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2
.gitignore
vendored
@@ -2,3 +2,5 @@
|
|||||||
*.love
|
*.love
|
||||||
dist/*.zip
|
dist/*.zip
|
||||||
dist/**/cambridge.exe
|
dist/**/cambridge.exe
|
||||||
|
dist/**/libs
|
||||||
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dist/**/*.md
|
||||||
62
README.md
@@ -1,51 +1,66 @@
|
|||||||

|

|
||||||
|
|
||||||
|
Important notice
|
||||||
|
================
|
||||||
|
|
||||||
|
Tetra Online was recently struck by an illegal DMCA claim from the Tetris Company.
|
||||||
|
Please, spread awareness of this, and use the hashtag #DMCAgaming in your posts.
|
||||||
|
|
||||||
Cambridge
|
Cambridge
|
||||||
=========
|
=========
|
||||||
|
|
||||||
Welcome to Cambridge, the next open-source falling-block game engine!
|
Welcome to Cambridge, the next open-source falling-block game engine!
|
||||||
|
|
||||||
This fork is written and maintained exclusively by [SashLilac](https://github.com/SashLilac) and [Oshisaure](https://github.com/oshisaure)!
|
This fork is written and maintained exclusively by [SashLilac](https://github.com/SashLilac), [joezeng](https://github.com/joezeng) and [Oshisaure](https://github.com/oshisaure)!
|
||||||
|
|
||||||
Join our Discord server for help and a welcoming community! https://discord.gg/mteMJw4
|
Join our Discord server for help and a welcoming community! https://discord.gg/mteMJw4
|
||||||
|
|
||||||
Credits
|
Credits
|
||||||
-------
|
-------
|
||||||
|
|
||||||
- [Lilla Oshisaure](https://www.youtube.com/user/LeSpyroshisaure) for their amazing contributions to my life in general!
|
- [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 Tetra Legends Discord](http://discord.com/invite/7hMx5r2) for supporting me and playtesting!
|
||||||
- [joezeng](https://github.com/joezeng) for the original project.
|
- [The Absolute Plus](https://discord.gg/6Gf2awJ) for being another source of motivation!
|
||||||
- [Hailey](https://github.com/haileylgbt) for some miscellaneous assets.
|
|
||||||
- MarkGamed7794 for some miscellaneous contributions.
|
The following people in no particular order also helped with the project:
|
||||||
- Mizu for the Cambridge logo and the [Cambridge launcher](https://github.com/rexxt/cambridge-launcher).
|
- [Hailey](https://github.com/haileylgbt)
|
||||||
- MattMayuga for the Cambridge banner.
|
- CylinderKnot
|
||||||
|
- MarkGamed7794
|
||||||
|
- [Mizu](https://github.com/rexxt)
|
||||||
|
- MattMayuga
|
||||||
|
- Kitaru
|
||||||
|
- switchpalacecorner
|
||||||
|
- [sinefuse](https://github.com/sinefuse)
|
||||||
|
- [2Tie](https://github.com/2Tie)
|
||||||
|
- [nightmareci](https://github.com/nightmareci)
|
||||||
|
- [MyPasswordIsWeak](https://github.com/MyPasswordIsWeak)
|
||||||
|
- [Dr Ocelot](https://github.com/Dr-Ocelot)
|
||||||
|
|
||||||

|

|
||||||
|
|
||||||
Installation instructions
|
Playing the game
|
||||||
-------------------------
|
----------------
|
||||||
|
|
||||||
Pre-built releases are available on the releases page.
|
|
||||||
|
|
||||||
### Windows
|
### Windows
|
||||||
|
|
||||||
Unzip the exe file and run it directly. All assets are currently bundled inside the executable.
|
You do not need LÖVE on Windows, as it comes bundled with the program.
|
||||||
|
|
||||||
### macOS
|
To get the stable release, simply download the ZIP in the latest release. All assets needed are bundled with the executable.
|
||||||
|
|
||||||
For the time being, the file `cambridge.love` only works on the command line. Install `love` with [Homebrew](https://brew.sh), and run:
|
If you want the bleeding edge version, download [this](https://github.com/SashLilac/cambridge/archive/master.zip).
|
||||||
|
|
||||||
$ love cambridge.love
|
Extract the ZIP, open a Command Prompt at the folder you extracted Cambridge to, then run this command:
|
||||||
|
|
||||||
### Linux
|
dist\windows\love.exe .
|
||||||
|
|
||||||
Same as macOS, except install `love` with your favourite package manager.
|
Alternatively, if you're on a 32-bit system, run this instead:
|
||||||
|
|
||||||
|
dist\win32\love.exe .
|
||||||
|
|
||||||
Running from source
|
32-bit systems do not support rich presence integration.
|
||||||
-------------------
|
|
||||||
|
|
||||||
If you want the bleeding-edge release, you can also clone the code straight from this repository.
|
Then, check the mod pack section at the bottom of this page.
|
||||||
|
|
||||||
### macOS, Linux
|
### macOS, Linux
|
||||||
|
|
||||||
@@ -55,12 +70,19 @@ Clone the repository in git:
|
|||||||
|
|
||||||
git clone https://github.com/SashLilac/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:
|
Then, navigate to the root directory that you just cloned, and type:
|
||||||
|
|
||||||
love .
|
love .
|
||||||
|
|
||||||
It should run automatically!
|
It should run automatically!
|
||||||
|
|
||||||
|
## Installing modpacks
|
||||||
|
|
||||||
|
Simply drag your mode, ruleset, and randomizer Lua files into their respective [directory](https://love2d.org/wiki/love.filesystem), and they should appear automatically.
|
||||||
|
|
||||||
|
For more detailed instructions, install [this](https://github.com/SashLilac/cambridge-modpack) mod pack to get a taste of the mod potential.
|
||||||
|
|
||||||
License
|
License
|
||||||
-------
|
-------
|
||||||
|
|||||||
10
SOURCES.md
@@ -8,7 +8,7 @@ Some of the assets are used without proper licenses. We aim to have fully licens
|
|||||||
Backgrounds
|
Backgrounds
|
||||||
-----------
|
-----------
|
||||||
|
|
||||||
1. Title: "Motus Glacies." Contributed by Daniel "Explo" McCarthy.
|
1. Title: Original picrute found on the Wikipedia article for Cambridge
|
||||||
|
|
||||||
1. *Gameplay level 0: "Quantum foam." Alex Sukontsev. https://www.flickr.com/photos/control9/14957509814/
|
1. *Gameplay level 0: "Quantum foam." Alex Sukontsev. https://www.flickr.com/photos/control9/14957509814/
|
||||||
2. *Gameplay level 1: No name. http://www.onekind.tv/univision-mqb/q5mqh5brlvuuj2nhdx7ch7eum183uu
|
2. *Gameplay level 1: No name. http://www.onekind.tv/univision-mqb/q5mqh5brlvuuj2nhdx7ch7eum183uu
|
||||||
@@ -34,6 +34,14 @@ Backgrounds
|
|||||||
Backgrounds marked with a * are placeholders that will be replaced in later versions due to incompatible licenses. We are generally aiming for public domain background images, but will also accept backgrounds given proper licenses to be included within Cambridge.
|
Backgrounds marked with a * are placeholders that will be replaced in later versions due to incompatible licenses. We are generally aiming for public domain background images, but will also accept backgrounds given proper licenses to be included within Cambridge.
|
||||||
|
|
||||||
|
|
||||||
|
Sounds
|
||||||
|
------
|
||||||
|
|
||||||
|
All piece sounds are (c) 2020 Damian Yerrick.
|
||||||
|
Other sounds from:
|
||||||
|
- NullpoMino
|
||||||
|
- DTET, (c) 2003 Mihys.
|
||||||
|
|
||||||
Music
|
Music
|
||||||
-----
|
-----
|
||||||
|
|
||||||
|
|||||||
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
|
||||||
@@ -5,12 +5,26 @@ local ffi = require "ffi"
|
|||||||
local osname = love.system.getOS()
|
local osname = love.system.getOS()
|
||||||
local discordRPClib = nil
|
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
|
if osname == "Linux" then
|
||||||
discordRPClib = ffi.load(love.filesystem.getSource().."/libs/discord-rpc.so")
|
discordRPClib = ffi.load(source.."/libs/discord-rpc.so")
|
||||||
elseif osname == "OS X" then
|
elseif osname == "OS X" then
|
||||||
discordRPClib = ffi.load(love.filesystem.getSource().."/libs/discord-rpc.dylib")
|
discordRPClib = ffi.load(source.."/libs/discord-rpc.dylib")
|
||||||
elseif osname == "Windows" then
|
elseif osname == "Windows" then
|
||||||
discordRPClib = ffi.load(love.filesystem.getSource().."/libs/discord-rpc.dll")
|
discordRPClib = ffi.load(source.."/libs/discord-rpc.dll")
|
||||||
else
|
else
|
||||||
-- Else it crashes later on
|
-- Else it crashes later on
|
||||||
error(string.format("Discord rpc not supported on platform (%s)", osname))
|
error(string.format("Discord rpc not supported on platform (%s)", osname))
|
||||||
|
|||||||
@@ -1,27 +1,27 @@
|
|||||||
backgrounds = {
|
backgrounds = {
|
||||||
[0] = love.graphics.newImage("res/backgrounds/0-quantum-foam.png"),
|
[0] = love.graphics.newImage("res/backgrounds/0.png"),
|
||||||
love.graphics.newImage("res/backgrounds/100-big-bang.png"),
|
love.graphics.newImage("res/backgrounds/100.png"),
|
||||||
love.graphics.newImage("res/backgrounds/200-spiral-galaxy.png"),
|
love.graphics.newImage("res/backgrounds/200.png"),
|
||||||
love.graphics.newImage("res/backgrounds/300-sun-and-dust.png"),
|
love.graphics.newImage("res/backgrounds/300.png"),
|
||||||
love.graphics.newImage("res/backgrounds/400-earth-and-moon.png"),
|
love.graphics.newImage("res/backgrounds/400.png"),
|
||||||
love.graphics.newImage("res/backgrounds/500-cambrian-explosion.png"),
|
love.graphics.newImage("res/backgrounds/500.png"),
|
||||||
love.graphics.newImage("res/backgrounds/600-dinosaurs.png"),
|
love.graphics.newImage("res/backgrounds/600.png"),
|
||||||
love.graphics.newImage("res/backgrounds/700-asteroid.png"),
|
love.graphics.newImage("res/backgrounds/700.png"),
|
||||||
love.graphics.newImage("res/backgrounds/800-human-fire.png"),
|
love.graphics.newImage("res/backgrounds/800.png"),
|
||||||
love.graphics.newImage("res/backgrounds/900-early-civilization.png"),
|
love.graphics.newImage("res/backgrounds/900.png"),
|
||||||
love.graphics.newImage("res/backgrounds/1000-vikings.png"),
|
love.graphics.newImage("res/backgrounds/1000.png"),
|
||||||
love.graphics.newImage("res/backgrounds/1100-crusades.png"),
|
love.graphics.newImage("res/backgrounds/1100.png"),
|
||||||
love.graphics.newImage("res/backgrounds/1200-genghis-khan.png"),
|
love.graphics.newImage("res/backgrounds/1200.png"),
|
||||||
love.graphics.newImage("res/backgrounds/1300-black-death.png"),
|
love.graphics.newImage("res/backgrounds/1300.png"),
|
||||||
love.graphics.newImage("res/backgrounds/1400-columbus-discovery.png"),
|
love.graphics.newImage("res/backgrounds/1400.png"),
|
||||||
love.graphics.newImage("res/backgrounds/1500-aztecas.png"),
|
love.graphics.newImage("res/backgrounds/1500.png"),
|
||||||
love.graphics.newImage("res/backgrounds/1600-telescope.png"),
|
love.graphics.newImage("res/backgrounds/1600.png"),
|
||||||
love.graphics.newImage("res/backgrounds/1700-american-revolution.png"),
|
love.graphics.newImage("res/backgrounds/1700.png"),
|
||||||
love.graphics.newImage("res/backgrounds/1800-railways.png"),
|
love.graphics.newImage("res/backgrounds/1800.png"),
|
||||||
love.graphics.newImage("res/backgrounds/1900-world-wide-web.png"),
|
love.graphics.newImage("res/backgrounds/1900.png"),
|
||||||
title = love.graphics.newImage("res/backgrounds/title_v0.1.png"),
|
title = love.graphics.newImage("res/backgrounds/title.png"),
|
||||||
input_config = love.graphics.newImage("res/backgrounds/options-pcb.png"),
|
input_config = love.graphics.newImage("res/backgrounds/options-input.png"),
|
||||||
game_config = love.graphics.newImage("res/backgrounds/options-gears.png"),
|
game_config = love.graphics.newImage("res/backgrounds/options-game.png"),
|
||||||
}
|
}
|
||||||
|
|
||||||
blocks = {
|
blocks = {
|
||||||
@@ -33,6 +33,8 @@ blocks = {
|
|||||||
C = love.graphics.newImage("res/img/s2.png"),
|
C = love.graphics.newImage("res/img/s2.png"),
|
||||||
B = love.graphics.newImage("res/img/s4.png"),
|
B = love.graphics.newImage("res/img/s4.png"),
|
||||||
M = love.graphics.newImage("res/img/s5.png"),
|
M = love.graphics.newImage("res/img/s5.png"),
|
||||||
|
F = love.graphics.newImage("res/img/s9.png"),
|
||||||
|
A = love.graphics.newImage("res/img/s8.png"),
|
||||||
X = love.graphics.newImage("res/img/s9.png"),
|
X = love.graphics.newImage("res/img/s9.png"),
|
||||||
},
|
},
|
||||||
["bone"] = {
|
["bone"] = {
|
||||||
@@ -43,6 +45,8 @@ blocks = {
|
|||||||
C = love.graphics.newImage("res/img/bone.png"),
|
C = love.graphics.newImage("res/img/bone.png"),
|
||||||
B = love.graphics.newImage("res/img/bone.png"),
|
B = love.graphics.newImage("res/img/bone.png"),
|
||||||
M = 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"),
|
X = love.graphics.newImage("res/img/bone.png"),
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -14,20 +14,44 @@ sounds = {
|
|||||||
cursor_lr = love.audio.newSource("res/se/cursor_lr.wav", "static"),
|
cursor_lr = love.audio.newSource("res/se/cursor_lr.wav", "static"),
|
||||||
main_decide = love.audio.newSource("res/se/main_decide.wav", "static"),
|
main_decide = love.audio.newSource("res/se/main_decide.wav", "static"),
|
||||||
mode_decide = love.audio.newSource("res/se/mode_decide.wav", "static"),
|
mode_decide = love.audio.newSource("res/se/mode_decide.wav", "static"),
|
||||||
|
lock = love.audio.newSource("res/se/lock.wav", "static"),
|
||||||
|
hold = love.audio.newSource("res/se/hold.wav", "static"),
|
||||||
|
erase = love.audio.newSource("res/se/erase.wav", "static"),
|
||||||
|
fall = love.audio.newSource("res/se/fall.wav", "static"),
|
||||||
|
ready = love.audio.newSource("res/se/ready.wav", "static"),
|
||||||
|
go = love.audio.newSource("res/se/go.wav", "static"),
|
||||||
|
irs = love.audio.newSource("res/se/irs.wav", "static"),
|
||||||
|
ihs = love.audio.newSource("res/se/ihs.wav", "static"),
|
||||||
}
|
}
|
||||||
|
|
||||||
function playSE(sound, subsound)
|
function playSE(sound, subsound)
|
||||||
if subsound == nil then
|
if subsound == nil then
|
||||||
sounds[sound]:setVolume(0.1)
|
sounds[sound]:setVolume(0.5)
|
||||||
if sounds[sound]:isPlaying() then
|
if sounds[sound]:isPlaying() then
|
||||||
sounds[sound]:stop()
|
sounds[sound]:stop()
|
||||||
end
|
end
|
||||||
sounds[sound]:play()
|
sounds[sound]:play()
|
||||||
else
|
else
|
||||||
sounds[sound][subsound]:setVolume(0.1)
|
sounds[sound][subsound]:setVolume(0.6)
|
||||||
if sounds[sound][subsound]:isPlaying() then
|
if sounds[sound][subsound]:isPlaying() then
|
||||||
sounds[sound][subsound]:stop()
|
sounds[sound][subsound]:stop()
|
||||||
end
|
end
|
||||||
sounds[sound][subsound]:play()
|
sounds[sound][subsound]:play()
|
||||||
end
|
end
|
||||||
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
|
||||||
145
main.lua
@@ -15,7 +15,12 @@ function love.load()
|
|||||||
|
|
||||||
love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
|
love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
|
||||||
|
|
||||||
if not config.gamesettings then config.gamesettings = {} end
|
if not config.gamesettings then
|
||||||
|
config.gamesettings = {}
|
||||||
|
config["das_last_key"] = false
|
||||||
|
else
|
||||||
|
config["das_last_key"] = config.gamesettings.das_last_key == 2
|
||||||
|
end
|
||||||
for _, option in ipairs(GameConfigScene.options) do
|
for _, option in ipairs(GameConfigScene.options) do
|
||||||
if not config.gamesettings[option[1]] then
|
if not config.gamesettings[option[1]] then
|
||||||
config.gamesettings[option[1]] = 1
|
config.gamesettings[option[1]] = 1
|
||||||
@@ -23,13 +28,34 @@ function love.load()
|
|||||||
end
|
end
|
||||||
|
|
||||||
if not config.input then
|
if not config.input then
|
||||||
config.input = {}
|
|
||||||
scene = InputConfigScene()
|
scene = InputConfigScene()
|
||||||
else
|
else
|
||||||
if config.current_mode then current_mode = config.current_mode end
|
if config.current_mode then current_mode = config.current_mode end
|
||||||
if config.current_ruleset then current_ruleset = config.current_ruleset end
|
if config.current_ruleset then current_ruleset = config.current_ruleset end
|
||||||
scene = TitleScene()
|
scene = TitleScene()
|
||||||
end
|
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
|
end
|
||||||
|
|
||||||
local TARGET_FPS = 60
|
local TARGET_FPS = 60
|
||||||
@@ -88,13 +114,124 @@ function love.draw()
|
|||||||
love.graphics.pop()
|
love.graphics.pop()
|
||||||
end
|
end
|
||||||
|
|
||||||
function love.keypressed(key, scancode, isrepeat)
|
function love.keypressed(key, scancode)
|
||||||
-- global hotkeys
|
-- global hotkeys
|
||||||
if scancode == "f4" then
|
if scancode == "f4" then
|
||||||
config["fullscreen"] = not config["fullscreen"]
|
config["fullscreen"] = not config["fullscreen"]
|
||||||
love.window.setFullscreen(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
|
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
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
2
package.bat
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
tar -a -c -f cambridge.zip libs/binser.lua libs/classic.lua libs/discordRPC.lua load res scene tetris conf.lua main.lua scene.lua funcs.lua
|
||||||
|
rename cambridge.zip cambridge.love
|
||||||
4
release
@@ -4,6 +4,6 @@ mkdir dist/windows
|
|||||||
mkdir dist/win32
|
mkdir dist/win32
|
||||||
cp cambridge.love dist/
|
cp cambridge.love dist/
|
||||||
cat dist/windows/love.exe cambridge.love > dist/windows/cambridge.exe
|
cat dist/windows/love.exe cambridge.love > dist/windows/cambridge.exe
|
||||||
zip dist/cambridge-windows.zip dist/windows/* SOURCES.md LICENSE
|
zip dist/cambridge-windows.zip dist/windows/* SOURCES.md LICENSE.md
|
||||||
cat dist/win32/love.exe cambridge.love > dist/win32/cambridge.exe
|
cat dist/win32/love.exe cambridge.love > dist/win32/cambridge.exe
|
||||||
zip dist/cambridge-win32.zip dist/win32/* SOURCES.md LICENSE
|
zip dist/cambridge-win32.zip dist/win32/* SOURCES.md LICENSE.md
|
||||||
|
|||||||
26
release.bat
Normal file
@@ -0,0 +1,26 @@
|
|||||||
|
call package.bat
|
||||||
|
|
||||||
|
mkdir dist
|
||||||
|
mkdir dist\windows
|
||||||
|
mkdir dist\windows\libs
|
||||||
|
mkdir dist\win32
|
||||||
|
mkdir dist\win32\libs
|
||||||
|
|
||||||
|
copy /b dist\windows\love.exe+cambridge.love dist\windows\cambridge.exe
|
||||||
|
copy /b dist\win32\love.exe+cambridge.love dist\win32\cambridge.exe
|
||||||
|
|
||||||
|
copy libs\discord-rpc.dll dist\windows\libs
|
||||||
|
copy libs\discord-rpc.dll dist\win32\libs
|
||||||
|
|
||||||
|
copy SOURCES.md dist\windows
|
||||||
|
copy LICENSE.md dist\windows
|
||||||
|
copy SOURCES.md dist\win32
|
||||||
|
copy LICENSE.md dist\win32
|
||||||
|
|
||||||
|
cd dist\windows
|
||||||
|
tar -a -c -f ..\cambridge-windows.zip cambridge.exe *.dll libs *.md
|
||||||
|
cd ..\..
|
||||||
|
|
||||||
|
cd dist\win32
|
||||||
|
tar -a -c -f ..\cambridge-win32.zip cambridge.exe *.dll libs *.md
|
||||||
|
cd ..\..
|
||||||
0
res/backgrounds/0-quantum-foam.png → res/backgrounds/0.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2.4 MiB After Width: | Height: | Size: 2.4 MiB |
0
res/backgrounds/100-big-bang.png → res/backgrounds/100.png
Executable file → Normal file
|
Before Width: | Height: | Size: 1.4 MiB After Width: | Height: | Size: 1.4 MiB |
0
res/backgrounds/1000-vikings.png → res/backgrounds/1000.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2.0 MiB After Width: | Height: | Size: 2.0 MiB |
0
res/backgrounds/1100-crusades.png → res/backgrounds/1100.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2.9 MiB After Width: | Height: | Size: 2.9 MiB |
0
res/backgrounds/1200-genghis-khan.png → res/backgrounds/1200.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2.1 MiB After Width: | Height: | Size: 2.1 MiB |
0
res/backgrounds/1300-black-death.png → res/backgrounds/1300.png
Executable file → Normal file
|
Before Width: | Height: | Size: 1.4 MiB After Width: | Height: | Size: 1.4 MiB |
0
res/backgrounds/1400-columbus-discovery.png → res/backgrounds/1400.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2.6 MiB After Width: | Height: | Size: 2.6 MiB |
0
res/backgrounds/1500-aztecas.png → res/backgrounds/1500.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2.1 MiB After Width: | Height: | Size: 2.1 MiB |
0
res/backgrounds/1600-telescope.png → res/backgrounds/1600.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2.1 MiB After Width: | Height: | Size: 2.1 MiB |
0
res/backgrounds/1700-american-revolution.png → res/backgrounds/1700.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2.1 MiB After Width: | Height: | Size: 2.1 MiB |
0
res/backgrounds/1800-railways.png → res/backgrounds/1800.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2.4 MiB After Width: | Height: | Size: 2.4 MiB |
0
res/backgrounds/1900-world-wide-web.png → res/backgrounds/1900.png
Executable file → Normal file
|
Before Width: | Height: | Size: 1.9 MiB After Width: | Height: | Size: 1.9 MiB |
0
res/backgrounds/200-spiral-galaxy.png → res/backgrounds/200.png
Executable file → Normal file
|
Before Width: | Height: | Size: 1.6 MiB After Width: | Height: | Size: 1.6 MiB |
0
res/backgrounds/300-sun-and-dust.png → res/backgrounds/300.png
Executable file → Normal file
|
Before Width: | Height: | Size: 1.7 MiB After Width: | Height: | Size: 1.7 MiB |
0
res/backgrounds/400-earth-and-moon.png → res/backgrounds/400.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2.0 MiB After Width: | Height: | Size: 2.0 MiB |
0
res/backgrounds/500-cambrian-explosion.png → res/backgrounds/500.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2.1 MiB After Width: | Height: | Size: 2.1 MiB |
0
res/backgrounds/600-dinosaurs.png → res/backgrounds/600.png
Executable file → Normal file
|
Before Width: | Height: | Size: 3.1 MiB After Width: | Height: | Size: 3.1 MiB |
0
res/backgrounds/700-asteroid.png → res/backgrounds/700.png
Executable file → Normal file
|
Before Width: | Height: | Size: 1.2 MiB After Width: | Height: | Size: 1.2 MiB |
0
res/backgrounds/800-human-fire.png → res/backgrounds/800.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2.7 MiB After Width: | Height: | Size: 2.7 MiB |
0
res/backgrounds/900-early-civilization.png → res/backgrounds/900.png
Executable file → Normal file
|
Before Width: | Height: | Size: 3.6 MiB After Width: | Height: | Size: 3.6 MiB |
|
Before Width: | Height: | Size: 2.9 MiB After Width: | Height: | Size: 2.9 MiB |
|
Before Width: | Height: | Size: 3.0 MiB After Width: | Height: | Size: 3.0 MiB |
BIN
res/backgrounds/title.png
Normal file
|
After Width: | Height: | Size: 1.3 MiB |
|
Before Width: | Height: | Size: 1.6 MiB |
BIN
res/img/bonew.png
Normal file
|
After Width: | Height: | Size: 229 B |
BIN
res/img/s8.png
Normal file
|
After Width: | Height: | Size: 233 B |
BIN
res/se/erase.wav
Normal file
BIN
res/se/fall.wav
Normal file
BIN
res/se/go.wav
Normal file
BIN
res/se/hold.wav
Normal file
BIN
res/se/ihs.wav
Normal file
BIN
res/se/irs.wav
Normal file
BIN
res/se/lock.wav
Normal file
BIN
res/se/ready.wav
Normal file
@@ -5,7 +5,8 @@ Scene = Object:extend()
|
|||||||
function Scene:new() end
|
function Scene:new() end
|
||||||
function Scene:update() end
|
function Scene:update() end
|
||||||
function Scene:render() end
|
function Scene:render() end
|
||||||
function Scene:onKeyPress() end
|
function Scene:onInputPress() end
|
||||||
|
function Scene:onInputRelease() end
|
||||||
|
|
||||||
ExitScene = require "scene.exit"
|
ExitScene = require "scene.exit"
|
||||||
GameScene = require "scene.game"
|
GameScene = require "scene.game"
|
||||||
|
|||||||
@@ -17,7 +17,7 @@ function ConfigScene:changeOption(rel)
|
|||||||
self.main_menu_state = (self.main_menu_state + len + rel - 1) % len + 1
|
self.main_menu_state = (self.main_menu_state + len + rel - 1) % len + 1
|
||||||
end
|
end
|
||||||
|
|
||||||
function ConfigScene:onKeyPress(e)
|
function ConfigScene:onInputPress(e)
|
||||||
end
|
end
|
||||||
|
|
||||||
return ConfigScene
|
return ConfigScene
|
||||||
|
|||||||
@@ -16,7 +16,7 @@ end
|
|||||||
function ExitScene:changeOption(rel)
|
function ExitScene:changeOption(rel)
|
||||||
end
|
end
|
||||||
|
|
||||||
function ExitScene:onKeyPress(e)
|
function ExitScene:onInputPress(e)
|
||||||
end
|
end
|
||||||
|
|
||||||
return ExitScene
|
return ExitScene
|
||||||
|
|||||||
@@ -1,10 +1,27 @@
|
|||||||
local GameScene = Scene:extend()
|
local GameScene = Scene:extend()
|
||||||
|
|
||||||
|
GameScene.title = "Game"
|
||||||
|
|
||||||
require 'load.save'
|
require 'load.save'
|
||||||
|
|
||||||
function GameScene:new(game_mode, ruleset)
|
function GameScene:new(game_mode, ruleset)
|
||||||
|
self.retry_mode = game_mode
|
||||||
|
self.retry_ruleset = ruleset
|
||||||
self.game = game_mode()
|
self.game = game_mode()
|
||||||
self.ruleset = ruleset()
|
self.ruleset = ruleset()
|
||||||
self.game:initialize(self.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({
|
DiscordRPC:update({
|
||||||
details = self.game.rpc_details,
|
details = self.game.rpc_details,
|
||||||
state = self.game.name,
|
state = self.game.name,
|
||||||
@@ -13,18 +30,11 @@ end
|
|||||||
|
|
||||||
function GameScene:update()
|
function GameScene:update()
|
||||||
if love.window.hasFocus() then
|
if love.window.hasFocus() then
|
||||||
self.game:update({
|
local inputs = {}
|
||||||
left = love.keyboard.isScancodeDown(config.input.left),
|
for input, value in pairs(self.inputs) do
|
||||||
right = love.keyboard.isScancodeDown(config.input.right),
|
inputs[input] = value
|
||||||
up = love.keyboard.isScancodeDown(config.input.up),
|
end
|
||||||
down = love.keyboard.isScancodeDown(config.input.down),
|
self.game:update(inputs, self.ruleset)
|
||||||
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)
|
|
||||||
end
|
end
|
||||||
|
|
||||||
self.game.grid:update()
|
self.game.grid:update()
|
||||||
@@ -49,6 +59,7 @@ function GameScene:render()
|
|||||||
self.game:drawScoringInfo()
|
self.game:drawScoringInfo()
|
||||||
|
|
||||||
-- ready/go graphics
|
-- ready/go graphics
|
||||||
|
|
||||||
if self.game.ready_frames <= 100 and self.game.ready_frames > 52 then
|
if self.game.ready_frames <= 100 and self.game.ready_frames > 52 then
|
||||||
love.graphics.draw(misc_graphics["ready"], 144 - 50, 240 - 14)
|
love.graphics.draw(misc_graphics["ready"], 144 - 50, 240 - 14)
|
||||||
elseif self.game.ready_frames <= 50 and self.game.ready_frames > 2 then
|
elseif self.game.ready_frames <= 50 and self.game.ready_frames > 2 then
|
||||||
@@ -57,25 +68,30 @@ function GameScene:render()
|
|||||||
|
|
||||||
self.game:drawCustom()
|
self.game:drawCustom()
|
||||||
|
|
||||||
|
love.graphics.setFont(font_3x5_2)
|
||||||
|
if config.gamesettings.display_gamemode == 1 then
|
||||||
|
love.graphics.printf(self.game.name .. " - " .. self.ruleset.name, 0, 460, 640, "left")
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function GameScene:onKeyPress(e)
|
function GameScene:onInputPress(e)
|
||||||
if (self.game.completed) and
|
if self.game.completed and (e.input == "menu_decide" or e.input == "menu_back" or e.input == "retry") then
|
||||||
(e.scancode == "return" or e.scancode == "escape") and e.isRepeat == false then
|
|
||||||
highscore_entry = self.game:getHighscoreData()
|
highscore_entry = self.game:getHighscoreData()
|
||||||
highscore_hash = self.game.hash .. "-" .. self.ruleset.hash
|
highscore_hash = self.game.hash .. "-" .. self.ruleset.hash
|
||||||
submitHighscore(highscore_hash, highscore_entry)
|
submitHighscore(highscore_hash, highscore_entry)
|
||||||
|
scene = 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()
|
scene = ModeSelectScene()
|
||||||
elseif (e.scancode == config.input.retry) then
|
elseif e.input and string.sub(e.input, 1, 5) ~= "menu_" then
|
||||||
-- fuck this, this is hacky but the way this codebase is setup prevents anything else
|
self.inputs[e.input] = true
|
||||||
-- it seems like all the values that get touched in the child gamemode class
|
end
|
||||||
-- stop being linked to the values of the GameMode superclass because of how `mt.__index` works
|
end
|
||||||
-- 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.
|
function GameScene:onInputRelease(e)
|
||||||
love.keypressed("escape", "escape", false)
|
if e.input and string.sub(e.input, 1, 5) ~= "menu_" then
|
||||||
love.keypressed("return", "return", false)
|
self.inputs[e.input] = false
|
||||||
elseif e.scancode == "escape" then
|
|
||||||
scene = ModeSelectScene()
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
@@ -6,9 +6,14 @@ require 'load.save'
|
|||||||
|
|
||||||
ConfigScene.options = {
|
ConfigScene.options = {
|
||||||
-- this serves as reference to what the options' values mean i guess?
|
-- this serves as reference to what the options' values mean i guess?
|
||||||
{"manlock", "Manual locking", {"Per ruleset","Per gamemode","Harddrop", "Softdrop"}},
|
{"manlock", "Manual locking",{"Per ruleset","Per gamemode","Harddrop", "Softdrop"}},
|
||||||
{"piece_colour", "Piece Colours", {"Per ruleset", "Arika", "TTC"}},
|
{"piece_colour", "Piece Colours", {"Per ruleset","Arika" ,"TTC"}},
|
||||||
{"world_reverse", "World Reverse", {"No", "Yes"}},
|
{"world_reverse","A Button Rotation", {"Left" ,"Auto" ,"Right"}},
|
||||||
|
{"display_gamemode", "Display Gamemode", {"On", "Off"}},
|
||||||
|
{"next_se", "Next Piece SFX", {"On", "Off"}},
|
||||||
|
{"das_last_key", "DAS Switch", {"Default", "Instant"}},
|
||||||
|
{"synchroes_allowed", "Synchroes", {"Per ruleset", "On", "Off"}},
|
||||||
|
{"diagonal_input", "Diagonal Input", {"On", "Off"}}
|
||||||
}
|
}
|
||||||
local optioncount = #ConfigScene.options
|
local optioncount = #ConfigScene.options
|
||||||
|
|
||||||
@@ -24,6 +29,7 @@ function ConfigScene:new()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function ConfigScene:update()
|
function ConfigScene:update()
|
||||||
|
config["das_last_key"] = config.gamesettings.das_last_key == 2
|
||||||
end
|
end
|
||||||
|
|
||||||
function ConfigScene:render()
|
function ConfigScene:render()
|
||||||
@@ -51,26 +57,26 @@ function ConfigScene:render()
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function ConfigScene:onKeyPress(e)
|
function ConfigScene:onInputPress(e)
|
||||||
if e.scancode == "return" and e.isRepeat == false then
|
if e.input == "menu_decide" or e.scancode == "return" then
|
||||||
playSE("mode_decide")
|
playSE("mode_decide")
|
||||||
saveConfig()
|
saveConfig()
|
||||||
scene = TitleScene()
|
scene = TitleScene()
|
||||||
elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then
|
elseif e.input == "up" or e.scancode == "up" then
|
||||||
playSE("cursor")
|
playSE("cursor")
|
||||||
self.highlight = Mod1(self.highlight-1, optioncount)
|
self.highlight = Mod1(self.highlight-1, optioncount)
|
||||||
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
|
elseif e.input == "down" or e.scancode == "down" then
|
||||||
playSE("cursor")
|
playSE("cursor")
|
||||||
self.highlight = Mod1(self.highlight+1, optioncount)
|
self.highlight = Mod1(self.highlight+1, optioncount)
|
||||||
elseif (e.scancode == config.input["left"] or e.scancode == "left") and e.isRepeat == false then
|
elseif e.input == "left" or e.scancode == "left" then
|
||||||
playSE("cursor_lr")
|
playSE("cursor_lr")
|
||||||
local option = ConfigScene.options[self.highlight]
|
local option = ConfigScene.options[self.highlight]
|
||||||
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]-1, #option[3])
|
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
|
elseif e.input == "right" or e.scancode == "right" then
|
||||||
playSE("cursor_lr")
|
playSE("cursor_lr")
|
||||||
local option = ConfigScene.options[self.highlight]
|
local option = ConfigScene.options[self.highlight]
|
||||||
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]+1, #option[3])
|
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]+1, #option[3])
|
||||||
elseif e.scancode == "escape" then
|
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
|
||||||
loadSave()
|
loadSave()
|
||||||
scene = TitleScene()
|
scene = TitleScene()
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -5,6 +5,8 @@ ConfigScene.title = "Input Config"
|
|||||||
require 'load.save'
|
require 'load.save'
|
||||||
|
|
||||||
local configurable_inputs = {
|
local configurable_inputs = {
|
||||||
|
"menu_decide",
|
||||||
|
"menu_back",
|
||||||
"left",
|
"left",
|
||||||
"right",
|
"right",
|
||||||
"up",
|
"up",
|
||||||
@@ -18,10 +20,19 @@ local configurable_inputs = {
|
|||||||
"retry",
|
"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()
|
function ConfigScene:new()
|
||||||
-- load current config
|
|
||||||
self.config = config.input
|
|
||||||
self.input_state = 1
|
self.input_state = 1
|
||||||
|
self.set_inputs = newSetInputs()
|
||||||
|
self.new_input = {}
|
||||||
|
self.axis_timer = 0
|
||||||
|
|
||||||
DiscordRPC:update({
|
DiscordRPC:update({
|
||||||
details = "In menus",
|
details = "In menus",
|
||||||
@@ -41,38 +52,109 @@ function ConfigScene:render()
|
|||||||
)
|
)
|
||||||
|
|
||||||
love.graphics.setFont(font_3x5_2)
|
love.graphics.setFont(font_3x5_2)
|
||||||
for i, input in pairs(configurable_inputs) do
|
for i, input in ipairs(configurable_inputs) do
|
||||||
love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
|
love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
|
||||||
if config.input[input] then
|
if self.set_inputs[input] then
|
||||||
love.graphics.printf(
|
love.graphics.printf(self.set_inputs[input], 240, 50 + i * 20, 300, "left")
|
||||||
love.keyboard.getKeyFromScancode(config.input[input]) .. " (" .. config.input[input] .. ")",
|
|
||||||
240, 50 + i * 20, 200, "left"
|
|
||||||
)
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
if self.input_state > table.getn(configurable_inputs) then
|
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
|
else
|
||||||
love.graphics.print("press key for " .. configurable_inputs[self.input_state])
|
love.graphics.print("press key or joystick input for " .. configurable_inputs[self.input_state] .. ", tab to skip" .. (config.input and ", escape to cancel" or ""), 0, 0)
|
||||||
|
love.graphics.print("function keys (F1, F2, etc.), escape, and tab can't be changed", 0, 20)
|
||||||
|
end
|
||||||
|
|
||||||
|
self.axis_timer = self.axis_timer + 1
|
||||||
|
end
|
||||||
|
|
||||||
|
local function addJoystick(input, name)
|
||||||
|
if not input.joysticks then
|
||||||
|
input.joysticks = {}
|
||||||
|
end
|
||||||
|
if not input.joysticks[name] then
|
||||||
|
input.joysticks[name] = {}
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function ConfigScene:onKeyPress(e)
|
function ConfigScene:onInputPress(e)
|
||||||
if self.input_state > table.getn(configurable_inputs) then
|
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 self.input_state > table.getn(configurable_inputs) then
|
||||||
if e.scancode == "return" then
|
if e.scancode == "return" then
|
||||||
-- save, then load next scene
|
-- save new input, then load next scene
|
||||||
|
config.input = self.new_input
|
||||||
saveConfig()
|
saveConfig()
|
||||||
scene = TitleScene()
|
scene = TitleScene()
|
||||||
elseif e.scancode == "delete" or e.scancode == "backspace" then
|
elseif e.scancode == "delete" or e.scancode == "backspace" then
|
||||||
|
-- retry
|
||||||
self.input_state = 1
|
self.input_state = 1
|
||||||
|
self.set_inputs = newSetInputs()
|
||||||
|
self.new_input = {}
|
||||||
end
|
end
|
||||||
else
|
elseif e.scancode == "tab" then
|
||||||
if e.scancode == "escape" then
|
self.set_inputs[configurable_inputs[self.input_state]] = "skipped"
|
||||||
loadSave()
|
|
||||||
scene = TitleScene()
|
|
||||||
else
|
|
||||||
config.input[configurable_inputs[self.input_state]] = e.scancode
|
|
||||||
self.input_state = self.input_state + 1
|
self.input_state = self.input_state + 1
|
||||||
|
elseif e.scancode ~= "escape" then
|
||||||
|
-- all other keys can be configured
|
||||||
|
if not self.new_input.keys then
|
||||||
|
self.new_input.keys = {}
|
||||||
|
end
|
||||||
|
self.set_inputs[configurable_inputs[self.input_state]] = "key " .. love.keyboard.getKeyFromScancode(e.scancode) .. " (" .. e.scancode .. ")"
|
||||||
|
self.new_input.keys[e.scancode] = configurable_inputs[self.input_state]
|
||||||
|
self.input_state = self.input_state + 1
|
||||||
|
end
|
||||||
|
elseif string.sub(e.type, 1, 3) == "joy" then
|
||||||
|
if self.input_state <= table.getn(configurable_inputs) then
|
||||||
|
if e.type == "joybutton" then
|
||||||
|
addJoystick(self.new_input, e.name)
|
||||||
|
if not self.new_input.joysticks[e.name].buttons then
|
||||||
|
self.new_input.joysticks[e.name].buttons = {}
|
||||||
|
end
|
||||||
|
self.set_inputs[configurable_inputs[self.input_state]] =
|
||||||
|
"jbtn " ..
|
||||||
|
e.button ..
|
||||||
|
" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
|
||||||
|
self.new_input.joysticks[e.name].buttons[e.button] = configurable_inputs[self.input_state]
|
||||||
|
self.input_state = self.input_state + 1
|
||||||
|
elseif e.type == "joyaxis" then
|
||||||
|
if (e.axis ~= self.last_axis or self.axis_timer > 30) and math.abs(e.value) >= 1 then
|
||||||
|
addJoystick(self.new_input, e.name)
|
||||||
|
if not self.new_input.joysticks[e.name].axes then
|
||||||
|
self.new_input.joysticks[e.name].axes = {}
|
||||||
|
end
|
||||||
|
if not self.new_input.joysticks[e.name].axes[e.axis] then
|
||||||
|
self.new_input.joysticks[e.name].axes[e.axis] = {}
|
||||||
|
end
|
||||||
|
self.set_inputs[configurable_inputs[self.input_state]] =
|
||||||
|
"jaxis " ..
|
||||||
|
(e.value >= 1 and "+" or "-") .. e.axis ..
|
||||||
|
" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
|
||||||
|
self.new_input.joysticks[e.name].axes[e.axis][e.value >= 1 and "positive" or "negative"] = configurable_inputs[self.input_state]
|
||||||
|
self.input_state = self.input_state + 1
|
||||||
|
self.last_axis = e.axis
|
||||||
|
self.axis_timer = 0
|
||||||
|
end
|
||||||
|
elseif e.type == "joyhat" then
|
||||||
|
if e.direction ~= "c" then
|
||||||
|
addJoystick(self.new_input, e.name)
|
||||||
|
if not self.new_input.joysticks[e.name].hats then
|
||||||
|
self.new_input.joysticks[e.name].hats = {}
|
||||||
|
end
|
||||||
|
if not self.new_input.joysticks[e.name].hats[e.hat] then
|
||||||
|
self.new_input.joysticks[e.name].hats[e.hat] = {}
|
||||||
|
end
|
||||||
|
self.set_inputs[configurable_inputs[self.input_state]] =
|
||||||
|
"jhat " ..
|
||||||
|
e.hat .. " " .. e.direction ..
|
||||||
|
" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
|
||||||
|
self.new_input.joysticks[e.name].hats[e.hat][e.direction] = configurable_inputs[self.input_state]
|
||||||
|
self.input_state = self.input_state + 1
|
||||||
|
end
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -5,43 +5,6 @@ ModeSelectScene.title = "Game Start"
|
|||||||
current_mode = 1
|
current_mode = 1
|
||||||
current_ruleset = 1
|
current_ruleset = 1
|
||||||
|
|
||||||
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.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_ax4',
|
|
||||||
require 'tetris.modes.marathon_c89',
|
|
||||||
require 'tetris.modes.survival_a1',
|
|
||||||
require 'tetris.modes.survival_a2',
|
|
||||||
require 'tetris.modes.survival_a3',
|
|
||||||
require 'tetris.modes.big_a2',
|
|
||||||
require 'tetris.modes.konoha',
|
|
||||||
}
|
|
||||||
|
|
||||||
rulesets = {
|
|
||||||
require 'tetris.rulesets.cambridge',
|
|
||||||
require 'tetris.rulesets.arika',
|
|
||||||
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',
|
|
||||||
--require 'tetris.rulesets.shirase',
|
|
||||||
--require 'tetris.rulesets.super302',
|
|
||||||
}
|
|
||||||
|
|
||||||
function ModeSelectScene:new()
|
function ModeSelectScene:new()
|
||||||
self.menu_state = {
|
self.menu_state = {
|
||||||
mode = current_mode,
|
mode = current_mode,
|
||||||
@@ -69,14 +32,14 @@ function ModeSelectScene:render()
|
|||||||
elseif self.menu_state.select == "ruleset" then
|
elseif self.menu_state.select == "ruleset" then
|
||||||
love.graphics.setColor(1, 1, 1, 0.25)
|
love.graphics.setColor(1, 1, 1, 0.25)
|
||||||
end
|
end
|
||||||
love.graphics.rectangle("fill", 20, 78 + 20 * self.menu_state.mode, 240, 22)
|
love.graphics.rectangle("fill", 20, 258, 240, 22)
|
||||||
|
|
||||||
if self.menu_state.select == "mode" then
|
if self.menu_state.select == "mode" then
|
||||||
love.graphics.setColor(1, 1, 1, 0.25)
|
love.graphics.setColor(1, 1, 1, 0.25)
|
||||||
elseif self.menu_state.select == "ruleset" then
|
elseif self.menu_state.select == "ruleset" then
|
||||||
love.graphics.setColor(1, 1, 1, 0.5)
|
love.graphics.setColor(1, 1, 1, 0.5)
|
||||||
end
|
end
|
||||||
love.graphics.rectangle("fill", 340, 78 + 20 * self.menu_state.ruleset, 200, 22)
|
love.graphics.rectangle("fill", 340, 258, 200, 22)
|
||||||
|
|
||||||
love.graphics.setColor(1, 1, 1, 1)
|
love.graphics.setColor(1, 1, 1, 1)
|
||||||
|
|
||||||
@@ -84,15 +47,19 @@ function ModeSelectScene:render()
|
|||||||
|
|
||||||
love.graphics.setFont(font_3x5_2)
|
love.graphics.setFont(font_3x5_2)
|
||||||
for idx, mode in pairs(game_modes) do
|
for idx, mode in pairs(game_modes) do
|
||||||
love.graphics.printf(mode.name, 40, 80 + 20 * idx, 200, "left")
|
if(idx >= self.menu_state.mode-9 and idx <= self.menu_state.mode+9) then
|
||||||
|
love.graphics.printf(mode.name, 40, (260 - 20*(self.menu_state.mode)) + 20 * idx, 200, "left")
|
||||||
|
end
|
||||||
end
|
end
|
||||||
for idx, ruleset in pairs(rulesets) do
|
for idx, ruleset in pairs(rulesets) do
|
||||||
love.graphics.printf(ruleset.name, 360, 80 + 20 * idx, 160, "left")
|
if(idx >= self.menu_state.ruleset-9 and idx <= self.menu_state.ruleset+9) then
|
||||||
|
love.graphics.printf(ruleset.name, 360, (260 - 20*(self.menu_state.ruleset)) + 20 * idx, 160, "left")
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function ModeSelectScene:onKeyPress(e)
|
function ModeSelectScene:onInputPress(e)
|
||||||
if e.scancode == "return" and e.isRepeat == false then
|
if e.input == "menu_decide" or e.scancode == "return" then
|
||||||
current_mode = self.menu_state.mode
|
current_mode = self.menu_state.mode
|
||||||
current_ruleset = self.menu_state.ruleset
|
current_ruleset = self.menu_state.ruleset
|
||||||
config.current_mode = current_mode
|
config.current_mode = current_mode
|
||||||
@@ -100,17 +67,16 @@ function ModeSelectScene:onKeyPress(e)
|
|||||||
playSE("mode_decide")
|
playSE("mode_decide")
|
||||||
saveConfig()
|
saveConfig()
|
||||||
scene = GameScene(game_modes[self.menu_state.mode], rulesets[self.menu_state.ruleset])
|
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)
|
self:changeOption(-1)
|
||||||
playSE("cursor")
|
playSE("cursor")
|
||||||
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
|
elseif e.input == "down" or e.scancode == "down" then
|
||||||
self:changeOption(1)
|
self:changeOption(1)
|
||||||
playSE("cursor")
|
playSE("cursor")
|
||||||
elseif (e.scancode == config.input["left"] or e.scancode == "left") or
|
elseif e.input == "left" or e.input == "right" or e.scancode == "left" or e.scancode == "right" then
|
||||||
(e.scancode == config.input["right"] or e.scancode == "right") then
|
|
||||||
self:switchSelect()
|
self:switchSelect()
|
||||||
playSE("cursor_lr")
|
playSE("cursor_lr")
|
||||||
elseif e.scancode == "escape" then
|
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
|
||||||
scene = TitleScene()
|
scene = TitleScene()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -57,17 +57,17 @@ function TitleScene:changeOption(rel)
|
|||||||
self.main_menu_state = (self.main_menu_state + len + rel - 1) % len + 1
|
self.main_menu_state = (self.main_menu_state + len + rel - 1) % len + 1
|
||||||
end
|
end
|
||||||
|
|
||||||
function TitleScene:onKeyPress(e)
|
function TitleScene:onInputPress(e)
|
||||||
if e.scancode == "return" and e.isRepeat == false then
|
if e.input == "menu_decide" or e.scancode == "return" then
|
||||||
playSE("main_decide")
|
playSE("main_decide")
|
||||||
scene = main_menu_screens[self.main_menu_state]()
|
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)
|
self:changeOption(-1)
|
||||||
playSE("cursor")
|
playSE("cursor")
|
||||||
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
|
elseif e.input == "down" or e.scancode == "down" then
|
||||||
self:changeOption(1)
|
self:changeOption(1)
|
||||||
playSE("cursor")
|
playSE("cursor")
|
||||||
elseif e.scancode == "escape" and e.isRepeat == false then
|
elseif e.input == "menu_back" or e.scancode == "backspace" or e.scancode == "delete" then
|
||||||
love.event.quit()
|
love.event.quit()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -4,6 +4,7 @@ local Grid = Object:extend()
|
|||||||
|
|
||||||
local empty = { skin = "", colour = "" }
|
local empty = { skin = "", colour = "" }
|
||||||
local oob = { skin = "", colour = "" }
|
local oob = { skin = "", colour = "" }
|
||||||
|
local block = { skin = "2tie", colour = "A" }
|
||||||
|
|
||||||
function Grid:new()
|
function Grid:new()
|
||||||
self.grid = {}
|
self.grid = {}
|
||||||
@@ -141,14 +142,49 @@ function Grid:copyBottomRow()
|
|||||||
self.grid[24] = {empty, empty, empty, empty, empty, empty, empty, empty, empty, empty}
|
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}
|
self.grid_age[24] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
|
||||||
for col = 1, 10 do
|
for col = 1, 10 do
|
||||||
self.grid[24][col] = (self.grid[23][col] == empty) and empty or {
|
self.grid[24][col] = (self.grid[23][col] == empty) and empty or block
|
||||||
skin = self.grid[23][col].skin,
|
|
||||||
colour = "X"
|
|
||||||
}
|
|
||||||
end
|
end
|
||||||
return true
|
return true
|
||||||
end
|
end
|
||||||
|
|
||||||
|
function Grid:garbageRise(row_vals)
|
||||||
|
for row = 1, 23 do
|
||||||
|
self.grid[row] = self.grid[row+1]
|
||||||
|
self.grid_age[row] = self.grid_age[row+1]
|
||||||
|
end
|
||||||
|
self.grid[24] = {empty, empty, empty, empty, empty, empty, empty, empty, empty, empty}
|
||||||
|
self.grid_age[24] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
|
||||||
|
for col = 1, 10 do
|
||||||
|
self.grid[24][col] = (row_vals[col] == "e") and empty or block
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function Grid:applyFourWide()
|
||||||
|
for row = 1, 24 do
|
||||||
|
local x = self.grid[row]
|
||||||
|
x[1] = x[1]~=block and block or x[1]
|
||||||
|
x[2] = x[2]~=block and block or x[2]
|
||||||
|
x[3] = x[3]~=block and block or x[3]
|
||||||
|
x[8] = x[8]~=block and block or x[8]
|
||||||
|
x[9] = x[9]~=block and block or x[9]
|
||||||
|
x[10] = x[10]~=block and block or x[10]
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function Grid:applyCeiling(lines)
|
||||||
|
for row = 1, lines do
|
||||||
|
for col = 1, 9 do
|
||||||
|
self.grid[row][col] = block
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function Grid:clearSpecificRow(row)
|
||||||
|
for col = 1, 10 do
|
||||||
|
self.grid[row][col] = empty
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
function Grid:applyPiece(piece)
|
function Grid:applyPiece(piece)
|
||||||
if piece.big then
|
if piece.big then
|
||||||
self:applyBigPiece(piece)
|
self:applyBigPiece(piece)
|
||||||
@@ -194,6 +230,15 @@ function Grid:checkForBravo(cleared_row_count)
|
|||||||
return true
|
return true
|
||||||
end
|
end
|
||||||
|
|
||||||
|
function Grid:checkStackHeight()
|
||||||
|
for i = 0, 23 do
|
||||||
|
for j = 0, 9 do
|
||||||
|
if self:isOccupied(j, i) then return 24 - i end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return 0
|
||||||
|
end
|
||||||
|
|
||||||
function Grid:checkSecretGrade()
|
function Grid:checkSecretGrade()
|
||||||
local sgrade = 0
|
local sgrade = 0
|
||||||
for i=23,5,-1 do
|
for i=23,5,-1 do
|
||||||
@@ -216,7 +261,7 @@ function Grid:checkSecretGrade()
|
|||||||
if(validLine) then
|
if(validLine) then
|
||||||
sgrade = sgrade + 1
|
sgrade = sgrade + 1
|
||||||
else
|
else
|
||||||
-- return sgrade
|
return sgrade
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
--[[
|
--[[
|
||||||
@@ -239,14 +284,18 @@ function Grid:update()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function Grid:draw()
|
function Grid:draw()
|
||||||
for y = 1, 24 do
|
for y = 5, 24 do
|
||||||
for x = 1, 10 do
|
for x = 1, 10 do
|
||||||
if self.grid[y][x] ~= empty then
|
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.setColor(1, 1, 1, 1)
|
||||||
love.graphics.draw(blocks[self.grid[y][x].skin]["F"], 48+x*16, y*16)
|
love.graphics.draw(blocks[self.grid[y][x].skin]["F"], 48+x*16, y*16)
|
||||||
|
else
|
||||||
|
if self.grid[y][x].skin == "bone" then
|
||||||
|
love.graphics.setColor(1, 1, 1, 1)
|
||||||
else
|
else
|
||||||
love.graphics.setColor(0.5, 0.5, 0.5, 1)
|
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)
|
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
|
||||||
end
|
end
|
||||||
if self.grid[y][x].skin ~= "bone" then
|
if self.grid[y][x].skin ~= "bone" then
|
||||||
@@ -270,19 +319,45 @@ function Grid:draw()
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function Grid:drawInvisible(opacity_function, garbage_opacity_function)
|
function Grid:drawOutline()
|
||||||
for y = 1, 24 do
|
for y = 5, 24 do
|
||||||
|
for x = 1, 10 do
|
||||||
|
if self.grid[y][x] ~= empty then
|
||||||
|
love.graphics.setColor(0.8, 0.8, 0.8, 1)
|
||||||
|
love.graphics.setLineWidth(1)
|
||||||
|
if y > 1 and self.grid[y-1][x] == empty then
|
||||||
|
love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
|
||||||
|
end
|
||||||
|
if y < 24 and self.grid[y+1][x] == empty then
|
||||||
|
love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
|
||||||
|
end
|
||||||
|
if x > 1 and self.grid[y][x-1] == empty then
|
||||||
|
love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
|
||||||
|
end
|
||||||
|
if x < 10 and self.grid[y][x+1] == empty then
|
||||||
|
love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function Grid:drawInvisible(opacity_function, garbage_opacity_function, lock_flash, brightness)
|
||||||
|
lock_flash = lock_flash == nil and true or lock_flash
|
||||||
|
brightness = brightness == nil and 0.5 or brightness
|
||||||
|
for y = 5, 24 do
|
||||||
for x = 1, 10 do
|
for x = 1, 10 do
|
||||||
if self.grid[y][x] ~= empty then
|
if self.grid[y][x] ~= empty then
|
||||||
if self.grid[y][x].colour == "X" then
|
if self.grid[y][x].colour == "X" then
|
||||||
opacity = 1
|
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])
|
opacity = garbage_opacity_function(self.grid_age[y][x])
|
||||||
else
|
else
|
||||||
opacity = opacity_function(self.grid_age[y][x])
|
opacity = opacity_function(self.grid_age[y][x])
|
||||||
end
|
end
|
||||||
love.graphics.setColor(0.5, 0.5, 0.5, opacity)
|
love.graphics.setColor(brightness, brightness, brightness, opacity)
|
||||||
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
|
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
|
||||||
|
if lock_flash then
|
||||||
if opacity > 0 and self.grid[y][x].colour ~= "X" then
|
if opacity > 0 and self.grid[y][x].colour ~= "X" then
|
||||||
love.graphics.setColor(0.64, 0.64, 0.64)
|
love.graphics.setColor(0.64, 0.64, 0.64)
|
||||||
love.graphics.setLineWidth(1)
|
love.graphics.setLineWidth(1)
|
||||||
@@ -302,6 +377,7 @@ function Grid:drawInvisible(opacity_function, garbage_opacity_function)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
return Grid
|
return Grid
|
||||||
|
|||||||
@@ -78,12 +78,15 @@ function Piece:setRelativeRotation(rot)
|
|||||||
return self
|
return self
|
||||||
end
|
end
|
||||||
|
|
||||||
function Piece:moveInGrid(step, squares, grid)
|
function Piece:moveInGrid(step, squares, grid, instant)
|
||||||
local moved = false
|
local moved = false
|
||||||
for x = 1, squares do
|
for x = 1, squares do
|
||||||
if grid:canPlacePiece(self:withOffset(step)) then
|
if grid:canPlacePiece(self:withOffset(step)) then
|
||||||
moved = true
|
moved = true
|
||||||
self:setOffset(step)
|
self:setOffset(step)
|
||||||
|
if instant then
|
||||||
|
self:dropToBottom(grid)
|
||||||
|
end
|
||||||
else
|
else
|
||||||
break
|
break
|
||||||
end
|
end
|
||||||
@@ -98,7 +101,7 @@ end
|
|||||||
|
|
||||||
function Piece:dropToBottom(grid)
|
function Piece:dropToBottom(grid)
|
||||||
local piece_y = self.position.y
|
local piece_y = self.position.y
|
||||||
self:dropSquares(24, grid)
|
self:dropSquares(math.huge, grid)
|
||||||
self.gravity = 0
|
self.gravity = 0
|
||||||
if self.position.y > piece_y then
|
if self.position.y > piece_y then
|
||||||
-- if it got dropped any, also reset lock delay
|
-- if it got dropped any, also reset lock delay
|
||||||
|
|||||||
@@ -19,17 +19,15 @@ function MarathonA2Game:new()
|
|||||||
self.big_mode = true
|
self.big_mode = true
|
||||||
self.roll_frames = 0
|
self.roll_frames = 0
|
||||||
self.combo = 1
|
self.combo = 1
|
||||||
self.randomizer = History6RollsRandomizer()
|
|
||||||
self.grade = 0
|
self.grade = 0
|
||||||
self.grade_points = 0
|
self.grade_points = 0
|
||||||
self.grade_point_decay_counter = 0
|
self.grade_point_decay_counter = 0
|
||||||
self.section_start_time = 0
|
|
||||||
self.section_times = { [0] = 0 }
|
|
||||||
self.section_tetrises = { [0] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
|
|
||||||
|
|
||||||
self.randomizer = History6RollsRandomizer()
|
self.randomizer = History6RollsRandomizer()
|
||||||
|
|
||||||
self.lock_drop = false
|
self.lock_drop = false
|
||||||
|
self.lock_hard_drop = false
|
||||||
self.enable_hold = false
|
self.enable_hold = false
|
||||||
self.next_queue_length = 1
|
self.next_queue_length = 1
|
||||||
end
|
end
|
||||||
@@ -103,11 +101,9 @@ end
|
|||||||
function MarathonA2Game:advanceOneFrame()
|
function MarathonA2Game:advanceOneFrame()
|
||||||
if self.clear then
|
if self.clear then
|
||||||
self.roll_frames = self.roll_frames + 1
|
self.roll_frames = self.roll_frames + 1
|
||||||
|
if self.roll_frames < 0 then return false end
|
||||||
if self.roll_frames > 3694 then
|
if self.roll_frames > 3694 then
|
||||||
self.completed = true
|
self.completed = true
|
||||||
if self.grade == 32 then
|
|
||||||
self.grade = 33
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
elseif self.ready_frames == 0 then
|
elseif self.ready_frames == 0 then
|
||||||
self.frames = self.frames + 1
|
self.frames = self.frames + 1
|
||||||
@@ -123,43 +119,31 @@ end
|
|||||||
|
|
||||||
function MarathonA2Game:onLineClear(cleared_row_count)
|
function MarathonA2Game:onLineClear(cleared_row_count)
|
||||||
cleared_row_count = cleared_row_count / 2
|
cleared_row_count = cleared_row_count / 2
|
||||||
self:updateSectionTimes(self.level, self.level + cleared_row_count)
|
|
||||||
self.level = math.min(self.level + cleared_row_count, 999)
|
self.level = math.min(self.level + cleared_row_count, 999)
|
||||||
if self.level == 999 and not self.clear then
|
if self.level == 999 and not self.clear then
|
||||||
self.clear = true
|
self.clear = true
|
||||||
if self:qualifiesForMRoll() then
|
|
||||||
self.grade = 32
|
|
||||||
end
|
|
||||||
self.grid:clear()
|
self.grid:clear()
|
||||||
self.roll_frames = -150
|
self.roll_frames = -150
|
||||||
end
|
end
|
||||||
|
self.lock_drop = self.level >= 900
|
||||||
|
self.lock_hard_drop = self.level >= 900
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
|
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
|
||||||
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
|
if not self.clear then
|
||||||
cleared_lines = cleared_lines / 2
|
cleared_lines = cleared_lines / 2
|
||||||
self:updateGrade(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
|
if cleared_lines > 0 then
|
||||||
|
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||||
self.score = self.score + (
|
self.score = self.score + (
|
||||||
(math.ceil((level + cleared_lines) / 4) + 2 * drop_bonus) *
|
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||||
cleared_lines * self.combo * self.bravo
|
cleared_lines * self.combo * self.bravo
|
||||||
)
|
)
|
||||||
self.lines = self.lines + cleared_lines
|
|
||||||
self.combo = self.combo + 2 * (cleared_lines - 1)
|
|
||||||
else
|
else
|
||||||
self.drop_bonus = 0
|
|
||||||
self.combo = 1
|
self.combo = 1
|
||||||
end
|
end
|
||||||
end
|
self.drop_bonus = 0
|
||||||
|
|
||||||
function MarathonA2Game:updateSectionTimes(old_level, new_level)
|
|
||||||
if self.clear then return end
|
|
||||||
if math.floor(old_level / 100) < math.floor(new_level / 100) or
|
|
||||||
new_level >= 999 then
|
|
||||||
-- record new section
|
|
||||||
section_time = self.frames - self.section_start_time
|
|
||||||
self.section_times[math.floor(old_level / 100)] = section_time
|
|
||||||
self.section_start_time = self.frames
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -224,7 +208,7 @@ local grade_conversion = {
|
|||||||
1, 2, 3, 4, 5, 5, 6, 6, 7, 7,
|
1, 2, 3, 4, 5, 5, 6, 6, 7, 7,
|
||||||
7, 8, 8, 8, 9, 9, 9, 10, 11, 12,
|
7, 8, 8, 8, 9, 9, 9, 10, 11, 12,
|
||||||
12, 12, 13, 13, 14, 14, 15, 15, 16, 16,
|
12, 12, 13, 13, 14, 14, 15, 15, 16, 16,
|
||||||
17, 18, 19
|
17
|
||||||
}
|
}
|
||||||
|
|
||||||
function MarathonA2Game:updateGrade(cleared_lines)
|
function MarathonA2Game:updateGrade(cleared_lines)
|
||||||
@@ -249,49 +233,12 @@ function MarathonA2Game:updateGrade(cleared_lines)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
local tetris_requirements = { [0] = 2, 2, 2, 2, 2, 1, 1, 1, 1, 1 }
|
|
||||||
|
|
||||||
function MarathonA2Game:qualifiesForMRoll()
|
|
||||||
if not self.clear then return false end
|
|
||||||
-- tetris requirements
|
|
||||||
for section = 0, 9 do
|
|
||||||
if self.section_tetrises[section] < tetris_requirements[section] then
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
end
|
|
||||||
-- section time requirements
|
|
||||||
local section_average = 0
|
|
||||||
for section = 0, 4 do
|
|
||||||
section_average = section_average + self.section_times[section]
|
|
||||||
if self.section_times[section] > frameTime(1,05) then
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
end
|
|
||||||
-- section time average requirements
|
|
||||||
if self.section_times[5] > section_average / 5 then
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
for section = 6, 9 do
|
|
||||||
if self.section_times[section] > self.section_times[section - 1] + 120 then
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
end
|
|
||||||
if self.grade < 17 or self.frames > frameTime(8,45) then
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
return true
|
|
||||||
end
|
|
||||||
|
|
||||||
function MarathonA2Game:getLetterGrade()
|
function MarathonA2Game:getLetterGrade()
|
||||||
local grade = grade_conversion[self.grade]
|
local grade = grade_conversion[self.grade]
|
||||||
if grade < 9 then
|
if grade < 9 then
|
||||||
return tostring(9 - grade)
|
return tostring(9 - grade)
|
||||||
elseif grade < 18 then
|
elseif grade < 18 then
|
||||||
return "S" .. tostring(grade - 8)
|
return "S" .. tostring(grade - 8)
|
||||||
elseif grade == 18 then
|
|
||||||
return "M"
|
|
||||||
else
|
|
||||||
return "GM"
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -301,18 +248,9 @@ MarathonA2Game.rollOpacityFunction = function(age)
|
|||||||
else return 1 - (age - 240) / 60 end
|
else return 1 - (age - 240) / 60 end
|
||||||
end
|
end
|
||||||
|
|
||||||
MarathonA2Game.mRollOpacityFunction = function(age)
|
|
||||||
if age > 4 then return 0
|
|
||||||
else return 1 - age / 4 end
|
|
||||||
end
|
|
||||||
|
|
||||||
function MarathonA2Game:drawGrid(ruleset)
|
function MarathonA2Game:drawGrid(ruleset)
|
||||||
if self.clear and not (self.completed or self.game_over) then
|
if self.clear and not (self.completed or self.game_over) then
|
||||||
if self:qualifiesForMRoll() then
|
self.grid:drawInvisible(self.rollOpacityFunction, nil, false)
|
||||||
self.grid:drawInvisible(self.mRollOpacityFunction)
|
|
||||||
else
|
|
||||||
self.grid:drawInvisible(self.rollOpacityFunction)
|
|
||||||
end
|
|
||||||
else
|
else
|
||||||
self.grid:draw()
|
self.grid:draw()
|
||||||
if self.piece ~= nil and self.level < 100 then
|
if self.piece ~= nil and self.level < 100 then
|
||||||
@@ -336,7 +274,10 @@ function MarathonA2Game:drawScoringInfo()
|
|||||||
love.graphics.printf("LEVEL", 240, 320, 40, "left")
|
love.graphics.printf("LEVEL", 240, 320, 40, "left")
|
||||||
|
|
||||||
love.graphics.setFont(font_3x5_3)
|
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.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.score, 240, 220, 90, "left")
|
||||||
love.graphics.printf(self.level, 240, 340, 40, "right")
|
love.graphics.printf(self.level, 240, 340, 40, "right")
|
||||||
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
|
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
|
||||||
|
|||||||
@@ -1,265 +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
|
|
||||||
if math.random() < 1/6.66 then
|
|
||||||
self.rpc_details = "Suffering"
|
|
||||||
end
|
|
||||||
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 < frameTime(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)
|
|
||||||
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)
|
|
||||||
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 .. " " ..
|
|
||||||
strTrueValues(self.prev_inputs)
|
|
||||||
)
|
|
||||||
love.graphics.printf("NEXT", 64, 40, 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")
|
|
||||||
|
|
||||||
-- 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'
|
local Object = require 'libs.classic'
|
||||||
require 'funcs'
|
require 'funcs'
|
||||||
|
|
||||||
|
local playedReadySE = false
|
||||||
|
local playedGoSE = false
|
||||||
|
|
||||||
local Grid = require 'tetris.components.grid'
|
local Grid = require 'tetris.components.grid'
|
||||||
local Randomizer = require 'tetris.randomizers.randomizer'
|
local Randomizer = require 'tetris.randomizers.randomizer'
|
||||||
|
|
||||||
@@ -40,7 +43,14 @@ function GameMode:new()
|
|||||||
self.draw_section_times = false
|
self.draw_section_times = false
|
||||||
self.draw_secondary_section_times = false
|
self.draw_secondary_section_times = false
|
||||||
self.big_mode = false
|
self.big_mode = false
|
||||||
|
self.irs = true
|
||||||
|
self.ihs = true
|
||||||
self.rpc_details = "In game"
|
self.rpc_details = "In game"
|
||||||
|
self.SGnames = {
|
||||||
|
"9", "8", "7", "6", "5", "4", "3", "2", "1",
|
||||||
|
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
|
||||||
|
"GM"
|
||||||
|
}
|
||||||
-- variables related to configurable parameters
|
-- variables related to configurable parameters
|
||||||
self.drop_locked = false
|
self.drop_locked = false
|
||||||
self.hard_drop_locked = false
|
self.hard_drop_locked = false
|
||||||
@@ -90,11 +100,31 @@ function GameMode:update(inputs, ruleset)
|
|||||||
end
|
end
|
||||||
if self.completed then return end
|
if self.completed then return end
|
||||||
|
|
||||||
|
if config.gamesettings.diagonal_input == 2 then
|
||||||
|
if inputs["left"] or inputs["right"] then
|
||||||
|
inputs["up"] = false
|
||||||
|
inputs["down"] = false
|
||||||
|
elseif inputs["up"] or inputs["down"] then
|
||||||
|
inputs["left"] = false
|
||||||
|
inputs["right"] = false
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
-- advance one frame
|
-- advance one frame
|
||||||
if self:advanceOneFrame(inputs) == false then return end
|
if self:advanceOneFrame(inputs, ruleset) == false then return end
|
||||||
|
|
||||||
self:chargeDAS(inputs, self:getDasLimit(), self.getARR())
|
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
|
if self.piece == nil then
|
||||||
self:processDelays(inputs, ruleset)
|
self:processDelays(inputs, ruleset)
|
||||||
else
|
else
|
||||||
@@ -102,7 +132,7 @@ function GameMode:update(inputs, ruleset)
|
|||||||
self:whilePieceActive()
|
self:whilePieceActive()
|
||||||
local gravity = self:getGravity()
|
local gravity = self:getGravity()
|
||||||
|
|
||||||
if self.enable_hold and inputs["hold"] == true and self.held == false then
|
if self.enable_hold and inputs["hold"] == true and self.held == false and self.prev_inputs["hold"] == false then
|
||||||
self:hold(inputs, ruleset)
|
self:hold(inputs, ruleset)
|
||||||
self.prev_inputs = inputs
|
self.prev_inputs = inputs
|
||||||
return
|
return
|
||||||
@@ -161,6 +191,7 @@ function GameMode:update(inputs, ruleset)
|
|||||||
end
|
end
|
||||||
|
|
||||||
if cleared_row_count > 0 then
|
if cleared_row_count > 0 then
|
||||||
|
playSE("erase")
|
||||||
self.lcd = self:getLineClearDelay()
|
self.lcd = self:getLineClearDelay()
|
||||||
self.are = self:getLineARE()
|
self.are = self:getLineARE()
|
||||||
if self.lcd == 0 then
|
if self.lcd == 0 then
|
||||||
@@ -194,8 +225,14 @@ end
|
|||||||
|
|
||||||
-- event functions
|
-- event functions
|
||||||
function GameMode:whilePieceActive() end
|
function GameMode:whilePieceActive() end
|
||||||
function GameMode:onPieceLock(piece, cleared_row_count) end
|
function GameMode:onAttemptPieceMove(piece) end
|
||||||
|
function GameMode:onAttemptPieceRotate(piece) end
|
||||||
|
function GameMode:onPieceLock(piece, cleared_row_count)
|
||||||
|
playSE("lock")
|
||||||
|
end
|
||||||
|
|
||||||
function GameMode:onLineClear(cleared_row_count) end
|
function GameMode:onLineClear(cleared_row_count) end
|
||||||
|
|
||||||
function GameMode:onPieceEnter() end
|
function GameMode:onPieceEnter() end
|
||||||
function GameMode:onHold() end
|
function GameMode:onHold() end
|
||||||
|
|
||||||
@@ -211,8 +248,25 @@ function GameMode:onGameOver()
|
|||||||
switchBGM(nil)
|
switchBGM(nil)
|
||||||
end
|
end
|
||||||
|
|
||||||
function GameMode:chargeDAS(inputs)
|
-- DAS functions
|
||||||
if inputs[self.das.direction] == true then
|
|
||||||
|
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
|
local das_frames = self.das.frames + 1
|
||||||
if das_frames >= self:getDasLimit() then
|
if das_frames >= self:getDasLimit() then
|
||||||
if self.das.direction == "left" then
|
if self.das.direction == "left" then
|
||||||
@@ -226,34 +280,89 @@ function GameMode:chargeDAS(inputs)
|
|||||||
self.move = "none"
|
self.move = "none"
|
||||||
self.das.frames = das_frames
|
self.das.frames = das_frames
|
||||||
end
|
end
|
||||||
elseif inputs["right"] == true then
|
end
|
||||||
self.move = "right"
|
|
||||||
self.das = { direction = "right", frames = 0 }
|
function GameMode:stopDAS()
|
||||||
elseif inputs["left"] == true then
|
|
||||||
self.move = "left"
|
|
||||||
self.das = { direction = "left", frames = 0 }
|
|
||||||
else
|
|
||||||
self.move = "none"
|
self.move = "none"
|
||||||
self.das = { direction = "none", frames = -1 }
|
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
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function GameMode:processDelays(inputs, ruleset, drop_speed)
|
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 self.ready_frames > 0 then
|
||||||
|
if not playedReadySE then
|
||||||
|
playedReadySE = true
|
||||||
|
playSEOnce("ready")
|
||||||
|
end
|
||||||
self.ready_frames = self.ready_frames - 1
|
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
|
if self.ready_frames == 0 then
|
||||||
self:initializeOrHold(inputs, ruleset)
|
self:initializeOrHold(inputs, ruleset)
|
||||||
end
|
end
|
||||||
elseif self.lcd > 0 then
|
elseif self.lcd > 0 then
|
||||||
self.lcd = self.lcd - 1
|
self.lcd = self.lcd - 1
|
||||||
|
if ruleset.are_cancel and
|
||||||
|
(self.move == "none" and not self.prev_inputs["up"] and
|
||||||
|
not self.prev_inputs["rotate_left"] and not self.prev_inputs["rotate_left2"] and
|
||||||
|
not self.prev_inputs["rotate_right"] and not self.prev_inputs["rotate_right2"] and
|
||||||
|
not self.prev_inputs["rotate_180"]) and
|
||||||
|
(inputs["left"] or inputs["right"] or inputs["up"] or
|
||||||
|
inputs["rotate_left"] or inputs["rotate_left2"] or
|
||||||
|
inputs["rotate_right"] or inputs["rotate_right2"] or
|
||||||
|
inputs["rotate_180"]) then
|
||||||
|
self.lcd = 0
|
||||||
|
self.are = 0
|
||||||
|
end
|
||||||
if self.lcd == 0 then
|
if self.lcd == 0 then
|
||||||
self.grid:clearClearedRows()
|
self.grid:clearClearedRows()
|
||||||
|
playSE("fall")
|
||||||
if self.are == 0 then
|
if self.are == 0 then
|
||||||
self:initializeOrHold(inputs, ruleset)
|
self:initializeOrHold(inputs, ruleset)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
elseif self.are > 0 then
|
elseif self.are > 0 then
|
||||||
self.are = self.are - 1
|
self.are = self.are - 1
|
||||||
|
if ruleset.are_cancel and
|
||||||
|
(self.move == "none" and not self.prev_inputs["up"] and
|
||||||
|
not self.prev_inputs["rotate_left"] and not self.prev_inputs["rotate_left2"] and
|
||||||
|
not self.prev_inputs["rotate_right"] and not self.prev_inputs["rotate_right2"] and
|
||||||
|
not self.prev_inputs["rotate_180"]) and
|
||||||
|
(inputs["left"] or inputs["right"] or inputs["up"] or
|
||||||
|
inputs["rotate_left"] or inputs["rotate_left2"] or
|
||||||
|
inputs["rotate_right"] or inputs["rotate_right2"] or
|
||||||
|
inputs["rotate_180"]) then
|
||||||
|
self.are = 0
|
||||||
|
end
|
||||||
if self.are == 0 then
|
if self.are == 0 then
|
||||||
self:initializeOrHold(inputs, ruleset)
|
self:initializeOrHold(inputs, ruleset)
|
||||||
end
|
end
|
||||||
@@ -261,8 +370,8 @@ function GameMode:processDelays(inputs, ruleset, drop_speed)
|
|||||||
end
|
end
|
||||||
|
|
||||||
function GameMode:initializeOrHold(inputs, ruleset)
|
function GameMode:initializeOrHold(inputs, ruleset)
|
||||||
if self.enable_hold and inputs["hold"] == true then
|
if self.ihs and self.enable_hold and inputs["hold"] == true then
|
||||||
self:hold(inputs, ruleset)
|
self:hold(inputs, ruleset, true)
|
||||||
else
|
else
|
||||||
self:initializeNextPiece(inputs, ruleset, self.next_queue[1])
|
self:initializeNextPiece(inputs, ruleset, self.next_queue[1])
|
||||||
end
|
end
|
||||||
@@ -273,7 +382,7 @@ function GameMode:initializeOrHold(inputs, ruleset)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function GameMode:hold(inputs, ruleset)
|
function GameMode:hold(inputs, ruleset, ihs)
|
||||||
local data = copy(self.hold_queue)
|
local data = copy(self.hold_queue)
|
||||||
if self.piece == nil then
|
if self.piece == nil then
|
||||||
self.hold_queue = self.next_queue[1]
|
self.hold_queue = self.next_queue[1]
|
||||||
@@ -292,6 +401,8 @@ function GameMode:hold(inputs, ruleset)
|
|||||||
self:initializeNextPiece(inputs, ruleset, data, false)
|
self:initializeNextPiece(inputs, ruleset, data, false)
|
||||||
end
|
end
|
||||||
self.held = true
|
self.held = true
|
||||||
|
if ihs then playSE("ihs")
|
||||||
|
else playSE("hold") end
|
||||||
self:onHold()
|
self:onHold()
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -301,7 +412,8 @@ function GameMode:initializeNextPiece(inputs, ruleset, piece_data, generate_next
|
|||||||
inputs, piece_data, self.grid, gravity,
|
inputs, piece_data, self.grid, gravity,
|
||||||
self.prev_inputs, self.move,
|
self.prev_inputs, self.move,
|
||||||
self:getLockDelay(), self:getDropSpeed(),
|
self:getLockDelay(), self:getDropSpeed(),
|
||||||
self.lock_drop, self.lock_hard_drop, self.big_mode
|
self.lock_drop, self.lock_hard_drop, self.big_mode,
|
||||||
|
self.irs
|
||||||
)
|
)
|
||||||
if self.lock_drop then
|
if self.lock_drop then
|
||||||
self.drop_locked = true
|
self.drop_locked = true
|
||||||
@@ -313,7 +425,7 @@ function GameMode:initializeNextPiece(inputs, ruleset, piece_data, generate_next
|
|||||||
table.remove(self.next_queue, 1)
|
table.remove(self.next_queue, 1)
|
||||||
table.insert(self.next_queue, self:getNextPiece(ruleset))
|
table.insert(self.next_queue, self:getNextPiece(ruleset))
|
||||||
end
|
end
|
||||||
self:playNextSound()
|
if config.gamesettings.next_se == 1 then self:playNextSound() end
|
||||||
end
|
end
|
||||||
|
|
||||||
function GameMode:playNextSound()
|
function GameMode:playNextSound()
|
||||||
@@ -365,8 +477,9 @@ function GameMode:drawNextQueue(ruleset)
|
|||||||
drawPiece(next_piece, skin, ruleset.block_offsets[next_piece][rotation], -16+i*80, -32)
|
drawPiece(next_piece, skin, ruleset.block_offsets[next_piece][rotation], -16+i*80, -32)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
if self.hold_queue ~= nil then
|
if self.hold_queue ~= nil and self.enable_hold then
|
||||||
self:setHoldOpacity()
|
local hold_color = self.held and 0.6 or 1
|
||||||
|
self:setHoldOpacity(1, hold_color)
|
||||||
drawPiece(
|
drawPiece(
|
||||||
self.hold_queue.shape,
|
self.hold_queue.shape,
|
||||||
self.hold_queue.skin,
|
self.hold_queue.skin,
|
||||||
@@ -377,8 +490,16 @@ function GameMode:drawNextQueue(ruleset)
|
|||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
|
|
||||||
function GameMode:setNextOpacity(i) love.graphics.setColor(1, 1, 1, 1) end
|
function GameMode:setNextOpacity(i, j)
|
||||||
function GameMode:setHoldOpacity() love.graphics.setColor(1, 1, 1, 1) end
|
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()
|
function GameMode:drawScoringInfo()
|
||||||
love.graphics.setColor(1, 1, 1, 1)
|
love.graphics.setColor(1, 1, 1, 1)
|
||||||
@@ -413,6 +534,10 @@ function GameMode:drawSectionTimes(current_section)
|
|||||||
love.graphics.printf(formatTime(self.frames - self.section_start_time), section_x, 40 + 20 * current_section, 90, "left")
|
love.graphics.printf(formatTime(self.frames - self.section_start_time), section_x, 40 + 20 * current_section, 90, "left")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
function GameMode:sectionColourFunction(section)
|
||||||
|
return { 1, 1, 1, 1 }
|
||||||
|
end
|
||||||
|
|
||||||
function GameMode:drawSectionTimesWithSecondary(current_section)
|
function GameMode:drawSectionTimesWithSecondary(current_section)
|
||||||
local section_x = 530
|
local section_x = 530
|
||||||
local section_secondary_x = 440
|
local section_secondary_x = 440
|
||||||
@@ -424,9 +549,11 @@ function GameMode:drawSectionTimesWithSecondary(current_section)
|
|||||||
end
|
end
|
||||||
|
|
||||||
for section, time in pairs(self.secondary_section_times) do
|
for section, time in pairs(self.secondary_section_times) do
|
||||||
|
love.graphics.setColor(self:sectionColourFunction(section))
|
||||||
if section > 0 then
|
if section > 0 then
|
||||||
love.graphics.printf(formatTime(time), section_secondary_x, 40 + 20 * section, 90, "left")
|
love.graphics.printf(formatTime(time), section_secondary_x, 40 + 20 * section, 90, "left")
|
||||||
end
|
end
|
||||||
|
love.graphics.setColor(1, 1, 1, 1)
|
||||||
end
|
end
|
||||||
|
|
||||||
local current_x
|
local current_x
|
||||||
|
|||||||
@@ -1,155 +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 4
|
|
||||||
end
|
|
||||||
|
|
||||||
function IntervalTrainingGame:getLineARE()
|
|
||||||
return 4
|
|
||||||
end
|
|
||||||
|
|
||||||
function IntervalTrainingGame:getDasLimit()
|
|
||||||
return 6
|
|
||||||
end
|
|
||||||
|
|
||||||
function IntervalTrainingGame:getLineClearDelay()
|
|
||||||
return 6
|
|
||||||
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 .. " " ..
|
|
||||||
strTrueValues(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)
|
|
||||||
love.graphics.printf(self.level, 240, 340, 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)
|
|
||||||
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
|
|
||||||
@@ -1,190 +0,0 @@
|
|||||||
require 'funcs'
|
|
||||||
|
|
||||||
local GameMode = require 'tetris.modes.gamemode'
|
|
||||||
local Piece = require 'tetris.components.piece'
|
|
||||||
|
|
||||||
local KonohaRandomizer = require 'tetris.randomizers.bag_konoha'
|
|
||||||
|
|
||||||
local KonohaGame = GameMode:extend()
|
|
||||||
|
|
||||||
KonohaGame.name = "All Clear A4"
|
|
||||||
KonohaGame.hash = "AllClearA4"
|
|
||||||
KonohaGame.tagline = "Get as many bravos as you can under the time limit!"
|
|
||||||
|
|
||||||
function KonohaGame:new()
|
|
||||||
KonohaGame.super:new()
|
|
||||||
|
|
||||||
self.randomizer = KonohaRandomizer()
|
|
||||||
self.bravos = 0
|
|
||||||
self.last_bonus_amount = 0
|
|
||||||
self.last_bonus_display_time = 0
|
|
||||||
self.time_limit = 10800
|
|
||||||
self.big_mode = true
|
|
||||||
|
|
||||||
self.enable_hold = true
|
|
||||||
self.next_queue_length = 3
|
|
||||||
end
|
|
||||||
|
|
||||||
function KonohaGame:getARE()
|
|
||||||
if self.level < 300 then return 30
|
|
||||||
elseif self.level < 400 then return 25
|
|
||||||
elseif self.level < 500 then return 20
|
|
||||||
elseif self.level < 600 then return 17
|
|
||||||
elseif self.level < 800 then return 15
|
|
||||||
elseif self.level < 900 then return 13
|
|
||||||
elseif self.level < 1000 then return 10
|
|
||||||
elseif self.level < 1300 then return 8
|
|
||||||
else return 6 end
|
|
||||||
end
|
|
||||||
|
|
||||||
function KonohaGame:getLineARE()
|
|
||||||
return self:getARE()
|
|
||||||
end
|
|
||||||
|
|
||||||
function KonohaGame:getDasLimit()
|
|
||||||
if self.level < 500 then return 10
|
|
||||||
elseif self.level < 800 then return 9
|
|
||||||
elseif self.level < 1000 then return 8
|
|
||||||
else return 7 end
|
|
||||||
end
|
|
||||||
|
|
||||||
function KonohaGame:getLineClearDelay()
|
|
||||||
if self.level < 200 then return 14
|
|
||||||
elseif self.level < 500 then return 9
|
|
||||||
elseif self.level < 800 then return 8
|
|
||||||
elseif self.level < 1000 then return 7
|
|
||||||
else return 6 end
|
|
||||||
end
|
|
||||||
|
|
||||||
function KonohaGame:getLockDelay()
|
|
||||||
if self.level < 500 then return 30
|
|
||||||
elseif self.level < 600 then return 25
|
|
||||||
elseif self.level < 700 then return 23
|
|
||||||
elseif self.level < 800 then return 20
|
|
||||||
elseif self.level < 900 then return 17
|
|
||||||
elseif self.level < 1000 then return 15
|
|
||||||
elseif self.level < 1200 then return 13
|
|
||||||
elseif self.level < 1300 then return 10
|
|
||||||
else return 8 end
|
|
||||||
end
|
|
||||||
|
|
||||||
function KonohaGame:getGravity()
|
|
||||||
if (self.level < 30) then return 4/256
|
|
||||||
elseif (self.level < 35) then return 8/256
|
|
||||||
elseif (self.level < 40) then return 12/256
|
|
||||||
elseif (self.level < 50) then return 16/256
|
|
||||||
elseif (self.level < 60) then return 32/256
|
|
||||||
elseif (self.level < 70) then return 48/256
|
|
||||||
elseif (self.level < 80) then return 64/256
|
|
||||||
elseif (self.level < 90) then return 128/256
|
|
||||||
elseif (self.level < 100) then return 192/256
|
|
||||||
elseif (self.level < 120) then return 1
|
|
||||||
elseif (self.level < 140) then return 2
|
|
||||||
elseif (self.level < 160) then return 3
|
|
||||||
elseif (self.level < 170) then return 4
|
|
||||||
elseif (self.level < 200) then return 5
|
|
||||||
else return 20 end
|
|
||||||
end
|
|
||||||
|
|
||||||
function KonohaGame:getSection()
|
|
||||||
return math.floor(level / 100) + 1
|
|
||||||
end
|
|
||||||
|
|
||||||
function KonohaGame:getSectionEndLevel()
|
|
||||||
return math.floor(self.level / 100 + 1) * 100
|
|
||||||
end
|
|
||||||
|
|
||||||
function KonohaGame:advanceOneFrame()
|
|
||||||
if self.ready_frames == 0 then
|
|
||||||
self.time_limit = self.time_limit - 1
|
|
||||||
self.frames = self.frames + 1
|
|
||||||
end
|
|
||||||
if self.time_limit <= 0 then
|
|
||||||
self.game_over = true
|
|
||||||
end
|
|
||||||
self.last_bonus_display_time = self.last_bonus_display_time - 1
|
|
||||||
end
|
|
||||||
|
|
||||||
function KonohaGame:onPieceEnter()
|
|
||||||
if (self.level % 100 ~= 99) and self.frames ~= 0 then
|
|
||||||
self.level = self.level + 1
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function KonohaGame:drawGrid(ruleset)
|
|
||||||
self.grid:draw()
|
|
||||||
if self.piece ~= nil and self.level < 100 then
|
|
||||||
self:drawGhostPiece(ruleset)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
local cleared_row_levels = {2, 4, 6, 12}
|
|
||||||
local bravo_bonus = {300, 480, 660, 900}
|
|
||||||
local non_bravo_bonus = {0, 0, 20, 40}
|
|
||||||
local bravo_ot_bonus = {0, 60, 120, 180}
|
|
||||||
|
|
||||||
function KonohaGame:onLineClear(cleared_row_count)
|
|
||||||
local oldtime = self.time_limit
|
|
||||||
|
|
||||||
self.level = self.level + cleared_row_levels[cleared_row_count / 2]
|
|
||||||
if self.grid:checkForBravo(cleared_row_count) then
|
|
||||||
self.bravos = self.bravos + 1
|
|
||||||
if self.level < 1000 then self.time_limit = self.time_limit + bravo_bonus[cleared_row_count / 2]
|
|
||||||
else self.time_limit = self.time_limit + bravo_ot_bonus[cleared_row_count / 2]
|
|
||||||
end
|
|
||||||
if self.bravos == 11 then self.randomizer.allowrepeat = true end
|
|
||||||
elseif self.level < 1000 then
|
|
||||||
self.time_limit = self.time_limit + non_bravo_bonus[cleared_row_count / 2]
|
|
||||||
end
|
|
||||||
|
|
||||||
local bonus = self.time_limit - oldtime
|
|
||||||
if bonus > 0 then
|
|
||||||
self.last_bonus_amount = bonus
|
|
||||||
self.last_bonus_display_time = 120
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function KonohaGame:getBackground()
|
|
||||||
return math.floor(self.level / 100)
|
|
||||||
end
|
|
||||||
|
|
||||||
function KonohaGame:drawScoringInfo()
|
|
||||||
love.graphics.setColor(1, 1, 1, 1)
|
|
||||||
|
|
||||||
love.graphics.setFont(font_3x5_2)
|
|
||||||
love.graphics.print(
|
|
||||||
self.das.direction .. " " ..
|
|
||||||
self.das.frames .. " " ..
|
|
||||||
strTrueValues(self.prev_inputs)
|
|
||||||
)
|
|
||||||
love.graphics.printf("NEXT", 64, 40, 40, "left")
|
|
||||||
love.graphics.printf("TIME LIMIT", 240, 120, 120, "left")
|
|
||||||
love.graphics.printf("BRAVOS", 240, 200, 50, "left")
|
|
||||||
love.graphics.printf("LEVEL", 240, 320, 40, "left")
|
|
||||||
|
|
||||||
love.graphics.setFont(font_3x5_3)
|
|
||||||
if not self.game_over and self.time_limit < frameTime(0,10) and self.time_limit % 4 < 2 then
|
|
||||||
love.graphics.setColor(1, 0.3, 0.3, 1)
|
|
||||||
end
|
|
||||||
love.graphics.printf(formatTime(self.time_limit), 240, 140, 120, "right")
|
|
||||||
love.graphics.setColor(1, 1, 1, 1)
|
|
||||||
if self.last_bonus_display_time > 0 then
|
|
||||||
love.graphics.printf("+"..formatTime(self.last_bonus_amount), 240, 160, 120, "right")
|
|
||||||
end
|
|
||||||
love.graphics.printf(self.bravos, 240, 220, 90, "left")
|
|
||||||
love.graphics.printf(self.level, 240, 340, 50, "right")
|
|
||||||
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 50, "right")
|
|
||||||
|
|
||||||
love.graphics.setFont(font_8x11)
|
|
||||||
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
|
|
||||||
end
|
|
||||||
|
|
||||||
function KonohaGame:getHighscoreData()
|
|
||||||
return {
|
|
||||||
bravos = self.bravos,
|
|
||||||
level = self.level,
|
|
||||||
frames = self.frames,
|
|
||||||
}
|
|
||||||
end
|
|
||||||
|
|
||||||
return KonohaGame
|
|
||||||
@@ -36,6 +36,8 @@ function Marathon2020Game:new()
|
|||||||
self.grade_points = 0
|
self.grade_points = 0
|
||||||
self.grade_point_decay_counter = 0
|
self.grade_point_decay_counter = 0
|
||||||
self.max_grade_points = 0
|
self.max_grade_points = 0
|
||||||
|
|
||||||
|
self.cool_timer = 0
|
||||||
end
|
end
|
||||||
|
|
||||||
function Marathon2020Game:getARE()
|
function Marathon2020Game:getARE()
|
||||||
@@ -142,6 +144,7 @@ function Marathon2020Game:advanceOneFrame()
|
|||||||
if self.roll_frames < 0 then
|
if self.roll_frames < 0 then
|
||||||
return false
|
return false
|
||||||
elseif self.roll_frames > 4000 then
|
elseif self.roll_frames > 4000 then
|
||||||
|
if self.grade >= 30 and self.section_cool_count >= 20 then self.grade = 31 end
|
||||||
self.completed = true
|
self.completed = true
|
||||||
end
|
end
|
||||||
elseif self.ready_frames == 0 then
|
elseif self.ready_frames == 0 then
|
||||||
@@ -246,6 +249,7 @@ function Marathon2020Game:updateGrade(cleared_lines)
|
|||||||
end
|
end
|
||||||
|
|
||||||
function Marathon2020Game:getTotalGrade()
|
function Marathon2020Game:getTotalGrade()
|
||||||
|
if self.grade + self.section_cool_count > 50 then return "GM" end
|
||||||
return self.grade + self.section_cool_count
|
return self.grade + self.section_cool_count
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -323,10 +327,11 @@ function Marathon2020Game:checkClear(level)
|
|||||||
end
|
end
|
||||||
|
|
||||||
function Marathon2020Game:updateSectionTimes(old_level, new_level)
|
function Marathon2020Game:updateSectionTimes(old_level, new_level)
|
||||||
function sectionCool()
|
function sectionCool(section)
|
||||||
self.section_cool_count = self.section_cool_count + 1
|
self.section_cool_count = self.section_cool_count + 1
|
||||||
self.delay_level = math.min(20, self.delay_level + 1)
|
self.delay_level = math.min(20, self.delay_level + 1)
|
||||||
table.insert(self.section_status, "cool")
|
if section < 10 then table.insert(self.section_status, "cool") end
|
||||||
|
self.cool_timer = 300
|
||||||
end
|
end
|
||||||
|
|
||||||
local section = getSectionForLevel(old_level)
|
local section = getSectionForLevel(old_level)
|
||||||
@@ -343,7 +348,7 @@ function Marathon2020Game:updateSectionTimes(old_level, new_level)
|
|||||||
table.insert(self.section_times, section_time)
|
table.insert(self.section_times, section_time)
|
||||||
self.section_start_time = self.frames
|
self.section_start_time = self.frames
|
||||||
|
|
||||||
if section > 4 then self.delay_level = math.min(20, self.delay_level + 1) end
|
if section > 5 then self.delay_level = math.min(20, self.delay_level + 1) end
|
||||||
self:checkTorikan(section)
|
self:checkTorikan(section)
|
||||||
self:checkClear(new_level)
|
self:checkClear(new_level)
|
||||||
|
|
||||||
@@ -352,11 +357,11 @@ 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] < self.secondary_section_times[section - 1] + 120 and
|
||||||
self.secondary_section_times[section] < cool_cutoffs[section]
|
self.secondary_section_times[section] < cool_cutoffs[section]
|
||||||
) then
|
) then
|
||||||
sectionCool()
|
sectionCool(section)
|
||||||
elseif self.section_status[section - 1] == "cool" then
|
elseif self.section_status[section - 1] == "cool" then
|
||||||
table.insert(self.section_status, "none")
|
table.insert(self.section_status, "none")
|
||||||
elseif section <= 19 and self.secondary_section_times[section] < cool_cutoffs[section] then
|
elseif section <= 19 and self.secondary_section_times[section] < cool_cutoffs[section] then
|
||||||
sectionCool()
|
sectionCool(section)
|
||||||
else
|
else
|
||||||
table.insert(self.section_status, "none")
|
table.insert(self.section_status, "none")
|
||||||
end
|
end
|
||||||
@@ -389,7 +394,6 @@ Marathon2020Game.mRollOpacityFunction = function(age)
|
|||||||
end
|
end
|
||||||
|
|
||||||
function Marathon2020Game:qualifiesForMRoll()
|
function Marathon2020Game:qualifiesForMRoll()
|
||||||
return false -- until I actually have grading working
|
|
||||||
--[[
|
--[[
|
||||||
|
|
||||||
GM-roll requirements
|
GM-roll requirements
|
||||||
@@ -400,6 +404,8 @@ You qualify for the GM roll if you:
|
|||||||
- in less than 13:30.00 total.
|
- in less than 13:30.00 total.
|
||||||
|
|
||||||
]]--
|
]]--
|
||||||
|
|
||||||
|
return self.level >= 2020 and self:getTotalGrade() == 50 and self.frames <= frameTime(13,30)
|
||||||
end
|
end
|
||||||
|
|
||||||
function Marathon2020Game:drawGrid()
|
function Marathon2020Game:drawGrid()
|
||||||
@@ -417,6 +423,14 @@ function Marathon2020Game:drawGrid()
|
|||||||
end
|
end
|
||||||
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()
|
function Marathon2020Game:drawScoringInfo()
|
||||||
Marathon2020Game.super.drawScoringInfo(self)
|
Marathon2020Game.super.drawScoringInfo(self)
|
||||||
|
|
||||||
@@ -430,6 +444,11 @@ function Marathon2020Game:drawScoringInfo()
|
|||||||
|
|
||||||
self:drawSectionTimesWithSecondary(current_section)
|
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.setFont(font_3x5_3)
|
||||||
love.graphics.printf(self:getTotalGrade(), text_x, 120, 90, "left")
|
love.graphics.printf(self:getTotalGrade(), text_x, 120, 90, "left")
|
||||||
love.graphics.printf(self.grade_points, text_x, 220, 90, "left")
|
love.graphics.printf(self.grade_points, text_x, 220, 90, "left")
|
||||||
|
|||||||
@@ -137,15 +137,15 @@ 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
|
if not self.clear then
|
||||||
local new_level = math.min(self.level + cleared_row_count, 999)
|
local new_level = math.min(self.level + cleared_row_count, 999)
|
||||||
if self.level == 999 then
|
if new_level == 999 then
|
||||||
self.clear = true
|
self.clear = true
|
||||||
else
|
|
||||||
self.level = new_level
|
|
||||||
end
|
end
|
||||||
|
self.level = new_level
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonA1Game:updateScore(level, drop_bonus, cleared_lines)
|
function MarathonA1Game:updateScore(level, drop_bonus, cleared_lines)
|
||||||
|
if not self.clear then
|
||||||
if self.grid:checkForBravo(cleared_lines) then
|
if self.grid:checkForBravo(cleared_lines) then
|
||||||
self.bravo = 4
|
self.bravo = 4
|
||||||
self.bravos = self.bravos + 1
|
self.bravos = self.bravos + 1
|
||||||
@@ -156,25 +156,25 @@ function MarathonA1Game:updateScore(level, drop_bonus, cleared_lines)
|
|||||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||||
cleared_lines * self.combo * self.bravo
|
cleared_lines * self.combo * self.bravo
|
||||||
)
|
)
|
||||||
self.lines = self.lines + cleared_lines
|
|
||||||
else
|
else
|
||||||
self.drop_bonus = 0
|
|
||||||
self.combo = 1
|
self.combo = 1
|
||||||
end
|
end
|
||||||
|
self.drop_bonus = 0
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonA1Game:checkGMRequirements(old_level, new_level)
|
function MarathonA1Game:checkGMRequirements(old_level, new_level)
|
||||||
if old_level < 300 and new_level >= 300 then
|
if old_level < 300 and new_level >= 300 then
|
||||||
if self.score > 12000 and self.frames <= frameTime(4,15) then
|
if self.score >= 12000 and self.frames <= frameTime(4,15) then
|
||||||
self.gm_conditions["level300"] = true
|
self.gm_conditions["level300"] = true
|
||||||
end
|
end
|
||||||
elseif old_level < 500 and new_level >= 500 then
|
elseif old_level < 500 and new_level >= 500 then
|
||||||
if self.score > 40000 and self.frames <= frameTime(7,30) then
|
if self.score >= 40000 and self.frames <= frameTime(7,30) then
|
||||||
self.gm_conditions["level500"] = true
|
self.gm_conditions["level500"] = true
|
||||||
end
|
end
|
||||||
elseif old_level < 999 and new_level >= 999 then
|
elseif old_level < 999 and new_level >= 999 then
|
||||||
if self.score > 126000 and self.frames <= frameTime(13,30) then
|
if self.score >= 126000 and self.frames <= frameTime(13,30) then
|
||||||
self.gm_conditions["level900"] = true
|
self.gm_conditions["level999"] = true
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@@ -210,7 +210,7 @@ function MarathonA1Game:drawScoringInfo()
|
|||||||
|
|
||||||
love.graphics.setFont(font_3x5_3)
|
love.graphics.setFont(font_3x5_3)
|
||||||
love.graphics.printf(self.score, 240, 220, 90, "left")
|
love.graphics.printf(self.score, 240, 220, 90, "left")
|
||||||
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")
|
love.graphics.printf("GM", 240, 140, 90, "left")
|
||||||
else
|
else
|
||||||
love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left")
|
love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left")
|
||||||
|
|||||||
@@ -33,9 +33,8 @@ function MarathonA2Game:new()
|
|||||||
"GM"
|
"GM"
|
||||||
}
|
}
|
||||||
|
|
||||||
self.randomizer = History6RollsRandomizer()
|
|
||||||
|
|
||||||
self.lock_drop = false
|
self.lock_drop = false
|
||||||
|
self.lock_hard_drop = false
|
||||||
self.enable_hold = false
|
self.enable_hold = false
|
||||||
self.next_queue_length = 1
|
self.next_queue_length = 1
|
||||||
end
|
end
|
||||||
@@ -109,6 +108,7 @@ end
|
|||||||
function MarathonA2Game:advanceOneFrame()
|
function MarathonA2Game:advanceOneFrame()
|
||||||
if self.clear then
|
if self.clear then
|
||||||
self.roll_frames = self.roll_frames + 1
|
self.roll_frames = self.roll_frames + 1
|
||||||
|
if self.roll_frames < 0 then return false end
|
||||||
if self.roll_frames > 3694 then
|
if self.roll_frames > 3694 then
|
||||||
self.completed = true
|
self.completed = true
|
||||||
if self.grade == 32 then
|
if self.grade == 32 then
|
||||||
@@ -127,33 +127,33 @@ function MarathonA2Game:onPieceEnter()
|
|||||||
end
|
end
|
||||||
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
|
|
||||||
end
|
|
||||||
|
|
||||||
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
|
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
|
||||||
|
if not self.clear then
|
||||||
self:updateGrade(cleared_lines)
|
self:updateGrade(cleared_lines)
|
||||||
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
|
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
|
||||||
if cleared_lines > 0 then
|
if cleared_lines > 0 then
|
||||||
|
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||||
self.score = self.score + (
|
self.score = self.score + (
|
||||||
(math.ceil((level + cleared_lines) / 4) + 2 * drop_bonus) *
|
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||||
cleared_lines * self.combo * self.bravo
|
cleared_lines * self.combo * self.bravo
|
||||||
)
|
)
|
||||||
self.lines = self.lines + cleared_lines
|
|
||||||
self.combo = self.combo + (cleared_lines - 1) * 2
|
|
||||||
else
|
else
|
||||||
self.drop_bonus = 0
|
|
||||||
self.combo = 1
|
self.combo = 1
|
||||||
end
|
end
|
||||||
|
self.drop_bonus = 0
|
||||||
|
else self.lines = self.lines + cleared_lines end
|
||||||
|
end
|
||||||
|
|
||||||
|
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
|
||||||
|
self.lock_drop = self.level >= 900
|
||||||
|
self.lock_hard_drop = self.level >= 900
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonA2Game:updateSectionTimes(old_level, new_level)
|
function MarathonA2Game:updateSectionTimes(old_level, new_level)
|
||||||
@@ -253,7 +253,7 @@ function MarathonA2Game:updateGrade(cleared_lines)
|
|||||||
end
|
end
|
||||||
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()
|
function MarathonA2Game:qualifiesForMRoll()
|
||||||
if not self.clear then return false end
|
if not self.clear then return false end
|
||||||
@@ -280,7 +280,7 @@ function MarathonA2Game:qualifiesForMRoll()
|
|||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
if self.grade < 17 or self.frames > frameTime(9,30) then
|
if self.grade < 31 or self.frames > frameTime(8,45) then
|
||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
return true
|
return true
|
||||||
@@ -310,12 +310,12 @@ MarathonA2Game.mRollOpacityFunction = function(age)
|
|||||||
else return 1 - age / 4 end
|
else return 1 - age / 4 end
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonA2Game:drawGrid(ruleset)
|
function MarathonA2Game:drawGrid()
|
||||||
if self.clear and not (self.completed or self.game_over) then
|
if self.clear and not (self.completed or self.game_over) then
|
||||||
if self:qualifiesForMRoll() then
|
if self:qualifiesForMRoll() then
|
||||||
self.grid:drawInvisible(self.mRollOpacityFunction)
|
self.grid:drawInvisible(self.mRollOpacityFunction, nil, false)
|
||||||
else
|
else
|
||||||
self.grid:drawInvisible(self.rollOpacityFunction)
|
self.grid:drawInvisible(self.rollOpacityFunction, nil, false)
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
self.grid:draw()
|
self.grid:draw()
|
||||||
@@ -344,7 +344,17 @@ function MarathonA2Game:drawScoringInfo()
|
|||||||
end
|
end
|
||||||
|
|
||||||
love.graphics.setFont(font_3x5_3)
|
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.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.score, 240, 220, 90, "left")
|
||||||
love.graphics.printf(self.level, 240, 340, 40, "right")
|
love.graphics.printf(self.level, 240, 340, 40, "right")
|
||||||
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
|
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
|
||||||
|
|||||||
@@ -29,6 +29,7 @@ function MarathonA3Game:new()
|
|||||||
self.section_start_time = 0
|
self.section_start_time = 0
|
||||||
self.section_70_times = { [0] = 0 }
|
self.section_70_times = { [0] = 0 }
|
||||||
self.section_times = { [0] = 0 }
|
self.section_times = { [0] = 0 }
|
||||||
|
self.section_cool = false
|
||||||
|
|
||||||
self.randomizer = History6RollsRandomizer()
|
self.randomizer = History6RollsRandomizer()
|
||||||
|
|
||||||
@@ -45,6 +46,8 @@ self.SGnames = {
|
|||||||
|
|
||||||
self.coolregret_message = "COOL!!"
|
self.coolregret_message = "COOL!!"
|
||||||
self.coolregret_timer = 0
|
self.coolregret_timer = 0
|
||||||
|
|
||||||
|
self.torikan_passed = false
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonA3Game:getARE()
|
function MarathonA3Game:getARE()
|
||||||
@@ -149,6 +152,7 @@ function MarathonA3Game:onPieceEnter()
|
|||||||
self:updateSectionTimes(self.level, self.level + 1)
|
self:updateSectionTimes(self.level, self.level + 1)
|
||||||
self.level = self.level + 1
|
self.level = self.level + 1
|
||||||
self.speed_level = self.speed_level + 1
|
self.speed_level = self.speed_level + 1
|
||||||
|
self.torikan_passed = self.level >= 500 and true or false
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -166,6 +170,10 @@ function MarathonA3Game:onLineClear(cleared_row_count)
|
|||||||
self.grid:clear()
|
self.grid:clear()
|
||||||
self.roll_frames = -150
|
self.roll_frames = -150
|
||||||
end
|
end
|
||||||
|
if not self.torikan_passed and self.level >= 500 and self.frames >= 25200 then
|
||||||
|
self.level = 500
|
||||||
|
self.game_over = true
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
local cool_cutoffs = {
|
local cool_cutoffs = {
|
||||||
@@ -188,49 +196,54 @@ function MarathonA3Game:updateSectionTimes(old_level, new_level)
|
|||||||
table.insert(self.section_times, section_time)
|
table.insert(self.section_times, section_time)
|
||||||
self.section_start_time = self.frames
|
self.section_start_time = self.frames
|
||||||
|
|
||||||
|
self.speed_level = self.section_cool and self.speed_level + 100 or self.speed_level
|
||||||
|
|
||||||
if section_time > regret_cutoffs[section] then
|
if section_time > regret_cutoffs[section] then
|
||||||
self.section_cool_grade = self.section_cool_grade - 1
|
self.section_cool_grade = self.section_cool_grade - 1
|
||||||
table.insert(self.section_status, "regret")
|
table.insert(self.section_status, "regret")
|
||||||
self.coolregret_message = "REGRET!!"
|
self.coolregret_message = "REGRET!!"
|
||||||
self.coolregret_timer = 300
|
self.coolregret_timer = 300
|
||||||
elseif section <= 9 and self.section_status[section - 1] == "cool" and
|
elseif self.section_cool then
|
||||||
self.section_70_times[section] < self.section_70_times[section - 1] + 120 then
|
|
||||||
self.section_cool_grade = self.section_cool_grade + 1
|
self.section_cool_grade = self.section_cool_grade + 1
|
||||||
self.speed_level = self.speed_level + 100
|
|
||||||
table.insert(self.section_status, "cool")
|
table.insert(self.section_status, "cool")
|
||||||
self.coolregret_message = "COOL!!"
|
|
||||||
self.coolregret_timer = 300
|
|
||||||
elseif self.section_status[section - 1] == "cool" then
|
|
||||||
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")
|
|
||||||
self.coolregret_message = "COOL!!"
|
|
||||||
self.coolregret_timer = 300
|
|
||||||
else
|
else
|
||||||
table.insert(self.section_status, "none")
|
table.insert(self.section_status, "none")
|
||||||
end
|
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
|
-- record section 70 time
|
||||||
section_70_time = self.frames - self.section_start_time
|
section_70_time = self.frames - self.section_start_time
|
||||||
table.insert(self.section_70_times, section_70_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
|
||||||
end
|
end
|
||||||
|
|
||||||
function MarathonA3Game:updateScore(level, drop_bonus, cleared_lines)
|
function MarathonA3Game:updateScore(level, drop_bonus, cleared_lines)
|
||||||
self:updateGrade(cleared_lines)
|
self:updateGrade(cleared_lines)
|
||||||
|
if not self.clear then
|
||||||
if cleared_lines > 0 then
|
if cleared_lines > 0 then
|
||||||
|
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||||
self.score = self.score + (
|
self.score = self.score + (
|
||||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||||
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
|
cleared_lines * self.combo
|
||||||
)
|
)
|
||||||
self.lines = self.lines + cleared_lines
|
|
||||||
self.combo = self.combo + cleared_lines - 1
|
|
||||||
else
|
else
|
||||||
self.drop_bonus = 0
|
|
||||||
self.combo = 1
|
self.combo = 1
|
||||||
end
|
end
|
||||||
|
self.drop_bonus = 0
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
local grade_point_bonuses = {
|
local grade_point_bonuses = {
|
||||||
@@ -349,6 +362,8 @@ function MarathonA3Game:getLetterGrade()
|
|||||||
return "M" .. tostring(grade - 17)
|
return "M" .. tostring(grade - 17)
|
||||||
elseif grade < 32 then
|
elseif grade < 32 then
|
||||||
return master_grades[grade - 26]
|
return master_grades[grade - 26]
|
||||||
|
elseif grade >= 32 and self.roll_frames < 3238 then
|
||||||
|
return "MM"
|
||||||
else
|
else
|
||||||
return "GM"
|
return "GM"
|
||||||
end
|
end
|
||||||
@@ -423,7 +438,7 @@ function MarathonA3Game:drawScoringInfo()
|
|||||||
current_x = section_70_x
|
current_x = section_70_x
|
||||||
end
|
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
|
if(self.coolregret_timer > 0) then
|
||||||
love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
|
love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
|
||||||
@@ -432,7 +447,10 @@ function MarathonA3Game:drawScoringInfo()
|
|||||||
|
|
||||||
love.graphics.setFont(font_3x5_3)
|
love.graphics.setFont(font_3x5_3)
|
||||||
love.graphics.printf(self.score, 240, 220, 90, "left")
|
love.graphics.printf(self.score, 240, 220, 90, "left")
|
||||||
|
if self.roll_frames > 3238 then love.graphics.setColor(1, 0.5, 0, 1)
|
||||||
|
elseif self.level >= 999 and self.clear then love.graphics.setColor(0, 1, 0, 1) end
|
||||||
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
|
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.level, 240, 340, 40, "right")
|
||||||
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
|
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
|
||||||
if sg >= 5 then
|
if sg >= 5 then
|
||||||
|
|||||||
@@ -24,6 +24,7 @@ function MarathonAX4Game:new()
|
|||||||
self.section_clear = false
|
self.section_clear = false
|
||||||
|
|
||||||
self.lock_drop = true
|
self.lock_drop = true
|
||||||
|
self.lock_hard_drop = true
|
||||||
self.enable_hold = true
|
self.enable_hold = true
|
||||||
self.next_queue_length = 3
|
self.next_queue_length = 3
|
||||||
end
|
end
|
||||||
@@ -98,6 +99,7 @@ function MarathonAX4Game:onLineClear(cleared_row_count)
|
|||||||
self:updateSectionTimes(self.lines, new_lines)
|
self:updateSectionTimes(self.lines, new_lines)
|
||||||
self.lines = math.min(new_lines, 150)
|
self.lines = math.min(new_lines, 150)
|
||||||
if self.lines == 150 then
|
if self.lines == 150 then
|
||||||
|
self.grid:clear()
|
||||||
self.clear = true
|
self.clear = true
|
||||||
self.roll_frames = -150
|
self.roll_frames = -150
|
||||||
end
|
end
|
||||||
@@ -144,7 +146,7 @@ function MarathonAX4Game:drawScoringInfo()
|
|||||||
strTrueValues(self.prev_inputs)
|
strTrueValues(self.prev_inputs)
|
||||||
)
|
)
|
||||||
love.graphics.printf("NEXT", 64, 40, 40, "left")
|
love.graphics.printf("NEXT", 64, 40, 40, "left")
|
||||||
love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
|
if self.lines < 150 then love.graphics.printf("TIME LEFT", 240, 250, 80, "left") end
|
||||||
love.graphics.printf("LINES", 240, 320, 40, "left")
|
love.graphics.printf("LINES", 240, 320, 40, "left")
|
||||||
|
|
||||||
local current_section = math.floor(self.lines / 10) + 1
|
local current_section = math.floor(self.lines / 10) + 1
|
||||||
@@ -159,7 +161,7 @@ function MarathonAX4Game:drawScoringInfo()
|
|||||||
if not self.game_over and not self.clear and time_left < frameTime(0,10) and time_left % 4 < 2 then
|
if not self.game_over and not self.clear and time_left < frameTime(0,10) and time_left % 4 < 2 then
|
||||||
love.graphics.setColor(1, 0.3, 0.3, 1)
|
love.graphics.setColor(1, 0.3, 0.3, 1)
|
||||||
end
|
end
|
||||||
love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")
|
if self.lines < 150 then love.graphics.printf(formatTime(time_left), 240, 270, 160, "left") end
|
||||||
love.graphics.setColor(1, 1, 1, 1)
|
love.graphics.setColor(1, 1, 1, 1)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
@@ -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 .. " " ..
|
|
||||||
strTrueValues(self.prev_inputs)
|
|
||||||
)
|
|
||||||
love.graphics.printf("NEXT", 64, 40, 40, "left")
|
|
||||||
love.graphics.printf("LINES", 240, 120, 40, "left")
|
|
||||||
love.graphics.printf("SCORE", 240, 200, 40, "left")
|
|
||||||
|
|
||||||
love.graphics.setFont(font_3x5_3)
|
|
||||||
love.graphics.printf(self.lines, 240, 140, 90, "left")
|
|
||||||
love.graphics.printf(self.score, 240, 220, 90, "left")
|
|
||||||
|
|
||||||
love.graphics.setFont(font_8x11)
|
|
||||||
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
|
|
||||||
end
|
|
||||||
|
|
||||||
|
|
||||||
function MarathonC89Game:getBackground()
|
|
||||||
return math.min(self.level, 19)
|
|
||||||
end
|
|
||||||
|
|
||||||
function MarathonC89Game:getHighscoreData()
|
|
||||||
return {
|
|
||||||
score = self.score,
|
|
||||||
level = self.level,
|
|
||||||
}
|
|
||||||
end
|
|
||||||
|
|
||||||
return MarathonC89Game
|
|
||||||
@@ -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
|
|
||||||
@@ -15,6 +15,7 @@ function PhantomManiaGame:new()
|
|||||||
PhantomManiaGame.super:new()
|
PhantomManiaGame.super:new()
|
||||||
|
|
||||||
self.lock_drop = true
|
self.lock_drop = true
|
||||||
|
self.lock_hard_drop = true
|
||||||
self.next_queue_length = 1
|
self.next_queue_length = 1
|
||||||
|
|
||||||
self.SGnames = {
|
self.SGnames = {
|
||||||
@@ -117,17 +118,18 @@ function PhantomManiaGame:onLineClear(cleared_row_count)
|
|||||||
end
|
end
|
||||||
|
|
||||||
function PhantomManiaGame:updateScore(level, drop_bonus, cleared_lines)
|
function PhantomManiaGame:updateScore(level, drop_bonus, cleared_lines)
|
||||||
|
if not self.clear then
|
||||||
if cleared_lines > 0 then
|
if cleared_lines > 0 then
|
||||||
|
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||||
self.score = self.score + (
|
self.score = self.score + (
|
||||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||||
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
|
cleared_lines * self.combo
|
||||||
)
|
)
|
||||||
self.lines = self.lines + cleared_lines
|
|
||||||
self.combo = self.combo + cleared_lines - 1
|
|
||||||
else
|
else
|
||||||
self.drop_bonus = 0
|
|
||||||
self.combo = 1
|
self.combo = 1
|
||||||
end
|
end
|
||||||
|
self.drop_bonus = 0
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
PhantomManiaGame.rollOpacityFunction = function(age)
|
PhantomManiaGame.rollOpacityFunction = function(age)
|
||||||
@@ -137,7 +139,7 @@ end
|
|||||||
|
|
||||||
function PhantomManiaGame:drawGrid()
|
function PhantomManiaGame:drawGrid()
|
||||||
if not (self.game_over or self.clear) then
|
if not (self.game_over or self.clear) then
|
||||||
self.grid:drawInvisible(self.rollOpacityFunction)
|
self.grid:drawInvisible(self.rollOpacityFunction, nil, false)
|
||||||
else
|
else
|
||||||
self.grid:draw()
|
self.grid:draw()
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -16,7 +16,6 @@ PhantomMania2Game.tagline = "The blocks disappear even faster now! Can you make
|
|||||||
|
|
||||||
function PhantomMania2Game:new()
|
function PhantomMania2Game:new()
|
||||||
PhantomMania2Game.super:new()
|
PhantomMania2Game.super:new()
|
||||||
self.level = 0
|
|
||||||
self.grade = 0
|
self.grade = 0
|
||||||
self.garbage = 0
|
self.garbage = 0
|
||||||
self.clear = false
|
self.clear = false
|
||||||
@@ -36,8 +35,12 @@ function PhantomMania2Game:new()
|
|||||||
self.randomizer = History6RollsRandomizer()
|
self.randomizer = History6RollsRandomizer()
|
||||||
|
|
||||||
self.lock_drop = true
|
self.lock_drop = true
|
||||||
|
self.lock_hard_drop = true
|
||||||
self.enable_hold = true
|
self.enable_hold = true
|
||||||
self.next_queue_length = 3
|
self.next_queue_length = 3
|
||||||
|
|
||||||
|
self.coolregret_message = ""
|
||||||
|
self.coolregret_timer = 0
|
||||||
end
|
end
|
||||||
|
|
||||||
function PhantomMania2Game:getARE()
|
function PhantomMania2Game:getARE()
|
||||||
@@ -122,6 +125,8 @@ function PhantomMania2Game:advanceOneFrame()
|
|||||||
return false
|
return false
|
||||||
elseif self.roll_frames > 3238 then
|
elseif self.roll_frames > 3238 then
|
||||||
switchBGM(nil)
|
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
|
self.completed = true
|
||||||
end
|
end
|
||||||
elseif self.ready_frames == 0 then
|
elseif self.ready_frames == 0 then
|
||||||
@@ -143,7 +148,8 @@ function PhantomMania2Game:onPieceEnter()
|
|||||||
end
|
end
|
||||||
|
|
||||||
local cleared_row_levels = {1, 2, 4, 6}
|
local cleared_row_levels = {1, 2, 4, 6}
|
||||||
local cleared_row_points = {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)
|
function PhantomMania2Game:onLineClear(cleared_row_count)
|
||||||
if not self.clear then
|
if not self.clear then
|
||||||
@@ -162,7 +168,8 @@ function PhantomMania2Game:onLineClear(cleared_row_count)
|
|||||||
end
|
end
|
||||||
self:advanceBottomRow(-cleared_row_count)
|
self:advanceBottomRow(-cleared_row_count)
|
||||||
else
|
else
|
||||||
self.roll_points = self.roll_points + cleared_row_points[cleared_row_count / 2]
|
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
|
if self.roll_points >= 100 then
|
||||||
self.roll_points = self.roll_points - 100
|
self.roll_points = self.roll_points - 100
|
||||||
self.grade = self.grade + 1
|
self.grade = self.grade + 1
|
||||||
@@ -171,25 +178,28 @@ function PhantomMania2Game:onLineClear(cleared_row_count)
|
|||||||
end
|
end
|
||||||
|
|
||||||
function PhantomMania2Game:onPieceLock(piece, cleared_row_count)
|
function PhantomMania2Game:onPieceLock(piece, cleared_row_count)
|
||||||
|
self.super:onPieceLock()
|
||||||
if cleared_row_count == 0 then self:advanceBottomRow(1) end
|
if cleared_row_count == 0 then self:advanceBottomRow(1) end
|
||||||
end
|
end
|
||||||
|
|
||||||
function PhantomMania2Game:onHold()
|
function PhantomMania2Game:onHold()
|
||||||
|
self.super.onHold()
|
||||||
self.hold_age = 0
|
self.hold_age = 0
|
||||||
end
|
end
|
||||||
|
|
||||||
function PhantomMania2Game:updateScore(level, drop_bonus, cleared_lines)
|
function PhantomMania2Game:updateScore(level, drop_bonus, cleared_lines)
|
||||||
|
if not self.clear then
|
||||||
if cleared_lines > 0 then
|
if cleared_lines > 0 then
|
||||||
|
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||||
self.score = self.score + (
|
self.score = self.score + (
|
||||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||||
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
|
cleared_lines * self.combo
|
||||||
)
|
)
|
||||||
self.lines = self.lines + cleared_lines
|
|
||||||
self.combo = self.combo + cleared_lines - 1
|
|
||||||
else
|
else
|
||||||
self.drop_bonus = 0
|
|
||||||
self.combo = 1
|
self.combo = 1
|
||||||
end
|
end
|
||||||
|
self.drop_bonus = 0
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
@@ -213,8 +223,13 @@ function PhantomMania2Game:updateSectionTimes(old_level, new_level)
|
|||||||
self.section_start_time = self.frames
|
self.section_start_time = self.frames
|
||||||
if section_time <= cool_cutoffs[section] then
|
if section_time <= cool_cutoffs[section] then
|
||||||
self.grade = self.grade + 2
|
self.grade = self.grade + 2
|
||||||
|
self.coolregret_message = "COOL!!"
|
||||||
|
self.coolregret_timer = 300
|
||||||
elseif section_time <= regret_cutoffs[section] then
|
elseif section_time <= regret_cutoffs[section] then
|
||||||
self.grade = self.grade + 1
|
self.grade = self.grade + 1
|
||||||
|
else
|
||||||
|
self.coolregret_message = "REGRET!!"
|
||||||
|
self.coolregret_timer = 300
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@@ -240,7 +255,7 @@ PhantomMania2Game.garbageOpacityFunction = function(age)
|
|||||||
end
|
end
|
||||||
|
|
||||||
function PhantomMania2Game:drawGrid()
|
function PhantomMania2Game:drawGrid()
|
||||||
if not (self.game_over or (self.clear and self.level < 1300)) then
|
if not (self.game_over) then
|
||||||
self.grid:drawInvisible(self.rollOpacityFunction, self.garbageOpacityFunction)
|
self.grid:drawInvisible(self.rollOpacityFunction, self.garbageOpacityFunction)
|
||||||
else
|
else
|
||||||
self.grid:draw()
|
self.grid:draw()
|
||||||
@@ -276,7 +291,7 @@ function PhantomMania2Game:setHoldOpacity()
|
|||||||
if self.level > 1000 and self.level < 1300 then
|
if self.level > 1000 and self.level < 1300 then
|
||||||
love.graphics.setColor(1, 1, 1, 1 - math.min(1, self.hold_age / 15))
|
love.graphics.setColor(1, 1, 1, 1 - math.min(1, self.hold_age / 15))
|
||||||
else
|
else
|
||||||
love.graphics.setColor(1, 1, 1, 1)
|
self.super:setHoldOpacity(1, self.held and 0.6 or 1)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -296,6 +311,13 @@ function PhantomMania2Game:drawScoringInfo()
|
|||||||
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
|
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
|
||||||
end
|
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.setFont(font_3x5_3)
|
||||||
love.graphics.printf(getLetterGrade(math.floor(self.grade)), text_x, 140, 90, "left")
|
love.graphics.printf(getLetterGrade(math.floor(self.grade)), text_x, 140, 90, "left")
|
||||||
love.graphics.printf(self.score, text_x, 220, 90, "left")
|
love.graphics.printf(self.score, text_x, 220, 90, "left")
|
||||||
|
|||||||
@@ -1,129 +0,0 @@
|
|||||||
require 'funcs'
|
|
||||||
|
|
||||||
local GameMode = require 'tetris.modes.gamemode'
|
|
||||||
local Piece = require 'tetris.components.piece'
|
|
||||||
|
|
||||||
local Bag7Randomiser = require 'tetris.randomizers.bag7noSZOstart'
|
|
||||||
|
|
||||||
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 = Bag7Randomiser()
|
|
||||||
|
|
||||||
self.roll_frames = 0
|
|
||||||
|
|
||||||
self.lock_drop = true
|
|
||||||
self.lock_hard_drop = true
|
|
||||||
self.instant_hard_drop = true
|
|
||||||
self.instant_soft_drop = false
|
|
||||||
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 0
|
|
||||||
end
|
|
||||||
|
|
||||||
function Race40Game:getLineARE()
|
|
||||||
return self:getARE()
|
|
||||||
end
|
|
||||||
|
|
||||||
function Race40Game:getDasLimit()
|
|
||||||
return 6
|
|
||||||
end
|
|
||||||
|
|
||||||
function Race40Game:getLineClearDelay()
|
|
||||||
return 0
|
|
||||||
end
|
|
||||||
|
|
||||||
function Race40Game:getLockDelay()
|
|
||||||
return 15
|
|
||||||
end
|
|
||||||
|
|
||||||
function Race40Game:getGravity()
|
|
||||||
return 1/64
|
|
||||||
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()
|
function StrategyGame:new()
|
||||||
StrategyGame.super:new()
|
StrategyGame.super:new()
|
||||||
self.level = 0
|
|
||||||
self.clear = false
|
self.clear = false
|
||||||
self.completed = false
|
self.completed = false
|
||||||
self.roll_frames = 0
|
self.roll_frames = 0
|
||||||
@@ -84,7 +83,7 @@ function StrategyGame:advanceOneFrame()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function StrategyGame:onPieceEnter()
|
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
|
self.level = self.level + 1
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@@ -99,17 +98,18 @@ function StrategyGame:onLineClear(cleared_row_count)
|
|||||||
end
|
end
|
||||||
|
|
||||||
function StrategyGame:updateScore(level, drop_bonus, cleared_lines)
|
function StrategyGame:updateScore(level, drop_bonus, cleared_lines)
|
||||||
|
if not self.clear then
|
||||||
if cleared_lines > 0 then
|
if cleared_lines > 0 then
|
||||||
|
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||||
self.score = self.score + (
|
self.score = self.score + (
|
||||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||||
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
|
cleared_lines * self.combo
|
||||||
)
|
)
|
||||||
self.lines = self.lines + cleared_lines
|
|
||||||
self.combo = self.combo + cleared_lines - 1
|
|
||||||
else
|
else
|
||||||
self.drop_bonus = 0
|
|
||||||
self.combo = 1
|
self.combo = 1
|
||||||
end
|
end
|
||||||
|
self.drop_bonus = 0
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function StrategyGame:setNextOpacity(i)
|
function StrategyGame:setNextOpacity(i)
|
||||||
@@ -135,11 +135,11 @@ function StrategyGame:drawScoringInfo()
|
|||||||
|
|
||||||
love.graphics.setFont(font_3x5_3)
|
love.graphics.setFont(font_3x5_3)
|
||||||
love.graphics.printf(self.score, text_x, 220, 90, "left")
|
love.graphics.printf(self.score, text_x, 220, 90, "left")
|
||||||
love.graphics.printf(self.level, text_x, 340, 50, "right")
|
love.graphics.printf(self.level, text_x, 340, 40, "right")
|
||||||
if self.clear then
|
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
|
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
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
@@ -27,6 +27,7 @@ function Survival2020Game:new()
|
|||||||
self.randomizer = History6RollsRandomizer()
|
self.randomizer = History6RollsRandomizer()
|
||||||
|
|
||||||
self.lock_drop = true
|
self.lock_drop = true
|
||||||
|
self.lock_hard_drop = true
|
||||||
self.enable_hold = true
|
self.enable_hold = true
|
||||||
self.next_queue_length = 3
|
self.next_queue_length = 3
|
||||||
end
|
end
|
||||||
@@ -174,17 +175,18 @@ function Survival2020Game:onLineClear(cleared_row_count)
|
|||||||
end
|
end
|
||||||
|
|
||||||
function Survival2020Game:updateScore(level, drop_bonus, cleared_lines)
|
function Survival2020Game:updateScore(level, drop_bonus, cleared_lines)
|
||||||
|
if not self.clear then
|
||||||
if cleared_lines > 0 then
|
if cleared_lines > 0 then
|
||||||
|
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||||
self.score = self.score + (
|
self.score = self.score + (
|
||||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||||
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
|
cleared_lines * self.combo
|
||||||
)
|
)
|
||||||
self.lines = self.lines + cleared_lines
|
|
||||||
self.combo = self.combo + cleared_lines - 1
|
|
||||||
else
|
else
|
||||||
self.drop_bonus = 0
|
|
||||||
self.combo = 1
|
self.combo = 1
|
||||||
end
|
end
|
||||||
|
self.drop_bonus = 0
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function Survival2020Game:updateSectionTimes(old_level, new_level)
|
function Survival2020Game:updateSectionTimes(old_level, new_level)
|
||||||
|
|||||||
@@ -109,7 +109,7 @@ 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
|
if not self.clear then
|
||||||
local new_level = math.min(self.level + cleared_row_count, 999)
|
local new_level = math.min(self.level + cleared_row_count, 999)
|
||||||
if self.level == 999 then
|
if new_level == 999 then
|
||||||
self.clear = true
|
self.clear = true
|
||||||
else
|
else
|
||||||
self.level = new_level
|
self.level = new_level
|
||||||
@@ -118,35 +118,36 @@ function SurvivalA1Game:onLineClear(cleared_row_count)
|
|||||||
end
|
end
|
||||||
|
|
||||||
function SurvivalA1Game:updateScore(level, drop_bonus, cleared_lines)
|
function SurvivalA1Game:updateScore(level, drop_bonus, cleared_lines)
|
||||||
|
if not self.clear then
|
||||||
if self.grid:checkForBravo(cleared_lines) then
|
if self.grid:checkForBravo(cleared_lines) then
|
||||||
self.bravo = 4
|
self.bravo = 4
|
||||||
self.bravos = self.bravos + 1
|
self.bravos = self.bravos + 1
|
||||||
else self.bravo = 1 end
|
else self.bravo = 1 end
|
||||||
if cleared_lines > 0 then
|
if cleared_lines > 0 then
|
||||||
|
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||||
self.score = self.score + (
|
self.score = self.score + (
|
||||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||||
cleared_lines * self.bravo * self.combo
|
cleared_lines * self.combo * self.bravo
|
||||||
)
|
)
|
||||||
self.lines = self.lines + cleared_lines
|
|
||||||
self.combo = self.combo + (cleared_lines - 1) * 2
|
|
||||||
else
|
else
|
||||||
self.drop_bonus = 0
|
|
||||||
self.combo = 1
|
self.combo = 1
|
||||||
end
|
end
|
||||||
|
self.drop_bonus = 0
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function SurvivalA1Game:checkGMRequirements(old_level, new_level)
|
function SurvivalA1Game:checkGMRequirements(old_level, new_level)
|
||||||
if old_level < 300 and new_level >= 300 then
|
if old_level < 300 and new_level >= 300 then
|
||||||
if self.score > 12000 and self.frames <= frameTime(4,15) then
|
if self.score >= 12000 and self.frames <= frameTime(4,15) then
|
||||||
self.gm_conditions["level300"] = true
|
self.gm_conditions["level300"] = true
|
||||||
end
|
end
|
||||||
elseif old_level < 500 and new_level >= 500 then
|
elseif old_level < 500 and new_level >= 500 then
|
||||||
if self.score > 40000 and self.frames <= frameTime(7,30) then
|
if self.score >= 40000 and self.frames <= frameTime(7,30) then
|
||||||
self.gm_conditions["level500"] = true
|
self.gm_conditions["level500"] = true
|
||||||
end
|
end
|
||||||
elseif old_level < 999 and new_level >= 999 then
|
elseif old_level < 999 and new_level >= 999 then
|
||||||
if self.score > 126000 and self.frames <= frameTime(13,30) then
|
if self.score >= 126000 and self.frames <= frameTime(13,30) then
|
||||||
self.gm_conditions["level900"] = true
|
self.gm_conditions["level999"] = true
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@@ -179,7 +180,7 @@ function SurvivalA1Game:drawScoringInfo()
|
|||||||
|
|
||||||
love.graphics.setFont(font_3x5_3)
|
love.graphics.setFont(font_3x5_3)
|
||||||
love.graphics.printf(self.score, 240, 220, 90, "left")
|
love.graphics.printf(self.score, 240, 220, 90, "left")
|
||||||
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")
|
love.graphics.printf("GM", 240, 140, 90, "left")
|
||||||
else
|
else
|
||||||
love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left")
|
love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left")
|
||||||
|
|||||||
@@ -27,6 +27,7 @@ function SurvivalA2Game:new()
|
|||||||
}
|
}
|
||||||
|
|
||||||
self.lock_drop = true
|
self.lock_drop = true
|
||||||
|
self.lock_hard_drop = true
|
||||||
end
|
end
|
||||||
|
|
||||||
function SurvivalA2Game:getARE()
|
function SurvivalA2Game:getARE()
|
||||||
@@ -88,7 +89,7 @@ function SurvivalA2Game:advanceOneFrame()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function SurvivalA2Game:onPieceEnter()
|
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
|
self.level = self.level + 1
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@@ -98,6 +99,9 @@ function SurvivalA2Game:onLineClear(cleared_row_count)
|
|||||||
local new_level = math.min(self.level + cleared_row_count, 999)
|
local new_level = math.min(self.level + cleared_row_count, 999)
|
||||||
if self.level == 999 or self:hitTorikan(self.level, new_level) then
|
if self.level == 999 or self:hitTorikan(self.level, new_level) then
|
||||||
self.clear = true
|
self.clear = true
|
||||||
|
if self.level < 999 then
|
||||||
|
self.game_over = true
|
||||||
|
end
|
||||||
else
|
else
|
||||||
self.level = new_level
|
self.level = new_level
|
||||||
end
|
end
|
||||||
@@ -105,23 +109,25 @@ function SurvivalA2Game:onLineClear(cleared_row_count)
|
|||||||
end
|
end
|
||||||
|
|
||||||
function SurvivalA2Game:updateScore(level, drop_bonus, cleared_lines)
|
function SurvivalA2Game:updateScore(level, drop_bonus, cleared_lines)
|
||||||
|
if not self.clear then
|
||||||
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
|
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
|
||||||
if cleared_lines > 0 then
|
if cleared_lines > 0 then
|
||||||
|
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||||
self.score = self.score + (
|
self.score = self.score + (
|
||||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||||
cleared_lines * self.bravo * self.combo
|
cleared_lines * self.combo * self.bravo
|
||||||
)
|
)
|
||||||
self.lines = self.lines + cleared_lines
|
|
||||||
self.combo = self.combo + (cleared_lines - 1) * 2
|
|
||||||
else
|
else
|
||||||
self.drop_bonus = 0
|
|
||||||
self.combo = 1
|
self.combo = 1
|
||||||
end
|
end
|
||||||
|
self.drop_bonus = 0
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function SurvivalA2Game:getLetterGrade()
|
function SurvivalA2Game:getLetterGrade()
|
||||||
if self.level >= 999 then return "GM"
|
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
|
else return "" end
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -152,7 +158,10 @@ function SurvivalA2Game:drawScoringInfo()
|
|||||||
|
|
||||||
love.graphics.setFont(font_3x5_3)
|
love.graphics.setFont(font_3x5_3)
|
||||||
love.graphics.printf(self.score, text_x, 220, 90, "left")
|
love.graphics.printf(self.score, text_x, 220, 90, "left")
|
||||||
|
if self.roll_frames > 2968 then love.graphics.setColor(1, 0.5, 0, 1)
|
||||||
|
elseif self.level >= 999 and 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
|
if self:getLetterGrade() ~= "" then love.graphics.printf(self:getLetterGrade(), text_x, 140, 90, "left") end
|
||||||
|
love.graphics.setColor(1, 1, 1, 1)
|
||||||
love.graphics.printf(self.level, text_x, 340, 40, "right")
|
love.graphics.printf(self.level, text_x, 340, 40, "right")
|
||||||
love.graphics.printf(self:getSectionEndLevel(), text_x, 370, 40, "right")
|
love.graphics.printf(self:getSectionEndLevel(), text_x, 370, 40, "right")
|
||||||
if sg >= 5 then
|
if sg >= 5 then
|
||||||
|
|||||||
@@ -12,11 +12,8 @@ SurvivalA3Game.hash = "SurvivalA3"
|
|||||||
SurvivalA3Game.tagline = "The blocks turn black and white! Can you make it to level 1300?"
|
SurvivalA3Game.tagline = "The blocks turn black and white! Can you make it to level 1300?"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
function SurvivalA3Game:new()
|
function SurvivalA3Game:new()
|
||||||
SurvivalA3Game.super:new()
|
SurvivalA3Game.super:new()
|
||||||
self.level = 0
|
|
||||||
self.grade = 0
|
self.grade = 0
|
||||||
self.garbage = 0
|
self.garbage = 0
|
||||||
self.clear = false
|
self.clear = false
|
||||||
@@ -32,6 +29,7 @@ function SurvivalA3Game:new()
|
|||||||
}
|
}
|
||||||
|
|
||||||
self.lock_drop = true
|
self.lock_drop = true
|
||||||
|
self.lock_hard_drop = true
|
||||||
self.enable_hold = true
|
self.enable_hold = true
|
||||||
self.next_queue_length = 3
|
self.next_queue_length = 3
|
||||||
|
|
||||||
@@ -140,20 +138,21 @@ function SurvivalA3Game:onPieceEnter()
|
|||||||
end
|
end
|
||||||
|
|
||||||
local cleared_row_levels = {1, 2, 4, 6}
|
local cleared_row_levels = {1, 2, 4, 6}
|
||||||
local cleared_row_points = {0.02, 0.05, 0.15, 0.6}
|
|
||||||
|
|
||||||
function SurvivalA3Game:onLineClear(cleared_row_count)
|
function SurvivalA3Game:onLineClear(cleared_row_count)
|
||||||
if not self.clear then
|
if not self.clear then
|
||||||
local new_level = self.level + cleared_row_levels[cleared_row_count]
|
local new_level = self.level + cleared_row_levels[cleared_row_count]
|
||||||
self:updateSectionTimes(self.level, new_level)
|
self:updateSectionTimes(self.level, new_level)
|
||||||
if new_level >= 1300 or self:hitTorikan(self.level, new_level) then
|
if new_level >= 1300 or self:hitTorikan(self.level, new_level) then
|
||||||
|
self.clear = true
|
||||||
if new_level >= 1300 then
|
if new_level >= 1300 then
|
||||||
self.level = 1300
|
self.level = 1300
|
||||||
end
|
|
||||||
self.clear = true
|
|
||||||
self.grid:clear()
|
self.grid:clear()
|
||||||
self.big_mode = true
|
self.big_mode = true
|
||||||
self.roll_frames = -150
|
self.roll_frames = -150
|
||||||
|
else
|
||||||
|
self.game_over = true
|
||||||
|
end
|
||||||
else
|
else
|
||||||
self.level = math.min(new_level, 1300)
|
self.level = math.min(new_level, 1300)
|
||||||
end
|
end
|
||||||
@@ -162,21 +161,23 @@ function SurvivalA3Game:onLineClear(cleared_row_count)
|
|||||||
end
|
end
|
||||||
|
|
||||||
function SurvivalA3Game:onPieceLock(piece, cleared_row_count)
|
function SurvivalA3Game:onPieceLock(piece, cleared_row_count)
|
||||||
|
self.super:onPieceLock()
|
||||||
if cleared_row_count == 0 then self:advanceBottomRow(1) end
|
if cleared_row_count == 0 then self:advanceBottomRow(1) end
|
||||||
end
|
end
|
||||||
|
|
||||||
function SurvivalA3Game:updateScore(level, drop_bonus, cleared_lines)
|
function SurvivalA3Game:updateScore(level, drop_bonus, cleared_lines)
|
||||||
|
if not self.clear then
|
||||||
if cleared_lines > 0 then
|
if cleared_lines > 0 then
|
||||||
|
self.combo = self.combo + (cleared_lines - 1) * 2
|
||||||
self.score = self.score + (
|
self.score = self.score + (
|
||||||
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
|
||||||
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
|
cleared_lines * self.combo
|
||||||
)
|
)
|
||||||
self.lines = self.lines + cleared_lines
|
|
||||||
self.combo = self.combo + cleared_lines - 1
|
|
||||||
else
|
else
|
||||||
self.drop_bonus = 0
|
|
||||||
self.combo = 1
|
self.combo = 1
|
||||||
end
|
end
|
||||||
|
self.drop_bonus = 0
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function SurvivalA3Game:updateSectionTimes(old_level, new_level)
|
function SurvivalA3Game:updateSectionTimes(old_level, new_level)
|
||||||
@@ -241,7 +242,10 @@ function SurvivalA3Game:drawScoringInfo()
|
|||||||
self:drawSectionTimesWithSplits(current_section)
|
self:drawSectionTimesWithSplits(current_section)
|
||||||
|
|
||||||
love.graphics.setFont(font_3x5_3)
|
love.graphics.setFont(font_3x5_3)
|
||||||
|
if self.roll_frames > 3238 then love.graphics.setColor(1, 0.5, 0, 1)
|
||||||
|
elseif self.level >= 1300 and 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.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.score, text_x, 220, 90, "left")
|
||||||
love.graphics.printf(self.level, text_x, 340, 50, "right")
|
love.graphics.printf(self.level, text_x, 340, 50, "right")
|
||||||
if self.clear then
|
if self.clear then
|
||||||
|
|||||||
@@ -1,17 +0,0 @@
|
|||||||
local Randomizer = require 'tetris.randomizers.randomizer'
|
|
||||||
|
|
||||||
local Bag5Randomizer = Randomizer:extend()
|
|
||||||
|
|
||||||
function Bag5Randomizer:initialize()
|
|
||||||
self.bag = {"I", "J", "L", "O", "T"}
|
|
||||||
end
|
|
||||||
|
|
||||||
function Bag5Randomizer:generatePiece()
|
|
||||||
if next(self.bag) == nil then
|
|
||||||
self.bag = {"I", "J", "L", "O", "T"}
|
|
||||||
end
|
|
||||||
local x = math.random(table.getn(self.bag))
|
|
||||||
return table.remove(self.bag, x)
|
|
||||||
end
|
|
||||||
|
|
||||||
return Bag5Randomizer
|
|
||||||
@@ -1,24 +0,0 @@
|
|||||||
local Randomizer = require 'tetris.randomizers.randomizer'
|
|
||||||
|
|
||||||
local Bag5AltRandomizer = Randomizer:extend()
|
|
||||||
|
|
||||||
function Bag5AltRandomizer:initialize()
|
|
||||||
self.bag = {"I", "J", "L", "O", "T"}
|
|
||||||
self.prev = nil
|
|
||||||
end
|
|
||||||
|
|
||||||
function Bag5AltRandomizer:generatePiece()
|
|
||||||
if next(self.bag) == nil then
|
|
||||||
self.bag = {"I", "J", "L", "O", "T"}
|
|
||||||
end
|
|
||||||
local x = math.random(table.getn(self.bag))
|
|
||||||
local temp = table.remove(self.bag, x)
|
|
||||||
if temp == self.prev then
|
|
||||||
local y = math.random(table.getn(self.bag))
|
|
||||||
temp = table.remove(self.bag, y)
|
|
||||||
end
|
|
||||||
self.prev = temp
|
|
||||||
return temp
|
|
||||||
end
|
|
||||||
|
|
||||||
return Bag5AltRandomizer
|
|
||||||
@@ -1,24 +0,0 @@
|
|||||||
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
|
|
||||||
@@ -1,28 +0,0 @@
|
|||||||
local Randomizer = require 'tetris.randomizers.randomizer'
|
|
||||||
|
|
||||||
local BagKonoha = Randomizer:extend()
|
|
||||||
|
|
||||||
function BagKonoha:initialize()
|
|
||||||
self.bag = {"I", "J", "L", "O", "T"}
|
|
||||||
self.prev = nil
|
|
||||||
self.allowrepeat = false
|
|
||||||
self.generated = 0
|
|
||||||
end
|
|
||||||
|
|
||||||
function BagKonoha:generatePiece()
|
|
||||||
self.generated = self.generated + 1
|
|
||||||
if #self.bag == 0 then
|
|
||||||
self.bag = {"I", "J", "L", "O", "T"}
|
|
||||||
end
|
|
||||||
local x = math.random(#self.bag)
|
|
||||||
local temp = table.remove(self.bag, x)
|
|
||||||
if temp == self.prev and not self.allowrepeat then
|
|
||||||
local y = math.random(#self.bag)
|
|
||||||
table.insert(self.bag, temp) -- should insert at the end of the bag, bag[y] doesnt change
|
|
||||||
temp = table.remove(self.bag, y)
|
|
||||||
end
|
|
||||||
self.prev = temp
|
|
||||||
return temp
|
|
||||||
end
|
|
||||||
|
|
||||||
return BagKonoha
|
|
||||||
@@ -1,30 +0,0 @@
|
|||||||
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
|
|
||||||
@@ -1,19 +0,0 @@
|
|||||||
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
|
|
||||||
@@ -97,11 +97,11 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
|||||||
|
|
||||||
-- kick right, kick left
|
-- kick right, kick left
|
||||||
if (grid:canPlacePiece(new_piece:withOffset({x=1, y=0}))) then
|
if (grid:canPlacePiece(new_piece:withOffset({x=1, y=0}))) then
|
||||||
|
self:onPieceRotate(piece, grid)
|
||||||
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
|
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
|
||||||
self:onPieceRotate(piece, grid)
|
|
||||||
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})
|
|
||||||
self:onPieceRotate(piece, grid)
|
self:onPieceRotate(piece, grid)
|
||||||
|
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
|
||||||
end
|
end
|
||||||
|
|
||||||
end
|
end
|
||||||
@@ -110,7 +110,14 @@ function ARS:onPieceDrop(piece, grid)
|
|||||||
piece.lock_delay = 0 -- step reset
|
piece.lock_delay = 0 -- step reset
|
||||||
end
|
end
|
||||||
|
|
||||||
function ARS:get180RotationValue() return 3 end
|
function ARS:get180RotationValue()
|
||||||
|
if config.gamesettings.world_reverse == 3 then
|
||||||
|
return 1
|
||||||
|
else
|
||||||
|
return 3
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
||||||
|
|
||||||
return ARS
|
return ARS
|
||||||
|
|||||||
@@ -1,5 +1,5 @@
|
|||||||
local Piece = require 'tetris.components.piece'
|
local Piece = require 'tetris.components.piece'
|
||||||
local Ruleset = require 'tetris.rulesets.ruleset'
|
local Ruleset = require 'tetris.rulesets.arika_ti'
|
||||||
|
|
||||||
local ARS = Ruleset:extend()
|
local ARS = Ruleset:extend()
|
||||||
|
|
||||||
@@ -39,137 +39,16 @@ ARS.big_spawn_positions = {
|
|||||||
Z = { 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)
|
function ARS:onPieceCreate(piece, grid)
|
||||||
piece.floorkick = 0
|
piece.floorkick = 0
|
||||||
piece.manipulations = 0
|
piece.manipulations = 0
|
||||||
end
|
end
|
||||||
|
|
||||||
function ARS:onPieceDrop(piece, grid)
|
|
||||||
piece.lock_delay = 0 -- step reset
|
|
||||||
end
|
|
||||||
|
|
||||||
function ARS:onPieceMove(piece, grid)
|
function ARS:onPieceMove(piece, grid)
|
||||||
piece.lock_delay = 0 -- move reset
|
piece.lock_delay = 0 -- move reset
|
||||||
if piece:isDropBlocked(grid) then
|
if piece:isDropBlocked(grid) then
|
||||||
piece.manipulations = piece.manipulations + 1
|
piece.manipulations = piece.manipulations + 1
|
||||||
if piece.manipulations >= 127 then
|
if piece.manipulations >= 128 then
|
||||||
piece.locked = true
|
piece.locked = true
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@@ -179,13 +58,13 @@ function ARS:onPieceRotate(piece, grid)
|
|||||||
piece.lock_delay = 0 -- rotate reset
|
piece.lock_delay = 0 -- rotate reset
|
||||||
if piece:isDropBlocked(grid) then
|
if piece:isDropBlocked(grid) then
|
||||||
piece.manipulations = piece.manipulations + 1
|
piece.manipulations = piece.manipulations + 1
|
||||||
if piece.manipulations >= 127 then
|
if piece.manipulations >= 128 then
|
||||||
piece.locked = true
|
piece.locked = true
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
if piece.floorkick >= 1 then
|
||||||
|
piece.floorkick = piece.floorkick + 1
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function ARS:get180RotationValue() return 3 end
|
|
||||||
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
|
||||||
|
|
||||||
return ARS
|
return ARS
|
||||||
|
|||||||
@@ -1,5 +1,5 @@
|
|||||||
local Piece = require 'tetris.components.piece'
|
local Piece = require 'tetris.components.piece'
|
||||||
local Ruleset = require 'tetris.rulesets.ruleset'
|
local Ruleset = require 'tetris.rulesets.arika_ti'
|
||||||
|
|
||||||
local ARS = Ruleset:extend()
|
local ARS = Ruleset:extend()
|
||||||
|
|
||||||
@@ -26,137 +26,16 @@ ARS.big_spawn_positions = {
|
|||||||
Z = { 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)
|
function ARS:onPieceCreate(piece, grid)
|
||||||
piece.floorkick = 0
|
piece.floorkick = 0
|
||||||
piece.manipulations = 0
|
piece.manipulations = 0
|
||||||
end
|
end
|
||||||
|
|
||||||
function ARS:onPieceDrop(piece, grid)
|
|
||||||
piece.lock_delay = 0 -- step reset
|
|
||||||
end
|
|
||||||
|
|
||||||
function ARS:onPieceMove(piece, grid)
|
function ARS:onPieceMove(piece, grid)
|
||||||
piece.lock_delay = 0 -- move reset
|
piece.lock_delay = 0 -- move reset
|
||||||
if piece:isDropBlocked(grid) then
|
if piece:isDropBlocked(grid) then
|
||||||
piece.manipulations = piece.manipulations + 1
|
piece.manipulations = piece.manipulations + 1
|
||||||
if piece.manipulations >= 127 then
|
if piece.manipulations >= 128 then
|
||||||
piece.locked = true
|
piece.locked = true
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@@ -166,13 +45,13 @@ function ARS:onPieceRotate(piece, grid)
|
|||||||
piece.lock_delay = 0 -- rotate reset
|
piece.lock_delay = 0 -- rotate reset
|
||||||
if piece:isDropBlocked(grid) then
|
if piece:isDropBlocked(grid) then
|
||||||
piece.manipulations = piece.manipulations + 1
|
piece.manipulations = piece.manipulations + 1
|
||||||
if piece.manipulations >= 127 then
|
if piece.manipulations >= 128 then
|
||||||
piece.locked = true
|
piece.locked = true
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
if piece.floorkick >= 1 then
|
||||||
|
piece.floorkick = piece.floorkick + 1
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function ARS:get180RotationValue() return 3 end
|
|
||||||
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
|
||||||
|
|
||||||
return ARS
|
return ARS
|
||||||
|
|||||||
@@ -1,24 +1,10 @@
|
|||||||
local Piece = require 'tetris.components.piece'
|
local Piece = require 'tetris.components.piece'
|
||||||
local Ruleset = require 'tetris.rulesets.ruleset'
|
local Ruleset = require 'tetris.rulesets.ti_srs'
|
||||||
|
|
||||||
local SRS = Ruleset:extend()
|
local SRS = Ruleset:extend()
|
||||||
|
|
||||||
SRS.name = "ACE-SRS"
|
SRS.name = "ACE-SRS"
|
||||||
SRS.hash = "ACE Standard"
|
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
|
|
||||||
|
|
||||||
SRS.spawn_positions = {
|
SRS.spawn_positions = {
|
||||||
I = { x=5, y=2 },
|
I = { x=5, y=2 },
|
||||||
@@ -40,137 +26,11 @@ SRS.big_spawn_positions = {
|
|||||||
Z = { 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)
|
function SRS:onPieceMove(piece, grid)
|
||||||
piece.lock_delay = 0 -- move reset
|
piece.lock_delay = 0 -- move reset
|
||||||
if piece:isDropBlocked(grid) then
|
if piece:isDropBlocked(grid) then
|
||||||
piece.manipulations = piece.manipulations + 1
|
piece.manipulations = piece.manipulations + 1
|
||||||
if piece.manipulations >= 127 then
|
if piece.manipulations >= 128 then
|
||||||
piece.locked = true
|
piece.locked = true
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@@ -180,11 +40,10 @@ function SRS:onPieceRotate(piece, grid)
|
|||||||
piece.lock_delay = 0 -- rotate reset
|
piece.lock_delay = 0 -- rotate reset
|
||||||
if piece:isDropBlocked(grid) then
|
if piece:isDropBlocked(grid) then
|
||||||
piece.manipulations = piece.manipulations + 1
|
piece.manipulations = piece.manipulations + 1
|
||||||
if piece.manipulations >= 127 then
|
if piece.manipulations >= 128 then
|
||||||
piece.locked = true
|
piece.locked = true
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function SRS:get180RotationValue() return 3 end
|
|
||||||
return SRS
|
return SRS
|
||||||
|
|||||||
@@ -1,77 +1,11 @@
|
|||||||
local Piece = require 'tetris.components.piece'
|
local Piece = require 'tetris.components.piece'
|
||||||
local Ruleset = require 'tetris.rulesets.ruleset'
|
local Ruleset = require 'tetris.rulesets.arika'
|
||||||
|
|
||||||
local ARS = Ruleset:extend()
|
local ARS = Ruleset:extend()
|
||||||
|
|
||||||
ARS.name = "Ti-ARS"
|
ARS.name = "Ti-ARS"
|
||||||
ARS.hash = "ArikaTI"
|
ARS.hash = "ArikaTI"
|
||||||
|
|
||||||
ARS.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 },
|
|
||||||
}
|
|
||||||
|
|
||||||
ARS.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 },
|
|
||||||
}
|
|
||||||
|
|
||||||
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.
|
-- Component functions.
|
||||||
|
|
||||||
function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||||
@@ -100,43 +34,48 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
|||||||
|
|
||||||
if piece.shape == "I" then
|
if piece.shape == "I" then
|
||||||
-- special kick rules for I
|
-- special kick rules for I
|
||||||
if new_piece.rotation == 0 or new_piece.rotation == 2 then
|
if (new_piece.rotation == 0 or new_piece.rotation == 2) and
|
||||||
|
(piece:isMoveBlocked(grid, {x=-1, y=0}) or piece:isMoveBlocked(grid, {x=1, y=0})) then
|
||||||
-- kick right, right2, left
|
-- kick right, right2, left
|
||||||
if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
|
if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
|
||||||
|
self:onPieceRotate(piece, grid)
|
||||||
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
|
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
|
||||||
self:onPieceRotate(piece, grid)
|
|
||||||
elseif grid:canPlacePiece(new_piece:withOffset({x=2, y=0})) then
|
elseif grid:canPlacePiece(new_piece:withOffset({x=2, y=0})) then
|
||||||
|
self:onPieceRotate(piece, grid)
|
||||||
piece:setRelativeRotation(rot_dir):setOffset({x=2, y=0})
|
piece:setRelativeRotation(rot_dir):setOffset({x=2, y=0})
|
||||||
self:onPieceRotate(piece, grid)
|
|
||||||
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})
|
|
||||||
self:onPieceRotate(piece, grid)
|
self:onPieceRotate(piece, grid)
|
||||||
|
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
|
||||||
end
|
end
|
||||||
elseif piece:isDropBlocked(grid) and (new_piece.rotation == 1 or new_piece.rotation == 3) and piece.floorkick == 0 then
|
elseif piece:isDropBlocked(grid) and (new_piece.rotation == 1 or new_piece.rotation == 3) and piece.floorkick == 0 then
|
||||||
-- kick up, up2
|
-- kick up, up2
|
||||||
if grid:canPlacePiece(new_piece:withOffset({x=0, y=-1})) then
|
if grid:canPlacePiece(new_piece:withOffset({x=0, y=-1})) then
|
||||||
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
|
|
||||||
self:onPieceRotate(piece, grid)
|
self:onPieceRotate(piece, grid)
|
||||||
|
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
|
||||||
piece.floorkick = 1
|
piece.floorkick = 1
|
||||||
elseif grid:canPlacePiece(new_piece:withOffset({x=0, y=-2})) then
|
elseif grid:canPlacePiece(new_piece:withOffset({x=0, y=-2})) then
|
||||||
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-2})
|
|
||||||
self:onPieceRotate(piece, grid)
|
self:onPieceRotate(piece, grid)
|
||||||
|
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-2})
|
||||||
piece.floorkick = 1
|
piece.floorkick = 1
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
-- kick right, kick left
|
-- kick right, kick left
|
||||||
if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
|
if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
|
||||||
|
self:onPieceRotate(piece, grid)
|
||||||
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
|
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
|
||||||
elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then
|
elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then
|
||||||
|
self:onPieceRotate(piece, grid)
|
||||||
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
|
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
|
||||||
elseif piece.shape == "T"
|
elseif piece.shape == "T"
|
||||||
and new_piece.rotation == 0
|
and new_piece.rotation == 0
|
||||||
and piece.floorkick == 0
|
and piece.floorkick == 0
|
||||||
|
and piece:isDropBlocked(grid)
|
||||||
and grid:canPlacePiece(new_piece:withOffset({x=0, y=-1}))
|
and grid:canPlacePiece(new_piece:withOffset({x=0, y=-1}))
|
||||||
then
|
then
|
||||||
-- T floorkick
|
-- T floorkick
|
||||||
piece.floorkick = piece.floorkick + 1
|
piece.floorkick = piece.floorkick + 1
|
||||||
|
self:onPieceRotate(piece, grid)
|
||||||
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
|
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@@ -149,9 +88,15 @@ end
|
|||||||
|
|
||||||
function ARS:onPieceDrop(piece, grid)
|
function ARS:onPieceDrop(piece, grid)
|
||||||
piece.lock_delay = 0 -- step reset
|
piece.lock_delay = 0 -- step reset
|
||||||
|
if piece.floorkick >= 2 and piece:isDropBlocked(grid) then
|
||||||
|
piece.locked = true
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function ARS:get180RotationValue() return 3 end
|
function ARS:onPieceRotate(piece, grid)
|
||||||
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
|
if piece.floorkick >= 1 then
|
||||||
|
piece.floorkick = piece.floorkick + 1
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
return ARS
|
return ARS
|
||||||
|
|||||||
@@ -384,9 +384,9 @@ function CRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
|||||||
for idx, offset in pairs(kicks) do
|
for idx, offset in pairs(kicks) do
|
||||||
kicked_piece = new_piece:withOffset(offset)
|
kicked_piece = new_piece:withOffset(offset)
|
||||||
if grid:canPlacePiece(kicked_piece) then
|
if grid:canPlacePiece(kicked_piece) then
|
||||||
|
self:onPieceRotate(piece, grid)
|
||||||
piece:setRelativeRotation(rot_dir)
|
piece:setRelativeRotation(rot_dir)
|
||||||
piece:setOffset(offset)
|
piece:setOffset(offset)
|
||||||
self:onPieceRotate(piece, grid)
|
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -21,9 +21,64 @@ Ruleset.softdrop_lock = true
|
|||||||
Ruleset.harddrop_lock = false
|
Ruleset.harddrop_lock = false
|
||||||
|
|
||||||
Ruleset.enable_IRS_wallkicks = false
|
Ruleset.enable_IRS_wallkicks = false
|
||||||
|
Ruleset.are_cancel = false
|
||||||
|
|
||||||
-- Component functions.
|
-- 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)
|
function Ruleset:rotatePiece(inputs, piece, grid, prev_inputs, initial)
|
||||||
local new_inputs = {}
|
local new_inputs = {}
|
||||||
|
|
||||||
@@ -53,15 +108,15 @@ function Ruleset:attemptRotate(new_inputs, piece, grid, initial)
|
|||||||
end
|
end
|
||||||
|
|
||||||
if rot_dir == 0 then return end
|
if rot_dir == 0 then return end
|
||||||
if self.world and config.gamesettings.world_reverse == 2 then
|
if config.gamesettings.world_reverse == 3 or (self.world and config.gamesettings.world_reverse == 2) then
|
||||||
rot_dir = 4 - rot_dir
|
rot_dir = 4 - rot_dir
|
||||||
end
|
end
|
||||||
|
|
||||||
local new_piece = piece:withRelativeRotation(rot_dir)
|
local new_piece = piece:withRelativeRotation(rot_dir)
|
||||||
|
|
||||||
if (grid:canPlacePiece(new_piece)) then
|
if (grid:canPlacePiece(new_piece)) then
|
||||||
piece:setRelativeRotation(rot_dir)
|
|
||||||
self:onPieceRotate(piece, grid)
|
self:onPieceRotate(piece, grid)
|
||||||
|
piece:setRelativeRotation(rot_dir)
|
||||||
else
|
else
|
||||||
if not(initial and self.enable_IRS_wallkicks == false) then
|
if not(initial and self.enable_IRS_wallkicks == false) then
|
||||||
self:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
self:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
||||||
@@ -73,16 +128,16 @@ function Ruleset:attemptWallkicks(piece, new_piece, rot_dir, grid)
|
|||||||
-- do nothing in default ruleset
|
-- do nothing in default ruleset
|
||||||
end
|
end
|
||||||
|
|
||||||
function Ruleset:movePiece(piece, grid, move)
|
function Ruleset:movePiece(piece, grid, move, instant)
|
||||||
local x = piece.position.x
|
local x = piece.position.x
|
||||||
if move == "left" then
|
if move == "left" then
|
||||||
piece:moveInGrid({x=-1, y=0}, 1, grid)
|
piece:moveInGrid({x=-1, y=0}, 1, grid, false)
|
||||||
elseif move == "speedleft" then
|
|
||||||
piece:moveInGrid({x=-1, y=0}, 10, grid)
|
|
||||||
elseif move == "right" then
|
elseif move == "right" then
|
||||||
piece:moveInGrid({x=1, y=0}, 1, grid)
|
piece:moveInGrid({x=1, y=0}, 1, grid, false)
|
||||||
|
elseif move == "speedleft" then
|
||||||
|
piece:moveInGrid({x=-1, y=0}, 10, grid, instant)
|
||||||
elseif move == "speedright" then
|
elseif move == "speedright" then
|
||||||
piece:moveInGrid({x=1, y=0}, 10, grid)
|
piece:moveInGrid({x=1, y=0}, 10, grid, instant)
|
||||||
end
|
end
|
||||||
if piece.position.x ~= x then
|
if piece.position.x ~= x then
|
||||||
self:onPieceMove(piece, grid)
|
self:onPieceMove(piece, grid)
|
||||||
@@ -126,7 +181,7 @@ function Ruleset:getDefaultOrientation() return 1 end
|
|||||||
function Ruleset:initializePiece(
|
function Ruleset:initializePiece(
|
||||||
inputs, data, grid, gravity, prev_inputs,
|
inputs, data, grid, gravity, prev_inputs,
|
||||||
move, lock_delay, drop_speed,
|
move, lock_delay, drop_speed,
|
||||||
drop_locked, hard_drop_locked, big
|
drop_locked, hard_drop_locked, big, irs
|
||||||
)
|
)
|
||||||
local spawn_positions
|
local spawn_positions
|
||||||
if big then
|
if big then
|
||||||
@@ -142,7 +197,14 @@ function Ruleset:initializePiece(
|
|||||||
}, self.block_offsets, 0, 0, data.skin, colours[data.shape], big)
|
}, self.block_offsets, 0, 0, data.skin, colours[data.shape], big)
|
||||||
|
|
||||||
self:onPieceCreate(piece)
|
self:onPieceCreate(piece)
|
||||||
|
if irs then
|
||||||
|
if inputs.rotate_left or inputs.rotate_left2 or
|
||||||
|
inputs.rotate_right or inputs.rotate_right2 or
|
||||||
|
inputs.rotate_180 then
|
||||||
|
playSE("irs")
|
||||||
|
end
|
||||||
self:rotatePiece(inputs, piece, grid, {}, true)
|
self:rotatePiece(inputs, piece, grid, {}, true)
|
||||||
|
end
|
||||||
self:dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked)
|
self:dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked)
|
||||||
return piece
|
return piece
|
||||||
end
|
end
|
||||||
@@ -156,8 +218,16 @@ function Ruleset:processPiece(
|
|||||||
drop_locked, hard_drop_locked,
|
drop_locked, hard_drop_locked,
|
||||||
hard_drop_enabled, additive_gravity
|
hard_drop_enabled, additive_gravity
|
||||||
)
|
)
|
||||||
|
|
||||||
|
local synchroes_allowed = ({not self.world, true, false})[config.gamesettings.synchroes_allowed]
|
||||||
|
|
||||||
|
if synchroes_allowed then
|
||||||
self:rotatePiece(inputs, piece, grid, prev_inputs, false)
|
self:rotatePiece(inputs, piece, grid, prev_inputs, false)
|
||||||
self:movePiece(piece, grid, move)
|
self:movePiece(piece, grid, move, gravity >= 20)
|
||||||
|
else
|
||||||
|
self:movePiece(piece, grid, move, gravity >= 20)
|
||||||
|
self:rotatePiece(inputs, piece, grid, prev_inputs, false)
|
||||||
|
end
|
||||||
self:dropPiece(
|
self:dropPiece(
|
||||||
inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
|
inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
|
||||||
hard_drop_enabled, additive_gravity
|
hard_drop_enabled, additive_gravity
|
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|
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