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56 Commits

Author SHA1 Message Date
Oshisaure
e6a60b0021 Merge branch 'master' of https://github.com/SashLilac/cambridge into master 2020-10-19 16:54:27 +01:00
Oshisaure
5f29c987f2 Tweaked Cambridge RS to fix how S and Z show in the next queue 2020-10-19 16:50:49 +01:00
Ishaan Bhardwaj
608d75b1ac Update README.md 2020-10-19 08:45:22 -04:00
Oshisaure
1427c0d19e Updated Ti-World and ACE-SRS to use the Arika kick table
This possibly needs further testing, although the example
given [on the wiki](tetris.wiki/SRS#Arika_SRS) works
2020-10-19 05:07:31 +01:00
Ishaan Bhardwaj
e221a91d73 Swapped some settings around 2020-10-18 23:32:57 -04:00
Oshisaure
bdcd25b82c Fixed T floorkick in ARS Ti/ACE/ACE2 2020-10-19 04:19:36 +01:00
Ishaan Bhardwaj
a5158e0994 Fixed Demon Mode torikan madness 2020-10-18 21:54:24 -04:00
Oshisaure
d946b17e13 Minor change on PR #3 to use the error handling that was already implemented 2020-10-18 00:40:14 +01:00
Oshisaure
69a5c0a21a Merge pull request #3 from MyPasswordIsWeak/master
Fixed discord rpc not working on linux
2020-10-18 00:12:50 +01:00
MyPasswordIsWeak
b6423c3335 Change tabs to spaces for consistency 2020-10-17 21:17:49 +02:00
MyPasswordIsWeak
5b960d7291 Change single quotes to double quotes 2020-10-17 21:15:06 +02:00
MyPasswordIsWeak
54f4b0b890 Fixed rpc not working on linux 2020-10-17 21:11:38 +02:00
Oshisaure
8c62f321a0 Added secret grade for the Phantom Mania/-2/-N modes 2020-10-17 04:22:41 +01:00
Oshisaure
fdffd2cd9a Actually made ACE-ARS2 selectable 2020-10-17 04:17:25 +01:00
Oshisaure
8ddf468121 Removed print statements leftover from when i was making sure the torikans were working as intended 2020-10-17 03:42:31 +01:00
Oshisaure
8e77407ff2 Merge branch 'master' of https://github.com/SashLilac/cambridge 2020-10-17 03:38:07 +01:00
Oshisaure
92c852d178 Renamed ACE-ARS to ACE-ARS2 and added ACE-ARS that guideline piece lock and colours 2020-10-17 03:37:44 +01:00
Ishaan Bhardwaj
f658ed63f2 apparently I made ti-srs too strict 2020-10-16 22:20:18 -04:00
Oshisaure
c2d1c1183c Survival A3 torikan now switches to 03:03:00 when playing with World-type rulesets 2020-10-17 02:51:29 +01:00
Ishaan Bhardwaj
36c568feaf demon mode grade display fixed 2020-10-16 21:35:30 -04:00
Ishaan Bhardwaj
bf30fcefbd Add Sega randomizer 2020-10-14 15:00:17 -04:00
Oshisaure
d9f5bd16d7 Disabled BGM for now since the only music is the pacer test (not selectable in game) and the credit roll 2020-10-14 19:30:37 +01:00
Ishaan Bhardwaj
d978ff8d87 fixed a thing 2020-10-14 13:45:56 -04:00
Ishaan Bhardwaj
b47d0f36b9 oshi forced me to add bags 2020-10-14 13:43:28 -04:00
Ishaan Bhardwaj
abc210c69c made our debug randomizer not bad 2020-10-13 22:10:27 -04:00
Ishaan Bhardwaj
436e4ac861 Update README.md 2020-10-13 15:56:11 -04:00
Oshisaure
a48d7c67b5 Merge branch 'HEAD' of https://github.com/SashLilac/cambridge.git 2020-10-13 20:26:33 +01:00
Oshisaure
f6ca79ff91 Fixed big mode spawn positions 2020-10-13 20:26:07 +01:00
Ishaan Bhardwaj
4eb3901610 Some big mode fixes 2020-10-13 14:16:23 -04:00
Ishaan Bhardwaj
3f7fc4b622 Rename Mac RPC lib 2020-10-13 11:20:46 -04:00
Ishaan Bhardwaj
ac7ae91c39 Small RPC change 2020-10-12 22:44:47 -04:00
Oshisaure
0c8e910245 Linux RPC maybe? 2020-10-13 01:23:24 +01:00
Oshisaure
6233ffb12d Fixed RPC icon and included RPC lib for mac 2020-10-13 00:39:13 +01:00
Oshisaure
1f78bb9e99 Merge branch 'HEAD' of https://github.com/SashLilac/cambridge.git 2020-10-12 21:22:15 +01:00
Oshisaure
a125c09106 Fixed crash on loading the game with no save 2020-10-12 21:21:10 +01:00
Ishaan Bhardwaj
090ffa5126 Update README.md 2020-10-12 14:48:00 -04:00
Ishaan Bhardwaj
12a6f42198 Revert "Fixing step reset" - didn't realize infinite floorkicks
This reverts commit 0c317d9ce1.
2020-10-11 15:46:34 -04:00
Ishaan Bhardwaj
0c317d9ce1 Fixing step reset 2020-10-11 15:41:56 -04:00
Ishaan Bhardwaj
eddfee566d Grade display changed for TA Death modes 2020-10-11 15:34:10 -04:00
Ishaan Bhardwaj
7fe366a8de Bravo score update 2020-10-11 14:17:18 -04:00
Ishaan Bhardwaj
55be30c99f experimental bravo formula for tgm1 2020-10-11 13:21:03 -04:00
Ishaan Bhardwaj
36ceef8488 experimental bravo formula for tgm1 2020-10-11 12:57:57 -04:00
Oshisaure
b59edb5e8e Accidentally swapped blue and orange in the colour scheme update, changing it back with this commit 2020-10-11 03:12:22 +01:00
Oshisaure
5d32b6a3e7 Discord RPC cleanup
- Loading Discord RPC is now handled by `load/rpc.lua`
- Removed `presence` global, call `DiscordRPC:update()` directly with what needs updating
- Game doesn't crash anymore if the Discord RPC fails to load
- Added RPC variables in the gamemode superclass to let each gamemode handle its special case
2020-10-11 02:17:48 +01:00
Oshisaure
05230ac046 Game settings screen, and minor fix on discordRPC
- Uses BG previously from the input config screen, which has gotten a new BG
- Minor tweak on the input config screen to display all inputs names regardless of if they are bound or not
- Added Mod1 function to `funcs.lua`, may be useful again sometime
- Added game settings
  * Manual locking (per gamemode, per ruleset, on harddrop or on softdrop)
  * Piece colours (per ruleset, TTC or Arika)
  * World Reverse toggle
- Moved the discordRPC `libs/` directory, as it's a third party library
- Edited the `discordRPC.lua` file to look for the dll at the right place regardless of how you run the game (until we fuse it that is)

This should have probably been done in several commits, sorry about that
2020-10-11 00:42:56 +01:00
Oshisaure
f28dc08ae2 Updated Race 40 randomiser to use 7-bag no SZO start 2020-10-10 23:07:12 +01:00
Ishaan Bhardwaj
ecd958bdc5 Update README.md 2020-10-10 10:30:31 -04:00
Ishaan Bhardwaj
43f59cfde8 Merge pull request #1 from haileylgbt/master
Added fitting menu sfx + RPC
2020-10-09 21:37:45 -04:00
Ishaan Bhardwaj
00c46961f9 Bug. 2020-10-09 21:31:49 -04:00
Ishaan Bhardwaj
0a0053276b SG!!!! 2020-10-09 21:14:20 -04:00
Hailey
d0f1d869a8 RP Icon 2020-10-10 09:47:33 +10:00
Hailey
29ee000998 Minor Rich Presence adjustments 2020-10-10 09:05:59 +10:00
Hailey
995fd7fee9 rich presence!! 2020-10-10 08:43:22 +10:00
Hailey
67abf35a28 Merge pull request #1 from SashLilac/master
Removed the BG limit, because someone is a madman
2020-10-10 08:02:00 +10:00
Ishaan Bhardwaj
9982613e26 Removed the BG limit, because someone is a madman 2020-10-09 17:55:22 -04:00
Hailey
629beb7240 Added fitting menu sfx 2020-10-10 07:50:05 +10:00
51 changed files with 1035 additions and 139 deletions

View File

@@ -1,3 +1,5 @@
![Cambridge Banner](https://cdn.discordapp.com/attachments/764432435802013709/767724895076614154/cambridge_logo_lt.png)
Cambridge
=========
@@ -5,12 +7,20 @@ Welcome to Cambridge, the next open-source falling-block game engine!
This fork is written and maintained exclusively by [SashLilac](https://github.com/SashLilac) and [Oshisaure](https://github.com/oshisaure)!
Join our Discord server for help and a welcoming community! https://discord.gg/mteMJw4
Credits
-------
- [Lilla Oshisaure](https://www.youtube.com/user/LeSpyroshisaure) for their amazing contributions to my life in general!
- [The Tetra Legends Discord](http://discord.com/invite/7hMx5r2) for supporting me and playtesting!
- [joezeng](https://github.com/joezeng) for the original project.
- [Hailey](https://github.com/haileylgbt) for some miscellaneous assets.
- MarkGamed7794 for some miscellaneous contributions.
- Mizu for the Cambridge logo and the [Cambridge launcher](https://github.com/rexxt/cambridge-launcher).
- MattMayuga for the Cambridge banner.
![Cambridge Logo](https://cdn.discordapp.com/attachments/625496179433668635/763363717730664458/Icon_2.png)
Installation instructions
-------------------------

View File

@@ -61,4 +61,9 @@ function formatBigNum(number)
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

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268
libs/discordRPC.lua Normal file
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@@ -0,0 +1,268 @@
local ffi = require "ffi"
-- Get the host os to load correct lib
local osname = love.system.getOS()
local discordRPClib = nil
if osname == "Linux" then
discordRPClib = ffi.load(love.filesystem.getSource().."/libs/discord-rpc.so")
elseif osname == "OS X" then
discordRPClib = ffi.load(love.filesystem.getSource().."/libs/discord-rpc.dylib")
elseif osname == "Windows" then
discordRPClib = ffi.load(love.filesystem.getSource().."/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

View File

@@ -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

View File

@@ -20,36 +20,54 @@ 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-gears.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"),
F = love.graphics.newImage("res/img/s9.png"),
G = love.graphics.newImage("res/img/s9.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"),
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"),
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")

58
load/rpc.lua Normal file
View 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

View File

@@ -10,6 +10,10 @@ 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"),
}
function playSE(sound, subsound)

View File

@@ -1,6 +1,7 @@
function love.load()
math.randomseed(os.time())
highscores = {}
require "load.rpc"
require "load.graphics"
require "load.fonts"
require "load.sounds"
@@ -14,6 +15,13 @@ function love.load()
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()
@@ -64,7 +72,7 @@ end
function love.draw()
love.graphics.push()
-- get offset matrix
love.graphics.setDefaultFilter("linear", "nearest")
local width = love.graphics.getWidth()

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@@ -11,5 +11,5 @@ 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"

View File

@@ -5,6 +5,10 @@ function GameScene:new(game_mode, ruleset)
self.game = game_mode()
self.ruleset = ruleset()
self.game:initialize(self.ruleset)
DiscordRPC:update({
details = self.game.rpc_details,
state = self.game.name,
})
end
function GameScene:update()
@@ -66,7 +70,7 @@ function GameScene:onKeyPress(e)
-- fuck this, this is hacky but the way this codebase is setup prevents anything else
-- it seems like all the values that get touched in the child gamemode class
-- stop being linked to the values of the GameMode superclass because of how `mt.__index` works
-- not even sure this is the actual problem, but I don't want to have to rebuild everything about
-- not even sure this is the actual problem, but I don't want to have to rebuild everything about
-- the core organisation of everything. this hacky way will have to do until someone figures out something.
love.keypressed("escape", "escape", false)
love.keypressed("return", "return", false)

79
scene/game_config.lua Normal file
View 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", "World Reverse", {"No", "Yes"}},
}
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:onKeyPress(e)
if e.scancode == "return" and e.isRepeat == false then
playSE("mode_decide")
saveConfig()
scene = TitleScene()
elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then
playSE("cursor")
self.highlight = Mod1(self.highlight-1, optioncount)
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
playSE("cursor")
self.highlight = Mod1(self.highlight+1, optioncount)
elseif (e.scancode == config.input["left"] or e.scancode == "left") and e.isRepeat == false then
playSE("cursor_lr")
local option = ConfigScene.options[self.highlight]
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]-1, #option[3])
elseif (e.scancode == config.input["right"] or e.scancode == "right") and e.isRepeat == false then
playSE("cursor_lr")
local option = ConfigScene.options[self.highlight]
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]+1, #option[3])
elseif e.scancode == "escape" then
loadSave()
scene = TitleScene()
end
end
return ConfigScene

View File

@@ -22,6 +22,11 @@ function ConfigScene:new()
-- load current config
self.config = config.input
self.input_state = 1
DiscordRPC:update({
details = "In menus",
state = "Changing input config",
})
end
function ConfigScene:update()
@@ -34,11 +39,11 @@ function ConfigScene:render()
0, 0, 0,
0.5, 0.5
)
love.graphics.setFont(font_3x5_2)
for i, input in pairs(configurable_inputs) do
love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
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"
@@ -62,8 +67,13 @@ function ConfigScene:onKeyPress(e)
self.input_state = 1
end
else
config.input[configurable_inputs[self.input_state]] = e.scancode
self.input_state = self.input_state + 1
if e.scancode == "escape" then
loadSave()
scene = TitleScene()
else
config.input[configurable_inputs[self.input_state]] = e.scancode
self.input_state = self.input_state + 1
end
end
end

View File

@@ -11,7 +11,7 @@ game_modes = {
--require 'tetris.modes.strategy',
--require 'tetris.modes.interval_training',
--require 'tetris.modes.pacer_test',
--require 'tetris.modes.demon_mode',
require 'tetris.modes.demon_mode',
require 'tetris.modes.phantom_mania',
require 'tetris.modes.phantom_mania2',
require 'tetris.modes.phantom_mania_n',
@@ -34,6 +34,7 @@ rulesets = {
require 'tetris.rulesets.arika_ti',
require 'tetris.rulesets.ti_srs',
require 'tetris.rulesets.arika_ace',
require 'tetris.rulesets.arika_ace2',
require 'tetris.rulesets.arika_srs',
require 'tetris.rulesets.standard_exp',
--require 'tetris.rulesets.bonkers',
@@ -47,6 +48,10 @@ function ModeSelectScene:new()
ruleset = current_ruleset,
select = "mode",
}
DiscordRPC:update({
details = "In menus",
state = "Choosing a mode",
})
end
function ModeSelectScene:update()
@@ -58,7 +63,7 @@ function ModeSelectScene:render()
0, 0, 0,
0.5, 0.5
)
if self.menu_state.select == "mode" then
love.graphics.setColor(1, 1, 1, 0.5)
elseif self.menu_state.select == "ruleset" then
@@ -72,7 +77,7 @@ function ModeSelectScene:render()
love.graphics.setColor(1, 1, 1, 0.5)
end
love.graphics.rectangle("fill", 340, 78 + 20 * self.menu_state.ruleset, 200, 22)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(misc_graphics["select_mode"], 20, 40)
@@ -92,15 +97,19 @@ function ModeSelectScene:onKeyPress(e)
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
self:changeOption(-1)
playSE("cursor")
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
self:changeOption(1)
playSE("cursor")
elseif (e.scancode == config.input["left"] or e.scancode == "left") or
(e.scancode == config.input["right"] or e.scancode == "right") then
self:switchSelect()
playSE("cursor_lr")
elseif e.scancode == "escape" then
scene = TitleScene()
end

View File

@@ -3,11 +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()
@@ -39,11 +59,14 @@ end
function TitleScene:onKeyPress(e)
if e.scancode == "return" and e.isRepeat == false 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
self:changeOption(-1)
playSE("cursor")
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
self:changeOption(1)
playSE("cursor")
elseif e.scancode == "escape" and e.isRepeat == false then
love.event.quit()
end

View File

@@ -143,7 +143,7 @@ function Grid:copyBottomRow()
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"
colour = "X"
}
end
return true
@@ -161,7 +161,7 @@ function Grid:applyPiece(piece)
if y + 1 > 0 then
self.grid[y+1][x+1] = {
skin = piece.skin,
colour = piece.shape
colour = piece.colour
}
end
end
@@ -177,7 +177,7 @@ function Grid:applyBigPiece(piece)
if y*2+a > 0 then
self.grid[y*2+a][x*2+b] = {
skin = piece.skin,
colour = piece.shape
colour = piece.colour
}
end
end

View File

@@ -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
@@ -148,13 +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

View File

@@ -136,15 +136,16 @@ function MarathonA2Game:onLineClear(cleared_row_count)
end
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
cleared_lines = cleared_lines / 2
self:updateGrade(cleared_lines)
if cleared_lines > 0 then
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
(math.ceil((level + cleared_lines) / 4) + 2 * drop_bonus) *
cleared_lines * self.combo * self.bravo
)
self.lines = self.lines + cleared_lines
self.combo = self.combo + cleared_lines - 1
self.combo = self.combo + 2 * (cleared_lines - 1)
else
self.drop_bonus = 0
self.combo = 1

View File

@@ -11,9 +11,6 @@ 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
@@ -29,6 +26,9 @@ function DemonModeGame:new()
self.enable_hold = true
self.lock_drop = true
self.next_queue_length = 3
if math.random() < 1/6.66 then
self.rpc_details = "Suffering"
end
end
function DemonModeGame:getARE()
@@ -166,11 +166,18 @@ function DemonModeGame:updateSectionTimes(old_level, new_level)
self.section_tetris_count = 0
else
self.level = math.min(new_level, 2500)
self.skip_failed = true
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
else
self.level = math.min(new_level, 2500)
if self.skip_failed and new_level >= 500 then
self.level = 500
self.game_over = true
end
end
else
self.level = math.min(new_level, 2500)
@@ -229,7 +236,7 @@ function DemonModeGame:drawScoringInfo()
strTrueValues(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", 240, 120, 40, "left")
if self.grade ~= 0 then love.graphics.printf("GRADE", 240, 120, 40, "left") end
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")

View File

@@ -40,9 +40,12 @@ 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
@@ -59,6 +62,7 @@ function GameMode:getLineClearDelay() return 40 end
function GameMode:getDasLimit() return 15 end
function GameMode:getNextPiece(ruleset)
return {
skin = "2tie",
shape = self.randomizer:nextPiece(),
@@ -72,6 +76,8 @@ function GameMode:initialize(ruleset)
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)
@@ -125,7 +131,7 @@ 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
@@ -134,7 +140,7 @@ 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
@@ -340,11 +346,12 @@ 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 = offset.x + ruleset.spawn_positions[piece].x
local y = offset.y + 4.7
love.graphics.draw(blocks[skin][piece], pos_x+x*16, pos_y+y*16)
love.graphics.draw(blocks[skin][colourscheme[piece]], pos_x+x*16, pos_y+y*16)
end
end
for i = 1, self.next_queue_length do

View File

@@ -145,7 +145,7 @@ function KonohaGame:onLineClear(cleared_row_count)
end
function KonohaGame:getBackground()
return math.min(math.floor(self.level / 100), 9)
return math.floor(self.level / 100)
end
function KonohaGame:drawScoringInfo()

View File

@@ -18,6 +18,7 @@ function MarathonA1Game:new()
self.roll_frames = 0
self.combo = 1
self.bravos = 0
self.gm_conditions = {
level300 = false,
level500 = false,
@@ -145,11 +146,15 @@ function MarathonA1Game:onLineClear(cleared_row_count)
end
function MarathonA1Game:updateScore(level, drop_bonus, cleared_lines)
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
cleared_lines * self.combo * self.bravo
)
self.lines = self.lines + cleared_lines
else
@@ -201,6 +206,8 @@ function MarathonA1Game:drawScoringInfo()
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
@@ -214,6 +221,7 @@ function MarathonA1Game:drawScoringInfo()
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")

View File

@@ -142,13 +142,14 @@ end
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
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.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
(math.ceil((level + cleared_lines) / 4) + 2 * drop_bonus) *
cleared_lines * self.combo * self.bravo
)
self.lines = self.lines + cleared_lines
self.combo = self.combo + cleared_lines - 1
self.combo = self.combo + (cleared_lines - 1) * 2
else
self.drop_bonus = 0
self.combo = 1

View File

@@ -32,6 +32,12 @@ function MarathonA3Game:new()
self.randomizer = History6RollsRandomizer()
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true

View File

@@ -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
@@ -161,12 +167,16 @@ 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 +185,9 @@ 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()

View File

@@ -26,6 +26,12 @@ 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()
@@ -285,6 +291,10 @@ 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
love.graphics.setFont(font_3x5_3)
love.graphics.printf(getLetterGrade(math.floor(self.grade)), text_x, 140, 90, "left")
@@ -295,6 +305,10 @@ 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()

View File

@@ -8,6 +8,12 @@ PhantomManiaNGame.tagline = "The old mode from Nullpomino, for Ti-ARS and SRS su
function PhantomManiaNGame:new()
PhantomManiaNGame.super:new()
self.SGnames = {
"M1", "M2", "M3", "M4", "M5", "M6", "M7", "M8", "M9",
"M10", "M11", "M12", "M13", "M14", "M15", "M16", "M17", "M18",
"GM"
}
self.next_queue_length = 3
self.enable_hold = true

View File

@@ -3,7 +3,7 @@ require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local Bag7Randomiser = require 'tetris.randomizers.bag7noSZOstart'
local Race40Game = GameMode:extend()
@@ -18,7 +18,7 @@ function Race40Game:new()
self.lines = 0
self.line_goal = 40
self.pieces = 0
self.randomizer = History6RollsRandomizer()
self.randomizer = Bag7Randomiser()
self.roll_frames = 0

View File

@@ -19,6 +19,8 @@ function SurvivalA1Game:new()
self.roll_frames = 0
self.combo = 1
self.bravos = 0
self.gm_conditions = {
level300 = false,
level500 = false,
@@ -116,10 +118,14 @@ function SurvivalA1Game:onLineClear(cleared_row_count)
end
function SurvivalA1Game:updateScore(level, drop_bonus, cleared_lines)
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.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * (cleared_lines * 2 - 1) * self.combo
cleared_lines * self.bravo * self.combo
)
self.lines = self.lines + cleared_lines
self.combo = self.combo + (cleared_lines - 1) * 2
@@ -169,6 +175,8 @@ function SurvivalA1Game:drawScoringInfo()
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
@@ -182,6 +190,7 @@ function SurvivalA1Game:drawScoringInfo()
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")

View File

@@ -105,10 +105,11 @@ function SurvivalA2Game:onLineClear(cleared_row_count)
end
function SurvivalA2Game:updateScore(level, drop_bonus, cleared_lines)
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
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
cleared_lines * self.bravo * self.combo
)
self.lines = self.lines + cleared_lines
self.combo = self.combo + (cleared_lines - 1) * 2
@@ -141,7 +142,7 @@ function SurvivalA2Game:drawScoringInfo()
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()
@@ -151,7 +152,7 @@ function SurvivalA2Game:drawScoringInfo()
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: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

View File

@@ -30,7 +30,7 @@ function SurvivalA3Game:new()
"m1", "m2", "m3", "m4", "m5", "m6", "m7", "m8", "m9",
"GM"
}
self.lock_drop = true
self.enable_hold = true
self.next_queue_length = 3
@@ -39,6 +39,14 @@ function SurvivalA3Game:new()
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
else return 6 end
@@ -95,11 +103,11 @@ function SurvivalA3Game:getNextPiece(ruleset)
end
function SurvivalA3Game:hitTorikan(old_level, new_level)
if old_level < 500 and new_level >= 500 and self.frames > frameTime(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 > frameTime(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

View File

@@ -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

View File

@@ -0,0 +1,24 @@
local Randomizer = require 'tetris.randomizers.randomizer'
local Bag7Randomizer = Randomizer:extend()
function Bag7Randomizer:initialize()
self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
self.extra = {"I", "J", "L", "O", "S", "T", "Z"}
table.insert(self.bag, table.remove(self.extra, math.random(table.getn(self.extra))))
end
function Bag7Randomizer:generatePiece()
if next(self.extra) == nil then
self.extra = {"I", "J", "L", "O", "S", "T", "Z"}
end
if next(self.bag) == nil then
self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
table.insert(self.bag, table.remove(self.extra, math.random(table.getn(self.extra))))
end
local x = math.random(table.getn(self.bag))
--print("Bag: "..table.concat(self.bag, ", ").." | Extra: "..table.concat(self.extra, ", "))
return table.remove(self.bag, x)
end
return Bag7Randomizer

View File

@@ -0,0 +1,30 @@
local Randomizer = require 'tetris.randomizers.randomizer'
local RecursiveRandomizer = Randomizer:extend()
function RecursiveRandomizer:initialize()
self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
end
function RecursiveRandomizer:generatePiece()
--if next(self.bag) == nil then
-- self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
--end
local x = math.random(table.getn(self.bag) + 1)
while x == table.getn(self.bag) + 1 do
--print("Refill piece pulled")
table.insert(self.bag, "I")
table.insert(self.bag, "J")
table.insert(self.bag, "L")
table.insert(self.bag, "O")
table.insert(self.bag, "S")
table.insert(self.bag, "T")
table.insert(self.bag, "Z")
x = math.random(table.getn(self.bag) + 1)
end
--print("Number of pieces in bag: "..table.getn(self.bag))
--print("Bag: "..table.concat(self.bag, ", "))
return table.remove(self.bag, x)
end
return RecursiveRandomizer

View File

@@ -0,0 +1,19 @@
local Randomizer = require 'tetris.randomizers.randomizer'
local SegaRandomizer = Randomizer:extend()
function SegaRandomizer:initialize()
self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
self.sequence = {}
for i = 1, 1000 do
self.sequence[i] = self.bag[math.random(table.getn(self.bag))]
end
self.counter = 0
end
function SegaRandomizer:generatePiece()
self.counter = self.counter + 1
return self.sequence[self.counter % 1000 + 1]
end
return SegaRandomizer

View File

@@ -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 },
@@ -110,7 +110,7 @@ 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() return 3 end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS

View File

@@ -6,6 +6,19 @@ local ARS = Ruleset:extend()
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 },
@@ -17,10 +30,10 @@ ARS.spawn_positions = {
}
ARS.big_spawn_positions = {
I = { x=2, y=0 },
I = { x=3, y=0 },
J = { x=2, y=1 },
L = { x=2, y=1 },
O = { x=2, y=1 },
O = { x=3, y=1 },
S = { x=2, y=1 },
T = { x=2, y=1 },
Z = { x=2, y=1 },
@@ -131,7 +144,7 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
elseif piece.shape == "T"
and new_piece.rotation == 1
and new_piece.rotation == 0
and piece.floorkick == 0
and grid:canPlacePiece(new_piece:withOffset({x=0, y=-1}))
then
@@ -172,7 +185,7 @@ function ARS:onPieceRotate(piece, grid)
end
end
function ARS:get180RotationValue() return config["reverse_rotate"] and 1 or 3 end
function ARS:get180RotationValue() return 3 end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS

View File

@@ -0,0 +1,178 @@
local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.ruleset'
local ARS = Ruleset:extend()
ARS.name = "ACE-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() return 3 end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS

View File

@@ -5,6 +5,18 @@ 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.enable_IRS_wallkicks = true
@@ -19,10 +31,10 @@ SRS.spawn_positions = {
}
SRS.big_spawn_positions = {
I = { x=2, y=0 },
I = { x=3, y=0 },
J = { x=2, y=1 },
L = { x=2, y=1 },
O = { x=2, y=1 },
O = { x=3, y=1 },
S = { x=2, y=1 },
T = { x=2, y=1 },
Z = { x=2, y=1 },
@@ -98,24 +110,24 @@ SRS.wallkicks_3x3 = {
SRS.wallkicks_line = {
[0]={
[1]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}},
[1]={{x=-2, y= 0}, {x= 1, y= 0}, {x= 1, y=-2}, {x=-2, y= 1}},
[2]={},
[3]={{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=-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}},
[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=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}},
[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=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}},
[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}},
},
};
@@ -174,4 +186,5 @@ function SRS:onPieceRotate(piece, grid)
end
end
function SRS:get180RotationValue() return 3 end
return SRS

View File

@@ -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 },
@@ -131,7 +131,7 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
elseif piece.shape == "T"
and new_piece.rotation == 1
and new_piece.rotation == 0
and piece.floorkick == 0
and grid:canPlacePiece(new_piece:withOffset({x=0, y=-1}))
then
@@ -151,7 +151,7 @@ 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() return 3 end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS

View File

@@ -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)

View File

@@ -6,6 +6,20 @@ 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.
@@ -39,6 +53,9 @@ function Ruleset: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)
@@ -117,10 +134,12 @@ 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)

View File

@@ -5,6 +5,18 @@ local SRS = Ruleset:extend()
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
@@ -19,10 +31,10 @@ SRS.spawn_positions = {
}
SRS.big_spawn_positions = {
I = { x=2, y=0 },
I = { x=3, y=0 },
J = { x=2, y=1 },
L = { x=2, y=1 },
O = { x=2, y=1 },
O = { x=3, y=1 },
S = { x=2, y=1 },
T = { x=2, y=1 },
Z = { x=2, y=1 },

View File

@@ -5,27 +5,39 @@ 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.enable_IRS_wallkicks = true
SRS.spawn_positions = {
I = { x=5, y=2 },
J = { x=4, y=3 },
L = { x=4, y=3 },
O = { x=5, y=3 },
S = { x=4, y=3 },
T = { x=4, y=3 },
Z = { x=4, y=3 },
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=2, y=0 },
J = { x=2, y=1 },
L = { x=2, y=1 },
O = { x=2, y=1 },
S = { x=2, y=1 },
T = { x=2, y=1 },
Z = { x=2, y=1 },
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 = {
@@ -98,24 +110,24 @@ SRS.wallkicks_3x3 = {
SRS.wallkicks_line = {
[0]={
[1]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}},
[1]={{x=-2, y= 0}, {x= 1, y= 0}, {x= 1, y=-2}, {x=-2, y= 1}},
[2]={},
[3]={{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=-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}},
[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=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}},
[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=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}},
[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}},
},
};
@@ -148,6 +160,7 @@ end
function SRS:onPieceCreate(piece, grid)
piece.manipulations = 0
piece.rotations = 0
end
function SRS:onPieceDrop(piece, grid)
@@ -158,7 +171,7 @@ function SRS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 8 then
if piece.manipulations >= 10 then
piece.locked = true
end
end
@@ -167,11 +180,12 @@ end
function SRS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 8 then
piece.rotations = piece.rotations + 1
if piece.rotations >= 8 then
piece.locked = true
end
end
end
function SRS:get180RotationValue() return 3 end
return SRS