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12 Commits

Author SHA1 Message Date
Joe Z
2b9740768b How did that get away? 2019-07-07 23:14:17 -04:00
Joe Z
0e65b39395 BGM kept looping after exiting credits_a3, which is not what we want. 2019-07-07 19:38:46 -04:00
Joe Z
ca04333bb7 Lowered the volume of Credits A3 by a factor of 10. 2019-07-07 19:34:07 -04:00
Joe Zeng
80c7c99bd7 Added Credits A3 mode. (#26)
Also updated the documentation.
2019-07-07 18:55:03 -04:00
Joe Z
717afbebf6 Added Marathon WCB. 2019-07-07 18:06:13 -04:00
Joe Z
7227085f84 Made instant DAS respect instant gravity. 2019-07-07 17:25:35 -04:00
Joe Zeng
c40392f00f DAS priority reversal (#25)
* Reversed the priority of key presses when charging DAS.
* Made it an actual config option.
* Config should be false by default.
2019-07-07 17:23:17 -04:00
Joe Z
001c8f0ea8 Fixed some issues with Marathon A1. 2019-07-07 12:11:28 -04:00
Joe Z
7fa0e60145 Made the menu scroll up and down when it overflows. 2019-06-29 15:09:48 -04:00
Joe Z
901f7f2d12 Fixed a bug in the "actual cleared row count" for Big Mode. 2019-06-22 00:07:10 -04:00
Joe Z
35f4aea67d Added Ti-SRS and modified delay curve behaviour on Marathon 2020.
I realized that playing at 4/8 for 800 levels straight is probably too much,
so I made it that only the first 10 sections count for advancing the delay
curve faster than it would normally go. Now only the last 500 levels can be
at delay level 20.
2019-06-21 23:44:58 -04:00
Joe Z
7deaa5ab92 Added all the Marathon AX modes and Ace-ARS. 2019-06-19 22:56:33 -04:00
88 changed files with 1344 additions and 4389 deletions

View File

@@ -1,35 +1,33 @@
![Cambridge Banner](https://cdn.discordapp.com/attachments/764432435802013709/767724895076614154/cambridge_logo_lt.png)
Cambridge
=========
Welcome to Cambridge, the next open-source falling-block game engine!
This fork is written and maintained exclusively by [SashLilac](https://github.com/SashLilac) and [Oshisaure](https://github.com/oshisaure)!
Join our Discord server for help and a welcoming community! https://discord.gg/mteMJw4
Installation instructions
-------------------------
Credits
-------
Pre-built releases are available on the releases page.
- [Lilla Oshisaure](https://www.youtube.com/user/LeSpyroshisaure) for being my co-dev!
- [The Tetra Legends Discord](http://discord.com/invite/7hMx5r2) for supporting me and playtesting!
- [The Absolute Plus](https://discord.gg/6Gf2awJ) for being another source of motivation!
- [joezeng](https://github.com/joezeng) for the original project.
### Windows
The following people in no particular order also helped with the project:
- [Hailey](https://github.com/haileylgbt)
- CylinderKnot
- MarkGamed7794
- [Mizu](https://github.com/rexxt)
- MattMayuga
- Kitaru
- switchpalacecorner
Unzip the exe file and run it directly. All assets are currently bundled inside the executable.
![Cambridge Logo](https://cdn.discordapp.com/attachments/625496179433668635/763363717730664458/Icon_2.png)
### macOS
Playing the game
----------------
For the time being, the file `cambridge.love` only works on the command line. Install `love` with [https://brew.sh/](Homebrew), and run:
$ love cambridge.love
### Linux
Same as macOS, except install `love` with your favourite package manager.
Running from source
-------------------
If you want the bleeding-edge release, you can also clone the code straight from this repository.
### macOS, Linux
@@ -37,9 +35,7 @@ If you haven't already, install `love` with your favourite package manager (Home
Clone the repository in git:
git clone https://github.com/SashLilac/cambridge
Alternatively, download the source code ZIP in the latest release.
git clone https://github.com/joezeng/cambridge
Then, navigate to the root directory that you just cloned, and type:
@@ -47,19 +43,6 @@ Then, navigate to the root directory that you just cloned, and type:
It should run automatically!
## Windows
You do not need LÖVE on Windows, as it comes bundled with the program. Download the source code ZIP in the latest release, or if you want the bleeding edge version, download [this](https://github.com/SashLilac/cambridge/archive/master.zip).
Extract the ZIP, open a Command Prompt at the folder you extracted Cambridge to, then run this command:
dist\windows\love.exe .
Alternatively, if you're on a 32-bit system, run this instead:
dist\win32\love.exe .
32-bit systems do not support rich presence integration.
License
-------

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@@ -15,7 +15,9 @@ There are several classes of game modes. The modes that originate from other gam
* The "G" series stand for "Guideline" games, or games that follow the Tetris Guideline.
* GF - Tetris Friends (2007-2019)
* GJ - Tetris Online Japan (2005-2011)
* N stands for Nullpomino, only used for Phantom Mania N.
* The "N" series stands for Nullpomino, only used for Phantom Mania N.
* The "W" series stands for "Web" games, which are fanmade games released on the web.
* WCB - RainComplex.net's Cat Boi Quatro.
MARATHON
--------
@@ -23,12 +25,15 @@ MARATHON
Modes in which the goal is to play as well as possible over a limited game interval.
* **MARATHON 2020**: 2020 levels of pure pain. Can you make it all the way?
* **MARATHON WCB**: CatBoiQuatro! Can you control the pieces?
From other games:
* **MARATHON A1**: Tetris the Grand Master 1.
* **MARATHON A2**: Tetris the Grand Master 2 (TAP Master).
* **MARATHON A3**: Tetris the Grand Master 3 (no exams).
* **MARATHON AX4**: Another mode from TGM Ace.
* **MARATHON AX**: Normal mode from TGM Ace.
* **MARATHON AX2**: Hi-Speed1 mode from TGM Ace.
* **MARATHON AX3**: Hi-Speed2 mode from TGM Ace.
* **MARATHON C89**: Nintendo NES Tetris. Can you transition and make it to the killscreen?
@@ -43,6 +48,8 @@ From other games:
* **SURVIVAL A1**: 20G mode from Tetris the Grand Master.
* **SURVIVAL A2**: T.A. Death.
* **SURVIVAL A3**: Ti Shirase.
* **SURVIVAL AX**: Another mode from TGM Ace.
* **SURVIVAL AX2**: Another2 mode from TGM Ace.
RACE
@@ -53,6 +60,14 @@ Modes with no levels, just a single timed goal.
* **Race 40**: How fast can you clear 40 lines? No limits, no holds barred.
CREDITS
-------
Modes that are just the credit rolls of specific games.
* **CREDITS A3**: Tetris the Grand Master 3's famous M-roll.
PHANTOM MANIA
-------------
@@ -63,7 +78,6 @@ Modes where pieces turn invisible as soon as you lock them. One of Cambridge's s
* **Phantom Mania 2**: Phantom Mania but way faster! Can you face a mode where even the garbage and the next preview turn invisible?
OTHER MODES
-----------

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@@ -10,16 +10,13 @@ A ruleset consists of the following things:
If you're used to Nullpomino, you may notice a few things missing from that definition. For example, piece previews, hold queues, and randomizers have been moved to being game-specific rules, rather than rules that are changeable with the ruleset you use. Soft and hard drop behaviour is also game-specific now, so that times can be more plausibly compared across rulesets.
There are six rulesets currently supported:
Rotation system
---------------
A rotation system defines the following things:
* The block offsets of each piece orientation.
* The wall or floor kicks that will be attempted for each type of rotation.
* Cambridge - a ruleset original to Cambridge, used for all custom modes. Supports 180-degree rotations!
There are four rotation systems currently supported:
* SRS - the rotation system used in the Tetris Guideline games. Supports 180-degree rotations!
* Ti-SRS - SRS but with no 180-degree rotations.
* Cambridge
* Classic ARS
* Ti-ARS
* SRS
* ARS - the rotation system from the original Tetris the Grand Master.
* Ti-ARS - ARS with floorkicks! From TGM3: Terror Instinct.
* Ace-ARS - ARS with floorkicks and move reset! From TGM ACE.

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@@ -1,5 +1,4 @@
function copy(t)
-- returns deep copy of t (as opposed to the shallow copy you get from var = t)
if type(t) ~= "table" then return t end
local meta = getmetatable(t)
local target = {}
@@ -8,8 +7,7 @@ function copy(t)
return target
end
function strTrueValues(tbl)
-- returns a concatenation of all the keys in tbl with value true, separated with spaces
function st(tbl)
str = ""
for k, v in pairs(tbl) do
if v == true then
@@ -19,16 +17,14 @@ function strTrueValues(tbl)
return str
end
function frameTime(min, sec, hth)
-- returns a time in frames from a time in minutes-seconds-hundredths format
if min == nil then min = 0 end
if sec == nil then sec = 0 end
if hth == nil then hth = 0 end
return min*3600 + sec*60 + math.ceil(hth * 0.6)
function sp(m, s, f)
if m == nil then m = 0 end
if s == nil then s = 0 end
if f == nil then f = 0 end
return m*3600 + s*60 + math.ceil(f * 0.6)
end
function vAdd(v1, v2)
-- returns the sum of vectors v1 and v2
return {
x = v1.x + v2.x,
y = v1.y + v2.y
@@ -36,7 +32,6 @@ function vAdd(v1, v2)
end
function vNeg(v)
-- returns the opposite of vector v
return {
x = -v.x,
y = -v.y
@@ -44,26 +39,17 @@ function vNeg(v)
end
function formatTime(frames)
-- returns a mm:ss:hh (h=hundredths) representation of the time in frames given
if frames < 0 then return formatTime(0) end
local min, sec, hund
min = math.floor(frames/3600)
sec = math.floor(frames/60) % 60
hund = math.floor(frames/.6) % 100
str = string.format("%02d:%02d.%02d", min, sec, hund)
str = string.format("%02d", math.floor(frames / 3600)) .. ":"
.. string.format("%02d", math.floor(frames / 60) % 60) .. "."
.. string.format("%02d", math.floor(frames / 0.6) % 100)
return str
end
function formatBigNum(number)
-- returns a string representing a number with commas as thousands separator (e.g. 12,345,678)
local s = string.format("%d", number)
local pos = string.len(s) % 3
if pos == 0 then pos = 3 end
return string.sub(s, 1, pos)
.. string.gsub(string.sub(s, pos+1), "(...)", ",%1")
end
function Mod1(n, m)
-- returns a number congruent to n modulo m in the range [1;m] (as opposed to [0;m-1])
return ((n-1) % m) + 1
end

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@@ -1,268 +0,0 @@
local ffi = require "ffi"
-- Get the host os to load correct lib
local osname = love.system.getOS()
local discordRPClib = nil
if osname == "Linux" then
discordRPClib = ffi.load(love.filesystem.getSource().."/libs/discord-rpc.so")
elseif osname == "OS X" then
discordRPClib = ffi.load(love.filesystem.getSource().."/libs/discord-rpc.dylib")
elseif osname == "Windows" then
discordRPClib = ffi.load(love.filesystem.getSource().."/libs/discord-rpc.dll")
else
-- Else it crashes later on
error(string.format("Discord rpc not supported on platform (%s)", osname))
end
ffi.cdef[[
typedef struct DiscordRichPresence {
const char* state; /* max 128 bytes */
const char* details; /* max 128 bytes */
int64_t startTimestamp;
int64_t endTimestamp;
const char* largeImageKey; /* max 32 bytes */
const char* largeImageText; /* max 128 bytes */
const char* smallImageKey; /* max 32 bytes */
const char* smallImageText; /* max 128 bytes */
const char* partyId; /* max 128 bytes */
int partySize;
int partyMax;
const char* matchSecret; /* max 128 bytes */
const char* joinSecret; /* max 128 bytes */
const char* spectateSecret; /* max 128 bytes */
int8_t instance;
} DiscordRichPresence;
typedef struct DiscordUser {
const char* userId;
const char* username;
const char* discriminator;
const char* avatar;
} DiscordUser;
typedef void (*readyPtr)(const DiscordUser* request);
typedef void (*disconnectedPtr)(int errorCode, const char* message);
typedef void (*erroredPtr)(int errorCode, const char* message);
typedef void (*joinGamePtr)(const char* joinSecret);
typedef void (*spectateGamePtr)(const char* spectateSecret);
typedef void (*joinRequestPtr)(const DiscordUser* request);
typedef struct DiscordEventHandlers {
readyPtr ready;
disconnectedPtr disconnected;
erroredPtr errored;
joinGamePtr joinGame;
spectateGamePtr spectateGame;
joinRequestPtr joinRequest;
} DiscordEventHandlers;
void Discord_Initialize(const char* applicationId,
DiscordEventHandlers* handlers,
int autoRegister,
const char* optionalSteamId);
void Discord_Shutdown(void);
void Discord_RunCallbacks(void);
void Discord_UpdatePresence(const DiscordRichPresence* presence);
void Discord_ClearPresence(void);
void Discord_Respond(const char* userid, int reply);
void Discord_UpdateHandlers(DiscordEventHandlers* handlers);
]]
local discordRPC = {} -- module table
-- proxy to detect garbage collection of the module
discordRPC.gcDummy = newproxy(true)
local function unpackDiscordUser(request)
return ffi.string(request.userId), ffi.string(request.username),
ffi.string(request.discriminator), ffi.string(request.avatar)
end
-- callback proxies
-- note: callbacks are not JIT compiled (= SLOW), try to avoid doing performance critical tasks in them
-- luajit.org/ext_ffi_semantics.html
local ready_proxy = ffi.cast("readyPtr", function(request)
if discordRPC.ready then
discordRPC.ready(unpackDiscordUser(request))
end
end)
local disconnected_proxy = ffi.cast("disconnectedPtr", function(errorCode, message)
if discordRPC.disconnected then
discordRPC.disconnected(errorCode, ffi.string(message))
end
end)
local errored_proxy = ffi.cast("erroredPtr", function(errorCode, message)
if discordRPC.errored then
discordRPC.errored(errorCode, ffi.string(message))
end
end)
local joinGame_proxy = ffi.cast("joinGamePtr", function(joinSecret)
if discordRPC.joinGame then
discordRPC.joinGame(ffi.string(joinSecret))
end
end)
local spectateGame_proxy = ffi.cast("spectateGamePtr", function(spectateSecret)
if discordRPC.spectateGame then
discordRPC.spectateGame(ffi.string(spectateSecret))
end
end)
local joinRequest_proxy = ffi.cast("joinRequestPtr", function(request)
if discordRPC.joinRequest then
discordRPC.joinRequest(unpackDiscordUser(request))
end
end)
-- helpers
local function checkArg(arg, argType, argName, func, maybeNil)
assert(type(arg) == argType or (maybeNil and arg == nil),
string.format("Argument \"%s\" to function \"%s\" has to be of type \"%s\"",
argName, func, argType))
end
local function checkStrArg(arg, maxLen, argName, func, maybeNil)
if maxLen then
assert(type(arg) == "string" and arg:len() <= maxLen or (maybeNil and arg == nil),
string.format("Argument \"%s\" of function \"%s\" has to be of type string with maximum length %d",
argName, func, maxLen))
else
checkArg(arg, "string", argName, func, true)
end
end
local function checkIntArg(arg, maxBits, argName, func, maybeNil)
maxBits = math.min(maxBits or 32, 52) -- lua number (double) can only store integers < 2^53
local maxVal = 2^(maxBits-1) -- assuming signed integers, which, for now, are the only ones in use
assert(type(arg) == "number" and math.floor(arg) == arg
and arg < maxVal and arg >= -maxVal
or (maybeNil and arg == nil),
string.format("Argument \"%s\" of function \"%s\" has to be a whole number <= %d",
argName, func, maxVal))
end
-- function wrappers
function discordRPC.initialize(applicationId, autoRegister, optionalSteamId)
local func = "discordRPC.Initialize"
checkStrArg(applicationId, nil, "applicationId", func)
checkArg(autoRegister, "boolean", "autoRegister", func)
if optionalSteamId ~= nil then
checkStrArg(optionalSteamId, nil, "optionalSteamId", func)
end
local eventHandlers = ffi.new("struct DiscordEventHandlers")
eventHandlers.ready = ready_proxy
eventHandlers.disconnected = disconnected_proxy
eventHandlers.errored = errored_proxy
eventHandlers.joinGame = joinGame_proxy
eventHandlers.spectateGame = spectateGame_proxy
eventHandlers.joinRequest = joinRequest_proxy
discordRPClib.Discord_Initialize(applicationId, eventHandlers,
autoRegister and 1 or 0, optionalSteamId)
end
function discordRPC.shutdown()
discordRPClib.Discord_Shutdown()
end
function discordRPC.runCallbacks()
discordRPClib.Discord_RunCallbacks()
end
-- http://luajit.org/ext_ffi_semantics.html#callback :
-- It is not allowed, to let an FFI call into a C function (runCallbacks)
-- get JIT-compiled, which in turn calls a callback, calling into Lua again (e.g. discordRPC.ready).
-- Usually this attempt is caught by the interpreter first and the C function
-- is blacklisted for compilation.
-- solution:
-- "Then you'll need to manually turn off JIT-compilation with jit.off() for
-- the surrounding Lua function that invokes such a message polling function."
jit.off(discordRPC.runCallbacks)
function discordRPC.updatePresence(presence)
local func = "discordRPC.updatePresence"
checkArg(presence, "table", "presence", func)
-- -1 for string length because of 0-termination
checkStrArg(presence.state, 127, "presence.state", func, true)
checkStrArg(presence.details, 127, "presence.details", func, true)
checkIntArg(presence.startTimestamp, 64, "presence.startTimestamp", func, true)
checkIntArg(presence.endTimestamp, 64, "presence.endTimestamp", func, true)
checkStrArg(presence.largeImageKey, 31, "presence.largeImageKey", func, true)
checkStrArg(presence.largeImageText, 127, "presence.largeImageText", func, true)
checkStrArg(presence.smallImageKey, 31, "presence.smallImageKey", func, true)
checkStrArg(presence.smallImageText, 127, "presence.smallImageText", func, true)
checkStrArg(presence.partyId, 127, "presence.partyId", func, true)
checkIntArg(presence.partySize, 32, "presence.partySize", func, true)
checkIntArg(presence.partyMax, 32, "presence.partyMax", func, true)
checkStrArg(presence.matchSecret, 127, "presence.matchSecret", func, true)
checkStrArg(presence.joinSecret, 127, "presence.joinSecret", func, true)
checkStrArg(presence.spectateSecret, 127, "presence.spectateSecret", func, true)
checkIntArg(presence.instance, 8, "presence.instance", func, true)
local cpresence = ffi.new("struct DiscordRichPresence")
cpresence.state = presence.state
cpresence.details = presence.details
cpresence.startTimestamp = presence.startTimestamp or 0
cpresence.endTimestamp = presence.endTimestamp or 0
cpresence.largeImageKey = presence.largeImageKey
cpresence.largeImageText = presence.largeImageText
cpresence.smallImageKey = presence.smallImageKey
cpresence.smallImageText = presence.smallImageText
cpresence.partyId = presence.partyId
cpresence.partySize = presence.partySize or 0
cpresence.partyMax = presence.partyMax or 0
cpresence.matchSecret = presence.matchSecret
cpresence.joinSecret = presence.joinSecret
cpresence.spectateSecret = presence.spectateSecret
cpresence.instance = presence.instance or 0
discordRPClib.Discord_UpdatePresence(cpresence)
end
function discordRPC.clearPresence()
discordRPClib.Discord_ClearPresence()
end
local replyMap = {
no = 0,
yes = 1,
ignore = 2
}
-- maybe let reply take ints too (0, 1, 2) and add constants to the module
function discordRPC.respond(userId, reply)
checkStrArg(userId, nil, "userId", "discordRPC.respond")
assert(replyMap[reply], "Argument 'reply' to discordRPC.respond has to be one of \"yes\", \"no\" or \"ignore\"")
discordRPClib.Discord_Respond(userId, replyMap[reply])
end
-- garbage collection callback
getmetatable(discordRPC.gcDummy).__gc = function()
discordRPC.shutdown()
ready_proxy:free()
disconnected_proxy:free()
errored_proxy:free()
joinGame_proxy:free()
spectateGame_proxy:free()
joinRequest_proxy:free()
end
return discordRPC

View File

@@ -6,7 +6,7 @@ bgm = {
}
local current_bgm = nil
local bgm_locked = true
local bgm_locked = false
function switchBGM(sound, subsound)
if bgm_locked then return end

View File

@@ -20,54 +20,35 @@ backgrounds = {
love.graphics.newImage("res/backgrounds/1800-railways.png"),
love.graphics.newImage("res/backgrounds/1900-world-wide-web.png"),
title = love.graphics.newImage("res/backgrounds/title_v0.1.png"),
input_config = love.graphics.newImage("res/backgrounds/options-pcb.png"),
game_config = love.graphics.newImage("res/backgrounds/options-gears.png"),
}
blocks = {
["2tie"] = {
R = love.graphics.newImage("res/img/s1.png"),
O = love.graphics.newImage("res/img/s3.png"),
Y = love.graphics.newImage("res/img/s7.png"),
G = love.graphics.newImage("res/img/s6.png"),
C = love.graphics.newImage("res/img/s2.png"),
B = love.graphics.newImage("res/img/s4.png"),
M = love.graphics.newImage("res/img/s5.png"),
I = love.graphics.newImage("res/img/s1.png"),
J = love.graphics.newImage("res/img/s4.png"),
L = love.graphics.newImage("res/img/s3.png"),
O = love.graphics.newImage("res/img/s7.png"),
S = love.graphics.newImage("res/img/s5.png"),
T = love.graphics.newImage("res/img/s2.png"),
Z = love.graphics.newImage("res/img/s6.png"),
F = love.graphics.newImage("res/img/s9.png"),
G = love.graphics.newImage("res/img/s9.png"),
X = love.graphics.newImage("res/img/s9.png"),
},
["bone"] = {
R = love.graphics.newImage("res/img/bone.png"),
I = love.graphics.newImage("res/img/bone.png"),
J = love.graphics.newImage("res/img/bone.png"),
L = love.graphics.newImage("res/img/bone.png"),
O = love.graphics.newImage("res/img/bone.png"),
Y = love.graphics.newImage("res/img/bone.png"),
S = love.graphics.newImage("res/img/bone.png"),
T = love.graphics.newImage("res/img/bone.png"),
Z = love.graphics.newImage("res/img/bone.png"),
F = love.graphics.newImage("res/img/bone.png"),
G = love.graphics.newImage("res/img/bone.png"),
C = love.graphics.newImage("res/img/bone.png"),
B = love.graphics.newImage("res/img/bone.png"),
M = love.graphics.newImage("res/img/bone.png"),
X = love.graphics.newImage("res/img/bone.png"),
}
}
ColourSchemes = {
Arika = {
I = "R",
L = "O",
J = "B",
S = "M",
Z = "G",
O = "Y",
T = "C",
},
TTC = {
I = "C",
L = "O",
J = "B",
S = "G",
Z = "R",
O = "Y",
T = "M",
},
}
for name, blockset in pairs(blocks) do
for shape, image in pairs(blockset) do
image:setFilter("nearest")
@@ -80,4 +61,4 @@ misc_graphics = {
go = love.graphics.newImage("res/img/go.png"),
select_mode = love.graphics.newImage("res/img/select_mode.png"),
strike = love.graphics.newImage("res/img/strike.png"),
}
}

View File

@@ -1,58 +0,0 @@
print("Loading discord RPC...")
DiscordRPC = {
loaded = false
}
local success, RPC = pcall(require, "libs.discordRPC")
if success then
DiscordRPC.loaded = true
DiscordRPC.appId = "599778517789573120"
function RPC.ready(userId, username, discriminator, avatar)
print(string.format("Discord: ready (%s, %s, %s, %s)", userId, username, discriminator, avatar))
end
function RPC.disconnected(errorCode, message)
print(string.format("Discord: disconnected (%d: %s)", errorCode, message))
end
function RPC.errored(errorCode, message)
print(string.format("Discord: error (%d: %s)", errorCode, message))
end
function RPC.joinGame(joinSecret)
print(string.format("Discord: join (%s)", joinSecret))
end
function RPC.spectateGame(spectateSecret)
print(string.format("Discord: spectate (%s)", spectateSecret))
end
function RPC.joinRequest(userId, username, discriminator, avatar)
print(string.format("Discord: join request (%s, %s, %s, %s)", userId, username, discriminator, avatar))
RPC.respond(userId, "yes")
end
RPC.initialize(DiscordRPC.appId, true)
local now = os.time(os.date("*t"))
DiscordRPC.RPC = RPC
print("DiscordRPC successfully loaded.")
else
print("DiscordRPC failed to load!")
print(RPC)
end
DiscordRPC.presence = {
startTimestamp = now,
details = "Loading game...",
state = "",
largeImageKey = "icon2",
largeImageText = "Arcade Stacker",
smallImageKey = "",
smallImageText = ""
}
function DiscordRPC:update(newstuff)
for k, v in pairs(newstuff) do self.presence[k] = v end
if self.loaded then self.RPC.updatePresence(self.presence) end
end

View File

@@ -10,10 +10,6 @@ sounds = {
},
move = love.audio.newSource("res/se/move.wav", "static"),
bottom = love.audio.newSource("res/se/bottom.wav", "static"),
cursor = love.audio.newSource("res/se/cursor.wav", "static"),
cursor_lr = love.audio.newSource("res/se/cursor_lr.wav", "static"),
main_decide = love.audio.newSource("res/se/main_decide.wav", "static"),
mode_decide = love.audio.newSource("res/se/mode_decide.wav", "static"),
}
function playSE(sound, subsound)

View File

@@ -1,7 +1,6 @@
function love.load()
math.randomseed(os.time())
highscores = {}
require "load.rpc"
require "load.graphics"
require "load.fonts"
require "load.sounds"
@@ -12,16 +11,10 @@ function love.load()
config["side_next"] = false
config["reverse_rotate"] = true
config["fullscreen"] = false
config["das_last_key"] = false
love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
if not config.gamesettings then config.gamesettings = {} end
for _, option in ipairs(GameConfigScene.options) do
if not config.gamesettings[option[1]] then
config.gamesettings[option[1]] = 1
end
end
if not config.input then
config.input = {}
scene = InputConfigScene()
@@ -30,28 +23,6 @@ function love.load()
if config.current_ruleset then current_ruleset = config.current_ruleset end
scene = TitleScene()
end
game_modes = {}
mode_list = love.filesystem.getDirectoryItems("tetris/modes")
for i=1,#mode_list do
if(mode_list[i] ~= "gamemode.lua" and mode_list[i] ~= "unrefactored_modes") then
game_modes[#game_modes+1] = require ("tetris.modes."..string.sub(mode_list[i],1,-5))
end
end
rulesets = {}
rule_list = love.filesystem.getDirectoryItems("tetris/rulesets")
for i=1,#rule_list do
if(rule_list[i] ~= "ruleset.lua" and rule_list[i] ~= "unrefactored_rulesets") then
rulesets[#rulesets+1] = require ("tetris.rulesets."..string.sub(rule_list[i],1,-5))
end
end
--sort mode/rule lists
local function padnum(d) return ("%03d%s"):format(#d, d) end
table.sort(game_modes, function(a,b)
return tostring(a.name):gsub("%d+",padnum) < tostring(b.name):gsub("%d+",padnum) end)
table.sort(rulesets, function(a,b)
return tostring(a.name):gsub("%d+",padnum) < tostring(b.name):gsub("%d+",padnum) end)
end
local TARGET_FPS = 60
@@ -94,7 +65,7 @@ end
function love.draw()
love.graphics.push()
-- get offset matrix
love.graphics.setDefaultFilter("linear", "nearest")
local width = love.graphics.getWidth()

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@@ -7,9 +7,8 @@ function Scene:update() end
function Scene:render() end
function Scene:onKeyPress() end
ExitScene = require "scene.exit"
GameScene = require "scene.game"
ModeSelectScene = require "scene.mode_select"
InputConfigScene = require "scene.input_config"
GameConfigScene = require "scene.game_config"
ConfigScene = require "scene.config"
TitleScene = require "scene.title"

View File

@@ -1,23 +0,0 @@
local ExitScene = Scene:extend()
require 'load.save'
ExitScene.title = "Exit Game"
function ExitScene:new()
end
function ExitScene:update()
love.event.quit()
end
function ExitScene:render()
end
function ExitScene:changeOption(rel)
end
function ExitScene:onKeyPress(e)
end
return ExitScene

View File

@@ -5,10 +5,6 @@ function GameScene:new(game_mode, ruleset)
self.game = game_mode()
self.ruleset = ruleset()
self.game:initialize(self.ruleset)
DiscordRPC:update({
details = self.game.rpc_details,
state = self.game.name,
})
end
function GameScene:update()
@@ -61,21 +57,11 @@ end
function GameScene:onKeyPress(e)
if (self.game.completed) and
(e.scancode == "return" or e.scancode == "escape") and e.isRepeat == false then
e.scancode == "return" and e.isRepeat == false then
highscore_entry = self.game:getHighscoreData()
highscore_hash = self.game.hash .. "-" .. self.ruleset.hash
submitHighscore(highscore_hash, highscore_entry)
scene = ModeSelectScene()
elseif (e.scancode == config.input.retry) then
-- fuck this, this is hacky but the way this codebase is setup prevents anything else
-- it seems like all the values that get touched in the child gamemode class
-- stop being linked to the values of the GameMode superclass because of how `mt.__index` works
-- not even sure this is the actual problem, but I don't want to have to rebuild everything about
-- the core organisation of everything. this hacky way will have to do until someone figures out something.
love.keypressed("escape", "escape", false)
love.keypressed("return", "return", false)
elseif e.scancode == "escape" then
scene = ModeSelectScene()
end
end

View File

@@ -1,79 +0,0 @@
local ConfigScene = Scene:extend()
ConfigScene.title = "Game Settings"
require 'load.save'
ConfigScene.options = {
-- this serves as reference to what the options' values mean i guess?
{"manlock", "Manual locking", {"Per ruleset","Per gamemode","Harddrop", "Softdrop"}},
{"piece_colour", "Piece Colours", {"Per ruleset", "Arika", "TTC"}},
{"world_reverse", "World Reverse", {"No", "Yes"}},
}
local optioncount = #ConfigScene.options
function ConfigScene:new()
-- load current config
self.config = config.input
self.highlight = 1
DiscordRPC:update({
details = "In menus",
state = "Changing game settings",
})
end
function ConfigScene:update()
end
function ConfigScene:render()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(
backgrounds["game_config"],
0, 0, 0,
0.5, 0.5
)
love.graphics.setFont(font_3x5_4)
love.graphics.print("GAME SETTINGS", 80, 40)
love.graphics.setColor(1, 1, 1, 0.5)
love.graphics.rectangle("fill", 20, 98 + self.highlight * 20, 170, 22)
love.graphics.setFont(font_3x5_2)
for i, option in ipairs(ConfigScene.options) do
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(option[2], 40, 100 + i * 20, 150, "left")
for j, setting in ipairs(option[3]) do
love.graphics.setColor(1, 1, 1, config.gamesettings[option[1]] == j and 1 or 0.5)
love.graphics.printf(setting, 100 + 110 * j, 100 + i * 20, 100, "center")
end
end
end
function ConfigScene:onKeyPress(e)
if e.scancode == "return" and e.isRepeat == false then
playSE("mode_decide")
saveConfig()
scene = TitleScene()
elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then
playSE("cursor")
self.highlight = Mod1(self.highlight-1, optioncount)
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
playSE("cursor")
self.highlight = Mod1(self.highlight+1, optioncount)
elseif (e.scancode == config.input["left"] or e.scancode == "left") and e.isRepeat == false then
playSE("cursor_lr")
local option = ConfigScene.options[self.highlight]
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]-1, #option[3])
elseif (e.scancode == config.input["right"] or e.scancode == "right") and e.isRepeat == false then
playSE("cursor_lr")
local option = ConfigScene.options[self.highlight]
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]+1, #option[3])
elseif e.scancode == "escape" then
loadSave()
scene = TitleScene()
end
end
return ConfigScene

View File

@@ -15,35 +15,22 @@ local configurable_inputs = {
"rotate_right2",
"rotate_180",
"hold",
"retry",
}
function ConfigScene:new()
-- load current config
self.config = config.input
self.input_state = 1
DiscordRPC:update({
details = "In menus",
state = "Changing input config",
})
end
function ConfigScene:update()
end
function ConfigScene:render()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(
backgrounds["input_config"],
0, 0, 0,
0.5, 0.5
)
love.graphics.setFont(font_3x5_2)
for i, input in pairs(configurable_inputs) do
love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
if config.input[input] then
love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
love.graphics.printf(
love.keyboard.getKeyFromScancode(config.input[input]) .. " (" .. config.input[input] .. ")",
240, 50 + i * 20, 200, "left"
@@ -67,13 +54,8 @@ function ConfigScene:onKeyPress(e)
self.input_state = 1
end
else
if e.scancode == "escape" then
loadSave()
scene = TitleScene()
else
config.input[configurable_inputs[self.input_state]] = e.scancode
self.input_state = self.input_state + 1
end
config.input[configurable_inputs[self.input_state]] = e.scancode
self.input_state = self.input_state + 1
end
end

123
scene/mode_select.lua Executable file → Normal file
View File

@@ -5,57 +5,110 @@ ModeSelectScene.title = "Game Start"
current_mode = 1
current_ruleset = 1
MAX_MODES = 19
game_modes = {
require 'tetris.modes.marathon_2020',
require 'tetris.modes.survival_2020',
require 'tetris.modes.strategy',
require 'tetris.modes.interval_training',
require 'tetris.modes.pacer_test',
require 'tetris.modes.marathon_wcb',
require 'tetris.modes.demon_mode',
require 'tetris.modes.phantom_mania',
require 'tetris.modes.phantom_mania2',
require 'tetris.modes.phantom_mania_n',
require 'tetris.modes.race_40',
require 'tetris.modes.marathon_a1',
require 'tetris.modes.marathon_a2',
require 'tetris.modes.marathon_a3',
require 'tetris.modes.marathon_ax',
require 'tetris.modes.marathon_ax2',
require 'tetris.modes.marathon_ax3',
require 'tetris.modes.marathon_c89',
require 'tetris.modes.survival_a1',
require 'tetris.modes.survival_a2',
require 'tetris.modes.survival_a3',
require 'tetris.modes.survival_ax',
require 'tetris.modes.survival_ax2',
require 'tetris.modes.credits_a3',
}
rulesets = {
require 'tetris.rulesets.cambridge',
require 'tetris.rulesets.standard',
require 'tetris.rulesets.standard_ti',
require 'tetris.rulesets.arika',
require 'tetris.rulesets.arika_ti',
require 'tetris.rulesets.arika_ace',
--require 'tetris.rulesets.bonkers',
--require 'tetris.rulesets.shirase',
--require 'tetris.rulesets.super302',
}
function ModeSelectScene:new()
self.menu_state = {
mode = current_mode,
ruleset = current_ruleset,
select = "mode",
}
DiscordRPC:update({
details = "In menus",
state = "Choosing a mode",
})
end
function ModeSelectScene:update()
end
function getCursorHeight(x)
return 78 + 20 * x
end
function ModeSelectScene:drawList(name, items, cursor, x)
local start, finish
if table.getn(items) < MAX_MODES then
start = 1
finish = table.getn(items)
else
if cursor < 10 then
start = 1
finish = 19
elseif cursor > table.getn(items) - 9 then
start = table.getn(items) - 18
finish = table.getn(items)
else
start = cursor - 9
finish = cursor + 9
end
end
if self.menu_state.select == name then
love.graphics.setColor(1, 1, 1, 0.5)
else
love.graphics.setColor(1, 1, 1, 0.25)
end
love.graphics.rectangle("fill", x, getCursorHeight(cursor - start), 240, 22)
love.graphics.setColor(1, 1, 1, 1)
for idx = start, finish do
local item = items[idx]
love.graphics.printf(item.name, x + 20, 80 + 20 * (idx - start), 200, "left")
end
end
function ModeSelectScene:render()
love.graphics.setFont(font_3x5_2)
love.graphics.draw(
backgrounds[0],
0, 0, 0,
0.5, 0.5
)
if self.menu_state.select == "mode" then
love.graphics.setColor(1, 1, 1, 0.5)
elseif self.menu_state.select == "ruleset" then
love.graphics.setColor(1, 1, 1, 0.25)
end
love.graphics.rectangle("fill", 20, 258, 240, 22)
love.graphics.draw(misc_graphics["select_mode"], 20, 30)
if self.menu_state.select == "mode" then
love.graphics.setColor(1, 1, 1, 0.25)
elseif self.menu_state.select == "ruleset" then
love.graphics.setColor(1, 1, 1, 0.5)
end
love.graphics.rectangle("fill", 340, 258, 200, 22)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(misc_graphics["select_mode"], 20, 40)
love.graphics.setFont(font_3x5_2)
for idx, mode in pairs(game_modes) do
if(idx >= self.menu_state.mode-9 and idx <= self.menu_state.mode+9) then
love.graphics.printf(mode.name, 40, (260 - 20*(self.menu_state.mode)) + 20 * idx, 200, "left")
end
end
for idx, ruleset in pairs(rulesets) do
if(idx >= self.menu_state.ruleset-9 and idx <= self.menu_state.ruleset+9) then
love.graphics.printf(ruleset.name, 360, (260 - 20*(self.menu_state.ruleset)) + 20 * idx, 160, "left")
end
end
self:drawList("mode", game_modes, self.menu_state.mode, 20)
self:drawList("ruleset", rulesets, self.menu_state.ruleset, 320)
end
function ModeSelectScene:onKeyPress(e)
@@ -64,21 +117,15 @@ function ModeSelectScene:onKeyPress(e)
current_ruleset = self.menu_state.ruleset
config.current_mode = current_mode
config.current_ruleset = current_ruleset
playSE("mode_decide")
saveConfig()
scene = GameScene(game_modes[self.menu_state.mode], rulesets[self.menu_state.ruleset])
elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then
self:changeOption(-1)
playSE("cursor")
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
self:changeOption(1)
playSE("cursor")
elseif (e.scancode == config.input["left"] or e.scancode == "left") or
(e.scancode == config.input["right"] or e.scancode == "right") then
self:switchSelect()
playSE("cursor_lr")
elseif e.scancode == "escape" then
scene = TitleScene()
end
end

View File

@@ -3,31 +3,10 @@ local TitleScene = Scene:extend()
local main_menu_screens = {
ModeSelectScene,
InputConfigScene,
GameConfigScene,
ExitScene,
}
local mainmenuidle = {
"Idle",
"On title screen",
"On main menu screen",
"Twiddling their thumbs",
"Admiring the main menu's BG",
"Waiting for spring to come",
"Actually not playing",
"Contemplating collecting stars",
"Preparing to put the block!!",
"Having a nap",
"In menus",
"Bottom text",
}
function TitleScene:new()
self.main_menu_state = 1
DiscordRPC:update({
details = "In menus",
state = mainmenuidle[math.random(#mainmenuidle)],
})
end
function TitleScene:update()
@@ -59,16 +38,11 @@ end
function TitleScene:onKeyPress(e)
if e.scancode == "return" and e.isRepeat == false then
playSE("main_decide")
scene = main_menu_screens[self.main_menu_state]()
elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then
self:changeOption(-1)
playSE("cursor")
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
self:changeOption(1)
playSE("cursor")
elseif e.scancode == "escape" and e.isRepeat == false then
love.event.quit()
end
end

View File

@@ -3,8 +3,6 @@ local Object = require 'libs.classic'
local Grid = Object:extend()
local empty = { skin = "", colour = "" }
local oob = { skin = "", colour = "" }
local block = { skin = "2tie", colour = "X" }
function Grid:new()
self.grid = {}
@@ -28,15 +26,8 @@ function Grid:clear()
end
end
function Grid:getCell(x, y)
if x < 1 or x > 10 or y > 24 then return oob
elseif y < 1 then return empty
else return self.grid[y][x]
end
end
function Grid:isOccupied(x, y)
return self:getCell(x+1, y+1) ~= empty
return self.grid[y+1][x+1] ~= empty
end
function Grid:isRowFull(row)
@@ -55,7 +46,7 @@ function Grid:canPlacePiece(piece)
for index, offset in pairs(offsets) do
local x = piece.position.x + offset.x
local y = piece.position.y + offset.y
if self:isOccupied(x, y) then
if x >= 10 or x < 0 or y >= 24 or y < 0 or self.grid[y+1][x+1] ~= empty then
return false
end
end
@@ -67,12 +58,12 @@ function Grid:canPlaceBigPiece(piece)
for index, offset in pairs(offsets) do
local x = piece.position.x + offset.x
local y = piece.position.y + offset.y
if (
self:isOccupied(x * 2 + 0, y * 2 + 0)
or self:isOccupied(x * 2 + 1, y * 2 + 0)
or self:isOccupied(x * 2 + 0, y * 2 + 1)
or self:isOccupied(x * 2 + 1, y * 2 + 1)
) then
if x >= 5 or x < 0 or y >= 12 or y < 0 or
self.grid[y * 2 + 1][x * 2 + 1] ~= empty or
self.grid[y * 2 + 1][x * 2 + 2] ~= empty or
self.grid[y * 2 + 2][x * 2 + 1] ~= empty or
self.grid[y * 2 + 2][x * 2 + 2] ~= empty
then
return false
end
end
@@ -89,7 +80,7 @@ function Grid:canPlacePieceInVisibleGrid(piece)
for index, offset in pairs(offsets) do
local x = piece.position.x + offset.x
local y = piece.position.y + offset.y
if y < 4 or self:isOccupied(x, y) ~= empty then
if x >= 10 or x < 0 or y >= 24 or y < 4 or self.grid[y+1][x+1] ~= empty then
return false
end
end
@@ -142,34 +133,14 @@ function Grid:copyBottomRow()
self.grid[24] = {empty, empty, empty, empty, empty, empty, empty, empty, empty, empty}
self.grid_age[24] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
for col = 1, 10 do
self.grid[24][col] = (self.grid[23][col] == empty) and empty or block
self.grid[24][col] = (self.grid[23][col] == empty) and empty or {
skin = self.grid[23][col].skin,
colour = "G"
}
end
return true
end
function Grid:garbageRise(row_vals)
for row = 1, 23 do
self.grid[row] = self.grid[row+1]
self.grid_age[row] = self.grid_age[row+1]
end
self.grid[24] = {empty, empty, empty, empty, empty, empty, empty, empty, empty, empty}
self.grid_age[24] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
for col = 1, 10 do
self.grid[24][col] = (row_vals[col] == "e") and empty or block
end
end
function Grid:applyFourWide()
for row = 1, 24 do
local x = self.grid[row]
x[1] = x[1]~=block and block or x[1]
x[2] = x[2]~=block and block or x[2]
x[3] = x[3]~=block and block or x[3]
x[8] = x[8]~=block and block or x[8]
x[9] = x[9]~=block and block or x[9]
x[10] = x[10]~=block and block or x[10]
end
end
function Grid:applyPiece(piece)
if piece.big then
self:applyBigPiece(piece)
@@ -179,12 +150,10 @@ function Grid:applyPiece(piece)
for index, offset in pairs(offsets) do
x = piece.position.x + offset.x
y = piece.position.y + offset.y
if y + 1 > 0 then
self.grid[y+1][x+1] = {
skin = piece.skin,
colour = piece.colour
}
end
self.grid[y+1][x+1] = {
skin = piece.skin,
colour = piece.shape
}
end
end
@@ -195,60 +164,15 @@ function Grid:applyBigPiece(piece)
y = piece.position.y + offset.y
for a = 1, 2 do
for b = 1, 2 do
if y*2+a > 0 then
self.grid[y*2+a][x*2+b] = {
skin = piece.skin,
colour = piece.colour
}
end
self.grid[y*2+a][x*2+b] = {
skin = piece.skin,
colour = piece.shape
}
end
end
end
end
function Grid:checkForBravo(cleared_row_count)
for i = 0, 23 - cleared_row_count do
for j = 0, 9 do
if self:isOccupied(j, i) then return false end
end
end
return true
end
function Grid:checkSecretGrade()
local sgrade = 0
for i=23,5,-1 do
local validLine = true
local emptyCell = 0
if i > 13 then
emptyCell = 23-i
end
if i <= 13 then
emptyCell = i-5
end
for j=0,9 do
if (not self:isOccupied(j,i) and j ~= emptyCell) or (j == emptyCell and self:isOccupied(j,i)) then
validLine = false
end
end
if not self:isOccupied(emptyCell,i-1) then
validLine = false
end
if(validLine) then
sgrade = sgrade + 1
else
return sgrade
end
end
--[[
if(sgrade == 0) then return ""
elseif(sgrade < 10) then return 10-sgrade
elseif(sgrade < 19) then return "S"..(sgrade-9) end
return "GM"
--]]
return sgrade
end
function Grid:update()
for y = 1, 24 do
for x = 1, 10 do
@@ -260,7 +184,7 @@ function Grid:update()
end
function Grid:draw()
for y = 5, 24 do
for y = 1, 24 do
for x = 1, 10 do
if self.grid[y][x] ~= empty then
if self.grid_age[y][x] < 1 then
@@ -292,7 +216,7 @@ function Grid:draw()
end
function Grid:drawInvisible(opacity_function, garbage_opacity_function)
for y = 5, 24 do
for y = 1, 24 do
for x = 1, 10 do
if self.grid[y][x] ~= empty then
if self.grid[y][x].colour == "X" then

View File

@@ -2,7 +2,7 @@ local Object = require 'libs.classic'
local Piece = Object:extend()
function Piece:new(shape, rotation, position, block_offsets, gravity, lock_delay, skin, colour, big)
function Piece:new(shape, rotation, position, block_offsets, gravity, lock_delay, skin, big)
self.shape = shape
self.rotation = rotation
self.position = position
@@ -10,7 +10,6 @@ function Piece:new(shape, rotation, position, block_offsets, gravity, lock_delay
self.gravity = gravity
self.lock_delay = lock_delay
self.skin = skin
self.colour = colour
self.ghost = false
self.locked = false
self.big = big
@@ -22,7 +21,7 @@ function Piece:withOffset(offset)
return Piece(
self.shape, self.rotation,
{x = self.position.x + offset.x, y = self.position.y + offset.y},
self.block_offsets, self.gravity, self.lock_delay, self.skin, self.colour, self.big
self.block_offsets, self.gravity, self.lock_delay, self.skin, self.big
)
end
@@ -32,7 +31,7 @@ function Piece:withRelativeRotation(rot)
while new_rot >= 4 do new_rot = new_rot - 4 end
return Piece(
self.shape, new_rot, self.position,
self.block_offsets, self.gravity, self.lock_delay, self.skin, self.colour, self.big
self.block_offsets, self.gravity, self.lock_delay, self.skin, self.big
)
end
@@ -78,12 +77,15 @@ function Piece:setRelativeRotation(rot)
return self
end
function Piece:moveInGrid(step, squares, grid)
function Piece:moveInGrid(step, squares, grid, instant)
local moved = false
for x = 1, squares do
if grid:canPlacePiece(self:withOffset(step)) then
moved = true
self:setOffset(step)
if instant then
self:dropToBottom(grid)
end
else
break
end
@@ -98,7 +100,7 @@ end
function Piece:dropToBottom(grid)
local piece_y = self.position.y
self:dropSquares(math.huge, grid)
self:dropSquares(20, grid)
self.gravity = 0
if self.position.y > piece_y then
-- if it got dropped any, also reset lock delay
@@ -149,13 +151,13 @@ function Piece:draw(opacity, brightness, grid, partial_das)
local y = self.position.y + offset.y
if self.big then
love.graphics.draw(
blocks[self.skin][self.colour],
blocks[self.skin][self.shape],
64+x*32+partial_das*2, 16+y*32+gravity_offset*2,
0, 2, 2
)
else
love.graphics.draw(
blocks[self.skin][self.colour],
blocks[self.skin][self.shape],
64+x*16+partial_das, 16+y*16+gravity_offset
)
end

View File

@@ -1,39 +0,0 @@
require 'funcs'
local SurvivalA3Game = require 'tetris.modes.survival_a3'
local FourWideGame = SurvivalA3Game:extend()
FourWideGame.name = "4-wide Simulator"
FourWideGame.hash = "4wide"
FourWideGame.tagline = "The board has gotten narrower! Can you survive the increasing speeds?"
function FourWideGame:initialize(ruleset)
self.super:initialize(ruleset)
self.grid:applyFourWide()
end
local cleared_row_levels = {1, 2, 4, 6}
function FourWideGame:onLineClear(cleared_row_count)
if not self.clear then
local new_level = self.level + cleared_row_levels[cleared_row_count]
self:updateSectionTimes(self.level, new_level)
if new_level >= 1300 or self:hitTorikan(self.level, new_level) then
self.clear = true
if new_level >= 1300 then
self.level = 1300
self.grid:clear()
self.roll_frames = -150
else
self.game_over = true
end
else
self.level = math.min(new_level, 1300)
end
self:advanceBottomRow(-cleared_row_count)
end
self.grid:applyFourWide()
end
return FourWideGame

View File

@@ -1,304 +0,0 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local MarathonA2Game = GameMode:extend()
MarathonA2Game.name = "Big A2"
MarathonA2Game.hash = "BigA2"
MarathonA2Game.tagline = "The points don't matter! Can you reach the invisible roll? Big mode too!"
function MarathonA2Game:new()
self.super:new()
self.big_mode = true
self.roll_frames = 0
self.combo = 1
self.grade = 0
self.grade_points = 0
self.grade_point_decay_counter = 0
self.randomizer = History6RollsRandomizer()
self.lock_drop = false
self.enable_hold = false
self.next_queue_length = 1
end
function MarathonA2Game:getARE()
if self.level < 700 then return 27
elseif self.level < 800 then return 18
else return 14 end
end
function MarathonA2Game:getLineARE()
if self.level < 600 then return 27
elseif self.level < 700 then return 18
elseif self.level < 800 then return 14
else return 8 end
end
function MarathonA2Game:getDasLimit()
if self.level < 500 then return 15
elseif self.level < 900 then return 9
else return 7 end
end
function MarathonA2Game:getLineClearDelay()
if self.level < 500 then return 40
elseif self.level < 600 then return 25
elseif self.level < 700 then return 16
elseif self.level < 800 then return 12
else return 6 end
end
function MarathonA2Game:getLockDelay()
if self.level < 900 then return 30
else return 17 end
end
function MarathonA2Game:getGravity()
if (self.level < 30) then return 4/256
elseif (self.level < 35) then return 6/256
elseif (self.level < 40) then return 8/256
elseif (self.level < 50) then return 10/256
elseif (self.level < 60) then return 12/256
elseif (self.level < 70) then return 16/256
elseif (self.level < 80) then return 32/256
elseif (self.level < 90) then return 48/256
elseif (self.level < 100) then return 64/256
elseif (self.level < 120) then return 80/256
elseif (self.level < 140) then return 96/256
elseif (self.level < 160) then return 112/256
elseif (self.level < 170) then return 128/256
elseif (self.level < 200) then return 144/256
elseif (self.level < 220) then return 4/256
elseif (self.level < 230) then return 32/256
elseif (self.level < 233) then return 64/256
elseif (self.level < 236) then return 96/256
elseif (self.level < 239) then return 128/256
elseif (self.level < 243) then return 160/256
elseif (self.level < 247) then return 192/256
elseif (self.level < 251) then return 224/256
elseif (self.level < 300) then return 1
elseif (self.level < 330) then return 2
elseif (self.level < 360) then return 3
elseif (self.level < 400) then return 4
elseif (self.level < 420) then return 5
elseif (self.level < 450) then return 4
elseif (self.level < 500) then return 3
else return 20
end
end
function MarathonA2Game:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then return false end
if self.roll_frames > 3694 then
self.completed = true
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function MarathonA2Game:onPieceEnter()
if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
self.level = self.level + 1
end
end
function MarathonA2Game:onLineClear(cleared_row_count)
cleared_row_count = cleared_row_count / 2
self.level = math.min(self.level + cleared_row_count, 999)
if self.level == 999 and not self.clear then
self.clear = true
self.grid:clear()
self.roll_frames = -150
end
end
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
cleared_lines = cleared_lines / 2
self:updateGrade(cleared_lines)
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo * self.bravo
)
else
self.combo = 1
end
self.drop_bonus = 0
end
end
local grade_point_bonuses = {
{10, 20, 40, 50},
{10, 20, 30, 40},
{10, 20, 30, 40},
{10, 15, 30, 40},
{10, 15, 20, 40},
{5, 15, 20, 30},
{5, 10, 20, 30},
{5, 10, 15, 30},
{5, 10, 15, 30},
{5, 10, 15, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
}
local grade_point_decays = {
125, 80, 80, 50, 45, 45, 45,
40, 40, 40, 40, 40, 30, 30, 30,
20, 20, 20, 20, 20,
15, 15, 15, 15, 15, 15, 15, 15, 15, 15,
10, 10
}
local combo_multipliers = {
{1.0, 1.0, 1.0, 1.0},
{1.2, 1.4, 1.5, 1.0},
{1.2, 1.5, 1.8, 1.0},
{1.4, 1.6, 2.0, 1.0},
{1.4, 1.7, 2.2, 1.0},
{1.4, 1.8, 2.3, 1.0},
{1.4, 1.9, 2.4, 1.0},
{1.5, 2.0, 2.5, 1.0},
{1.5, 2.1, 2.6, 1.0},
{2.0, 2.5, 3.0, 1.0},
}
local grade_conversion = {
[0] = 0,
1, 2, 3, 4, 5, 5, 6, 6, 7, 7,
7, 8, 8, 8, 9, 9, 9, 10, 11, 12,
12, 12, 13, 13, 14, 14, 15, 15, 16, 16,
17
}
function MarathonA2Game:updateGrade(cleared_lines)
if self.clear then return end
if cleared_lines == 0 then
self.grade_point_decay_counter = self.grade_point_decay_counter + 1
if self.grade_point_decay_counter >= grade_point_decays[self.grade + 1] then
self.grade_point_decay_counter = 0
self.grade_points = math.max(0, self.grade_points - 1)
end
else
self.grade_points = self.grade_points + (
math.ceil(
grade_point_bonuses[self.grade + 1][cleared_lines] *
combo_multipliers[math.min(self.combo, 10)][cleared_lines]
) * (1 + math.floor(self.level / 250))
)
if self.grade_points >= 100 and self.grade < 31 then
self.grade_points = 0
self.grade = self.grade + 1
end
end
end
function MarathonA2Game:getLetterGrade()
local grade = grade_conversion[self.grade]
if grade < 9 then
return tostring(9 - grade)
elseif grade < 18 then
return "S" .. tostring(grade - 8)
end
end
MarathonA2Game.rollOpacityFunction = function(age)
if age < 240 then return 1
elseif age > 300 then return 0
else return 1 - (age - 240) / 60 end
end
function MarathonA2Game:drawGrid(ruleset)
if self.clear and not (self.completed or self.game_over) then
self.grid:drawInvisible(self.rollOpacityFunction)
else
self.grid:draw()
if self.piece ~= nil and self.level < 100 then
self:drawGhostPiece(ruleset)
end
end
end
function MarathonA2Game:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
love.graphics.setFont(font_3x5_3)
if self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1)
elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.score, 240, 220, 90, "left")
love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
function MarathonA2Game:getHighscoreData()
return {
grade = grade_conversion[self.grade],
score = self.score,
level = self.level,
frames = self.frames,
}
end
function MarathonA2Game:getSectionEndLevel()
if self.level >= 900 then return 999
else return math.floor(self.level / 100 + 1) * 100 end
end
function MarathonA2Game:getBackground()
return math.floor(self.level / 100)
end
return MarathonA2Game

View File

@@ -1,326 +0,0 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
local SurvivalCKGame = GameMode:extend()
SurvivalCKGame.name = "Survival CK"
SurvivalCKGame.hash = "SurvivalCK"
SurvivalCKGame.tagline = "An endurance mode created by CylinderKnot! Watch out for the fading pieces..."
function SurvivalCKGame:new()
SurvivalCKGame.super:new()
self.garbage = 0
self.roll_frames = 0
self.combo = 1
self.grade = 0
self.level = 0
self.randomizer = History6RollsRandomizer()
self.enable_hold = true
self.next_queue_length = 3
self.coolregret_timer = 0
end
function SurvivalCKGame:getARE()
if self.level < 100 then return 15
elseif self.level < 200 then return 14
elseif self.level < 300 then return 13
elseif self.level < 400 then return 12
elseif self.level < 500 then return 11
elseif self.level < 600 then return 10
elseif self.level < 700 then return 9
elseif self.level < 800 then return 8
elseif self.level < 900 then return 7
elseif self.level < 1000 then return 6
elseif self.level < 2500 then return 5
else return 7 end
end
function SurvivalCKGame:getLineARE()
return SurvivalCKGame:getARE()
end
function SurvivalCKGame:getDasLimit()
if self.level < 700 then return 10
elseif self.level < 900 then return 9
elseif self.level < 1100 then return 8
elseif self.level < 1300 then return 7
elseif self.level < 1600 then return 6
else return 5 end
end
function SurvivalCKGame:getLineClearDelay()
if self.level < 100 then return 10
elseif self.level < 200 then return 8
elseif self.level < 300 then return 7
elseif self.level < 400 then return 6
else return 5 end
end
function SurvivalCKGame:getLockDelay()
if self.level < 600 then return 20
elseif self.level < 700 then return 19
elseif self.level < 800 then return 18
elseif self.level < 900 then return 17
elseif self.level < 1000 then return 16
elseif self.level < 1200 then return 15
elseif self.level < 1400 then return 14
elseif self.level < 1700 then return 13
elseif self.level < 2100 then return 12
elseif self.level < 2200 then return 11
elseif self.level < 2300 then return 10
elseif self.level < 2400 then return 9
elseif self.level < 2500 then return 8
else return 15 end
end
function SurvivalCKGame:getGravity()
return 20
end
function SurvivalCKGame:getGarbageLimit()
if self.level < 1000 then return 20
elseif self.level < 1100 then return 17
elseif self.level < 1200 then return 14
elseif self.level < 1300 then return 11
else return 8 end
end
function SurvivalCKGame:getRegretTime()
if self.level < 500 then return frameTime(0,55)
elseif self.level < 1000 then return frameTime(0,50)
elseif self.level < 1500 then return frameTime(0,40)
elseif self.level < 2000 then return frameTime(0,35)
else return frameTime(0,30) end
end
function SurvivalCKGame:getNextPiece(ruleset)
return {
skin = self.level >= 2000 and "bone" or "2tie",
shape = self.randomizer:nextPiece(),
orientation = ruleset:getDefaultOrientation(),
}
end
local torikan_times = {300, 330, 360, 390, 420, 450, 478, 504, 528, 550, 570}
function SurvivalCKGame:hitTorikan(old_level, new_level)
for i = 1, 11 do
if old_level < (900 + i * 100) and new_level >= (900 + i * 100) and self.frames > torikan_times[i] * 60 then
self.level = 900 + i * 100
return true
end
end
return false
end
function SurvivalCKGame:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then
if self.roll_frames + 1 == 0 then
switchBGM("credit_roll", "gm3")
return true
end
return false
elseif self.roll_frames > 3238 then
switchBGM(nil)
if self.grade ~= 20 then self.grade = self.grade + 1 end
self.completed = true
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function SurvivalCKGame:onPieceEnter()
if (self.level % 100 ~= 99) and not self.clear and self.frames ~= 0 then
self.level = self.level + 1
end
end
function SurvivalCKGame:onLineClear(cleared_row_count)
if not self.clear then
local new_level = self.level + cleared_row_count * 2
self:updateSectionTimes(self.level, new_level)
if new_level >= 2500 or self:hitTorikan(self.level, new_level) then
self.clear = true
if new_level >= 2500 then
self.level = 2500
self.grid:clear()
self.big_mode = true
self.roll_frames = -150
end
else
self.level = math.min(new_level, 2500)
end
self:advanceBottomRow(-cleared_row_count)
end
end
function SurvivalCKGame:onPieceLock(piece, cleared_row_count)
if cleared_row_count == 0 then self:advanceBottomRow(1) end
end
function SurvivalCKGame:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo
)
else
self.combo = 1
end
self.drop_bonus = 0
end
end
function SurvivalCKGame:updateSectionTimes(old_level, new_level)
if math.floor(old_level / 100) < math.floor(new_level / 100) then
local section = math.floor(old_level / 100) + 1
section_time = self.frames - self.section_start_time
table.insert(self.section_times, section_time)
self.section_start_time = self.frames
if section_time <= self:getRegretTime(self.level) then
self.grade = self.grade + 1
else
self.coolregret_message = "REGRET!!"
self.coolregret_timer = 300
end
end
end
function SurvivalCKGame:advanceBottomRow(dx)
if self.level >= 1000 and self.level < 1500 then
self.garbage = math.max(self.garbage + dx, 0)
if self.garbage >= self:getGarbageLimit() then
self.grid:copyBottomRow()
self.garbage = 0
end
end
end
function SurvivalCKGame:drawGrid()
if self.level >= 1500 and self.level < 1600 then
self.grid:drawInvisible(self.rollOpacityFunction1)
elseif self.level >= 1600 and self.level < 1700 then
self.grid:drawInvisible(self.rollOpacityFunction2)
elseif self.level >= 1700 and self.level < 1800 then
self.grid:drawInvisible(self.rollOpacityFunction3)
elseif self.level >= 1800 and self.level < 1900 then
self.grid:drawInvisible(self.rollOpacityFunction4)
elseif self.level >= 1900 and self.level < 2000 then
self.grid:drawInvisible(self.rollOpacityFunction5)
else
self.grid:draw()
end
end
-- screw trying to make this work efficiently
-- lua function variables are so garbage
SurvivalCKGame.rollOpacityFunction1 = function(age)
if age < 420 then return 1
elseif age > 480 then return 0
else return 1 - (age - 420) / 60 end
end
SurvivalCKGame.rollOpacityFunction2 = function(age)
if age < 360 then return 1
elseif age > 420 then return 0
else return 1 - (age - 360) / 60 end
end
SurvivalCKGame.rollOpacityFunction3 = function(age)
if age < 300 then return 1
elseif age > 360 then return 0
else return 1 - (age - 300) / 60 end
end
SurvivalCKGame.rollOpacityFunction4 = function(age)
if age < 240 then return 1
elseif age > 300 then return 0
else return 1 - (age - 240) / 60 end
end
SurvivalCKGame.rollOpacityFunction5 = function(age)
if age < 180 then return 1
elseif age > 240 then return 0
else return 1 - (age - 180) / 60 end
end
local master_grades = { "M", "MK", "MV", "MO", "MM" }
function SurvivalCKGame:getLetterGrade()
if self.grade == 0 then
return "1"
elseif self.grade < 10 then
return "S" .. tostring(self.grade)
elseif self.grade < 21 then
return "m" .. tostring(self.grade - 9)
elseif self.grade < 26 then
return master_grades[self.grade - 20]
else
return "GM"
end
end
function SurvivalCKGame:drawScoringInfo()
SurvivalCKGame.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("GRADE", text_x, 120, 40, "left")
love.graphics.printf("SCORE", text_x, 200, 40, "left")
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
if (self.coolregret_timer > 0) then
love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
self.coolregret_timer = self.coolregret_timer - 1
end
local current_section = math.floor(self.level / 100) + 1
self:drawSectionTimesWithSplits(current_section)
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self:getLetterGrade(self.grade), text_x, 140, 90, "left")
love.graphics.printf(self.score, text_x, 220, 90, "left")
love.graphics.printf(self.level, text_x, 340, 50, "right")
if self.clear then
love.graphics.printf(self.level, text_x, 370, 50, "right")
else
love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right")
end
end
function SurvivalCKGame:getHighscoreData()
return {
grade = self.grade,
level = self.level,
frames = self.frames,
}
end
function SurvivalCKGame:getSectionEndLevel()
return math.floor(self.level / 100 + 1) * 100
end
function SurvivalCKGame:getBackground()
return math.min(math.floor(self.level / 100), 19)
end
return SurvivalCKGame

119
tetris/modes/credits_a3.lua Normal file
View File

@@ -0,0 +1,119 @@
require 'funcs'
local IntervalTrainingMode = require 'tetris.modes.interval_training'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local CreditsA3Game = IntervalTrainingMode:extend()
CreditsA3Game.name = "Credits A3"
CreditsA3Game.hash = "CreditsA3"
CreditsA3Game.tagline = "How consistently can you clear the Ti M-roll?"
function CreditsA3Game:new()
CreditsA3Game.super:new()
self.section_time_limit = 3238
self.norm = 0
self.section = 0
end
function CreditsA3Game:advanceOneFrame(inputs, ruleset)
if self.frames == 0 then
switchBGM("credit_roll", "gm3")
end
if self.roll_frames > 0 then
self.roll_frames = self.roll_frames - 1
if self.roll_frames == 0 then
-- reset
self.norm = 0
self.frames = 0
self.grid:clear()
switchBGM("credit_roll", "gm3")
self:initializeOrHold(inputs, ruleset)
else
return false
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
if self:getSectionTime() >= self.section_time_limit then
self.norm = self.norm + 16
self.piece = nil
if self.norm >= 60 then
self.section = self.section + 1
self.roll_frames = 150
else
self.game_over = true
switchBGM(nil)
end
end
end
return true
end
function CreditsA3Game:onPieceEnter()
-- do nothing
end
function CreditsA3Game:onLineClear(cleared_row_count)
if not self.clear then
self.norm = self.norm + (cleared_row_count == 4 and 10 or cleared_row_count)
end
end
CreditsA3Game.rollOpacityFunction = function(age)
if age > 4 then return 0
else return 1 - age / 4 end
end
function CreditsA3Game:drawGrid(ruleset)
if not self.game_over and self.roll_frames < 30 then
self.grid:drawInvisible(self.rollOpacityFunction)
else
self.grid:draw()
end
end
function CreditsA3Game:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
st(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
love.graphics.printf("NORM", 240, 320, 40, "left")
self:drawSectionTimesWithSplits(self.section)
love.graphics.setFont(font_3x5_3)
-- draw time left, flash red if necessary
local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0)
if not self.game_over and not self.clear and time_left < sp(0,10) and time_left % 4 < 2 then
if self.norm >= 44 then
love.graphics.setColor(0.3, 1, 0.3, 1) -- flash green if goal has been cleared
else
love.graphics.setColor(1, 0.3, 0.3, 1) -- otherwise flash red
end
end
love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.norm, 240, 340, 40, "right")
if self.game_over or self.roll_frames > 0 then
love.graphics.printf("60", 240, 370, 40, "right")
else
love.graphics.printf("44", 240, 370, 40, "right")
end
end
function CreditsA3Game:getBackground()
return self.section
end
return CreditsA3Game

View File

@@ -11,6 +11,9 @@ 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
@@ -26,9 +29,6 @@ function DemonModeGame:new()
self.enable_hold = true
self.lock_drop = true
self.next_queue_length = 3
if math.random() < 1/6.66 then
self.rpc_details = "Suffering"
end
end
function DemonModeGame:getARE()
@@ -159,27 +159,18 @@ function DemonModeGame:updateSectionTimes(old_level, new_level)
end
elseif old_level < 100 then
-- If section time is under cutoff, skip to level 500.
if self.frames < frameTime(1,00) then
if self.frames < sp(1,00) then
self.level = 500
self.grade = 5
self.section_tries = 0
self.section_tetris_count = 0
else
self.level = math.min(new_level, 2500)
self.skip_failed = true
self.grade = self.grade + 1
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
self.grade = math.min(self.grade + 1, 4)
end
else
self.level = math.min(new_level, 2500)
@@ -187,17 +178,16 @@ function DemonModeGame:updateSectionTimes(old_level, new_level)
end
function DemonModeGame:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo
)
else
self.combo = 1
end
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
@@ -236,10 +226,10 @@ function DemonModeGame:drawScoringInfo()
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
st(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("GRADE", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
@@ -262,7 +252,7 @@ function DemonModeGame:getHighscoreData()
end
function DemonModeGame:getBackground()
return math.min(math.floor(self.level / 100), 19)
return math.floor(self.level / 100)
end
return DemonModeGame

View File

@@ -40,12 +40,9 @@ function GameMode:new()
self.draw_section_times = false
self.draw_secondary_section_times = false
self.big_mode = false
self.rpc_details = "In game"
-- variables related to configurable parameters
self.drop_locked = false
self.hard_drop_locked = false
self.lock_on_soft_drop = false
self.lock_on_hard_drop = false
self.hold_queue = nil
self.held = false
self.section_start_time = 0
@@ -53,6 +50,13 @@ function GameMode:new()
self.secondary_section_times = { [0] = 0 }
end
function GameMode:initialize()
-- after all the variables are initialized, run initialization procedures
for i = 1, 30 do
table.insert(self.next_queue, self:getNextPiece(ruleset))
end
end
function GameMode:getARR() return 1 end
function GameMode:getDropSpeed() return 1 end
function GameMode:getARE() return 25 end
@@ -62,7 +66,6 @@ function GameMode:getLineClearDelay() return 40 end
function GameMode:getDasLimit() return 15 end
function GameMode:getNextPiece(ruleset)
return {
skin = "2tie",
shape = self.randomizer:nextPiece(),
@@ -72,12 +75,9 @@ end
function GameMode:initialize(ruleset)
-- generate next queue
self:new()
for i = 1, self.next_queue_length do
table.insert(self.next_queue, self:getNextPiece(ruleset))
end
self.lock_on_soft_drop = ({ruleset.softdrop_lock, self.instant_soft_drop, false, true })[config.gamesettings.manlock]
self.lock_on_hard_drop = ({ruleset.harddrop_lock, self.instant_hard_drop, true, false})[config.gamesettings.manlock]
end
function GameMode:update(inputs, ruleset)
@@ -91,10 +91,20 @@ function GameMode:update(inputs, ruleset)
if self.completed then return end
-- 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())
-- set attempt flags
if inputs["left"] or inputs["right"] then self:onAttemptPieceMove(self.piece) end
if
inputs["rotate_left"] or inputs["rotate_right"] or
inputs["rotate_left2"] or inputs["rotate_right2"] or
inputs["rotate_180"]
then
self:onAttemptPieceRotate(self.piece)
end
if self.piece == nil then
self:processDelays(inputs, ruleset)
else
@@ -131,7 +141,7 @@ function GameMode:update(inputs, ruleset)
self.piece:isDropBlocked(self.grid) and
not self.hard_drop_locked then
self:onHardDrop(piece_dy)
if self.lock_on_hard_drop then
if self.instant_hard_drop then
self.piece.locked = true
end
end
@@ -140,7 +150,7 @@ function GameMode:update(inputs, ruleset)
self:onSoftDrop(piece_dy)
if self.piece:isDropBlocked(self.grid) and
not self.drop_locked and
self.lock_on_soft_drop
self.instant_soft_drop
then
self.piece.locked = true
end
@@ -152,6 +162,10 @@ function GameMode:update(inputs, ruleset)
local cleared_row_count = self.grid:getClearedRowCount()
if self.big_mode then
cleared_row_count = cleared_row_count / 2
end
self:onPieceLock(self.piece, cleared_row_count)
self:updateScore(self.level, self.drop_bonus, cleared_row_count)
@@ -194,6 +208,8 @@ end
-- event functions
function GameMode:whilePieceActive() end
function GameMode:onAttemptPieceMove(piece) end
function GameMode:onAttemptPieceRotate(piece) end
function GameMode:onPieceLock(piece, cleared_row_count) end
function GameMode:onLineClear(cleared_row_count) end
function GameMode:onPieceEnter() end
@@ -211,30 +227,66 @@ function GameMode:onGameOver()
switchBGM(nil)
end
function GameMode:chargeDAS(inputs)
if inputs[self.das.direction] == true then
local das_frames = self.das.frames + 1
if das_frames >= self:getDasLimit() then
if self.das.direction == "left" then
self.move = (self:getARR() == 0 and "speed" or "") .. "left"
self.das.frames = self:getDasLimit() - self:getARR()
elseif self.das.direction == "right" then
self.move = (self:getARR() == 0 and "speed" or "") .. "right"
self.das.frames = self:getDasLimit() - self:getARR()
end
else
self.move = "none"
self.das.frames = das_frames
-- DAS functions
function GameMode:startRightDAS()
self.move = "right"
self.das = { direction = "right", frames = 0 }
if self:getDasLimit() == 0 then
self:continueDAS()
end
end
function GameMode:startLeftDAS()
self.move = "left"
self.das = { direction = "left", frames = 0 }
if self:getDasLimit() == 0 then
self:continueDAS()
end
end
function GameMode:continueDAS()
local das_frames = self.das.frames + 1
if das_frames >= self:getDasLimit() then
if self.das.direction == "left" then
self.move = (self:getARR() == 0 and "speed" or "") .. "left"
self.das.frames = self:getDasLimit() - self:getARR()
elseif self.das.direction == "right" then
self.move = (self:getARR() == 0 and "speed" or "") .. "right"
self.das.frames = self:getDasLimit() - self:getARR()
end
elseif inputs["right"] == true then
self.move = "right"
self.das = { direction = "right", frames = 0 }
elseif inputs["left"] == true then
self.move = "left"
self.das = { direction = "left", frames = 0 }
else
self.move = "none"
self.das = { direction = "none", frames = -1 }
self.das.frames = das_frames
end
end
function GameMode:stopDAS()
self.move = "none"
self.das = { direction = "none", frames = -1 }
end
function GameMode:chargeDAS(inputs)
if config["das_last_key"] then
if inputs["right"] == true and self.das.direction ~= "right" and not self.prev_inputs["right"] then
self:startRightDAS()
elseif inputs["left"] == true and self.das.direction ~= "left" and not self.prev_inputs["left"] then
self:startLeftDAS()
elseif inputs[self.das.direction] == true then
self:continueDAS()
else
self:stopDAS()
end
else -- default behaviour, das first key pressed
if inputs[self.das.direction] == true then
self:continueDAS()
elseif inputs["right"] == true then
self:startRightDAS()
elseif inputs["left"] == true then
self:startLeftDAS()
else
self:stopDAS()
end
end
end
@@ -346,12 +398,11 @@ function GameMode:drawGhostPiece(ruleset)
end
function GameMode:drawNextQueue(ruleset)
local colourscheme = ({ruleset.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
function drawPiece(piece, skin, offsets, pos_x, pos_y)
for index, offset in pairs(offsets) do
local x = offset.x + ruleset.spawn_positions[piece].x
local y = offset.y + 4.7
love.graphics.draw(blocks[skin][colourscheme[piece]], pos_x+x*16, pos_y+y*16)
local x = ruleset.spawn_positions[piece].x + offset.x
local y = ruleset.spawn_positions[piece].y + offset.y
love.graphics.draw(blocks[skin][piece], pos_x+x*16, pos_y+y*16)
end
end
for i = 1, self.next_queue_length do
@@ -366,8 +417,7 @@ function GameMode:drawNextQueue(ruleset)
end
end
if self.hold_queue ~= nil then
local hold_color = self.held and 0.6 or 1
self:setHoldOpacity(1, hold_color)
self:setHoldOpacity()
drawPiece(
self.hold_queue.shape,
self.hold_queue.skin,
@@ -378,16 +428,8 @@ function GameMode:drawNextQueue(ruleset)
return false
end
function GameMode:setNextOpacity(i, j)
i = i ~= nil and i or 1
j = j ~= nil and j or 1
love.graphics.setColor(j, j, j, i)
end
function GameMode:setHoldOpacity(i, j)
i = i ~= nil and i or 1
j = j ~= nil and j or 1
love.graphics.setColor(j, j, j, i)
end
function GameMode:setNextOpacity(i) love.graphics.setColor(1, 1, 1, 1) end
function GameMode:setHoldOpacity() love.graphics.setColor(1, 1, 1, 1) end
function GameMode:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
@@ -402,8 +444,7 @@ function GameMode:drawScoringInfo()
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs) ..
self.drop_bonus
st(self.prev_inputs)
)
love.graphics.setFont(font_8x11)
@@ -413,7 +454,7 @@ end
function GameMode:drawSectionTimes(current_section)
local section_x = 530
for section, time in pairs(self.section_times) do
for section, time in ipairs(self.section_times) do
if section > 0 then
love.graphics.printf(formatTime(time), section_x, 40 + 20 * section, 90, "left")
end
@@ -422,7 +463,7 @@ function GameMode:drawSectionTimes(current_section)
love.graphics.printf(formatTime(self.frames - self.section_start_time), section_x, 40 + 20 * current_section, 90, "left")
end
function GameMode:drawSectionTimesWithSecondary(current_section)
function GameMode:drawSectionTimesWithSecondary(current_section, section_colour_function)
local section_x = 530
local section_secondary_x = 440
@@ -433,6 +474,9 @@ function GameMode:drawSectionTimesWithSecondary(current_section)
end
for section, time in pairs(self.secondary_section_times) do
if self.section_colour_function then
love.graphics.setColor(self:section_colour_function(section))
end
if section > 0 then
love.graphics.printf(formatTime(time), section_secondary_x, 40 + 20 * section, 90, "left")
end

View File

@@ -3,7 +3,7 @@ require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local IntervalTrainingGame = GameMode:extend()
@@ -15,12 +15,11 @@ IntervalTrainingGame.tagline = "Can you clear the time hurdles when the game goe
function IntervalTrainingGame:new()
self.level = 0
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
@@ -28,12 +27,6 @@ function IntervalTrainingGame:new()
self.next_queue_length = 3
end
function IntervalTrainingGame:initialize(ruleset)
self.section_time_limit = 1800
if ruleset.world then self.section_time_limit = 37 * 60 end
self.super.initialize(self, ruleset)
end
function IntervalTrainingGame:getARE()
return 6
end
@@ -68,6 +61,7 @@ function IntervalTrainingGame:advanceOneFrame()
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
@@ -78,15 +72,14 @@ function IntervalTrainingGame:advanceOneFrame()
end
function IntervalTrainingGame:onPieceEnter()
if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
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)
local cleared_level_bonus = {1, 2, 4, 6}
if not self.clear then
local new_level = self.level + cleared_level_bonus[cleared_row_count]
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
@@ -104,10 +97,12 @@ function IntervalTrainingGame:updateSectionTimes(old_level, new_level)
-- 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()
function IntervalTrainingGame:drawGrid(ruleset)
self.grid:draw()
end
@@ -125,26 +120,25 @@ function IntervalTrainingGame:drawScoringInfo()
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
st(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
if not self.clear then love.graphics.printf("TIME LEFT", 240, 250, 80, "left") end
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 time_left < frameTime(0,10) and time_left % 4 < 2 then
if not self.game_over and not self.clear and time_left < sp(0,10) and time_left % 4 < 2 then
love.graphics.setColor(1, 0.3, 0.3, 1)
end
if not self.clear then love.graphics.printf(formatTime(time_left), 240, 270, 160, "left") end
love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
end

View File

@@ -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

View File

@@ -36,8 +36,6 @@ function Marathon2020Game:new()
self.grade_points = 0
self.grade_point_decay_counter = 0
self.max_grade_points = 0
self.cool_timer = 0
end
function Marathon2020Game:getARE()
@@ -153,11 +151,11 @@ function Marathon2020Game:advanceOneFrame()
end
local cool_cutoffs = {
frameTime(0,45,00), frameTime(0,41,50), frameTime(0,38,50), frameTime(0,35,00), frameTime(0,32,50),
frameTime(0,29,20), frameTime(0,27,20), frameTime(0,24,80), frameTime(0,22,80), frameTime(0,20,60),
frameTime(0,19,60), frameTime(0,19,40), frameTime(0,19,40), frameTime(0,18,40), frameTime(0,18,20),
frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20), frameTime(0,16,20),
frameTime(0,15,20)
sp(0,45,00), sp(0,41,50), sp(0,38,50), sp(0,35,00), sp(0,32,50),
sp(0,29,20), sp(0,27,20), sp(0,24,80), sp(0,22,80), sp(0,20,60),
sp(0,19,60), sp(0,19,40), sp(0,19,40), sp(0,18,40), sp(0,18,20),
sp(0,16,20), sp(0,16,20), sp(0,16,20), sp(0,16,20), sp(0,16,20),
sp(0,15,20)
}
local levels_for_cleared_rows = { 1, 2, 4, 6 }
@@ -286,11 +284,11 @@ function Marathon2020Game:sectionPassed(old_level, new_level)
end
function Marathon2020Game:checkTorikan(section)
if section == 5 and self.frames < frameTime(6,00,00) then self.torikan_passed[500] = true end
if section == 9 and self.frames < frameTime(8,30,00) then self.torikan_passed[900] = true end
if section == 10 and self.frames < frameTime(8,45,00) then self.torikan_passed[1000] = true end
if section == 15 and self.frames < frameTime(11,30,00) then self.torikan_passed[1500] = true end
if section == 19 and self.frames < frameTime(13,15,00) then self.torikan_passed[1900] = true end
if section == 5 and self.frames < sp(6,00,00) then self.torikan_passed[500] = true end
if section == 9 and self.frames < sp(8,30,00) then self.torikan_passed[900] = true end
if section == 10 and self.frames < sp(8,45,00) then self.torikan_passed[1000] = true end
if section == 15 and self.frames < sp(11,30,00) then self.torikan_passed[1500] = true end
if section == 19 and self.frames < sp(13,15,00) then self.torikan_passed[1900] = true end
end
function Marathon2020Game:checkClear(level)
@@ -325,11 +323,10 @@ function Marathon2020Game:checkClear(level)
end
function Marathon2020Game:updateSectionTimes(old_level, new_level)
function sectionCool()
function sectionCool(section)
self.section_cool_count = self.section_cool_count + 1
self.delay_level = math.min(20, self.delay_level + 1)
if section < 10 then self.delay_level = math.min(20, self.delay_level + 1) end
table.insert(self.section_status, "cool")
self.cool_timer = 300
end
local section = getSectionForLevel(old_level)
@@ -346,7 +343,7 @@ function Marathon2020Game:updateSectionTimes(old_level, new_level)
table.insert(self.section_times, section_time)
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:checkClear(new_level)
@@ -355,11 +352,11 @@ function Marathon2020Game:updateSectionTimes(old_level, new_level)
self.secondary_section_times[section] < self.secondary_section_times[section - 1] + 120 and
self.secondary_section_times[section] < cool_cutoffs[section]
) then
sectionCool()
sectionCool(section)
elseif self.section_status[section - 1] == "cool" then
table.insert(self.section_status, "none")
elseif section <= 19 and self.secondary_section_times[section] < cool_cutoffs[section] then
sectionCool()
sectionCool(section)
else
table.insert(self.section_status, "none")
end
@@ -420,6 +417,14 @@ function Marathon2020Game:drawGrid()
end
end
function Marathon2020Game:sectionColourFunction(section)
if self.section_status[section] == "cool" then
return { 0, 1, 0, 1 }
else
return { 1, 1, 1, 1 }
end
end
function Marathon2020Game:drawScoringInfo()
Marathon2020Game.super.drawScoringInfo(self)
@@ -431,12 +436,7 @@ function Marathon2020Game:drawScoringInfo()
love.graphics.printf("GRADE PTS.", text_x, 200, 90, "left")
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
self:drawSectionTimesWithSecondary(current_section)
if (self.cool_timer > 0) then
love.graphics.printf("COOL!!", 64, 400, 160, "center")
self.cool_timer = self.cool_timer - 1
end
self:drawSectionTimesWithSecondary(current_section, self.sectionColourFunction)
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self:getTotalGrade(), text_x, 120, 90, "left")

View File

@@ -12,23 +12,16 @@ MarathonA1Game.hash = "MarathonA1"
MarathonA1Game.tagline = "Can you score enough points to reach the title of Grand Master?"
function MarathonA1Game:new()
MarathonA1Game.super:new()
self.roll_frames = 0
self.combo = 1
self.bravos = 0
self.gm_conditions = {
level300 = false,
level500 = false,
level999 = false
}
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.randomizer = History4RollsRandomizer()
@@ -138,43 +131,41 @@ function MarathonA1Game:onLineClear(cleared_row_count)
if not self.clear then
local new_level = math.min(self.level + cleared_row_count, 999)
if new_level == 999 then
self.level = 999
self.clear = true
else
self.level = new_level
end
self.level = new_level
end
end
function MarathonA1Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if self.grid:checkForBravo(cleared_lines) then
self.bravo = 4
self.bravos = self.bravos + 1
else self.bravo = 1 end
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo * self.bravo
)
else
self.combo = 1
end
if self.clear then return end
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo
)
self.lines = self.lines + cleared_lines
else
self.drop_bonus = 0
self.combo = 1
end
end
function MarathonA1Game:checkGMRequirements(old_level, new_level)
if old_level < 300 and new_level >= 300 then
if self.score >= 12000 and self.frames <= frameTime(4,15) then
if self.score > 12000 and self.frames <= sp(4,15) then
self.gm_conditions["level300"] = true
end
elseif old_level < 500 and new_level >= 500 then
if self.score >= 40000 and self.frames <= frameTime(7,30) then
if self.score > 40000 and self.frames <= sp(7,30) then
self.gm_conditions["level500"] = true
end
elseif old_level < 999 and new_level >= 999 then
if self.score >= 126000 and self.frames <= frameTime(13,30) then
self.gm_conditions["level999"] = true
if self.score > 126000 and self.frames <= sp(13,30) then
self.gm_conditions["level900"] = true
end
end
end
@@ -194,23 +185,17 @@ function MarathonA1Game:drawScoringInfo()
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
st(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("NEXT RANK", 240, 260, 90, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
if self.bravos > 0 then love.graphics.printf("BRAVO", 300, 120, 40, "left") end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, 240, 220, 90, "left")
if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level999"] then
if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level900"] then
love.graphics.printf("GM", 240, 140, 90, "left")
else
love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left")
@@ -218,11 +203,7 @@ function MarathonA1Game:drawScoringInfo()
love.graphics.printf(getRankForScore(self.score).next, 240, 280, 90, "left")
love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
if self.bravos > 0 then love.graphics.printf(self.bravos, 300, 140, 40, "left") end
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end

View File

@@ -16,7 +16,7 @@ MarathonA2Game.tagline = "The points don't matter! Can you reach the invisible r
function MarathonA2Game:new()
MarathonA2Game.super:new()
self.roll_frames = 0
self.combo = 1
self.randomizer = History6RollsRandomizer()
@@ -27,11 +27,7 @@ function MarathonA2Game:new()
self.section_times = { [0] = 0 }
self.section_tetrises = { [0] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.randomizer = History6RollsRandomizer()
self.lock_drop = false
self.enable_hold = false
@@ -107,7 +103,6 @@ end
function MarathonA2Game:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then return false end
if self.roll_frames > 3694 then
self.completed = true
if self.grade == 32 then
@@ -126,33 +121,34 @@ function MarathonA2Game:onPieceEnter()
end
end
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
self:updateGrade(cleared_lines)
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo * self.bravo
)
else
self.combo = 1
end
self.drop_bonus = 0
else self.lines = self.lines + cleared_lines end
end
function MarathonA2Game: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()
if self:qualifiesForMRoll() then self.grade = 32 end
self.roll_frames = -150
end
end
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
self:updateGrade(cleared_lines)
if cleared_lines > 0 then
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
)
self.lines = self.lines + cleared_lines
self.combo = self.combo + cleared_lines - 1
else
self.drop_bonus = 0
self.combo = 1
end
end
function MarathonA2Game:updateSectionTimes(old_level, new_level)
if self.clear then return end
if math.floor(old_level / 100) < math.floor(new_level / 100) or
@@ -250,7 +246,7 @@ function MarathonA2Game:updateGrade(cleared_lines)
end
end
local tetris_requirements = { [0] = 2, 2, 2, 2, 2, 1, 1, 1, 1, 0 }
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
@@ -264,7 +260,7 @@ function MarathonA2Game:qualifiesForMRoll()
local section_average = 0
for section = 0, 4 do
section_average = section_average + self.section_times[section]
if self.section_times[section] > frameTime(1,05) then
if self.section_times[section] > sp(1,05) then
return false
end
end
@@ -277,7 +273,7 @@ function MarathonA2Game:qualifiesForMRoll()
return false
end
end
if self.grade < 31 or self.frames > frameTime(8,45) then
if self.grade < 17 or self.frames > sp(8,45) then
return false
end
return true
@@ -329,35 +325,18 @@ function MarathonA2Game:drawScoringInfo()
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
st(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
love.graphics.setFont(font_3x5_3)
if self.clear then
if self:qualifiesForMRoll() then
if self.lines >= 32 and self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1)
else love.graphics.setColor(0, 1, 0, 1) end
else
if self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1)
else love.graphics.setColor(0, 1, 0, 1) end
end
end
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.score, 240, 220, 90, "left")
love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")

View File

@@ -16,8 +16,8 @@ MarathonA3Game.tagline = "The game gets faster way more quickly! Can you get all
function MarathonA3Game:new()
MarathonA3Game.super:new()
self.speed_level = 0
self.speed_level = 0
self.roll_frames = 0
self.combo = 1
self.grade = 0
@@ -29,25 +29,13 @@ function MarathonA3Game:new()
self.section_start_time = 0
self.section_70_times = { [0] = 0 }
self.section_times = { [0] = 0 }
self.section_cool = false
self.randomizer = History6RollsRandomizer()
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true
self.next_queue_length = 3
self.coolregret_message = "COOL!!"
self.coolregret_timer = 0
self.torikan_passed = false
end
function MarathonA3Game:getARE()
@@ -152,7 +140,6 @@ function MarathonA3Game:onPieceEnter()
self:updateSectionTimes(self.level, self.level + 1)
self.level = self.level + 1
self.speed_level = self.speed_level + 1
self.torikan_passed = self.level >= 500 and true or false
end
end
@@ -170,20 +157,16 @@ function MarathonA3Game:onLineClear(cleared_row_count)
self.grid:clear()
self.roll_frames = -150
end
if not self.torikan_passed and self.level >= 500 and self.frames >= 25200 then
self.level = 500
self.game_over = true
end
end
local cool_cutoffs = {
frameTime(0,52), frameTime(0,52), frameTime(0,49), frameTime(0,45), frameTime(0,45),
frameTime(0,42), frameTime(0,42), frameTime(0,38), frameTime(0,38),
sp(0,52), sp(0,52), sp(0,49), sp(0,45), sp(0,45),
sp(0,42), sp(0,42), sp(0,38), sp(0,38),
}
local regret_cutoffs = {
frameTime(0,90), frameTime(0,75), frameTime(0,75), frameTime(0,68), frameTime(0,60),
frameTime(0,60), frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50),
sp(0,90), sp(0,75), sp(0,75), sp(0,68), sp(0,60),
sp(0,60), sp(0,50), sp(0,50), sp(0,50), sp(0,50),
}
function MarathonA3Game:updateSectionTimes(old_level, new_level)
@@ -196,53 +179,42 @@ function MarathonA3Game:updateSectionTimes(old_level, new_level)
table.insert(self.section_times, section_time)
self.section_start_time = self.frames
self.speed_level = self.section_cool and self.speed_level + 100 or self.speed_level
if section_time > regret_cutoffs[section] then
self.section_cool_grade = self.section_cool_grade - 1
table.insert(self.section_status, "regret")
self.coolregret_message = "REGRET!!"
self.coolregret_timer = 300
elseif self.section_cool then
elseif section <= 9 and self.section_status[section - 1] == "cool" and
self.section_70_times[section] < self.section_70_times[section - 1] + 120 then
self.section_cool_grade = self.section_cool_grade + 1
self.speed_level = self.speed_level + 100
table.insert(self.section_status, "cool")
elseif self.section_status[section - 1] == "cool" then
table.insert(self.section_status, "none")
elseif section <= 9 and self.section_70_times[section] < cool_cutoffs[section] then
self.section_cool_grade = self.section_cool_grade + 1
self.speed_level = self.speed_level + 100
table.insert(self.section_status, "cool")
else
table.insert(self.section_status, "none")
end
self.section_cool = false
elseif old_level % 100 < 70 and new_level % 100 >= 70 then
elseif section <= 9 and old_level % 100 < 70 and new_level % 100 >= 70 then
-- record section 70 time
section_70_time = self.frames - self.section_start_time
table.insert(self.section_70_times, section_70_time)
if section <= 9 and self.section_status[section - 1] == "cool" and
self.section_70_times[section] < self.section_70_times[section - 1] + 120 then
self.section_cool = true
self.coolregret_message = "COOL!!"
self.coolregret_timer = 300
elseif self.section_status[section - 1] == "cool" then self.section_cool = false
elseif section <= 9 and self.section_70_times[section] < cool_cutoffs[section] then
self.section_cool = true
self.coolregret_message = "COOL!!"
self.coolregret_timer = 300
end
end
end
function MarathonA3Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
self:updateGrade(cleared_lines)
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo
)
else
self.combo = 1
end
self:updateGrade(cleared_lines)
if cleared_lines > 0 then
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
)
self.lines = self.lines + cleared_lines
self.combo = self.combo + cleared_lines - 1
else
self.drop_bonus = 0
self.combo = 1
end
end
@@ -400,16 +372,12 @@ function MarathonA3Game:drawScoringInfo()
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
st(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
-- draw section time data
current_section = math.floor(self.level / 100) + 1
@@ -436,25 +404,14 @@ function MarathonA3Game:drawScoringInfo()
current_x = section_70_x
end
if not self.clear then love.graphics.printf(formatTime(self.frames - self.section_start_time), current_x, 40 + 20 * current_section, 90, "left") end
if(self.coolregret_timer > 0) then
love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
self.coolregret_timer = self.coolregret_timer - 1
end
love.graphics.printf(formatTime(self.frames - self.section_start_time), current_x, 40 + 20 * current_section, 90, "left")
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, 240, 220, 90, "left")
if self.roll_frames > 3238 then love.graphics.setColor(1, 0.5, 0, 1)
elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end

View File

@@ -0,0 +1,169 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local MarathonAXGame = GameMode:extend()
MarathonAXGame.name = "Marathon AX"
MarathonAXGame.hash = "MarathonAX"
MarathonAXGame.tagline = "Can you clear the time hurdles when the game goes this fast?"
function MarathonAXGame:new()
MarathonAXGame.super:new()
self.roll_frames = 0
self.randomizer = History6RollsRandomizer()
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.section_clear = false
self.lock_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function MarathonAXGame:getSectionTimeLimit()
if self.lines < 20 then return 7200
else return 5400 end
end
function MarathonAXGame:getARE()
return 27
end
function MarathonAXGame:getLineARE()
return self:getARE()
end
function MarathonAXGame:getDasLimit()
return 15
end
function MarathonAXGame:getLineClearDelay()
return 40
end
function MarathonAXGame:getLockDelay()
return 30
end
function MarathonAXGame:getGravity()
if self.lines < 10 then return 4/256
elseif self.lines < 20 then return 12/256
elseif self.lines < 30 then return 48/256
elseif self.lines < 40 then return 72/256
elseif self.lines < 50 then return 96/256
elseif self.lines < 60 then return 1/2
elseif self.lines < 70 then return 1
elseif self.lines < 80 then return 3/2
elseif self.lines < 90 then return 2
elseif self.lines < 100 then return 3
elseif self.lines < 110 then return 4
elseif self.lines < 120 then return 5
else return 20 end
end
function MarathonAXGame:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then
return false
elseif self.roll_frames > 2968 then
self.completed = true
end
elseif self.ready_frames == 0 then
if not self.section_clear then
self.frames = self.frames + 1
end
if self:getSectionTime() >= self:getSectionTimeLimit() then
self.game_over = true
end
end
return true
end
function MarathonAXGame:onLineClear(cleared_row_count)
if not self.clear then
local new_lines = self.lines + cleared_row_count
self:updateSectionTimes(self.lines, new_lines)
self.lines = math.min(new_lines, 150)
if self.lines == 150 then
self.clear = true
self.roll_frames = -150
end
end
end
function MarathonAXGame:getSectionTime()
return self.frames - self.section_start_time
end
function MarathonAXGame:updateSectionTimes(old_lines, new_lines)
if math.floor(old_lines / 10) < math.floor(new_lines / 10) then
-- record new section
table.insert(self.section_times, self:getSectionTime())
self.section_start_time = self.frames
self.section_clear = true
end
end
function MarathonAXGame:onPieceEnter()
self.section_clear = false
end
function MarathonAXGame:drawGrid(ruleset)
self.grid:draw()
end
function MarathonAXGame:getHighscoreData()
return {
lines = self.lines,
frames = self.frames,
}
end
function MarathonAXGame:drawScoringInfo()
MarathonAXGame.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
st(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
love.graphics.printf("LINES", 240, 320, 40, "left")
local current_section = math.floor(self.lines / 10) + 1
self:drawSectionTimesWithSplits(current_section)
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.lines, 240, 340, 40, "right")
love.graphics.printf(self.clear and self.lines or self:getSectionEndLines(), 240, 370, 40, "right")
-- draw time left, flash red if necessary
local time_left = self:getSectionTimeLimit() - math.max(self:getSectionTime(), 0)
if not self.game_over and not self.clear and time_left < sp(0,10) and time_left % 4 < 2 then
love.graphics.setColor(1, 0.3, 0.3, 1)
end
love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")
love.graphics.setColor(1, 1, 1, 1)
end
function MarathonAXGame:getSectionEndLines()
return math.floor(self.lines / 10 + 1) * 10
end
function MarathonAXGame:getBackground()
return math.floor(self.lines / 10)
end
return MarathonAXGame

View File

@@ -0,0 +1,42 @@
require 'funcs'
local MarathonAX = require 'tetris.modes.marathon_ax'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local MarathonAX2Game = MarathonAX:extend()
MarathonAX2Game.name = "Marathon AX2"
MarathonAX2Game.hash = "MarathonAX2"
MarathonAX2Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
function MarathonAX2Game:new()
MarathonAX2Game.super:new()
self.roll_frames = 0
self.randomizer = History6RollsRandomizer()
self.section_time_limit = 3600
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.section_clear = false
self.lock_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function MarathonAX2Game:getGravity()
if self.lines < 10 then return 84/256
elseif self.lines < 20 then return 1/2
elseif self.lines < 30 then return 1
elseif self.lines < 40 then return 2
elseif self.lines < 50 then return 3
elseif self.lines < 60 then return 4
elseif self.lines < 70 then return 5
else return 20 end
end
return MarathonAX2Game

View File

@@ -0,0 +1,35 @@
require 'funcs'
local MarathonAX = require 'tetris.modes.marathon_ax'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local MarathonAX3Game = MarathonAX:extend()
MarathonAX3Game.name = "Marathon AX3"
MarathonAX3Game.hash = "MarathonAX3"
MarathonAX3Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
function MarathonAX3Game:new()
MarathonAX3Game.super:new()
self.roll_frames = 0
self.randomizer = History6RollsRandomizer()
self.section_time_limit = 3600
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.section_clear = false
self.lock_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function MarathonAX3Game:getGravity()
return 20
end
return MarathonAX3Game

View File

@@ -1,175 +0,0 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local Bag7NoSZOStartRandomizer = require 'tetris.randomizers.bag7noSZOstart'
local MarathonAX4Game = GameMode:extend()
MarathonAX4Game.name = "Marathon AX4"
MarathonAX4Game.hash = "MarathonAX4"
MarathonAX4Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
function MarathonAX4Game:new()
MarathonAX4Game.super:new()
self.roll_frames = 0
self.randomizer = Bag7NoSZOStartRandomizer()
self.section_time_limit = 3600
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.section_clear = false
self.lock_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function MarathonAX4Game:getARE()
if self.lines < 10 then return 18
elseif self.lines < 40 then return 14
elseif self.lines < 60 then return 12
elseif self.lines < 70 then return 10
elseif self.lines < 80 then return 8
elseif self.lines < 90 then return 7
else return 6 end
end
function MarathonAX4Game:getLineARE()
return self:getARE()
end
function MarathonAX4Game:getDasLimit()
if self.lines < 20 then return 10
elseif self.lines < 50 then return 9
elseif self.lines < 70 then return 8
else return 7 end
end
function MarathonAX4Game:getLineClearDelay()
if self.lines < 10 then return 14
elseif self.lines < 30 then return 9
else return 5 end
end
function MarathonAX4Game:getLockDelay()
if self.lines < 10 then return 28
elseif self.lines < 20 then return 24
elseif self.lines < 30 then return 22
elseif self.lines < 40 then return 20
elseif self.lines < 50 then return 18
elseif self.lines < 70 then return 14
else return 13 end
end
function MarathonAX4Game:getGravity()
return 20
end
function MarathonAX4Game:getSection()
return math.floor(level / 100) + 1
end
function MarathonAX4Game:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then
return false
elseif self.roll_frames > 2968 then
self.completed = true
end
elseif self.ready_frames == 0 then
if not self.section_clear then
self.frames = self.frames + 1
end
if self:getSectionTime() >= self.section_time_limit then
self.game_over = true
end
end
return true
end
function MarathonAX4Game:onLineClear(cleared_row_count)
if not self.clear then
local new_lines = self.lines + cleared_row_count
self:updateSectionTimes(self.lines, new_lines)
self.lines = math.min(new_lines, 150)
if self.lines == 150 then
self.grid:clear()
self.clear = true
self.roll_frames = -150
end
end
end
function MarathonAX4Game:getSectionTime()
return self.frames - self.section_start_time
end
function MarathonAX4Game:updateSectionTimes(old_lines, new_lines)
if math.floor(old_lines / 10) < math.floor(new_lines / 10) then
-- record new section
table.insert(self.section_times, self:getSectionTime())
self.section_start_time = self.frames
self.section_clear = true
end
end
function MarathonAX4Game:onPieceEnter()
self.section_clear = false
end
function MarathonAX4Game:drawGrid(ruleset)
self.grid:draw()
end
function MarathonAX4Game:getHighscoreData()
return {
lines = self.lines,
frames = self.frames,
}
end
function MarathonAX4Game:drawScoringInfo()
MarathonAX4Game.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
love.graphics.printf("LINES", 240, 320, 40, "left")
local current_section = math.floor(self.lines / 10) + 1
self:drawSectionTimesWithSplits(current_section)
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.lines, 240, 340, 40, "right")
love.graphics.printf(self.clear and self.lines or self:getSectionEndLines(), 240, 370, 40, "right")
-- draw time left, flash red if necessary
local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0)
if not self.game_over and not self.clear and time_left < frameTime(0,10) and time_left % 4 < 2 then
love.graphics.setColor(1, 0.3, 0.3, 1)
end
love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")
love.graphics.setColor(1, 1, 1, 1)
end
function MarathonAX4Game:getSectionEndLines()
return math.floor(self.lines / 10 + 1) * 10
end
function MarathonAX4Game:getBackground()
return math.floor(self.lines / 10)
end
return MarathonAX4Game

View File

@@ -156,7 +156,7 @@ function MarathonC89Game:drawScoringInfo()
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
st(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("LINES", 240, 120, 40, "left")

View File

@@ -0,0 +1,133 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local MarathonWCBGame = GameMode:extend()
MarathonWCBGame.name = "Marathon WCB"
MarathonWCBGame.hash = "MarathonWCB"
MarathonWCBGame.tagline = "When all the pieces slip right to their destinations... can you keep up?"
function MarathonWCBGame:new()
MarathonWCBGame.super:new()
self.pieces = 0
self.randomizer = History6RollsRandomizer()
self.lock_drop = true
self.lock_hard_drop = true
self.instant_hard_drop = true
self.instant_soft_drop = true
self.enable_hold = false
self.next_queue_length = 3
self.piece_is_active = false
end
function MarathonWCBGame:getDropSpeed()
return 20
end
function MarathonWCBGame:getARR()
return 0
end
function MarathonWCBGame:getARE()
return 0
end
function MarathonWCBGame:getLineARE()
return 0
end
function MarathonWCBGame:getDasLimit()
return 0
end
function MarathonWCBGame:getLineClearDelay()
return 0
end
function MarathonWCBGame:getLockDelay()
return math.huge
end
function MarathonWCBGame:getGravity()
return self.piece_is_active and 20 or 0
end
function MarathonWCBGame:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames > 150 then
self.completed = true
end
return false
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function MarathonWCBGame:onAttemptPieceMove()
if self.piece ~= nil then
-- don't let the piece move before it's finished dropping
self.piece:dropToBottom(self.grid)
end
self.piece_is_active = true
end
function MarathonWCBGame:onAttemptPieceRotate()
self.piece_is_active = true
end
function MarathonWCBGame:onPieceLock()
self.piece_is_active = false
self.pieces = self.pieces + 1
end
function MarathonWCBGame:onLineClear(cleared_row_count)
if not self.clear then
self.lines = self.lines + cleared_row_count
end
end
function MarathonWCBGame:drawGrid(ruleset)
self.grid:draw()
if self.piece ~= nil then
self:drawGhostPiece(ruleset)
end
end
function MarathonWCBGame:getHighscoreData()
return {
pieces = self.pieces,
frames = self.frames,
}
end
function MarathonWCBGame:drawScoringInfo()
MarathonWCBGame.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1)
local text_x = config["side_next"] and 320 or 240
love.graphics.setFont(font_3x5_2)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("lines", text_x, 160, 80, "left")
love.graphics.printf("pieces", text_x, 220, 80, "left")
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.lines, text_x, 180, 80, "left")
love.graphics.printf(self.pieces, text_x, 240, 80, "left")
end
function MarathonWCBGame:getBackground()
return (math.floor(self.pieces / 50) % 20)
end
return MarathonWCBGame

View File

@@ -50,6 +50,9 @@ function PacerTest:new()
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

View File

@@ -16,12 +16,6 @@ function PhantomManiaGame:new()
self.lock_drop = true
self.next_queue_length = 1
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.roll_frames = 0
self.combo = 1
@@ -67,15 +61,15 @@ function PhantomManiaGame:getGravity()
end
function PhantomManiaGame:hitTorikan(old_level, new_level)
if old_level < 300 and new_level >= 300 and self.frames > frameTime(2,28) then
if old_level < 300 and new_level >= 300 and self.frames > sp(2,28) then
self.level = 300
return true
end
if old_level < 500 and new_level >= 500 and self.frames > frameTime(3,38) then
if old_level < 500 and new_level >= 500 and self.frames > sp(3,38) then
self.level = 500
return true
end
if old_level < 800 and new_level >= 800 and self.frames > frameTime(5,23) then
if old_level < 800 and new_level >= 800 and self.frames > sp(5,23) then
self.level = 800
return true
end
@@ -117,17 +111,16 @@ function PhantomManiaGame:onLineClear(cleared_row_count)
end
function PhantomManiaGame:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo
)
else
self.combo = 1
end
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
@@ -168,16 +161,12 @@ function PhantomManiaGame:drawScoringInfo()
local text_x = config["side_next"] and 320 or 240
love.graphics.setFont(font_3x5_2)
if getLetterGrade(self.level, self.clear) ~= "" then love.graphics.printf("GRADE", text_x, 120, 40, "left") end
love.graphics.printf("GRADE", text_x, 120, 40, "left")
love.graphics.printf("SCORE", text_x, 200, 40, "left")
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
love.graphics.setFont(font_3x5_3)
if getLetterGrade(self.level, self.clear) ~= "" then love.graphics.printf(getLetterGrade(self.level, self.clear), text_x, 140, 90, "left") end
love.graphics.printf(getLetterGrade(self.level, self.clear), text_x, 140, 90, "left")
love.graphics.printf(self.score, text_x, 220, 90, "left")
love.graphics.printf(self.level, text_x, 340, 40, "right")
if self.clear then
@@ -186,9 +175,6 @@ function PhantomManiaGame:drawScoringInfo()
love.graphics.printf(self:getSectionEndLevel(), text_x, 370, 40, "right")
end
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
end
function PhantomManiaGame:getSectionEndLevel()

View File

@@ -16,6 +16,7 @@ PhantomMania2Game.tagline = "The blocks disappear even faster now! Can you make
function PhantomMania2Game:new()
PhantomMania2Game.super:new()
self.level = 0
self.grade = 0
self.garbage = 0
self.clear = false
@@ -25,21 +26,12 @@ function PhantomMania2Game:new()
self.hold_age = 0
self.queue_age = 0
self.roll_points = 0
self.SGnames = {
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"m1", "m2", "m3", "m4", "m5", "m6", "m7", "m8", "m9",
"GM"
}
self.randomizer = History6RollsRandomizer()
self.lock_drop = true
self.enable_hold = true
self.next_queue_length = 3
self.coolregret_message = ""
self.coolregret_timer = 0
end
function PhantomMania2Game:getARE()
@@ -94,19 +86,19 @@ function PhantomMania2Game:getNextPiece(ruleset)
end
function PhantomMania2Game:hitTorikan(old_level, new_level)
if old_level < 300 and new_level >= 300 and self.frames > frameTime(2,02) then
if old_level < 300 and new_level >= 300 and self.frames > sp(2,02) then
self.level = 300
return true
end
if old_level < 500 and new_level >= 500 and self.frames > frameTime(3,03) then
if old_level < 500 and new_level >= 500 and self.frames > sp(3,03) then
self.level = 500
return true
end
if old_level < 800 and new_level >= 800 and self.frames > frameTime(4,45) then
if old_level < 800 and new_level >= 800 and self.frames > sp(4,45) then
self.level = 800
return true
end
if old_level < 1000 and new_level >= 1000 and self.frames > frameTime(5,38) then
if old_level < 1000 and new_level >= 1000 and self.frames > sp(5,38) then
self.level = 1000
return true
end
@@ -164,7 +156,7 @@ function PhantomMania2Game:onLineClear(cleared_row_count)
end
self:advanceBottomRow(-cleared_row_count)
else
self.roll_points = self.roll_points + cleared_row_points[cleared_row_count / 2]
self.roll_points = self.roll_points + cleared_row_points[cleared_row_count]
if self.roll_points >= 100 then
self.roll_points = self.roll_points - 100
self.grade = self.grade + 1
@@ -181,31 +173,30 @@ function PhantomMania2Game:onHold()
end
function PhantomMania2Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo
)
else
self.combo = 1
end
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 cool_cutoffs = {
frameTime(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36), frameTime(0,36),
frameTime(0,30), frameTime(0,30), frameTime(0,30), frameTime(0,30), frameTime(0,30),
frameTime(0,27), frameTime(0,27), frameTime(0,27),
sp(0,36), sp(0,36), sp(0,36), sp(0,36), sp(0,36),
sp(0,30), sp(0,30), sp(0,30), sp(0,30), sp(0,30),
sp(0,27), sp(0,27), sp(0,27),
}
local regret_cutoffs = {
frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50), frameTime(0,50),
frameTime(0,40), frameTime(0,40), frameTime(0,40), frameTime(0,40), frameTime(0,40),
frameTime(0,35), frameTime(0,35), frameTime(0,35),
sp(0,50), sp(0,50), sp(0,50), sp(0,50), sp(0,50),
sp(0,40), sp(0,40), sp(0,40), sp(0,40), sp(0,40),
sp(0,35), sp(0,35), sp(0,35),
}
function PhantomMania2Game:updateSectionTimes(old_level, new_level)
@@ -216,13 +207,8 @@ function PhantomMania2Game:updateSectionTimes(old_level, new_level)
self.section_start_time = self.frames
if section_time <= cool_cutoffs[section] then
self.grade = self.grade + 2
self.coolregret_message = "COOL!!"
self.coolregret_timer = 300
elseif section_time <= regret_cutoffs[section] then
self.grade = self.grade + 1
else
self.coolregret_message = "REGRET!!"
self.coolregret_timer = 300
end
end
end
@@ -248,7 +234,7 @@ PhantomMania2Game.garbageOpacityFunction = function(age)
end
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)
else
self.grid:draw()
@@ -299,15 +285,6 @@ function PhantomMania2Game:drawScoringInfo()
love.graphics.printf("GRADE", text_x, 120, 40, "left")
love.graphics.printf("SCORE", text_x, 200, 40, "left")
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
if(self.coolregret_timer > 0) then
love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
self.coolregret_timer = self.coolregret_timer - 1
end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(getLetterGrade(math.floor(self.grade)), text_x, 140, 90, "left")
@@ -318,10 +295,6 @@ function PhantomMania2Game:drawScoringInfo()
else
love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right")
end
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
end
function PhantomMania2Game:getBackground()

View File

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

View File

@@ -3,7 +3,7 @@ require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local Bag7Randomiser = require 'tetris.randomizers.bag7noSZOstart'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local Race40Game = GameMode:extend()
@@ -18,22 +18,14 @@ function Race40Game:new()
self.lines = 0
self.line_goal = 40
self.pieces = 0
self.randomizer = Bag7Randomiser()
self.randomizer = History6RollsRandomizer()
self.roll_frames = 0
self.SGnames = {
[0] = "",
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.upstacked = false
self.lock_drop = true
self.lock_hard_drop = true
self.instant_hard_drop = true
self.instant_soft_drop = false
self.instant_soft_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
@@ -43,23 +35,23 @@ function Race40Game:getDropSpeed()
end
function Race40Game:getARR()
return 1
return 0
end
function Race40Game:getARE()
return 0
return 4
end
function Race40Game:getLineARE()
return self:getARE()
return 2
end
function Race40Game:getDasLimit()
return 10
return 6
end
function Race40Game:getLineClearDelay()
return 0
return 2
end
function Race40Game:getLockDelay()
@@ -67,7 +59,7 @@ function Race40Game:getLockDelay()
end
function Race40Game:getGravity()
return 1/64
return 20
end
function Race40Game:advanceOneFrame()
@@ -110,12 +102,6 @@ function Race40Game:getHighscoreData()
}
end
function Race40Game:getSecretGrade(sg)
if sg == 19 then self.upstacked = true end
if self.upstacked then return self.SGnames[14 + math.floor((20 - sg) / 4)]
else return self.SGnames[math.floor((sg / 19) * 14)] end
end
function Race40Game:drawScoringInfo()
Race40Game.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1)
@@ -127,17 +113,10 @@ function Race40Game:drawScoringInfo()
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")
local sg = self.grid:checkSecretGrade()
if sg >= 7 or self.upstacked then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
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")
if sg >= 7 or self.upstacked then
love.graphics.printf(self:getSecretGrade(sg), 240, 450, 180, "left")
end
love.graphics.setFont(font_3x5_4)
love.graphics.printf(math.max(0, self.line_goal - self.lines), text_x, 340, 40, "left")

View File

@@ -1,189 +0,0 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
local ScoreDrainGame = GameMode:extend()
ScoreDrainGame.name = "Score Drain"
ScoreDrainGame.hash = "ScoreDrain"
ScoreDrainGame.tagline = "Your score goes down over time! Avoid hitting 0 points, or your game is over!"
function ScoreDrainGame:new()
self.super:new()
self.score = 2500
self.drain_rate = 50
self.combo = 1
self.randomizer = History6RollsRandomizer()
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function ScoreDrainGame:getARE()
if self.level < 700 then return 27
elseif self.level < 800 then return 18
elseif self.level < 1000 then return 14
elseif self.level < 1100 then return 8
elseif self.level < 1200 then return 7
else return 6 end
end
function ScoreDrainGame:getLineARE()
if self.level < 600 then return 27
elseif self.level < 700 then return 18
elseif self.level < 800 then return 14
elseif self.level < 1100 then return 8
elseif self.level < 1200 then return 7
else return 6 end
end
function ScoreDrainGame:getDasLimit()
if self.level < 500 then return 15
elseif self.level < 900 then return 9
else return 7 end
end
function ScoreDrainGame:getLineClearDelay()
if self.level < 500 then return 40
elseif self.level < 600 then return 25
elseif self.level < 700 then return 16
elseif self.level < 800 then return 12
elseif self.level < 1100 then return 6
elseif self.level < 1200 then return 5
else return 4 end
end
function ScoreDrainGame:getLockDelay()
if self.level < 900 then return 30
elseif self.level < 1100 then return 17
else return 15 end
end
function ScoreDrainGame:getGravity()
if (self.level < 30) then return 4/256
elseif (self.level < 35) then return 6/256
elseif (self.level < 40) then return 8/256
elseif (self.level < 50) then return 10/256
elseif (self.level < 60) then return 12/256
elseif (self.level < 70) then return 16/256
elseif (self.level < 80) then return 32/256
elseif (self.level < 90) then return 48/256
elseif (self.level < 100) then return 64/256
elseif (self.level < 120) then return 80/256
elseif (self.level < 140) then return 96/256
elseif (self.level < 160) then return 112/256
elseif (self.level < 170) then return 128/256
elseif (self.level < 200) then return 144/256
elseif (self.level < 220) then return 4/256
elseif (self.level < 230) then return 32/256
elseif (self.level < 233) then return 64/256
elseif (self.level < 236) then return 96/256
elseif (self.level < 239) then return 128/256
elseif (self.level < 243) then return 160/256
elseif (self.level < 247) then return 192/256
elseif (self.level < 251) then return 224/256
elseif (self.level < 300) then return 1
elseif (self.level < 330) then return 2
elseif (self.level < 360) then return 3
elseif (self.level < 400) then return 4
elseif (self.level < 420) then return 5
elseif (self.level < 450) then return 4
elseif (self.level < 500) then return 3
else return 20
end
end
function ScoreDrainGame:advanceOneFrame()
if self.ready_frames == 0 then
self.frames = self.frames + 1
self.score = math.max(0, self.score - self.drain_rate / 60)
self.game_over = self.score <= 0 and true or false
end
return true
end
function ScoreDrainGame:onPieceEnter()
if (self.level % 100 ~= 99) and self.frames ~= 0 then
self.level = self.level + 1
end
end
local cleared_row_levels = {1, 2, 4, 6}
function ScoreDrainGame:onLineClear(cleared_row_count)
local new_level = self.level + cleared_row_levels[cleared_row_count]
self.drain_rate = math.floor(self.level / 100) < math.floor(new_level / 100) and self.drain_rate * 1.5 or self.drain_rate
self.level = new_level
end
function ScoreDrainGame:updateScore(level, drop_bonus, cleared_lines)
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo
)
else
self.combo = 1
end
self.drop_bonus = 0
end
function ScoreDrainGame:drawGrid()
self.grid:draw()
if self.piece ~= nil and self.level < 100 then
self:drawGhostPiece(ruleset)
end
end
function ScoreDrainGame: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("DRAIN RATE", 240, 90, 80, "left")
love.graphics.printf("SCORE", 240, 170, 40, "left")
love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
love.graphics.setFont(font_3x5_3)
love.graphics.printf(math.floor(self.drain_rate).."/s", 240, 110, 120, "left")
local frames_left = self.score / self.drain_rate * 60
if frames_left <= 600 and frames_left % 4 < 2 and not self.game_over then love.graphics.setColor(1, 0.3, 0.3, 1) end
love.graphics.printf(formatTime(frames_left), 240, 270, 120, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(math.floor(self.score), 240, 190, 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 ScoreDrainGame:getHighscoreData()
return {
level = self.level,
frames = self.frames,
}
end
function ScoreDrainGame:getSectionEndLevel()
return math.floor(self.level / 100 + 1) * 100
end
function ScoreDrainGame:getBackground()
return math.floor(self.level / 100)
end
return ScoreDrainGame

View File

@@ -16,6 +16,7 @@ StrategyGame.tagline = "You have lots of time to think! Can you use it to place
function StrategyGame:new()
StrategyGame.super:new()
self.level = 0
self.clear = false
self.completed = false
self.roll_frames = 0
@@ -83,7 +84,7 @@ function StrategyGame:advanceOneFrame()
end
function StrategyGame:onPieceEnter()
if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
if (self.level % 100 ~= 99) and not self.clear and self.frames ~= 0 then
self.level = self.level + 1
end
end
@@ -98,17 +99,16 @@ function StrategyGame:onLineClear(cleared_row_count)
end
function StrategyGame:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo
)
else
self.combo = 1
end
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
@@ -135,11 +135,11 @@ function StrategyGame:drawScoringInfo()
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, text_x, 220, 90, "left")
love.graphics.printf(self.level, text_x, 340, 40, "right")
love.graphics.printf(self.level, text_x, 340, 50, "right")
if self.clear then
love.graphics.printf(self.level, text_x, 370, 40, "right")
love.graphics.printf(self.level, text_x, 370, 50, "right")
else
love.graphics.printf(self.level < 900 and math.floor(self.level / 100 + 1) * 100 or 999, text_x, 370, 40, "right")
love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right")
end
end

View File

@@ -102,15 +102,15 @@ function Survival2020Game:getNextPiece(ruleset)
end
function Survival2020Game:hitTorikan(old_level, new_level)
if old_level < 500 and new_level >= 500 and self.frames > frameTime(3,00) then
if old_level < 500 and new_level >= 500 and self.frames > sp(3,00) then
self.level = 500
return true
end
if old_level < 1000 and new_level >= 1000 and self.frames > frameTime(5,00) then
if old_level < 1000 and new_level >= 1000 and self.frames > sp(5,00) then
self.level = 1000
return true
end
if old_level < 1500 and new_level >= 1500 and self.frames > frameTime(7,00) then
if old_level < 1500 and new_level >= 1500 and self.frames > sp(7,00) then
self.level = 1500
return true
end
@@ -174,17 +174,16 @@ function Survival2020Game:onLineClear(cleared_row_count)
end
function Survival2020Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo
)
else
self.combo = 1
end
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
@@ -194,7 +193,7 @@ function Survival2020Game:updateSectionTimes(old_level, new_level)
section_time = self.frames - self.section_start_time
table.insert(self.section_times, section_time)
self.section_start_time = self.frames
if section_time <= frameTime(0,30) then
if section_time <= sp(0,30) then
self.grade = self.grade + 2
else
self.grade = self.grade + 1

View File

@@ -19,20 +19,12 @@ function SurvivalA1Game:new()
self.roll_frames = 0
self.combo = 1
self.bravos = 0
self.gm_conditions = {
level300 = false,
level500 = false,
level999 = false
}
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.randomizer = History4RollsRandomizer()
self.lock_drop = false
@@ -109,45 +101,40 @@ function SurvivalA1Game:onLineClear(cleared_row_count)
self:checkGMRequirements(self.level, self.level + cleared_row_count)
if not self.clear then
local new_level = math.min(self.level + cleared_row_count, 999)
if new_level == 999 then
if self.level == 999 then
self.clear = true
else
self.level = new_level
self.level = new_level
end
end
end
function SurvivalA1Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if self.grid:checkForBravo(cleared_lines) then
self.bravo = 4
self.bravos = self.bravos + 1
else self.bravo = 1 end
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo * self.bravo
)
else
self.combo = 1
end
if cleared_lines > 0 then
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * (cleared_lines * 2 - 1) * self.combo
)
self.lines = self.lines + cleared_lines
self.combo = self.combo + (cleared_lines - 1) * 2
else
self.drop_bonus = 0
self.combo = 1
end
end
function SurvivalA1Game:checkGMRequirements(old_level, new_level)
if old_level < 300 and new_level >= 300 then
if self.score >= 12000 and self.frames <= frameTime(4,15) then
if self.score > 12000 and self.frames <= sp(4,15) then
self.gm_conditions["level300"] = true
end
elseif old_level < 500 and new_level >= 500 then
if self.score >= 40000 and self.frames <= frameTime(7,30) then
if self.score > 40000 and self.frames <= sp(7,30) then
self.gm_conditions["level500"] = true
end
elseif old_level < 999 and new_level >= 999 then
if self.score >= 126000 and self.frames <= frameTime(13,30) then
self.gm_conditions["level999"] = true
if self.score > 126000 and self.frames <= sp(13,30) then
self.gm_conditions["level900"] = true
end
end
end
@@ -164,23 +151,17 @@ function SurvivalA1Game:drawScoringInfo()
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
st(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("NEXT RANK", 240, 260, 90, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
if self.bravos > 0 then love.graphics.printf("BRAVO", 300, 120, 40, "left") end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, 240, 220, 90, "left")
if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level999"] then
if self.gm_conditions["level300"] and self.gm_conditions["level500"] and self.gm_conditions["level900"] then
love.graphics.printf("GM", 240, 140, 90, "left")
else
love.graphics.printf(getRankForScore(self.score).rank, 240, 140, 90, "left")
@@ -188,10 +169,6 @@ function SurvivalA1Game:drawScoringInfo()
love.graphics.printf(getRankForScore(self.score).next, 240, 280, 90, "left")
love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
if self.bravos > 0 then love.graphics.printf(self.bravos, 300, 140, 40, "left") end
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")

View File

@@ -19,12 +19,6 @@ function SurvivalA2Game:new()
self.roll_frames = 0
self.combo = 1
self.randomizer = History6RollsRandomizer()
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.lock_drop = true
end
@@ -68,7 +62,7 @@ function SurvivalA2Game:getGravity()
end
function SurvivalA2Game:hitTorikan(old_level, new_level)
if old_level < 500 and new_level >= 500 and self.frames > frameTime(3,25) then
if old_level < 500 and new_level >= 500 and self.frames > sp(3,25) then
self.level = 500
return true
end
@@ -88,7 +82,7 @@ function SurvivalA2Game:advanceOneFrame()
end
function SurvivalA2Game:onPieceEnter()
if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
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
@@ -98,9 +92,6 @@ function SurvivalA2Game:onLineClear(cleared_row_count)
local new_level = math.min(self.level + cleared_row_count, 999)
if self.level == 999 or self:hitTorikan(self.level, new_level) then
self.clear = true
if self.level < 999 then
self.game_over = true
end
else
self.level = new_level
end
@@ -108,25 +99,22 @@ function SurvivalA2Game:onLineClear(cleared_row_count)
end
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 cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo * self.bravo
)
else
self.combo = 1
end
if cleared_lines > 0 then
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * (cleared_lines * 2 - 1) * self.combo
)
self.lines = self.lines + cleared_lines
self.combo = self.combo + (cleared_lines - 1) * 2
else
self.drop_bonus = 0
self.combo = 1
end
end
function SurvivalA2Game:getLetterGrade()
if self.level >= 999 then return "GM"
elseif self.level > 500 then return "M"
elseif self.level == 500 and not self.clear then return "M"
elseif self.level >= 500 then return "M"
else return "" end
end
@@ -144,27 +132,18 @@ function SurvivalA2Game:drawScoringInfo()
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
st(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
if self:getLetterGrade() ~= "" then love.graphics.printf("GRADE", text_x, 120, 40, "left") end
love.graphics.printf("GRADE", text_x, 120, 40, "left")
love.graphics.printf("SCORE", text_x, 200, 40, "left")
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, text_x, 220, 90, "left")
if self.roll_frames > 2968 then love.graphics.setColor(1, 0.5, 0, 1)
elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
if self:getLetterGrade() ~= "" then love.graphics.printf(self:getLetterGrade(), text_x, 140, 90, "left") end
love.graphics.printf(self:getLetterGrade(), text_x, 140, 90, "left")
love.graphics.printf(self.level, text_x, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), text_x, 370, 40, "right")
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
end
function SurvivalA2Game:getSectionEndLevel()

View File

@@ -16,6 +16,7 @@ SurvivalA3Game.tagline = "The blocks turn black and white! Can you make it to le
function SurvivalA3Game:new()
SurvivalA3Game.super:new()
self.level = 0
self.grade = 0
self.garbage = 0
self.clear = false
@@ -23,27 +24,10 @@ function SurvivalA3Game:new()
self.roll_frames = 0
self.combo = 1
self.randomizer = History6RollsRandomizer()
self.SGnames = {
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"m1", "m2", "m3", "m4", "m5", "m6", "m7", "m8", "m9",
"GM"
}
self.lock_drop = true
self.enable_hold = true
self.next_queue_length = 3
self.coolregret_message = "COOL!!"
self.coolregret_timer = 0
end
function SurvivalA3Game:initialize(ruleset)
self.torikan_time = frameTime(2,28)
if ruleset.world then self.torikan_time = frameTime(3,03) end
self.super.initialize(self, ruleset)
-- ^ notice the . here instead of the :
end
function SurvivalA3Game:getARE()
@@ -102,11 +86,11 @@ function SurvivalA3Game:getNextPiece(ruleset)
end
function SurvivalA3Game:hitTorikan(old_level, new_level)
if old_level < 500 and new_level >= 500 and self.frames > self.torikan_time then
if old_level < 500 and new_level >= 500 and self.frames > sp(2,28) then
self.level = 500
return true
end
if old_level < 1000 and new_level >= 1000 and self.frames > self.torikan_time*2 then
if old_level < 1000 and new_level >= 1000 and self.frames > sp(4,56) then
self.level = 1000
return true
end
@@ -139,21 +123,20 @@ function SurvivalA3Game:onPieceEnter()
end
local cleared_row_levels = {1, 2, 4, 6}
local cleared_row_points = {0.02, 0.05, 0.15, 0.6}
function SurvivalA3Game:onLineClear(cleared_row_count)
if not self.clear then
local new_level = self.level + cleared_row_levels[cleared_row_count]
self:updateSectionTimes(self.level, new_level)
if new_level >= 1300 or self:hitTorikan(self.level, new_level) then
self.clear = true
if new_level >= 1300 then
self.level = 1300
self.grid:clear()
self.big_mode = true
self.roll_frames = -150
else
self.game_over = true
self.big_mode = true
end
self.clear = true
self.grid:clear()
self.roll_frames = -150
else
self.level = math.min(new_level, 1300)
end
@@ -166,17 +149,16 @@ function SurvivalA3Game:onPieceLock(piece, cleared_row_count)
end
function SurvivalA3Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo
)
else
self.combo = 1
end
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
@@ -186,11 +168,8 @@ function SurvivalA3Game:updateSectionTimes(old_level, new_level)
section_time = self.frames - self.section_start_time
table.insert(self.section_times, section_time)
self.section_start_time = self.frames
if section_time <= frameTime(1,00) then
if section_time <= sp(1,00) then
self.grade = self.grade + 1
else
self.coolregret_message = "REGRET!!"
self.coolregret_timer = 300
end
end
end
@@ -228,24 +207,12 @@ function SurvivalA3Game:drawScoringInfo()
love.graphics.printf("GRADE", text_x, 120, 40, "left")
love.graphics.printf("SCORE", text_x, 200, 40, "left")
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
if(self.coolregret_timer > 0) then
love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
self.coolregret_timer = self.coolregret_timer - 1
end
local current_section = math.floor(self.level / 100) + 1
self:drawSectionTimesWithSplits(current_section)
love.graphics.setFont(font_3x5_3)
if self.roll_frames > 3238 then love.graphics.setColor(1, 0.5, 0, 1)
elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
love.graphics.printf(getLetterGrade(math.floor(self.grade)), text_x, 140, 90, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.score, text_x, 220, 90, "left")
love.graphics.printf(self.level, text_x, 340, 50, "right")
if self.clear then
@@ -253,9 +220,6 @@ function SurvivalA3Game:drawScoringInfo()
else
love.graphics.printf(math.floor(self.level / 100 + 1) * 100, text_x, 370, 50, "right")
end
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
end
function SurvivalA3Game:getBackground()

View File

@@ -0,0 +1,76 @@
require 'funcs'
local MarathonAX = require 'tetris.modes.marathon_ax'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local SurvivalAXGame = MarathonAX:extend()
SurvivalAXGame.name = "Survival AX"
SurvivalAXGame.hash = "SurvivalAX"
SurvivalAXGame.tagline = "Can you clear the time hurdles when the game goes this fast?"
function SurvivalAXGame:new()
SurvivalAXGame.super:new()
self.roll_frames = 0
self.randomizer = History6RollsRandomizer()
self.section_time_limit = 3600
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.section_clear = false
self.lock_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function SurvivalAXGame:getSectionTimeLimit()
return 3600
end
function SurvivalAXGame:getARE()
if self.lines < 10 then return 18
elseif self.lines < 40 then return 14
elseif self.lines < 60 then return 12
elseif self.lines < 70 then return 10
elseif self.lines < 80 then return 8
elseif self.lines < 90 then return 7
else return 6 end
end
function SurvivalAXGame:getLineARE()
return self:getARE()
end
function SurvivalAXGame:getDasLimit()
if self.lines < 20 then return 10
elseif self.lines < 50 then return 9
elseif self.lines < 70 then return 8
else return 7 end
end
function SurvivalAXGame:getLineClearDelay()
if self.lines < 10 then return 14
elseif self.lines < 30 then return 8
else return 5 end
end
function SurvivalAXGame:getLockDelay()
if self.lines < 10 then return 30
elseif self.lines < 20 then return 26
elseif self.lines < 30 then return 24
elseif self.lines < 40 then return 22
elseif self.lines < 50 then return 20
elseif self.lines < 70 then return 16
else return 15 end
end
function SurvivalAXGame:getGravity()
return 20
end
return SurvivalAXGame

View File

@@ -0,0 +1,59 @@
require 'funcs'
local MarathonAX2 = require 'tetris.modes.marathon_ax2'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local SurvivalAX2Game = MarathonAX2:extend()
SurvivalAX2Game.name = "Survival AX2"
SurvivalAX2Game.hash = "SurvivalAX2"
SurvivalAX2Game.tagline = "Can you clear the time hurdles when the game goes this fast?"
function SurvivalAX2Game:new()
SurvivalAX2Game.super:new()
self.roll_frames = 0
self.randomizer = History6RollsRandomizer()
self.section_time_limit = 3600
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.section_clear = false
self.lock_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function SurvivalAX2Game:getSectionTimeLimit()
return 3600
end
function SurvivalAX2Game:getARE()
return 6
end
function SurvivalAX2Game:getLineARE()
return self:getARE()
end
function SurvivalAX2Game:getDasLimit()
return 7
end
function SurvivalAX2Game:getLineClearDelay()
return 5
end
function SurvivalAX2Game:getLockDelay()
return 15
end
function SurvivalAX2Game:getGravity()
return 20
end
return SurvivalAX2Game

View File

@@ -1,209 +0,0 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local TGMPlusGame = GameMode:extend()
TGMPlusGame.name = "Marathon A2+"
TGMPlusGame.hash = "A2Plus"
TGMPlusGame.tagline = "The garbage rises steadily! Can you make it to level 999?"
function TGMPlusGame:new()
TGMPlusGame.super:new()
self.roll_frames = 0
self.combo = 1
self.SGnames = {
"9", "8", "7", "6", "5", "4", "3", "2", "1",
"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
"GM"
}
self.randomizer = History6RollsRandomizer()
self.lock_drop = false
self.enable_hold = false
self.next_queue_length = 1
self.garbage_queue = 0
self.garbage_pos = 0
self.garbage_rows = {
[0] = {"e", "b", "b", "b", "b", "b", "b", "b", "b", "b"},
{"e", "b", "b", "b", "b", "b", "b", "b", "b", "b"},
{"e", "b", "b", "b", "b", "b", "b", "b", "b", "b"},
{"e", "b", "b", "b", "b", "b", "b", "b", "b", "b"},
{"b", "b", "b", "b", "b", "b", "b", "b", "b", "e"},
{"b", "b", "b", "b", "b", "b", "b", "b", "b", "e"},
{"b", "b", "b", "b", "b", "b", "b", "b", "b", "e"},
{"b", "b", "b", "b", "b", "b", "b", "b", "b", "e"},
{"e", "e", "b", "b", "b", "b", "b", "b", "b", "b"},
{"e", "b", "b", "b", "b", "b", "b", "b", "b", "b"},
{"e", "b", "b", "b", "b", "b", "b", "b", "b", "b"},
{"b", "b", "b", "b", "b", "b", "b", "b", "e", "e"},
{"b", "b", "b", "b", "b", "b", "b", "b", "b", "e"},
{"b", "b", "b", "b", "b", "b", "b", "b", "b", "e"},
{"b", "b", "e", "b", "b", "b", "b", "b", "b", "b"},
{"b", "e", "e", "b", "b", "b", "b", "b", "b", "b"},
{"b", "e", "b", "b", "b", "b", "b", "b", "b", "b"},
{"b", "b", "b", "b", "b", "b", "b", "e", "b", "b"},
{"b", "b", "b", "b", "b", "b", "b", "e", "e", "b"},
{"b", "b", "b", "b", "b", "b", "b", "b", "e", "b"},
{"b", "b", "b", "b", "e", "e", "b", "b", "b", "b"},
{"b", "b", "b", "b", "e", "e", "b", "b", "b", "b"},
{"b", "b", "b", "b", "e", "b", "b", "b", "b", "b"},
{"b", "b", "b", "e", "e", "e", "b", "b", "b", "b"},
}
end
function TGMPlusGame:getARE() return 25 end
function TGMPlusGame:getDasLimit() return 15 end
function TGMPlusGame:getLockDelay() return 30 end
function TGMPlusGame:getLineClearDelay() return 40 end
function TGMPlusGame:getGravity()
if (self.level < 30) then return 4/256
elseif (self.level < 35) then return 6/256
elseif (self.level < 40) then return 8/256
elseif (self.level < 50) then return 10/256
elseif (self.level < 60) then return 12/256
elseif (self.level < 70) then return 16/256
elseif (self.level < 80) then return 32/256
elseif (self.level < 90) then return 48/256
elseif (self.level < 100) then return 64/256
elseif (self.level < 120) then return 80/256
elseif (self.level < 140) then return 96/256
elseif (self.level < 160) then return 112/256
elseif (self.level < 170) then return 128/256
elseif (self.level < 200) then return 144/256
elseif (self.level < 220) then return 4/256
elseif (self.level < 230) then return 32/256
elseif (self.level < 233) then return 64/256
elseif (self.level < 236) then return 96/256
elseif (self.level < 239) then return 128/256
elseif (self.level < 243) then return 160/256
elseif (self.level < 247) then return 192/256
elseif (self.level < 251) then return 224/256
elseif (self.level < 300) then return 1
elseif (self.level < 330) then return 2
elseif (self.level < 360) then return 3
elseif (self.level < 400) then return 4
elseif (self.level < 420) then return 5
elseif (self.level < 450) then return 4
elseif (self.level < 500) then return 3
else return 20
end
end
function TGMPlusGame:getGarbageLimit() return 13 - math.floor(self.level / 100) end
function TGMPlusGame:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames > 3694 then
self.completed = true
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function TGMPlusGame:onPieceEnter()
if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
self.level = self.level + 1
end
end
function TGMPlusGame:onPieceLock(piece, cleared_row_count)
if cleared_row_count == 0 then self:advanceBottomRow() end
end
function TGMPlusGame: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 end
end
function TGMPlusGame:advanceBottomRow()
self.garbage_queue = self.garbage_queue + 1
if self.garbage_queue >= self:getGarbageLimit() then
self.grid:garbageRise(self.garbage_rows[self.garbage_pos])
self.garbage_queue = 0
self.garbage_pos = (self.garbage_pos + 1) % 24
end
end
function TGMPlusGame: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 cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo * self.bravo
)
else
self.combo = 1
end
self.drop_bonus = 0
end
end
function TGMPlusGame:drawGrid(ruleset)
self.grid:draw()
if self.piece ~= nil and self.level < 100 then
self:drawGhostPiece(ruleset)
end
end
function TGMPlusGame:getHighscoreData()
return {
score = self.score,
level = self.level,
frames = self.frames,
}
end
function TGMPlusGame:getSectionEndLevel()
if self.level >= 900 then return 999
else return math.floor(self.level / 100 + 1) * 100 end
end
function TGMPlusGame:getBackground()
return math.floor(self.level / 100)
end
function TGMPlusGame: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("SCORE", 240, 200, 40, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
local sg = self.grid:checkSecretGrade()
if sg >= 5 then
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, 240, 220, 90, "left")
love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
if sg >= 5 then
love.graphics.printf(self.SGnames[sg], 240, 450, 180, "left")
end
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
return TGMPlusGame

View File

@@ -2,8 +2,17 @@ local Randomizer = require 'tetris.randomizers.randomizer'
local AlwaysRandomizer = Randomizer:extend()
function AlwaysRandomizer:new(piece)
self.piece = piece
self:initialize()
self.next_queue = {}
for i = 1, 30 do
table.insert(self.next_queue, self:generatePiece())
end
end
function AlwaysRandomizer:generatePiece()
return "I"
return self.piece
end
return AlwaysRandomizer

View File

@@ -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

View File

@@ -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

View File

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

View File

@@ -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

View File

@@ -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

View File

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

View File

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

View File

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

View File

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

View File

@@ -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

View File

@@ -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

View File

@@ -17,10 +17,10 @@ ARS.spawn_positions = {
}
ARS.big_spawn_positions = {
I = { x=3, y=2 },
I = { x=2, y=2 },
J = { x=2, y=3 },
L = { x=2, y=3 },
O = { x=3, y=3 },
O = { x=2, y=3 },
S = { x=2, y=3 },
T = { x=2, y=3 },
Z = { x=2, y=3 },
@@ -81,19 +81,11 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
piece.shape == "J" or piece.shape == "T" or piece.shape == "L"
) and (
piece.rotation == 0 or piece.rotation == 2
) 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
) and (
grid:isOccupied(piece.position.x, piece.position.y) or
grid:isOccupied(piece.position.x, piece.position.y - 1) or
grid:isOccupied(piece.position.x, piece.position.y - 2)
) then return end
-- kick right, kick left
if (grid:canPlacePiece(new_piece:withOffset({x=1, y=0}))) then
@@ -110,7 +102,7 @@ function ARS:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset
end
function ARS:get180RotationValue() return 3 end
function ARS:get180RotationValue() return config["reverse_rotate"] and 1 or 3 end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS

179
tetris/rulesets/arika_ace.lua Executable file → Normal file
View File

@@ -1,164 +1,14 @@
local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.ruleset'
local ArikaTI = require 'tetris.rulesets.arika_ti'
local ARS = Ruleset:extend()
local ARS = ArikaTI:extend()
ARS.name = "ACE-ARS"
ARS.hash = "ArikaACE"
ARS.colourscheme = {
I = "C",
L = "O",
J = "B",
S = "G",
Z = "R",
O = "Y",
T = "M",
}
ARS.softdrop_lock = false
ARS.harddrop_lock = true
ARS.spawn_positions = {
I = { x=5, y=2 },
J = { x=4, y=3 },
L = { x=4, y=3 },
O = { x=5, y=3 },
S = { x=4, y=3 },
T = { x=4, y=3 },
Z = { x=4, y=3 },
}
ARS.big_spawn_positions = {
I = { x=3, y=0 },
J = { x=2, y=1 },
L = { x=2, y=1 },
O = { x=3, y=1 },
S = { x=2, y=1 },
T = { x=2, y=1 },
Z = { x=2, y=1 },
}
ARS.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=-1}, {x=1, y=-2}, {x=0, y=-2}, {x=0, y=0} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=1, y=0} },
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=-1, y=0} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=-2}, {x=0, y=-1}, {x=1, y=0}, {x=0, y=0} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=-1, y=0} },
{ {x=0, y=-1}, {x=-1, y=-2}, {x=0, y=-2}, {x=0, y=0} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=-2}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=-2}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-1}, {x=0, y=-2} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=0, y=0} },
{ {x=0, y=-1}, {x=0, y=0}, {x=-1, y=-1}, {x=0, y=-2} },
},
Z={
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=0} },
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-2}, {x=1, y=-1} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=0} },
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-2}, {x=1, y=-1} },
}
}
-- Component functions.
function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
-- O doesn't kick
if (piece.shape == "O") then return end
-- center column rule
if (
piece.shape == "J" or piece.shape == "T" or piece.shape == "L"
) and (
piece.rotation == 0 or piece.rotation == 2
) then
local offsets = new_piece:getBlockOffsets()
table.sort(offsets, function(A, B) return A.y < B.y or A.y == B.y and A.x < B.y end)
for index, offset in pairs(offsets) do
if grid:isOccupied(piece.position.x + offset.x, piece.position.y + offset.y) then
if offset.x == 0 then
return
else
break
end
end
end
end
if piece.shape == "I" then
-- special kick rules for I
if new_piece.rotation == 0 or new_piece.rotation == 2 then
-- kick right, right2, left
if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
self:onPieceRotate(piece, grid)
elseif grid:canPlacePiece(new_piece:withOffset({x=2, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=2, y=0})
self:onPieceRotate(piece, grid)
elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
self:onPieceRotate(piece, grid)
end
elseif piece:isDropBlocked(grid) and (new_piece.rotation == 1 or new_piece.rotation == 3) and piece.floorkick == 0 then
-- kick up, up2
if grid:canPlacePiece(new_piece:withOffset({x=0, y=-1})) then
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
self:onPieceRotate(piece, grid)
piece.floorkick = 1
elseif grid:canPlacePiece(new_piece:withOffset({x=0, y=-2})) then
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-2})
self:onPieceRotate(piece, grid)
piece.floorkick = 1
end
end
else
-- kick right, kick left
if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
elseif piece.shape == "T"
and new_piece.rotation == 0
and piece.floorkick == 0
and grid:canPlacePiece(new_piece:withOffset({x=0, y=-1}))
then
-- T floorkick
piece.floorkick = piece.floorkick + 1
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
end
end
end
ARS.name = "Ace-ARS"
ARS.hash = "ArikaAce"
function ARS:onPieceCreate(piece, grid)
piece.floorkick = 0
piece.manipulations = 0
piece.rotate_counter = 0
piece.move_counter = 0
end
function ARS:onPieceDrop(piece, grid)
@@ -168,24 +18,15 @@ end
function ARS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 127 then
piece.move_counter = piece.move_counter + 1
if piece.move_counter >= 128 then
piece.locked = true
end
end
end
function ARS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 127 then
piece.locked = true
end
end
self:onPieceMove(piece, grid)
end
function ARS:get180RotationValue() return 3 end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS
return ARS

View File

@@ -1,178 +0,0 @@
local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.ruleset'
local ARS = Ruleset:extend()
ARS.name = "ACE-ARS2"
ARS.hash = "ArikaACE2"
ARS.spawn_positions = {
I = { x=5, y=2 },
J = { x=4, y=3 },
L = { x=4, y=3 },
O = { x=5, y=3 },
S = { x=4, y=3 },
T = { x=4, y=3 },
Z = { x=4, y=3 },
}
ARS.big_spawn_positions = {
I = { x=3, y=0 },
J = { x=2, y=1 },
L = { x=2, y=1 },
O = { x=3, y=1 },
S = { x=2, y=1 },
T = { x=2, y=1 },
Z = { x=2, y=1 },
}
ARS.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=-1}, {x=1, y=-2}, {x=0, y=-2}, {x=0, y=0} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=1, y=0} },
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=-1, y=0} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=-2}, {x=0, y=-1}, {x=1, y=0}, {x=0, y=0} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=-1, y=0} },
{ {x=0, y=-1}, {x=-1, y=-2}, {x=0, y=-2}, {x=0, y=0} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=-2}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=-2}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-1}, {x=0, y=-2} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=-1}, {x=0, y=0} },
{ {x=0, y=-1}, {x=0, y=0}, {x=-1, y=-1}, {x=0, y=-2} },
},
Z={
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=0} },
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-2}, {x=1, y=-1} },
{ {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=0}, {x=0, y=0} },
{ {x=0, y=-1}, {x=0, y=0}, {x=1, y=-2}, {x=1, y=-1} },
}
}
-- Component functions.
function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
-- O doesn't kick
if (piece.shape == "O") then return end
-- center column rule
if (
piece.shape == "J" or piece.shape == "T" or piece.shape == "L"
) and (
piece.rotation == 0 or piece.rotation == 2
) then
local offsets = new_piece:getBlockOffsets()
table.sort(offsets, function(A, B) return A.y < B.y or A.y == B.y and A.x < B.y end)
for index, offset in pairs(offsets) do
if grid:isOccupied(piece.position.x + offset.x, piece.position.y + offset.y) then
if offset.x == 0 then
return
else
break
end
end
end
end
if piece.shape == "I" then
-- special kick rules for I
if new_piece.rotation == 0 or new_piece.rotation == 2 then
-- kick right, right2, left
if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
self:onPieceRotate(piece, grid)
elseif grid:canPlacePiece(new_piece:withOffset({x=2, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=2, y=0})
self:onPieceRotate(piece, grid)
elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
self:onPieceRotate(piece, grid)
end
elseif piece:isDropBlocked(grid) and (new_piece.rotation == 1 or new_piece.rotation == 3) and piece.floorkick == 0 then
-- kick up, up2
if grid:canPlacePiece(new_piece:withOffset({x=0, y=-1})) then
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
self:onPieceRotate(piece, grid)
piece.floorkick = 1
elseif grid:canPlacePiece(new_piece:withOffset({x=0, y=-2})) then
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-2})
self:onPieceRotate(piece, grid)
piece.floorkick = 1
end
end
else
-- kick right, kick left
if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
elseif piece.shape == "T"
and new_piece.rotation == 0
and piece.floorkick == 0
and grid:canPlacePiece(new_piece:withOffset({x=0, y=-1}))
then
-- T floorkick
piece.floorkick = piece.floorkick + 1
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
end
end
end
function ARS:onPieceCreate(piece, grid)
piece.floorkick = 0
piece.manipulations = 0
end
function ARS:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset
end
function ARS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 127 then
piece.locked = true
end
end
end
function ARS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 127 then
piece.locked = true
end
end
end
function ARS:get180RotationValue() return 3 end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS

View File

@@ -1,188 +0,0 @@
local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.ruleset'
local SRS = Ruleset:extend()
SRS.name = "ACE-SRS"
SRS.hash = "ACE Standard"
SRS.world = true
SRS.colourscheme = {
I = "C",
L = "O",
J = "B",
S = "G",
Z = "R",
O = "Y",
T = "M",
}
SRS.softdrop_lock = false
SRS.harddrop_lock = true
SRS.spawn_positions = {
I = { x=5, y=2 },
J = { x=4, y=3 },
L = { x=4, y=3 },
O = { x=5, y=3 },
S = { x=4, y=3 },
T = { x=4, y=3 },
Z = { x=4, y=3 },
}
SRS.big_spawn_positions = {
I = { x=3, y=0 },
J = { x=2, y=1 },
L = { x=2, y=1 },
O = { x=3, y=1 },
S = { x=2, y=1 },
T = { x=2, y=1 },
Z = { x=2, y=1 },
}
SRS.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
{ {x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1} },
{ {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=1, y=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1} },
{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0} },
{ {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0} },
},
Z={
{ {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0} },
{ {x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1} },
{ {x=1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1} },
}
}
SRS.wallkicks_3x3 = {
[0]={
[1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}},
[2]={{x=0, y=1}, {x=0, y=-1}},
[3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
},
[1]={
[0]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}},
[2]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}},
[3]={{x=0, y=1}, {x=0, y=-1}},
},
[2]={
[0]={{x=0, y=1}, {x=0, y=-1}},
[1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}},
[3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
},
[3]={
[0]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
[1]={{x=0, y=1}, {x=0, y=-1}},
[2]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
},
};
SRS.wallkicks_line = {
[0]={
[1]={{x=-2, y= 0}, {x= 1, y= 0}, {x= 1, y=-2}, {x=-2, y= 1}},
[2]={},
[3]={{x= 2, y= 0}, {x=-1, y= 0}, {x=-1, y=-2}, {x= 2, y= 1}},
},
[1]={
[0]={{x= 2, y= 0}, {x=-1, y= 0}, {x= 2, y=-1}, {x=-1, y= 2}},
[2]={{x=-1, y= 0}, {x= 2, y= 0}, {x=-1, y=-2}, {x= 2, y= 1}},
[3]={},
},
[2]={
[0]={},
[1]={{x=-2, y= 0}, {x= 1, y= 0}, {x=-2, y=-1}, {x= 1, y= 1}},
[3]={{x= 2, y= 0}, {x=-1, y= 0}, {x= 2, y=-1}, {x=-1, y= 1}},
},
[3]={
[0]={{x=-2, y= 0}, {x= 1, y= 0}, {x=-2, y=-1}, {x= 1, y= 2}},
[1]={},
[2]={{x= 1, y= 0}, {x=-2, y= 0}, {x= 1, y=-2}, {x=-2, y= 1}},
},
};
-- Component functions.
function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
local kicks
if piece.shape == "O" then
return
elseif piece.shape == "I" then
kicks = SRS.wallkicks_line[piece.rotation][new_piece.rotation]
else
kicks = SRS.wallkicks_3x3[piece.rotation][new_piece.rotation]
end
assert(piece.rotation ~= new_piece.rotation)
for idx, offset in pairs(kicks) do
kicked_piece = new_piece:withOffset(offset)
if grid:canPlacePiece(kicked_piece) then
piece:setRelativeRotation(rot_dir)
piece:setOffset(offset)
self:onPieceRotate(piece, grid)
return
end
end
end
function SRS:onPieceCreate(piece, grid)
piece.manipulations = 0
end
function SRS:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset
end
function SRS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 127 then
piece.locked = true
end
end
end
function SRS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 127 then
piece.locked = true
end
end
end
function SRS:get180RotationValue() return 3 end
return SRS

View File

@@ -17,10 +17,10 @@ ARS.spawn_positions = {
}
ARS.big_spawn_positions = {
I = { x=3, y=2 },
I = { x=2, y=2 },
J = { x=2, y=3 },
L = { x=2, y=3 },
O = { x=3, y=3 },
O = { x=2, y=3 },
S = { x=2, y=3 },
T = { x=2, y=3 },
Z = { x=2, y=3 },
@@ -84,19 +84,11 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
piece.shape == "J" or piece.shape == "T" or piece.shape == "L"
) and (
piece.rotation == 0 or piece.rotation == 2
) 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
) and (
grid:isOccupied(piece.position.x, piece.position.y) or
grid:isOccupied(piece.position.x, piece.position.y - 1) or
grid:isOccupied(piece.position.x, piece.position.y - 2)
) then return end
if piece.shape == "I" then
-- special kick rules for I
@@ -124,21 +116,13 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, 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
elseif piece.shape ~= "I" then
-- kick right, kick left
if (grid:canPlacePiece(new_piece:withOffset({x=1, y=0}))) then
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
elseif (grid:canPlacePiece(new_piece:withOffset({x=-1, y=0}))) then
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
end
end
end
@@ -151,7 +135,7 @@ function ARS:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset
end
function ARS:get180RotationValue() return 3 end
function ARS:get180RotationValue() return config["reverse_rotate"] and 1 or 3 end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS

View File

@@ -5,26 +5,25 @@ local CRS = Ruleset:extend()
CRS.name = "Cambridge"
CRS.hash = "Cambridge"
CRS.world = true
CRS.spawn_positions = {
I = { x=5, y=4 },
J = { x=4, y=5 },
L = { x=4, y=5 },
O = { x=5, y=5 },
S = { x=4, y=5 },
S = { x=4, y=4 },
T = { x=4, y=5 },
Z = { x=4, y=5 },
Z = { x=4, y=4 },
}
CRS.big_spawn_positions = {
I = { x=3, y=2 },
I = { x=2, y=2 },
J = { x=2, y=3 },
L = { x=2, y=3 },
O = { x=3, y=3 },
S = { x=2, y=3 },
O = { x=2, y=3 },
S = { x=2, y=2 },
T = { x=2, y=3 },
Z = { x=2, y=3 },
Z = { x=2, y=2 },
}
CRS.block_offsets = {
@@ -53,10 +52,10 @@ CRS.block_offsets = {
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
},
S={
{ {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=-1, y=-1}, {x=-1, y=-2} },
{ {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=-1, y=-1}, {x=-1, y=-2} },
{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0} },
{ {x=0, y=1}, {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1} },
{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0} },
{ {x=0, y=1}, {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
@@ -65,10 +64,10 @@ CRS.block_offsets = {
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0} },
},
Z={
{ {x=1, y=0}, {x=0, y=0}, {x=0, y=-1}, {x=-1, y=-1} },
{ {x=1, y=-2}, {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
{ {x=1, y=0}, {x=0, y=0}, {x=0, y=-1}, {x=-1, y=-1} },
{ {x=1, y=-2}, {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
{ {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} },
}
}
@@ -363,10 +362,6 @@ function CRS:attemptRotate(new_inputs, piece, grid, initial)
end
if rot_dir == 0 then return end
if self.world and config.gamesettings.world_reverse == 2 then
rot_dir = 4 - rot_dir
end
local new_piece = piece:withRelativeRotation(rot_dir)
self:attemptWallkicks(piece, new_piece, rot_dir, grid)
@@ -403,6 +398,7 @@ function CRS:onPieceDrop(piece, grid)
end
function CRS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.move_counter = piece.move_counter + 1
if piece.move_counter >= 24 then
@@ -412,6 +408,7 @@ function CRS:onPieceMove(piece, grid)
end
function CRS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.rotate_counter = piece.rotate_counter + 1
if piece.rotate_counter >= 12 then
@@ -420,6 +417,4 @@ function CRS:onPieceRotate(piece, grid)
end
end
function CRS:getDefaultOrientation() return 1 end -- downward facing pieces by default
return CRS

View File

@@ -1,173 +0,0 @@
local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.ruleset'
local CRAP = Ruleset:extend()
CRAP.name = "C.R.A.P."
CRAP.hash = "Completely Random Auto-Positioner"
CRAP.world = true
CRAP.colors={"C","O","M","R","G","Y","B"}
CRAP.colourscheme = {
I = CRAP.colors[math.ceil(math.random(7))],
L = CRAP.colors[math.ceil(math.random(7))],
J = CRAP.colors[math.ceil(math.random(7))],
S = CRAP.colors[math.ceil(math.random(7))],
Z = CRAP.colors[math.ceil(math.random(7))],
O = CRAP.colors[math.ceil(math.random(7))],
T = CRAP.colors[math.ceil(math.random(7))],
}
CRAP.softdrop_lock = true
CRAP.harddrop_lock = false
CRAP.enable_IRS_wallkicks = true
CRAP.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 },
}
CRAP.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 },
}
CRAP.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
{ {x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1} },
{ {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=1, y=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1} },
{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0} },
{ {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0} },
},
Z={
{ {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0} },
{ {x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1} },
{ {x=1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1} },
}
}
-- Component functions.
function CRAP:attemptRotate(new_inputs, piece, grid, initial)
local rot_dir = 0
if (new_inputs["rotate_left"] or new_inputs["rotate_left2"]) then
rot_dir = 3
elseif (new_inputs["rotate_right"] or new_inputs["rotate_right2"]) then
rot_dir = 1
elseif (new_inputs["rotate_180"]) then
rot_dir = self:get180RotationValue()
end
if rot_dir == 0 then return end
if self.world and config.gamesettings.world_reverse == 2 then
rot_dir = 4 - rot_dir
end
local new_piece = piece:withRelativeRotation(rot_dir)
self:attemptWallkicks(piece, new_piece, rot_dir, grid)
end
function CRAP:attemptWallkicks(piece, new_piece, rot_dir, grid)
for i=1,20 do
dx=math.floor(math.random(11))-5
dy=math.floor(math.random(11))-5
if grid:canPlacePiece(new_piece:withOffset({x=dx, y=dy})) then
piece:setRelativeRotation(rot_dir):setOffset({x=dx, y=dy})
self:onPieceRotate(piece, grid)
return
end
end
end
function CRAP:onPieceCreate(piece, grid)
CRAP:randomizeColours()
piece.manipulations = 0
piece.rotations = 0
end
function CRAP:onPieceDrop(piece, grid)
CRAP:randomizeColours()
piece.lock_delay = 0 -- step reset
end
function CRAP:onPieceMove(piece, grid)
CRAP:randomizeColours()
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 10 then
piece.locked = true
end
end
end
function CRAP:onPieceRotate(piece, grid)
CRAP:randomizeColours()
piece.lock_delay = 0 -- rotate reset
if piece:isDropBlocked(grid) then
piece.rotations = piece.rotations + 1
if piece.rotations >= 8 then
piece.locked = true
end
end
end
function CRAP:get180RotationValue() return 2 end
function CRAP:randomizeColours()
CRAP.colourscheme = {
I = CRAP.colors[math.ceil(math.random(7))],
L = CRAP.colors[math.ceil(math.random(7))],
J = CRAP.colors[math.ceil(math.random(7))],
S = CRAP.colors[math.ceil(math.random(7))],
Z = CRAP.colors[math.ceil(math.random(7))],
O = CRAP.colors[math.ceil(math.random(7))],
T = CRAP.colors[math.ceil(math.random(7))],
}
end
return CRAP

View File

@@ -1,153 +0,0 @@
local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.ruleset'
local DTET = Ruleset:extend()
DTET.name = "D.R.S."
DTET.hash = "DTET"
DTET.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 },
}
DTET.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 },
}
DTET.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=-1, y=-1}, {x=-1, y=-2}, {x=-1, y=0}, {x=-1, y=1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=-1}, {x=0, y=-2}, {x=0, y=0}, {x=0, y=1} },
},
J={
{ {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} },
{ {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} },
},
L={
{ {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} },
{ {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} },
},
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=0}, {x=0, y=0}, {x=0, y=-1}, {x=1, y=-1} },
{ {x=1, y=0}, {x=1, y=-1}, {x=0, y=-1}, {x=0, y=-2} },
},
T={
{ {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} },
{ {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} },
},
Z={
{ {x=1, y=0}, {x=0, y=0}, {x=0, y=-1}, {x=-1, y=-1} },
{ {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=-2} },
{ {x=1, y=0}, {x=0, y=0}, {x=0, y=-1}, {x=-1, y=-1} },
{ {x=1, y=-2}, {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0} },
}
}
-- clockwise kicks: {{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
-- counterclockwise kicks: {{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
DTET.wallkicks_3x3 = {
[0]={
[1]={{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
[2]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[3]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
},
[1]={
[0]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[2]={{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
[3]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
},
[2]={
[0]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[1]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[3]={{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
},
[3]={
[0]={{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
[1]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[2]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
},
};
DTET.wallkicks_line = {
[0]={
[1]={{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
[2]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[3]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
},
[1]={
[0]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[2]={{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
[3]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
},
[2]={
[0]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[1]={{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
[3]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
},
[3]={
[0]={{x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=1}},
[1]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
[2]={{x=-1, y=0}, {x=1, y=0}, {x=0, y=1}, {x=-1, y=1}, {x=1, y=1}},
},
};
function DTET:attemptWallkicks(piece, new_piece, rot_dir, grid)
local kicks
if piece.shape == "O" then
return
elseif piece.shape == "I" then
kicks = DTET.wallkicks_line[piece.rotation][new_piece.rotation]
else
kicks = DTET.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 DTET:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset
end
function DTET:getDefaultOrientation() return 1 end
return DTET

View File

@@ -1,45 +0,0 @@
local Piece = require 'tetris.components.piece'
local ARS = require 'tetris.rulesets.arika'
local EHeart = ARS:extend()
EHeart.name = "E-Heart ARS"
EHeart.hash = "EHeartARS"
function EHeart:attemptWallkicks(piece, new_piece, rot_dir, grid)
-- I and O don't kick
if (piece.shape == "I" or piece.shape == "O") then return end
-- center column rule (kicks)
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
-- individual checks for all 9 cells, in the given order
if offset.y < 0 then
if offset.x < 0 then self:lateralKick(1, piece, new_piece, rot_dir, grid)
elseif offset.x == 0 then return
elseif offset.x > 0 then self:lateralKick(-1, piece, new_piece, rot_dir, grid) end
elseif offset.y == 0 then
if offset.x < 0 then self:lateralKick(1, piece, new_piece, rot_dir, grid)
elseif offset.x == 0 then return
elseif offset.x > 0 then self:lateralKick(-1, piece, new_piece, rot_dir, grid) end
elseif offset.y > 0 then
if offset.x < 0 then self:lateralKick(1, piece, new_piece, rot_dir, grid)
elseif offset.x == 0 then return
elseif offset.x > 0 then self:lateralKick(-1, piece, new_piece, rot_dir, grid) end
end
end
end
end
function EHeart:lateralKick(dx, piece, new_piece, rot_dir, grid)
if (grid:canPlacePiece(new_piece:withOffset({x=dx, y=0}))) then
piece:setRelativeRotation(rot_dir):setOffset({x=dx, y=0})
self:onPieceRotate(piece, grid)
end
end
return EHeart

View File

@@ -1,102 +0,0 @@
local Piece = require 'tetris.components.piece'
local SRS = require 'tetris.rulesets.standard_exp'
local PPTPRS = SRS:extend()
PPTPRS.name = "PPTPRS"
PPTPRS.hash = "Puyo Tetris Pentos"
PPTPRS.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0}, {x=-3, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2}, {x=0, y=-2} },
{ {x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1}, {x=2, y=1} },
{ {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2}, {x=-1, y=3} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1}, {x=0, y=1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1}, {x=-1, y=0} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1}, {x=1, y=0} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1}, {x=-1, y=1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1}, {x=-1, y=-1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=1}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1}, {x=1, y=1} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1}, {x=-1, y=1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1}, {x=-2, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=-2} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1}, {x=1, y=0} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0} },
{ {x=1, y=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1}, {x=0, y=-2} },
{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0}, {x=2, y=0} },
{ {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1}, {x=0, y=2} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1}, {x=0, y=-2} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0}, {x=2, y=0} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=1}, {x=0, y=2} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0}, {x=-2, 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=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1}, {x=-1, 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=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1}, {x=1, y=-1} },
}
}
PPTPRS.wallkicks_O = {
[0]={
[1]={{x=0, y=1}},
[2]={{x=0, y=1}},
[3]={{x=-1, y=0}},
},
[1]={
[0]={{x=0, y=-1}},
[2]={{x=-1, y=0}},
[3]={{x=-1, y=0}},
},
[2]={
[0]={{x=0, y=-1}},
[1]={{x=1, y=0}},
[3]={{x=0, y=-1}},
},
[3]={
[0]={{x=1, y=0}},
[1]={{x=1, y=0}},
[2]={{x=0, y=1}},
},
}
function PPTPRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
local kicks
if piece.shape == "O" then
kicks = PPTPRS.wallkicks_O[piece.rotation][new_piece.rotation]
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
return PPTPRS

View File

@@ -6,47 +6,10 @@ local Ruleset = Object:extend()
Ruleset.name = ""
Ruleset.hash = ""
-- Arika-type ruleset defaults
Ruleset.world = false
Ruleset.colourscheme = {
I = "R",
L = "O",
J = "B",
S = "M",
Z = "G",
O = "Y",
T = "C",
}
Ruleset.softdrop_lock = true
Ruleset.harddrop_lock = false
Ruleset.enable_IRS_wallkicks = false
-- Component functions.
function Ruleset:new()
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"),
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"),
X = love.graphics.newImage("res/img/bonew.png"),
}
end
function Ruleset:rotatePiece(inputs, piece, grid, prev_inputs, initial)
local new_inputs = {}
@@ -76,9 +39,6 @@ function Ruleset:attemptRotate(new_inputs, piece, grid, initial)
end
if rot_dir == 0 then return end
if self.world and config.gamesettings.world_reverse == 2 then
rot_dir = 4 - rot_dir
end
local new_piece = piece:withRelativeRotation(rot_dir)
@@ -96,16 +56,16 @@ function Ruleset:attemptWallkicks(piece, new_piece, rot_dir, grid)
-- do nothing in default ruleset
end
function Ruleset:movePiece(piece, grid, move)
function Ruleset:movePiece(piece, grid, move, instant)
local x = piece.position.x
if move == "left" then
piece:moveInGrid({x=-1, y=0}, 1, grid)
elseif move == "speedleft" then
piece:moveInGrid({x=-1, y=0}, 10, grid)
piece:moveInGrid({x=-1, y=0}, 1, grid, false)
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
piece:moveInGrid({x=1, y=0}, 10, grid)
piece:moveInGrid({x=1, y=0}, 10, grid, instant)
end
if piece.position.x ~= x then
self:onPieceMove(piece, grid)
@@ -157,12 +117,10 @@ function Ruleset:initializePiece(
else
spawn_positions = self.spawn_positions
end
local colours = ({self.colourscheme, ColourSchemes.Arika, ColourSchemes.TTC})[config.gamesettings.piece_colour]
local piece = Piece(data.shape, data.orientation - 1, {
x = spawn_positions[data.shape].x,
y = spawn_positions[data.shape].y
}, self.block_offsets, 0, 0, data.skin, colours[data.shape], big)
}, self.block_offsets, 0, 0, data.skin, big)
self:onPieceCreate(piece)
self:rotatePiece(inputs, piece, grid, {}, true)
@@ -180,7 +138,7 @@ function Ruleset:processPiece(
hard_drop_enabled, additive_gravity
)
self:rotatePiece(inputs, piece, grid, prev_inputs, false)
self:movePiece(piece, grid, move)
self:movePiece(piece, grid, move, gravity >= 20)
self:dropPiece(
inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
hard_drop_enabled, additive_gravity

View File

@@ -3,20 +3,10 @@ local Ruleset = require 'tetris.rulesets.ruleset'
local SRS = Ruleset:extend()
SRS.name = "Ti-World"
SRS.hash = "Bad I-kicks"
SRS.world = true
SRS.colourscheme = {
I = "C",
L = "O",
J = "B",
S = "G",
Z = "R",
O = "Y",
T = "M",
}
SRS.softdrop_lock = false
SRS.harddrop_lock = true
SRS.name = "SRS"
SRS.hash = "Standard"
SRS.enable_IRS_wallkicks = true
SRS.spawn_positions = {
I = { x=5, y=4 },
@@ -29,10 +19,10 @@ SRS.spawn_positions = {
}
SRS.big_spawn_positions = {
I = { x=3, y=2 },
I = { x=2, y=2 },
J = { x=2, y=3 },
L = { x=2, y=3 },
O = { x=3, y=3 },
O = { x=2, y=3 },
S = { x=2, y=3 },
T = { x=2, y=3 },
Z = { x=2, y=3 },
@@ -108,24 +98,24 @@ SRS.wallkicks_3x3 = {
SRS.wallkicks_line = {
[0]={
[1]={{x=-2, y= 0}, {x= 1, y= 0}, {x= 1, y=-2}, {x=-2, y= 1}},
[1]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}},
[2]={},
[3]={{x= 2, y= 0}, {x=-1, y= 0}, {x=-1, y=-2}, {x= 2, y= 1}},
[3]={{x=-1, y=0}, {x=2, y=0}, {x=-1, y=-2}, {x=2, y=1}},
},
[1]={
[0]={{x= 2, y= 0}, {x=-1, y= 0}, {x= 2, y=-1}, {x=-1, y= 2}},
[2]={{x=-1, y= 0}, {x= 2, y= 0}, {x=-1, y=-2}, {x= 2, y= 1}},
[3]={},
[0]={{x=2, y=0}, {x=-1, y=0}, {x=2, y=-1}, {x=-1, y=2}},
[2]={{x=-1, y=0}, {x=2, y=0}, {x=-1, y=-2}, {x=2, y=1}},
[3]={{x=0, y=1}, {x=0, y=-1}, {x=0, y=2}, {x=0, y=-2}},
},
[2]={
[0]={},
[1]={{x=-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}},
[1]={{x=1, y=0}, {x=-2, y=0}, {x=1, y=2}, {x=-2, y=-1}},
[3]={{x=2, y=0}, {x=-1, y=0}, {x=2, y=-1}, {x=-1, y=2}},
},
[3]={
[0]={{x=-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}},
[0]={{x=1, y=0}, {x=-2, y=0}, {x=1, y=2}, {x=-2, y=-1}},
[1]={{x=0, y=1}, {x=0, y=-1}, {x=0, y=2}, {x=0, y=-2}},
[2]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}},
},
};
@@ -157,8 +147,8 @@ function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
end
function SRS:onPieceCreate(piece, grid)
piece.manipulations = 0
piece.rotations = 0
piece.rotate_counter = 0
piece.move_counter = 0
end
function SRS:onPieceDrop(piece, grid)
@@ -168,8 +158,8 @@ end
function SRS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 10 then
piece.move_counter = piece.move_counter + 1
if piece.move_counter >= 24 then
piece.locked = true
end
end
@@ -178,12 +168,11 @@ end
function SRS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset
if piece:isDropBlocked(grid) then
piece.rotations = piece.rotations + 1
if piece.rotations >= 8 then
piece.rotate_counter = piece.rotate_counter + 1
if piece.rotate_counter >= 12 then
piece.locked = true
end
end
end
function SRS:get180RotationValue() return 3 end
return SRS

View File

@@ -1,206 +0,0 @@
local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.ruleset'
local SRS = Ruleset:extend()
SRS.name = "Guideline SRS"
SRS.hash = "Standard"
SRS.world = true
SRS.colourscheme = {
I = "C",
L = "O",
J = "B",
S = "G",
Z = "R",
O = "Y",
T = "M",
}
SRS.softdrop_lock = false
SRS.harddrop_lock = true
SRS.enable_IRS_wallkicks = true
SRS.spawn_positions = {
I = { x=5, y=2 },
J = { x=4, y=3 },
L = { x=4, y=3 },
O = { x=5, y=3 },
S = { x=4, y=3 },
T = { x=4, y=3 },
Z = { x=4, y=3 },
}
SRS.big_spawn_positions = {
I = { x=3, y=0 },
J = { x=2, y=1 },
L = { x=2, y=1 },
O = { x=3, y=1 },
S = { x=2, y=1 },
T = { x=2, y=1 },
Z = { x=2, y=1 },
}
SRS.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
{ {x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1} },
{ {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=1, y=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1} },
{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0} },
{ {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0} },
},
Z={
{ {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0} },
{ {x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1} },
{ {x=1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1} },
}
}
SRS.wallkicks_3x3 = {
[0]={
[1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}},
[2]={{x=0, y=1}, {x=0, y=-1}},
[3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
},
[1]={
[0]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}},
[2]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}},
[3]={{x=0, y=1}, {x=0, y=-1}},
},
[2]={
[0]={{x=0, y=1}, {x=0, y=-1}},
[1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}},
[3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
},
[3]={
[0]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
[1]={{x=0, y=1}, {x=0, y=-1}},
[2]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
},
};
SRS.wallkicks_line = {
[0]={
[1]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}},
[2]={},
[3]={{x=-1, y=0}, {x=2, y=0}, {x=-1, y=-2}, {x=2, y=1}},
},
[1]={
[0]={{x=2, y=0}, {x=-1, y=0}, {x=2, y=-1}, {x=-1, y=2}},
[2]={{x=-1, y=0}, {x=2, y=0}, {x=-1, y=-2}, {x=2, y=1}},
[3]={{x=0, y=1}, {x=0, y=-1}, {x=0, y=2}, {x=0, y=-2}},
},
[2]={
[0]={},
[1]={{x=1, y=0}, {x=-2, y=0}, {x=1, y=2}, {x=-2, y=-1}},
[3]={{x=2, y=0}, {x=-1, y=0}, {x=2, y=-1}, {x=-1, y=2}},
},
[3]={
[0]={{x=1, y=0}, {x=-2, y=0}, {x=1, y=2}, {x=-2, y=-1}},
[1]={{x=0, y=1}, {x=0, y=-1}, {x=0, y=2}, {x=0, y=-2}},
[2]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}},
},
};
function SRS:check_new_low(piece)
for _, block in pairs(piece:getBlockOffsets()) do
local y = piece.position.y + block.y
if y > piece.lowest_y then
piece.manipulations = 0
piece.lowest_y = y
end
end
end
-- Component functions.
function SRS:attemptWallkicks(piece, new_piece, rot_dir, grid)
local kicks
if piece.shape == "O" then
return
elseif piece.shape == "I" then
kicks = SRS.wallkicks_line[piece.rotation][new_piece.rotation]
else
kicks = SRS.wallkicks_3x3[piece.rotation][new_piece.rotation]
end
assert(piece.rotation ~= new_piece.rotation)
for idx, offset in pairs(kicks) do
kicked_piece = new_piece:withOffset(offset)
if grid:canPlacePiece(kicked_piece) then
piece:setRelativeRotation(rot_dir)
piece:setOffset(offset)
self:onPieceRotate(piece, grid)
return
end
end
end
function SRS:onPieceCreate(piece, grid)
piece.manipulations = 0
piece.lowest_y = -math.huge
end
function SRS:onPieceDrop(piece, grid)
self:check_new_low(piece)
if piece.manipulations >= 15 and piece:isDropBlocked(grid) then
piece.locked = true
else
piece.lock_delay = 0 -- step reset
end
end
function SRS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 15 then
piece.locked = true
end
end
end
function SRS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset
self:check_new_low(piece)
piece.manipulations = piece.manipulations + 1
if piece:isDropBlocked(grid) then
if piece.manipulations >= 15 then
piece.locked = true
end
end
end
return SRS

View File

@@ -0,0 +1,30 @@
local Standard = require 'tetris.rulesets.standard'
local SRS = Standard:extend()
SRS.name = "Ti-SRS"
SRS.hash = "StandardTI"
function SRS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.move_counter = piece.move_counter + 1
if piece.move_counter >= 10 then
piece.locked = true
end
end
end
function SRS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset
if piece:isDropBlocked(grid) then
piece.rotate_counter = piece.rotate_counter + 1
if piece.rotate_counter >= 8 then
piece.locked = true
end
end
end
function SRS:get180RotationValue() return config["reverse_rotate"] and 1 or 3 end
return SRS