.world_reverse == 1 then
|
||||
return 1
|
||||
else
|
||||
return 3
|
||||
end
|
||||
end
|
||||
|
||||
return SRS
|
||||
@@ -17,10 +17,10 @@ ARS.spawn_positions = {
|
||||
}
|
||||
|
||||
ARS.big_spawn_positions = {
|
||||
I = { x=2, y=2 },
|
||||
I = { x=3, y=2 },
|
||||
J = { x=2, y=3 },
|
||||
L = { x=2, y=3 },
|
||||
O = { x=2, y=3 },
|
||||
O = { x=3, y=3 },
|
||||
S = { x=2, y=3 },
|
||||
T = { x=2, y=3 },
|
||||
Z = { x=2, y=3 },
|
||||
@@ -84,11 +84,19 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
piece.shape == "J" or piece.shape == "T" or piece.shape == "L"
|
||||
) and (
|
||||
piece.rotation == 0 or piece.rotation == 2
|
||||
) and (
|
||||
grid:isOccupied(piece.position.x, piece.position.y) or
|
||||
grid:isOccupied(piece.position.x, piece.position.y - 1) or
|
||||
grid:isOccupied(piece.position.x, piece.position.y - 2)
|
||||
) then return end
|
||||
) 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
|
||||
@@ -116,12 +124,20 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
piece.floorkick = 1
|
||||
end
|
||||
end
|
||||
elseif piece.shape ~= "I" then
|
||||
else
|
||||
-- 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})
|
||||
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})
|
||||
elseif piece.shape == "T"
|
||||
and new_piece.rotation == 0
|
||||
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
|
||||
|
||||
@@ -135,7 +151,14 @@ function ARS:onPieceDrop(piece, grid)
|
||||
piece.lock_delay = 0 -- step reset
|
||||
end
|
||||
|
||||
function ARS:get180RotationValue() return config["reverse_rotate"] and 1 or 3 end
|
||||
function ARS:get180RotationValue()
|
||||
if config.gamesettings.world_reverse == 3 then
|
||||
return 3
|
||||
else
|
||||
return 1
|
||||
end
|
||||
end
|
||||
|
||||
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
||||
|
||||
return ARS
|
||||
|
||||
@@ -5,25 +5,26 @@ local CRS = Ruleset:extend()
|
||||
|
||||
CRS.name = "Cambridge"
|
||||
CRS.hash = "Cambridge"
|
||||
CRS.world = true
|
||||
|
||||
CRS.spawn_positions = {
|
||||
I = { x=5, y=4 },
|
||||
J = { x=4, y=5 },
|
||||
L = { x=4, y=5 },
|
||||
O = { x=5, y=5 },
|
||||
S = { x=4, y=4 },
|
||||
S = { x=4, y=5 },
|
||||
T = { x=4, y=5 },
|
||||
Z = { x=4, y=4 },
|
||||
Z = { x=4, y=5 },
|
||||
}
|
||||
|
||||
CRS.big_spawn_positions = {
|
||||
I = { x=2, y=2 },
|
||||
I = { x=3, y=2 },
|
||||
J = { x=2, y=3 },
|
||||
L = { x=2, y=3 },
|
||||
O = { x=2, y=3 },
|
||||
S = { x=2, y=2 },
|
||||
O = { x=3, y=3 },
|
||||
S = { x=2, y=3 },
|
||||
T = { x=2, y=3 },
|
||||
Z = { x=2, y=2 },
|
||||
Z = { x=2, y=3 },
|
||||
}
|
||||
|
||||
CRS.block_offsets = {
|
||||
@@ -52,10 +53,10 @@ CRS.block_offsets = {
|
||||
{ {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=0, y=1}, {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1} },
|
||||
{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0} },
|
||||
{ {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=0}, {x=0, y=-1}, {x=-1, y=-1}, {x=-1, y=-2} },
|
||||
{ {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1}, {x=1, y=-1} },
|
||||
{ {x=0, y=0}, {x=0, y=-1}, {x=-1, y=-1}, {x=-1, y=-2} },
|
||||
},
|
||||
T={
|
||||
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
|
||||
@@ -64,10 +65,10 @@ CRS.block_offsets = {
|
||||
{ {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} },
|
||||
{ {x=1, y=0}, {x=0, y=0}, {x=0, y=-1}, {x=-1, y=-1} },
|
||||
{ {x=1, y=-2}, {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
|
||||
{ {x=1, y=0}, {x=0, y=0}, {x=0, y=-1}, {x=-1, y=-1} },
|
||||
{ {x=1, y=-2}, {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
|
||||
}
|
||||
}
|
||||
|
||||
@@ -362,6 +363,10 @@ function CRS:attemptRotate(new_inputs, piece, grid, initial)
|
||||
end
|
||||
|
||||
if rot_dir == 0 then return end
|
||||
|
||||
if self.world and config.gamesettings.world_reverse == 2 then
|
||||
rot_dir = 4 - rot_dir
|
||||
end
|
||||
|
||||
local new_piece = piece:withRelativeRotation(rot_dir)
|
||||
self:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
@@ -398,7 +403,6 @@ function CRS:onPieceDrop(piece, grid)
|
||||
end
|
||||
|
||||
function CRS:onPieceMove(piece, grid)
|
||||
piece.lock_delay = 0 -- move reset
|
||||
if piece:isDropBlocked(grid) then
|
||||
piece.move_counter = piece.move_counter + 1
|
||||
if piece.move_counter >= 24 then
|
||||
@@ -408,7 +412,6 @@ function CRS:onPieceMove(piece, grid)
|
||||
end
|
||||
|
||||
function CRS:onPieceRotate(piece, grid)
|
||||
piece.lock_delay = 0 -- move reset
|
||||
if piece:isDropBlocked(grid) then
|
||||
piece.rotate_counter = piece.rotate_counter + 1
|
||||
if piece.rotate_counter >= 12 then
|
||||
@@ -417,4 +420,6 @@ function CRS:onPieceRotate(piece, grid)
|
||||
end
|
||||
end
|
||||
|
||||
function CRS:getDefaultOrientation() return 1 end -- downward facing pieces by default
|
||||
|
||||
return CRS
|
||||
|
||||
@@ -6,10 +6,78 @@ local Ruleset = Object:extend()
|
||||
Ruleset.name = ""
|
||||
Ruleset.hash = ""
|
||||
|
||||
-- Arika-type ruleset defaults
|
||||
Ruleset.world = false
|
||||
Ruleset.colourscheme = {
|
||||
I = "R",
|
||||
L = "O",
|
||||
J = "B",
|
||||
S = "M",
|
||||
Z = "G",
|
||||
O = "Y",
|
||||
T = "C",
|
||||
}
|
||||
Ruleset.softdrop_lock = true
|
||||
Ruleset.harddrop_lock = false
|
||||
|
||||
Ruleset.enable_IRS_wallkicks = false
|
||||
|
||||
-- Component functions.
|
||||
|
||||
function Ruleset:new()
|
||||
if config.gamesettings.piece_colour == 1 then
|
||||
blocks["bone"] = (not self.world) and
|
||||
{
|
||||
R = love.graphics.newImage("res/img/bone.png"),
|
||||
O = love.graphics.newImage("res/img/bone.png"),
|
||||
Y = love.graphics.newImage("res/img/bone.png"),
|
||||
G = love.graphics.newImage("res/img/bone.png"),
|
||||
C = love.graphics.newImage("res/img/bone.png"),
|
||||
B = love.graphics.newImage("res/img/bone.png"),
|
||||
M = love.graphics.newImage("res/img/bone.png"),
|
||||
F = love.graphics.newImage("res/img/bone.png"),
|
||||
A = love.graphics.newImage("res/img/bone.png"),
|
||||
X = love.graphics.newImage("res/img/bone.png"),
|
||||
} or {
|
||||
R = love.graphics.newImage("res/img/bonew.png"),
|
||||
O = love.graphics.newImage("res/img/bonew.png"),
|
||||
Y = love.graphics.newImage("res/img/bonew.png"),
|
||||
G = love.graphics.newImage("res/img/bonew.png"),
|
||||
C = love.graphics.newImage("res/img/bonew.png"),
|
||||
B = love.graphics.newImage("res/img/bonew.png"),
|
||||
M = love.graphics.newImage("res/img/bonew.png"),
|
||||
F = love.graphics.newImage("res/img/bonew.png"),
|
||||
A = love.graphics.newImage("res/img/bonew.png"),
|
||||
X = love.graphics.newImage("res/img/bonew.png"),
|
||||
}
|
||||
else
|
||||
blocks["bone"] = (config.gamesettings.piece_colour == 2) and
|
||||
{
|
||||
R = love.graphics.newImage("res/img/bone.png"),
|
||||
O = love.graphics.newImage("res/img/bone.png"),
|
||||
Y = love.graphics.newImage("res/img/bone.png"),
|
||||
G = love.graphics.newImage("res/img/bone.png"),
|
||||
C = love.graphics.newImage("res/img/bone.png"),
|
||||
B = love.graphics.newImage("res/img/bone.png"),
|
||||
M = love.graphics.newImage("res/img/bone.png"),
|
||||
F = love.graphics.newImage("res/img/bone.png"),
|
||||
A = love.graphics.newImage("res/img/bone.png"),
|
||||
X = love.graphics.newImage("res/img/bone.png"),
|
||||
} or {
|
||||
R = love.graphics.newImage("res/img/bonew.png"),
|
||||
O = love.graphics.newImage("res/img/bonew.png"),
|
||||
Y = love.graphics.newImage("res/img/bonew.png"),
|
||||
G = love.graphics.newImage("res/img/bonew.png"),
|
||||
C = love.graphics.newImage("res/img/bonew.png"),
|
||||
B = love.graphics.newImage("res/img/bonew.png"),
|
||||
M = love.graphics.newImage("res/img/bonew.png"),
|
||||
F = love.graphics.newImage("res/img/bonew.png"),
|
||||
A = love.graphics.newImage("res/img/bonew.png"),
|
||||
X = love.graphics.newImage("res/img/bonew.png"),
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
function Ruleset:rotatePiece(inputs, piece, grid, prev_inputs, initial)
|
||||
local new_inputs = {}
|
||||
|
||||
@@ -39,6 +107,9 @@ function Ruleset:attemptRotate(new_inputs, piece, grid, initial)
|
||||
end
|
||||
|
||||
if rot_dir == 0 then return end
|
||||
if config.gamesettings.world_reverse == 3 or (self.world and config.gamesettings.world_reverse == 2) then
|
||||
rot_dir = 4 - rot_dir
|
||||
end
|
||||
|
||||
local new_piece = piece:withRelativeRotation(rot_dir)
|
||||
|
||||
@@ -56,16 +127,16 @@ function Ruleset:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
-- do nothing in default ruleset
|
||||
end
|
||||
|
||||
function Ruleset:movePiece(piece, grid, move, instant)
|
||||
function Ruleset:movePiece(piece, grid, move)
|
||||
local x = piece.position.x
|
||||
if move == "left" then
|
||||
piece:moveInGrid({x=-1, y=0}, 1, grid, false)
|
||||
elseif move == "right" then
|
||||
piece:moveInGrid({x=1, y=0}, 1, grid, false)
|
||||
piece:moveInGrid({x=-1, y=0}, 1, grid)
|
||||
elseif move == "speedleft" then
|
||||
piece:moveInGrid({x=-1, y=0}, 10, grid, instant)
|
||||
piece:moveInGrid({x=-1, y=0}, 10, grid)
|
||||
elseif move == "right" then
|
||||
piece:moveInGrid({x=1, y=0}, 1, grid)
|
||||
elseif move == "speedright" then
|
||||
piece:moveInGrid({x=1, y=0}, 10, grid, instant)
|
||||
piece:moveInGrid({x=1, y=0}, 10, grid)
|
||||
end
|
||||
if piece.position.x ~= x then
|
||||
self:onPieceMove(piece, grid)
|
||||
@@ -117,10 +188,12 @@ function Ruleset:initializePiece(
|
||||
else
|
||||
spawn_positions = self.spawn_positions
|
||||
end
|
||||
local colours = ({self.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
|
||||
|
||||
local piece = Piece(data.shape, data.orientation - 1, {
|
||||
x = spawn_positions[data.shape].x,
|
||||
y = spawn_positions[data.shape].y
|
||||
}, self.block_offsets, 0, 0, data.skin, big)
|
||||
}, self.block_offsets, 0, 0, data.skin, colours[data.shape], big)
|
||||
|
||||
self:onPieceCreate(piece)
|
||||
self:rotatePiece(inputs, piece, grid, {}, true)
|
||||
@@ -138,7 +211,7 @@ function Ruleset:processPiece(
|
||||
hard_drop_enabled, additive_gravity
|
||||
)
|
||||
self:rotatePiece(inputs, piece, grid, prev_inputs, false)
|
||||
self:movePiece(piece, grid, move, gravity >= 20)
|
||||
self:movePiece(piece, grid, move)
|
||||
self:dropPiece(
|
||||
inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
|
||||
hard_drop_enabled, additive_gravity
|
||||
|
||||
72
tetris/rulesets/standard.lua → tetris/rulesets/standard_exp.lua
Normal file → Executable file
72
tetris/rulesets/standard.lua → tetris/rulesets/standard_exp.lua
Normal file → Executable file
@@ -3,29 +3,41 @@ local Ruleset = require 'tetris.rulesets.ruleset'
|
||||
|
||||
local SRS = Ruleset:extend()
|
||||
|
||||
SRS.name = "SRS"
|
||||
SRS.name = "Guideline SRS"
|
||||
SRS.hash = "Standard"
|
||||
SRS.world = true
|
||||
SRS.colourscheme = {
|
||||
I = "C",
|
||||
L = "O",
|
||||
J = "B",
|
||||
S = "G",
|
||||
Z = "R",
|
||||
O = "Y",
|
||||
T = "M",
|
||||
}
|
||||
SRS.softdrop_lock = false
|
||||
SRS.harddrop_lock = true
|
||||
|
||||
SRS.enable_IRS_wallkicks = true
|
||||
|
||||
SRS.spawn_positions = {
|
||||
I = { x=5, y=4 },
|
||||
J = { x=4, y=5 },
|
||||
L = { x=4, y=5 },
|
||||
O = { x=5, y=5 },
|
||||
S = { x=4, y=5 },
|
||||
T = { x=4, y=5 },
|
||||
Z = { x=4, y=5 },
|
||||
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=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 },
|
||||
I = { x=3, y=0 },
|
||||
J = { x=2, y=1 },
|
||||
L = { x=2, y=1 },
|
||||
O = { x=3, y=1 },
|
||||
S = { x=2, y=1 },
|
||||
T = { x=2, y=1 },
|
||||
Z = { x=2, y=1 },
|
||||
}
|
||||
|
||||
SRS.block_offsets = {
|
||||
@@ -119,6 +131,16 @@ SRS.wallkicks_line = {
|
||||
},
|
||||
};
|
||||
|
||||
function SRS:check_new_low(piece)
|
||||
for _, block in pairs(piece:getBlockOffsets()) do
|
||||
local y = piece.position.y + block.y
|
||||
if y > piece.lowest_y then
|
||||
piece.manipulations = 0
|
||||
piece.lowest_y = y
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Component functions.
|
||||
|
||||
function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
@@ -147,19 +169,24 @@ function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
end
|
||||
|
||||
function SRS:onPieceCreate(piece, grid)
|
||||
piece.rotate_counter = 0
|
||||
piece.move_counter = 0
|
||||
piece.manipulations = 0
|
||||
piece.lowest_y = -math.huge
|
||||
end
|
||||
|
||||
function SRS:onPieceDrop(piece, grid)
|
||||
piece.lock_delay = 0 -- step reset
|
||||
self:check_new_low(piece)
|
||||
if piece.manipulations >= 15 and piece:isDropBlocked(grid) then
|
||||
piece.locked = true
|
||||
else
|
||||
piece.lock_delay = 0 -- step reset
|
||||
end
|
||||
end
|
||||
|
||||
function SRS:onPieceMove(piece, grid)
|
||||
piece.lock_delay = 0 -- move reset
|
||||
if piece:isDropBlocked(grid) then
|
||||
piece.move_counter = piece.move_counter + 1
|
||||
if piece.move_counter >= 24 then
|
||||
piece.manipulations = piece.manipulations + 1
|
||||
if piece.manipulations >= 15 then
|
||||
piece.locked = true
|
||||
end
|
||||
end
|
||||
@@ -167,9 +194,10 @@ end
|
||||
|
||||
function SRS:onPieceRotate(piece, grid)
|
||||
piece.lock_delay = 0 -- rotate reset
|
||||
self:check_new_low(piece)
|
||||
piece.manipulations = piece.manipulations + 1
|
||||
if piece:isDropBlocked(grid) then
|
||||
piece.rotate_counter = piece.rotate_counter + 1
|
||||
if piece.rotate_counter >= 12 then
|
||||
if piece.manipulations >= 15 then
|
||||
piece.locked = true
|
||||
end
|
||||
end
|
||||
@@ -1,30 +0,0 @@
|
||||
local Standard = require 'tetris.rulesets.standard'
|
||||
|
||||
local SRS = Standard:extend()
|
||||
|
||||
SRS.name = "Ti-SRS"
|
||||
SRS.hash = "StandardTI"
|
||||
|
||||
function SRS:onPieceMove(piece, grid)
|
||||
piece.lock_delay = 0 -- move reset
|
||||
if piece:isDropBlocked(grid) then
|
||||
piece.move_counter = piece.move_counter + 1
|
||||
if piece.move_counter >= 10 then
|
||||
piece.locked = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function SRS:onPieceRotate(piece, grid)
|
||||
piece.lock_delay = 0 -- rotate reset
|
||||
if piece:isDropBlocked(grid) then
|
||||
piece.rotate_counter = piece.rotate_counter + 1
|
||||
if piece.rotate_counter >= 8 then
|
||||
piece.locked = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function SRS:get180RotationValue() return config["reverse_rotate"] and 1 or 3 end
|
||||
|
||||
return SRS
|
||||
196
tetris/rulesets/ti_srs.lua
Normal file
196
tetris/rulesets/ti_srs.lua
Normal file
@@ -0,0 +1,196 @@
|
||||
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.world = true
|
||||
SRS.colourscheme = {
|
||||
I = "C",
|
||||
L = "O",
|
||||
J = "B",
|
||||
S = "G",
|
||||
Z = "R",
|
||||
O = "Y",
|
||||
T = "M",
|
||||
}
|
||||
SRS.softdrop_lock = false
|
||||
SRS.harddrop_lock = true
|
||||
|
||||
SRS.spawn_positions = {
|
||||
I = { x=5, y=4 },
|
||||
J = { x=4, y=5 },
|
||||
L = { x=4, y=5 },
|
||||
O = { x=5, y=5 },
|
||||
S = { x=4, y=5 },
|
||||
T = { x=4, y=5 },
|
||||
Z = { x=4, y=5 },
|
||||
}
|
||||
|
||||
SRS.big_spawn_positions = {
|
||||
I = { x=3, y=2 },
|
||||
J = { x=2, y=3 },
|
||||
L = { x=2, y=3 },
|
||||
O = { x=3, y=3 },
|
||||
S = { x=2, y=3 },
|
||||
T = { x=2, y=3 },
|
||||
Z = { x=2, y=3 },
|
||||
}
|
||||
|
||||
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= 1, y=-2}, {x=-2, y= 1}},
|
||||
[2]={},
|
||||
[3]={{x= 2, y= 0}, {x=-1, y= 0}, {x=-1, y=-2}, {x= 2, y= 1}},
|
||||
},
|
||||
[1]={
|
||||
[0]={{x= 2, y= 0}, {x=-1, y= 0}, {x= 2, y=-1}, {x=-1, y= 2}},
|
||||
[2]={{x=-1, y= 0}, {x= 2, y= 0}, {x=-1, y=-2}, {x= 2, y= 1}},
|
||||
[3]={},
|
||||
},
|
||||
[2]={
|
||||
[0]={},
|
||||
[1]={{x=-2, y= 0}, {x= 1, y= 0}, {x=-2, y=-1}, {x= 1, y= 1}},
|
||||
[3]={{x= 2, y= 0}, {x=-1, y= 0}, {x= 2, y=-1}, {x=-1, y= 1}},
|
||||
},
|
||||
[3]={
|
||||
[0]={{x=-2, y= 0}, {x= 1, y= 0}, {x=-2, y=-1}, {x= 1, y= 2}},
|
||||
[1]={},
|
||||
[2]={{x= 1, y= 0}, {x=-2, y= 0}, {x= 1, y=-2}, {x=-2, y= 1}},
|
||||
},
|
||||
};
|
||||
|
||||
-- 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
|
||||
piece.rotations = 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 >= 10 then
|
||||
piece.locked = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function SRS:onPieceRotate(piece, grid)
|
||||
piece.lock_delay = 0 -- rotate reset
|
||||
if piece:isDropBlocked(grid) then
|
||||
piece.rotations = piece.rotations + 1
|
||||
if piece.rotations >= 8 then
|
||||
piece.locked = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function SRS:get180RotationValue()
|
||||
if config.gamesettings.world_reverse == 1 then
|
||||
return 1
|
||||
else
|
||||
return 3
|
||||
end
|
||||
end
|
||||
|
||||
return SRS
|
||||
@@ -1,102 +0,0 @@
|
||||
Piece = require("tetris.components.piece")
|
||||
|
||||
local BONKERS = {}
|
||||
|
||||
BONKERS.name = "B.O.N.K.E.R.S."
|
||||
BONKERS.hash = "Bonkers"
|
||||
|
||||
BONKERS.spawn_positions = {
|
||||
I = { x=5, y=4 },
|
||||
J = { x=4, y=5 },
|
||||
L = { x=4, y=5 },
|
||||
O = { x=5, y=5 },
|
||||
S = { x=4, y=5 },
|
||||
T = { x=4, y=5 },
|
||||
Z = { x=4, y=5 },
|
||||
}
|
||||
|
||||
BONKERS.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} },
|
||||
}
|
||||
}
|
||||
|
||||
-- Component functions.
|
||||
|
||||
function BONKERS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||
|
||||
if piece.shape == "O" then
|
||||
break
|
||||
elseif piece.shape == "I" then
|
||||
horizontal_kicks = {0, 1, -1, 2, -2}
|
||||
else
|
||||
horizontal_kicks = {0, 1, -1}
|
||||
end
|
||||
|
||||
for y_offset = 20, new_piece.position.y - 24, -1 do
|
||||
for idx, x_offset in pairs(horizontal_kicks) do
|
||||
local offset = {x=x_offset, y=y_offset}
|
||||
kicked_piece = new_piece:withOffset(offset)
|
||||
if grid:canPlacePiece(kicked_piece) then
|
||||
piece:setRelativeRotation(rot_dir)
|
||||
piece:setOffset(offset)
|
||||
piece.lock_delay = 0 -- rotate reset
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function BONKERS:onPieceDrop(piece, grid)
|
||||
piece.lock_delay = 0 -- step reset
|
||||
end
|
||||
|
||||
function BONKERS:onPieceMove(piece, grid)
|
||||
piece.lock_delay = 0 -- move reset
|
||||
end
|
||||
|
||||
function BONKERS:onPieceRotate(piece, grid)
|
||||
piece.lock_delay = 0 -- rotate reset
|
||||
end
|
||||
|
||||
return BONKERS
|
||||
@@ -1,235 +0,0 @@
|
||||
Piece = require("tetris.components.piece")
|
||||
require("funcs")
|
||||
|
||||
local SRS = {}
|
||||
|
||||
SRS.name = "SHIRASE"
|
||||
SRS.hash = "Shirase"
|
||||
|
||||
SRS.spawn_positions = {
|
||||
I = { x=5, y=4 },
|
||||
J = { x=4, y=5 },
|
||||
L = { x=4, y=5 },
|
||||
O = { x=5, y=5 },
|
||||
S = { x=4, y=5 },
|
||||
T = { x=4, y=5 },
|
||||
Z = { x=4, y=5 },
|
||||
}
|
||||
|
||||
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}},
|
||||
},
|
||||
};
|
||||
|
||||
local basicOffsets = {
|
||||
[0] = { x = 1, y = 0 },
|
||||
[1] = { x = 0, y = 1 },
|
||||
[2] = { x = -1, y = 0 },
|
||||
[3] = { x = 0, y = -1 }
|
||||
}
|
||||
|
||||
-- Component functions.
|
||||
|
||||
local function rotatePiece(inputs, piece, grid, prev_inputs)
|
||||
local new_inputs = {}
|
||||
|
||||
for input, value in pairs(inputs) do
|
||||
if value and not prev_inputs[input] then
|
||||
new_inputs[input] = true
|
||||
end
|
||||
end
|
||||
|
||||
local rot_dir = 0
|
||||
if (new_inputs["rotate_left"] or new_inputs["rotate_left2"]) then
|
||||
rot_dir = 3
|
||||
elseif (new_inputs["rotate_right"] or new_inputs["rotate_right2"]) then
|
||||
rot_dir = 1
|
||||
elseif (new_inputs["rotate_180"]) then
|
||||
rot_dir = 2
|
||||
end
|
||||
|
||||
while rot_dir ~= 0 do
|
||||
rotated_piece = piece:withRelativeRotation(rot_dir)
|
||||
rotation_offset = vAdd(
|
||||
basicOffsets[piece.rotation],
|
||||
vNeg(basicOffsets[rotated_piece.rotation])
|
||||
)
|
||||
new_piece = rotated_piece:withOffset(rotation_offset)
|
||||
|
||||
if (grid:canPlacePiece(new_piece)) then
|
||||
piece:setRelativeRotation(rot_dir)
|
||||
piece:setOffset(rotation_offset)
|
||||
piece.lock_delay = 0 -- rotate reset
|
||||
break
|
||||
end
|
||||
|
||||
if piece.shape == "I" then
|
||||
kicks = SRS.wallkicks_line[piece.rotation][new_piece.rotation]
|
||||
else
|
||||
kicks = SRS.wallkicks_3x3[piece.rotation][new_piece.rotation]
|
||||
end
|
||||
|
||||
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(vAdd(offset, rotation_offset))
|
||||
piece.lock_delay = 0 -- rotate reset
|
||||
rot_dir = 0
|
||||
end
|
||||
if rot_dir == 0 then
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
rot_dir = 0
|
||||
end
|
||||
|
||||
-- prev_inputs becomes the previous inputs
|
||||
for input, value in pairs(inputs) do
|
||||
prev_inputs[input] = inputs[input]
|
||||
end
|
||||
end
|
||||
|
||||
local function movePiece(piece, grid, move)
|
||||
if move == "left" then
|
||||
if not piece:isMoveBlocked(grid, {x=-1, y=0}) then
|
||||
piece.lock_delay = 0 -- move reset
|
||||
end
|
||||
piece:moveInGrid({x=-1, y=0}, 1, grid)
|
||||
elseif move == "right" then
|
||||
if not piece:isMoveBlocked(grid, {x=1, y=0}) then
|
||||
piece.lock_delay = 0 -- move reset
|
||||
end
|
||||
piece:moveInGrid({x=1, y=0}, 1, grid)
|
||||
end
|
||||
end
|
||||
|
||||
local function dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked)
|
||||
local y = piece.position.y
|
||||
if inputs["down"] == true and drop_locked == false then
|
||||
piece:addGravity(gravity + 1, grid):lockIfBottomed(grid)
|
||||
elseif inputs["up"] == true then
|
||||
if piece:isDropBlocked(grid) then
|
||||
return
|
||||
end
|
||||
piece:dropToBottom(grid)
|
||||
else
|
||||
piece:addGravity(gravity, grid)
|
||||
end
|
||||
if piece.position.y ~= y then -- step reset
|
||||
piece.lock_delay = 0
|
||||
end
|
||||
end
|
||||
|
||||
local function lockPiece(piece, grid, lock_delay)
|
||||
if piece:isDropBlocked(grid) and piece.lock_delay >= lock_delay then
|
||||
piece.locked = true
|
||||
end
|
||||
end
|
||||
|
||||
function SRS.initializePiece(inputs, data, grid, gravity, prev_inputs, move, lock_delay, drop_speed, drop_locked)
|
||||
local piece = Piece(shape, 0, {
|
||||
x = SRS.spawn_positions[shape].x,
|
||||
y = SRS.spawn_positions[shape].y
|
||||
}, SRS.block_offsets, 0, 0)
|
||||
-- have to copy that object otherwise it gets referenced
|
||||
rotatePiece(inputs, piece, grid, {})
|
||||
dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked)
|
||||
return piece
|
||||
end
|
||||
|
||||
function SRS.processPiece(inputs, piece, grid, gravity, prev_inputs, move, lock_delay, drop_speed, drop_locked)
|
||||
rotatePiece(inputs, piece, grid, prev_inputs)
|
||||
movePiece(piece, grid, move)
|
||||
dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked)
|
||||
lockPiece(piece, grid, lock_delay)
|
||||
end
|
||||
|
||||
return SRS
|
||||
@@ -1,174 +0,0 @@
|
||||
Piece = require("tetris.components.piece")
|
||||
|
||||
local BONKERS = {}
|
||||
|
||||
BONKERS.name = "SUPER302"
|
||||
BONKERS.hash = "Super302"
|
||||
|
||||
BONKERS.spawn_positions = {
|
||||
I = { x=5, y=4 },
|
||||
J = { x=4, y=5 },
|
||||
L = { x=4, y=5 },
|
||||
O = { x=5, y=5 },
|
||||
S = { x=4, y=5 },
|
||||
T = { x=4, y=5 },
|
||||
Z = { x=4, y=5 },
|
||||
}
|
||||
|
||||
BONKERS.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} },
|
||||
}
|
||||
}
|
||||
|
||||
-- Component functions.
|
||||
|
||||
local function rotatePiece(inputs, piece, grid, prev_inputs)
|
||||
local new_inputs = {}
|
||||
|
||||
for input, value in pairs(inputs) do
|
||||
if value and not prev_inputs[input] then
|
||||
new_inputs[input] = true
|
||||
end
|
||||
end
|
||||
|
||||
local rot_dir = 0
|
||||
if (new_inputs["rotate_left"] or new_inputs["rotate_left2"]) then
|
||||
rot_dir = 3
|
||||
elseif (new_inputs["rotate_right"] or new_inputs["rotate_right2"]) then
|
||||
rot_dir = 1
|
||||
elseif (new_inputs["rotate_180"]) then
|
||||
rot_dir = 2
|
||||
end
|
||||
|
||||
while rot_dir ~= 0 do
|
||||
if piece.filled then break end
|
||||
|
||||
new_piece = piece:withRelativeRotation(rot_dir)
|
||||
|
||||
if (grid:canPlacePiece(new_piece)) and piece.shape ~= "O" then
|
||||
piece:setRelativeRotation(rot_dir)
|
||||
piece.lock_delay = 0 -- rotate reset
|
||||
else
|
||||
-- set the piece to occupy the whole grid
|
||||
piece.filled = true
|
||||
unfilled_block_offsets = {}
|
||||
for y = 4, 23 do
|
||||
for x = 0, 9 do
|
||||
if not grid:isOccupied(x, y) then
|
||||
table.insert(unfilled_block_offsets, {x=x, y=y})
|
||||
end
|
||||
end
|
||||
end
|
||||
piece.position = {x=0, y=0}
|
||||
piece.getBlockOffsets = function(piece)
|
||||
return unfilled_block_offsets
|
||||
end
|
||||
piece.isDropBlocked = function(piece)
|
||||
return true
|
||||
end
|
||||
end
|
||||
rot_dir = 0
|
||||
end
|
||||
|
||||
-- prev_inputs becomes the previous inputs
|
||||
for input, value in pairs(inputs) do
|
||||
prev_inputs[input] = inputs[input]
|
||||
end
|
||||
end
|
||||
|
||||
local function movePiece(piece, grid, move)
|
||||
if move == "left" then
|
||||
if not piece:isMoveBlocked(grid, {x=-1, y=0}) then
|
||||
piece.lock_delay = 0 -- move reset
|
||||
end
|
||||
piece:moveInGrid({x=-1, y=0}, 1, grid)
|
||||
elseif move == "right" then
|
||||
if not piece:isMoveBlocked(grid, {x=1, y=0}) then
|
||||
piece.lock_delay = 0 -- move reset
|
||||
end
|
||||
piece:moveInGrid({x=1, y=0}, 1, grid)
|
||||
end
|
||||
end
|
||||
|
||||
local function dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked)
|
||||
local y = piece.position.y
|
||||
if inputs["down"] == true and drop_locked == false then
|
||||
piece:addGravity(gravity + 1, grid):lockIfBottomed(grid)
|
||||
elseif inputs["up"] == true then
|
||||
if piece:isDropBlocked(grid) then
|
||||
return
|
||||
end
|
||||
piece:dropToBottom(grid)
|
||||
else
|
||||
piece:addGravity(gravity, grid)
|
||||
end
|
||||
if piece.position.y ~= y then -- step reset
|
||||
piece.lock_delay = 0
|
||||
end
|
||||
end
|
||||
|
||||
local function lockPiece(piece, grid, lock_delay)
|
||||
if piece:isDropBlocked(grid) and piece.lock_delay >= lock_delay then
|
||||
piece.locked = true
|
||||
end
|
||||
end
|
||||
|
||||
function BONKERS.initializePiece(inputs, data, grid, gravity, prev_inputs, move, lock_delay, drop_speed, drop_locked)
|
||||
local piece = Piece(shape, 0, {
|
||||
x = BONKERS.spawn_positions[shape].x,
|
||||
y = BONKERS.spawn_positions[shape].y
|
||||
}, BONKERS.block_offsets, 0, 0)
|
||||
-- have to copy that object otherwise it gets referenced
|
||||
rotatePiece(inputs, piece, grid, {})
|
||||
dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked)
|
||||
return piece
|
||||
end
|
||||
|
||||
function BONKERS.processPiece(inputs, piece, grid, gravity, prev_inputs, move, lock_delay, drop_speed, drop_locked)
|
||||
rotatePiece(inputs, piece, grid, prev_inputs)
|
||||
movePiece(piece, grid, move)
|
||||
dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked)
|
||||
lockPiece(piece, grid, lock_delay)
|
||||
end
|
||||
|
||||
return BONKERS
|
||||
@@ -1,133 +0,0 @@
|
||||
local Piece = require 'tetris.components.piece'
|
||||
local Ruleset = require 'tetris.rulesets.ruleset'
|
||||
|
||||
local Tengen = Ruleset:extend()
|
||||
|
||||
Tengen.name = "Tengen"
|
||||
Tengen.hash = "Tengen"
|
||||
|
||||
Tengen.spawn_positions = {
|
||||
I = { x=3, y=4 },
|
||||
J = { x=4, y=4 },
|
||||
L = { x=4, y=4 },
|
||||
O = { x=5, y=4 },
|
||||
S = { x=4, y=4 },
|
||||
T = { x=4, y=4 },
|
||||
Z = { x=4, y=4 },
|
||||
}
|
||||
|
||||
Tengen.block_offsets = {
|
||||
I={
|
||||
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} },
|
||||
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} },
|
||||
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} },
|
||||
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} },
|
||||
},
|
||||
J={
|
||||
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=2, y=1} },
|
||||
{ {x=1, y=0}, {x=1, y=1}, {x=1, y=2}, {x=0, y=2} },
|
||||
{ {x=0, y=0}, {x=0, y=1}, {x=1, y=1}, {x=2, y=1} },
|
||||
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=1, y=0} },
|
||||
},
|
||||
L={
|
||||
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=0, y=1} },
|
||||
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=1, y=2} },
|
||||
{ {x=2, y=0}, {x=0, y=1}, {x=1, y=1}, {x=2, y=1} },
|
||||
{ {x=0, y=0}, {x=1, y=0}, {x=1, y=1}, {x=1, y=2} },
|
||||
},
|
||||
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} },
|
||||
},
|
||||
-- up to here
|
||||
S={
|
||||
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} },
|
||||
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} },
|
||||
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} },
|
||||
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} },
|
||||
},
|
||||
T={
|
||||
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} },
|
||||
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} },
|
||||
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} },
|
||||
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} },
|
||||
},
|
||||
Z={
|
||||
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} },
|
||||
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} },
|
||||
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} },
|
||||
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} },
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
-- Component functions.
|
||||
|
||||
function Tengen: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
|
||||
) and (
|
||||
grid:isOccupied(piece.position.x, piece.position.y) or
|
||||
grid:isOccupied(piece.position.x, piece.position.y - 1) or
|
||||
grid:isOccupied(piece.position.x, piece.position.y - 2)
|
||||
) then return 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
|
||||
elseif piece.shape ~= "I" then
|
||||
-- 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})
|
||||
end
|
||||
else
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function Tengen:onPieceCreate(piece, grid)
|
||||
piece.floorkick = 0
|
||||
end
|
||||
|
||||
function Tengen:onPieceDrop(piece, grid)
|
||||
piece.lock_delay = 0 -- step reset
|
||||
end
|
||||
|
||||
function Tengen:get180RotationValue() return config["reverse_rotate"] and 1 or 3 end
|
||||
function Tengen:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
||||
|
||||
return Tengen
|
||||
Reference in New Issue
Block a user