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39 Commits

Author SHA1 Message Date
Ishaan Bhardwaj
3b0fdba27d Updated README.md to have the updated mod pack 2020-11-12 09:45:48 -05:00
Ishaan Bhardwaj
d8fad3dc37 Added some more developer functions, to aid in building modes. 2020-11-11 22:30:30 -05:00
Ishaan Bhardwaj
f9368fa806 Forgot to add a contributor, whoops... 2020-11-11 11:11:55 -05:00
Ishaan Bhardwaj
189feb1802 Fixed the last of the hard drop safelocks... 2020-11-10 23:13:25 -05:00
Ishaan Bhardwaj
dc09dabacb Fixed Phantom Mania safelock behaviors 2020-11-10 23:10:39 -05:00
Ishaan Bhardwaj
e13278c6a8 Fixed safelock behavior for hard drop modes 2020-11-10 22:34:48 -05:00
Ishaan Bhardwaj
f7f11b0e22 Updated README.md with new Windows instructions 2020-11-10 21:41:34 -05:00
Ishaan Bhardwaj
869a0f7ec5 Added more input failsafes 2020-11-10 21:26:19 -05:00
Ishaan Bhardwaj
10a9d97848 Removed modes from core game to create modpack. Check README 2020-11-10 21:16:17 -05:00
Ishaan Bhardwaj
a470b40def Refactored input handling, so that arrow keys will always work on menus. 2020-11-10 20:08:34 -05:00
nightmareci
fd739dcfdf Changed reserved keys (arrows are no longer reserved) and now F2 always gets to the input config except when in-game. 2020-11-10 14:37:59 -08:00
Ishaan Bhardwaj
e1dc01d0d0 Changed the rotation game setting to be less ambiguous 2020-11-10 16:10:10 -05:00
Ishaan Bhardwaj
7228707241 Changed the way color override works on bone blocks 2020-11-10 16:03:30 -05:00
Ishaan Bhardwaj
af86ce3a98 Updated README.md 2020-11-10 13:41:23 -05:00
Ishaan Bhardwaj
78ae0ae671 Fixed the piece lock SFX where applicable, in modes that had their own lock functions. 2020-11-09 23:22:28 -05:00
Ishaan Bhardwaj
c614e9c4cd Fixed safelock behavior on modes that needed it. 2020-11-09 23:16:28 -05:00
Ishaan Bhardwaj
b27ef0e9f4 Made it so that in TGM3, you can only get GM by clearing the roll, and fixed hold sound in Phantom Mania 2 2020-11-09 23:04:50 -05:00
Joe Zeng
843b1e108a Added safe-lock back to Survival CK. 2020-11-09 21:13:07 -05:00
Brandon McGriff
a8d697064c Merge branch 'master' of https://github.com/SashLilac/cambridge 2020-11-09 16:09:39 -08:00
Brandon McGriff
cf32474898 Fixed libs/discordRPC.lua so Discord RPC loads on Linux.
I changed how the library was loaded before, but turns out that way only
worked on Windows. Changed it back to how it was, so it works on Linux
for me, and presumably macOS.
2020-11-09 16:06:09 -08:00
Brandon McGriff
6a295cad59 Added Windows batch files for automated packaging of fused Windows packages.
They require the tar utility, but that's included in the latest versions of Windows 10. The utility is available for installation on other versions of Windows.

I also found out how to get the Discord RPC library to load with all ways of running the game, but that required changing libs/discordRPC.lua. Binary libraries can only be loaded from the filesystem, outside of a .love archive or fused executable.
2020-11-09 15:51:00 -08:00
Ishaan Bhardwaj
2d80e20c82 Updated README.md with more new contributors 2020-11-09 11:47:21 -05:00
Ishaan Bhardwaj
2279c24d11 Closed an if in the previous fix 2020-11-08 23:23:26 -05:00
Ishaan Bhardwaj
8510ad9bea Fixed Phantom Mania 2 roll grade points. 2020-11-08 23:19:21 -05:00
Joe Zeng
6b77ad8547 Merge pull request #8 from nightmareci/master
Implemented joystick input.
2020-11-08 17:17:30 -05:00
nightmareci
6834e92674 Changed indentation to hard tabs. 2020-11-08 13:19:01 -08:00
nightmareci
3479374686 Forgot that the code used "enter" instead of "return" in the input config scene before, so changed it back. 2020-11-08 13:06:29 -08:00
nightmareci
863c614a4c Implemented joystick input.
I had to redo how input is done entirely, so more than one source of input can be used for game inputs.

I added new inputs, menu_decide and menu_back. Return and escape still have their reserved status, sending menu_decide and menu_back, respectively. Other keys are reserved too, like arrows, to ensure users can always reconfigure input.
2020-11-08 12:55:06 -08:00
Joe Zeng
49e52c6a39 Merge pull request #4 from Rexxt/master
Small updates to visuals and sound
2020-11-07 14:31:17 -05:00
Joe Zeng
a105086ca6 Fixed the garbage pausing problem in Phantom Mania 2. 2020-11-07 01:31:09 -05:00
Joe Zeng
1b381c4bf3 Might as well add the dark square while I'm at it. 2020-11-07 01:29:44 -05:00
Joe Zeng
91a87fea73 Fixed the garbage pausing problem in Phantom Mania 2. 2020-11-07 01:12:13 -05:00
Ishaan Bhardwaj
28b455fcc0 Updated README.md with new contributors 2020-11-06 20:57:01 -05:00
Joe Zeng
2e3eff025f Replaced spaces with tabs.
Check CONTRIBUTING.md, guys!
2020-11-06 20:54:14 -05:00
Joe Zeng
4670cb7c15 Added the ability to _always_ reverse rotation. 2020-11-06 20:46:36 -05:00
Joe Zeng
9b04e14388 Added "Always reverse" option for rotation reversal. 2020-11-06 19:17:32 -05:00
Mizu
a324e0015a Replace SFX and add hold 2020-10-27 12:17:00 +01:00
Mizu
d38168ca00 Updated title screen background 2020-10-26 16:57:20 +01:00
Mizu
b0ce0f17f5 Add new sound effects to the game 2020-10-26 14:21:49 +01:00
83 changed files with 1478 additions and 4210 deletions

2
.gitignore vendored
View File

@@ -2,3 +2,5 @@
*.love *.love
dist/*.zip dist/*.zip
dist/**/cambridge.exe dist/**/cambridge.exe
dist/**/libs
dist/**/*.md

View File

@@ -5,7 +5,7 @@ Cambridge
Welcome to Cambridge, the next open-source falling-block game engine! Welcome to Cambridge, the next open-source falling-block game engine!
This fork is written and maintained exclusively by [SashLilac](https://github.com/SashLilac) and [Oshisaure](https://github.com/oshisaure)! This fork is written and maintained exclusively by [SashLilac](https://github.com/SashLilac), [joezeng](https://github.com/joezeng) and [Oshisaure](https://github.com/oshisaure)!
Join our Discord server for help and a welcoming community! https://discord.gg/mteMJw4 Join our Discord server for help and a welcoming community! https://discord.gg/mteMJw4
@@ -13,9 +13,9 @@ Credits
------- -------
- [Lilla Oshisaure](https://www.youtube.com/user/LeSpyroshisaure) for being my co-dev! - [Lilla Oshisaure](https://www.youtube.com/user/LeSpyroshisaure) for being my co-dev!
- [joezeng](https://github.com/joezeng) for the original project, and for offering to help with the expansion!
- [The Tetra Legends Discord](http://discord.com/invite/7hMx5r2) for supporting me and playtesting! - [The Tetra Legends Discord](http://discord.com/invite/7hMx5r2) for supporting me and playtesting!
- [The Absolute Plus](https://discord.gg/6Gf2awJ) for being another source of motivation! - [The Absolute Plus](https://discord.gg/6Gf2awJ) for being another source of motivation!
- [joezeng](https://github.com/joezeng) for the original project.
The following people in no particular order also helped with the project: The following people in no particular order also helped with the project:
- [Hailey](https://github.com/haileylgbt) - [Hailey](https://github.com/haileylgbt)
@@ -25,12 +25,36 @@ The following people in no particular order also helped with the project:
- MattMayuga - MattMayuga
- Kitaru - Kitaru
- switchpalacecorner - switchpalacecorner
- [sinefuse](https://github.com/sinefuse)
- [2Tie](https://github.com/2Tie)
- [nightmareci](https://github.com/nightmareci)
- [MyPasswordIsWeak](https://github.com/MyPasswordIsWeak)
![Cambridge Logo](https://cdn.discordapp.com/attachments/625496179433668635/763363717730664458/Icon_2.png) ![Cambridge Logo](https://cdn.discordapp.com/attachments/625496179433668635/763363717730664458/Icon_2.png)
Playing the game Playing the game
---------------- ----------------
### Windows
You do not need LÖVE on Windows, as it comes bundled with the program.
To get the stable release, simply download the ZIP in the latest release. All assets needed are bundled with the executable.
If you want the bleeding edge version, or want mod pack support, 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.
Then, check the mod pack section at the bottom of this page.
### macOS, Linux ### macOS, Linux
If you haven't already, install `love` with your favourite package manager (Homebrew on macOS, your system's default on Linux). **Make sure you're using LÖVE 11, because it won't work with earlier versions!** If you haven't already, install `love` with your favourite package manager (Homebrew on macOS, your system's default on Linux). **Make sure you're using LÖVE 11, because it won't work with earlier versions!**
@@ -47,19 +71,11 @@ Then, navigate to the root directory that you just cloned, and type:
It should run automatically! It should run automatically!
## Windows ## Installing modpacks
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). Simply drag your mode, ruleset, and randomizer Lua files into their respective directory, and they should appear automatically.
Extract the ZIP, open a Command Prompt at the folder you extracted Cambridge to, then run this command: Alternatively, install [this](https://github.com/SashLilac/cambridge-modpack) mod pack to get a taste of the mod potential.
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 License
------- -------

11
clean.bat Normal file
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@@ -0,0 +1,11 @@
@del cambridge.love
@del dist\windows\cambridge.exe
@del dist\windows\SOURCES.md
@del dist\windows\LICENSE.md
@rmdir /Q /S dist\windows\libs
@del dist\win32\cambridge.exe
@del dist\win32\SOURCES.md
@del dist\win32\LICENSE.md
@rmdir /Q /S dist\win32\libs
@del dist\cambridge-windows.zip
@del dist\cambridge-win32.zip

View File

@@ -5,12 +5,26 @@ local ffi = require "ffi"
local osname = love.system.getOS() local osname = love.system.getOS()
local discordRPClib = nil local discordRPClib = nil
-- FFI requires the libraries really be files just sitting in the filesystem. It
-- can't load libraries from a .love archive, nor a fused executable on Windows.
-- Merely using love.filesystem.getSource() only works when running LOVE with
-- the game unarchived from command line, like "love .".
--
-- The code here setting "source" will set the directory where the game was run
-- from, so FFI can load discordRPC. We assume that the discordRPC library's
-- libs directory is in the same directory as the .love archive; if it's
-- missing, it just won't load.
local source = love.filesystem.getSource()
if string.sub(source, -5) == ".love" or love.filesystem.isFused() then
source = love.filesystem.getSourceBaseDirectory()
end
if osname == "Linux" then if osname == "Linux" then
discordRPClib = ffi.load(love.filesystem.getSource().."/libs/discord-rpc.so") discordRPClib = ffi.load(source.."/libs/discord-rpc.so")
elseif osname == "OS X" then elseif osname == "OS X" then
discordRPClib = ffi.load(love.filesystem.getSource().."/libs/discord-rpc.dylib") discordRPClib = ffi.load(source.."/libs/discord-rpc.dylib")
elseif osname == "Windows" then elseif osname == "Windows" then
discordRPClib = ffi.load(love.filesystem.getSource().."/libs/discord-rpc.dll") discordRPClib = ffi.load(source.."/libs/discord-rpc.dll")
else else
-- Else it crashes later on -- Else it crashes later on
error(string.format("Discord rpc not supported on platform (%s)", osname)) error(string.format("Discord rpc not supported on platform (%s)", osname))

View File

@@ -33,6 +33,8 @@ blocks = {
C = love.graphics.newImage("res/img/s2.png"), C = love.graphics.newImage("res/img/s2.png"),
B = love.graphics.newImage("res/img/s4.png"), B = love.graphics.newImage("res/img/s4.png"),
M = love.graphics.newImage("res/img/s5.png"), M = love.graphics.newImage("res/img/s5.png"),
F = love.graphics.newImage("res/img/s9.png"),
A = love.graphics.newImage("res/img/s8.png"),
X = love.graphics.newImage("res/img/s9.png"), X = love.graphics.newImage("res/img/s9.png"),
}, },
["bone"] = { ["bone"] = {
@@ -43,6 +45,8 @@ blocks = {
C = love.graphics.newImage("res/img/bone.png"), C = love.graphics.newImage("res/img/bone.png"),
B = love.graphics.newImage("res/img/bone.png"), B = love.graphics.newImage("res/img/bone.png"),
M = love.graphics.newImage("res/img/bone.png"), M = love.graphics.newImage("res/img/bone.png"),
F = love.graphics.newImage("res/img/bone.png"),
A = love.graphics.newImage("res/img/bone.png"),
X = love.graphics.newImage("res/img/bone.png"), X = love.graphics.newImage("res/img/bone.png"),
} }
} }

View File

@@ -14,11 +14,17 @@ sounds = {
cursor_lr = love.audio.newSource("res/se/cursor_lr.wav", "static"), cursor_lr = love.audio.newSource("res/se/cursor_lr.wav", "static"),
main_decide = love.audio.newSource("res/se/main_decide.wav", "static"), main_decide = love.audio.newSource("res/se/main_decide.wav", "static"),
mode_decide = love.audio.newSource("res/se/mode_decide.wav", "static"), mode_decide = love.audio.newSource("res/se/mode_decide.wav", "static"),
lock = love.audio.newSource("res/se/lock.wav", "static"),
hold = love.audio.newSource("res/se/hold.wav", "static"),
erase = love.audio.newSource("res/se/erase.wav", "static"),
fall = love.audio.newSource("res/se/fall.wav", "static"),
ready = love.audio.newSource("res/se/ready.wav", "static"),
go = love.audio.newSource("res/se/go.wav", "static"),
} }
function playSE(sound, subsound) function playSE(sound, subsound)
if subsound == nil then if subsound == nil then
sounds[sound]:setVolume(0.1) sounds[sound]:setVolume(0.5)
if sounds[sound]:isPlaying() then if sounds[sound]:isPlaying() then
sounds[sound]:stop() sounds[sound]:stop()
end end
@@ -31,3 +37,19 @@ function playSE(sound, subsound)
sounds[sound][subsound]:play() sounds[sound][subsound]:play()
end end
end end
function playSEOnce(sound, subsound)
if subsound == nil then
sounds[sound]:setVolume(0.5)
if sounds[sound]:isPlaying() then
return
end
sounds[sound]:play()
else
sounds[sound][subsound]:setVolume(0.5)
if sounds[sound][subsound]:isPlaying() then
return
end
sounds[sound][subsound]:play()
end
end

116
main.lua
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@@ -23,7 +23,6 @@ function love.load()
end end
if not config.input then if not config.input then
config.input = {}
scene = InputConfigScene() scene = InputConfigScene()
else else
if config.current_mode then current_mode = config.current_mode end if config.current_mode then current_mode = config.current_mode end
@@ -110,13 +109,124 @@ function love.draw()
love.graphics.pop() love.graphics.pop()
end end
function love.keypressed(key, scancode, isrepeat) function love.keypressed(key, scancode)
-- global hotkeys -- global hotkeys
if scancode == "f4" then if scancode == "f4" then
config["fullscreen"] = not config["fullscreen"] config["fullscreen"] = not config["fullscreen"]
love.window.setFullscreen(config["fullscreen"]) love.window.setFullscreen(config["fullscreen"])
elseif scancode == "f2" and scene.title ~= "Input Config" and scene.title ~= "Game" then
scene = InputConfigScene()
-- function keys are reserved
elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
return
-- escape is reserved for menu_back
elseif scancode == "escape" then
scene:onInputPress({input="menu_back", type="key", key=key, scancode=scancode})
-- pass any other key to the scene, with its configured mapping
else else
scene:onKeyPress({key=key, scancode=scancode, isRepeat=isrepeat}) local input_pressed = nil
if config.input and config.input.keys then
input_pressed = config.input.keys[scancode]
end
scene:onInputPress({input=input_pressed, type="key", key=key, scancode=scancode})
end
end
function love.keyreleased(key, scancode)
-- escape is reserved for menu_back
if scancode == "escape" then
scene:onInputRelease({input="menu_back", type="key", key=key, scancode=scancode})
-- function keys are reserved
elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
return
-- handle all other keys; tab is reserved, but the input config scene keeps it from getting configured as a game input, so pass tab to the scene here
else
local input_released = nil
if config.input and config.input.keys then
input_released = config.input.keys[scancode]
end
scene:onInputRelease({input=input_released, type="key", key=key, scancode=scancode})
end
end
function love.joystickpressed(joystick, button)
local input_pressed = nil
if
config.input and
config.input.joysticks and
config.input.joysticks[joystick:getName()] and
config.input.joysticks[joystick:getName()].buttons
then
input_pressed = config.input.joysticks[joystick:getName()].buttons[button]
end
scene:onInputPress({input=input_pressed, type="joybutton", name=joystick:getName(), button=button})
end
function love.joystickreleased(joystick, button)
local input_released = nil
if
config.input and
config.input.joysticks and
config.input.joysticks[joystick:getName()] and
config.input.joysticks[joystick:getName()].buttons
then
input_released = config.input.joysticks[joystick:getName()].buttons[button]
end
scene:onInputRelease({input=input_released, type="joybutton", name=joystick:getName(), button=button})
end
function love.joystickaxis(joystick, axis, value)
local input_pressed = nil
local positive_released = nil
local negative_released = nil
if
config.input and
config.input.joysticks and
config.input.joysticks[joystick:getName()] and
config.input.joysticks[joystick:getName()].axes and
config.input.joysticks[joystick:getName()].axes[axis]
then
if math.abs(value) >= 0.5 then
input_pressed = config.input.joysticks[joystick:getName()].axes[axis][value >= 0.5 and "positive" or "negative"]
end
positive_released = config.input.joysticks[joystick:getName()].axes[axis].positive
negative_released = config.input.joysticks[joystick:getName()].axes[axis].negative
end
if math.abs(value) >= 0.5 then
scene:onInputPress({input=input_pressed, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
else
scene:onInputRelease({input=positive_released, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
scene:onInputRelease({input=negative_released, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
end
end
function love.joystickhat(joystick, hat, direction)
local input_pressed = nil
local has_hat = false
if
config.input and
config.input.joysticks and
config.input.joysticks[joystick:getName()] and
config.input.joysticks[joystick:getName()].hats and
config.input.joysticks[joystick:getName()].hats[hat]
then
if direction ~= "c" then
input_pressed = config.input.joysticks[joystick:getName()].hats[hat][direction]
end
has_hat = true
end
if input_pressed then
scene:onInputPress({input=input_pressed, type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
elseif has_hat then
for i, direction in ipairs{"d", "l", "ld", "lu", "r", "rd", "ru", "u"} do
scene:onInputRelease({input=config.input.joysticks[joystick:getName()].hats[hat][direction], type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
end
elseif direction ~= "c" then
scene:onInputPress({input=nil, type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
else
for i, direction in ipairs{"d", "l", "ld", "lu", "r", "rd", "ru", "u"} do
scene:onInputRelease({input=nil, type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
end
end end
end end

2
package.bat Normal file
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@@ -0,0 +1,2 @@
tar -a -c -f cambridge.zip libs/binser.lua libs/classic.lua libs/discordRPC.lua load res scene tetris conf.lua main.lua scene.lua funcs.lua
rename cambridge.zip cambridge.love

26
release.bat Normal file
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@@ -0,0 +1,26 @@
call package.bat
mkdir dist
mkdir dist\windows
mkdir dist\windows\libs
mkdir dist\win32
mkdir dist\win32\libs
copy /b dist\windows\love.exe+cambridge.love dist\windows\cambridge.exe
copy /b dist\win32\love.exe+cambridge.love dist\win32\cambridge.exe
copy libs\discord-rpc.dll dist\windows\libs
copy libs\discord-rpc.dll dist\win32\libs
copy SOURCES.md dist\windows
copy LICENSE.md dist\windows
copy SOURCES.md dist\win32
copy LICENSE.md dist\win32
cd dist\windows
tar -a -c -f ..\cambridge-windows.zip cambridge.exe *.dll libs *.md
cd ..\..
cd dist\win32
tar -a -c -f ..\cambridge-win32.zip cambridge.exe *.dll libs *.md
cd ..\..

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@@ -5,7 +5,8 @@ Scene = Object:extend()
function Scene:new() end function Scene:new() end
function Scene:update() end function Scene:update() end
function Scene:render() end function Scene:render() end
function Scene:onKeyPress() end function Scene:onInputPress() end
function Scene:onInputRelease() end
ExitScene = require "scene.exit" ExitScene = require "scene.exit"
GameScene = require "scene.game" GameScene = require "scene.game"

View File

@@ -17,7 +17,7 @@ function ConfigScene:changeOption(rel)
self.main_menu_state = (self.main_menu_state + len + rel - 1) % len + 1 self.main_menu_state = (self.main_menu_state + len + rel - 1) % len + 1
end end
function ConfigScene:onKeyPress(e) function ConfigScene:onInputPress(e)
end end
return ConfigScene return ConfigScene

View File

@@ -16,7 +16,7 @@ end
function ExitScene:changeOption(rel) function ExitScene:changeOption(rel)
end end
function ExitScene:onKeyPress(e) function ExitScene:onInputPress(e)
end end
return ExitScene return ExitScene

View File

@@ -1,10 +1,27 @@
local GameScene = Scene:extend() local GameScene = Scene:extend()
GameScene.title = "Game"
require 'load.save' require 'load.save'
function GameScene:new(game_mode, ruleset) function GameScene:new(game_mode, ruleset)
self.retry_mode = game_mode
self.retry_ruleset = ruleset
self.game = game_mode() self.game = game_mode()
self.ruleset = ruleset() self.ruleset = ruleset()
self.game:initialize(self.ruleset) self.game:initialize(self.ruleset)
self.inputs = {
left=false,
right=false,
up=false,
down=false,
rotate_left=false,
rotate_left2=false,
rotate_right=false,
rotate_right2=false,
rotate_180=false,
hold=false,
}
DiscordRPC:update({ DiscordRPC:update({
details = self.game.rpc_details, details = self.game.rpc_details,
state = self.game.name, state = self.game.name,
@@ -13,18 +30,11 @@ end
function GameScene:update() function GameScene:update()
if love.window.hasFocus() then if love.window.hasFocus() then
self.game:update({ local inputs = {}
left = love.keyboard.isScancodeDown(config.input.left), for input, value in pairs(self.inputs) do
right = love.keyboard.isScancodeDown(config.input.right), inputs[input] = value
up = love.keyboard.isScancodeDown(config.input.up), end
down = love.keyboard.isScancodeDown(config.input.down), self.game:update(inputs, self.ruleset)
rotate_left = love.keyboard.isScancodeDown(config.input.rotate_left),
rotate_left2 = love.keyboard.isScancodeDown(config.input.rotate_left2),
rotate_right = love.keyboard.isScancodeDown(config.input.rotate_right),
rotate_right2 = love.keyboard.isScancodeDown(config.input.rotate_right2),
rotate_180 = love.keyboard.isScancodeDown(config.input.rotate_180),
hold = love.keyboard.isScancodeDown(config.input.hold),
}, self.ruleset)
end end
self.game.grid:update() self.game.grid:update()
@@ -49,6 +59,7 @@ function GameScene:render()
self.game:drawScoringInfo() self.game:drawScoringInfo()
-- ready/go graphics -- ready/go graphics
if self.game.ready_frames <= 100 and self.game.ready_frames > 52 then if self.game.ready_frames <= 100 and self.game.ready_frames > 52 then
love.graphics.draw(misc_graphics["ready"], 144 - 50, 240 - 14) love.graphics.draw(misc_graphics["ready"], 144 - 50, 240 - 14)
elseif self.game.ready_frames <= 50 and self.game.ready_frames > 2 then elseif self.game.ready_frames <= 50 and self.game.ready_frames > 2 then
@@ -59,23 +70,24 @@ function GameScene:render()
end end
function GameScene:onKeyPress(e) function GameScene:onInputPress(e)
if (self.game.completed) and if self.game.completed and (e.input == "menu_decide" or e.input == "menu_back" or e.input == "retry") then
(e.scancode == "return" or e.scancode == "escape") and e.isRepeat == false then
highscore_entry = self.game:getHighscoreData() highscore_entry = self.game:getHighscoreData()
highscore_hash = self.game.hash .. "-" .. self.ruleset.hash highscore_hash = self.game.hash .. "-" .. self.ruleset.hash
submitHighscore(highscore_hash, highscore_entry) submitHighscore(highscore_hash, highscore_entry)
scene = e.input == "retry" and GameScene(self.retry_mode, self.retry_ruleset) or ModeSelectScene()
elseif e.input == "retry" then
scene = GameScene(self.retry_mode, self.retry_ruleset)
elseif e.input == "menu_back" then
scene = ModeSelectScene() scene = ModeSelectScene()
elseif (e.scancode == config.input.retry) then elseif e.input and string.sub(e.input, 1, 5) ~= "menu_" then
-- fuck this, this is hacky but the way this codebase is setup prevents anything else self.inputs[e.input] = true
-- it seems like all the values that get touched in the child gamemode class end
-- stop being linked to the values of the GameMode superclass because of how `mt.__index` works end
-- not even sure this is the actual problem, but I don't want to have to rebuild everything about
-- the core organisation of everything. this hacky way will have to do until someone figures out something. function GameScene:onInputRelease(e)
love.keypressed("escape", "escape", false) if e.input and string.sub(e.input, 1, 5) ~= "menu_" then
love.keypressed("return", "return", false) self.inputs[e.input] = false
elseif e.scancode == "escape" then
scene = ModeSelectScene()
end end
end end

View File

@@ -8,7 +8,7 @@ ConfigScene.options = {
-- this serves as reference to what the options' values mean i guess? -- this serves as reference to what the options' values mean i guess?
{"manlock", "Manual locking",{"Per ruleset","Per gamemode","Harddrop", "Softdrop"}}, {"manlock", "Manual locking",{"Per ruleset","Per gamemode","Harddrop", "Softdrop"}},
{"piece_colour", "Piece Colours", {"Per ruleset","Arika" ,"TTC"}}, {"piece_colour", "Piece Colours", {"Per ruleset","Arika" ,"TTC"}},
{"world_reverse", "World Reverse", {"No", "Yes"}}, {"world_reverse","A Button Rotation", {"Left" ,"Auto" ,"Right"}},
} }
local optioncount = #ConfigScene.options local optioncount = #ConfigScene.options
@@ -51,26 +51,26 @@ function ConfigScene:render()
end end
end end
function ConfigScene:onKeyPress(e) function ConfigScene:onInputPress(e)
if e.scancode == "return" and e.isRepeat == false then if e.input == "menu_decide" or e.scancode == "return" then
playSE("mode_decide") playSE("mode_decide")
saveConfig() saveConfig()
scene = TitleScene() scene = TitleScene()
elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then elseif e.input == "up" or e.scancode == "up" then
playSE("cursor") playSE("cursor")
self.highlight = Mod1(self.highlight-1, optioncount) self.highlight = Mod1(self.highlight-1, optioncount)
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then elseif e.input == "down" or e.scancode == "down" then
playSE("cursor") playSE("cursor")
self.highlight = Mod1(self.highlight+1, optioncount) self.highlight = Mod1(self.highlight+1, optioncount)
elseif (e.scancode == config.input["left"] or e.scancode == "left") and e.isRepeat == false then elseif e.input == "left" or e.scancode == "left" then
playSE("cursor_lr") playSE("cursor_lr")
local option = ConfigScene.options[self.highlight] local option = ConfigScene.options[self.highlight]
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]-1, #option[3]) config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]-1, #option[3])
elseif (e.scancode == config.input["right"] or e.scancode == "right") and e.isRepeat == false then elseif e.input == "right" or e.scancode == "right" then
playSE("cursor_lr") playSE("cursor_lr")
local option = ConfigScene.options[self.highlight] local option = ConfigScene.options[self.highlight]
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]+1, #option[3]) config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]+1, #option[3])
elseif e.scancode == "escape" then elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
loadSave() loadSave()
scene = TitleScene() scene = TitleScene()
end end

View File

@@ -5,6 +5,8 @@ ConfigScene.title = "Input Config"
require 'load.save' require 'load.save'
local configurable_inputs = { local configurable_inputs = {
"menu_decide",
"menu_back",
"left", "left",
"right", "right",
"up", "up",
@@ -18,10 +20,18 @@ local configurable_inputs = {
"retry", "retry",
} }
local function newSetInputs()
local set_inputs = {}
for i, input in ipairs(configurable_inputs) do
set_inputs[input] = false
end
return set_inputs
end
function ConfigScene:new() function ConfigScene:new()
-- load current config
self.config = config.input
self.input_state = 1 self.input_state = 1
self.set_inputs = newSetInputs()
self.new_input = {}
DiscordRPC:update({ DiscordRPC:update({
details = "In menus", details = "In menus",
@@ -41,38 +51,105 @@ function ConfigScene:render()
) )
love.graphics.setFont(font_3x5_2) love.graphics.setFont(font_3x5_2)
for i, input in pairs(configurable_inputs) do for i, input in ipairs(configurable_inputs) do
love.graphics.printf(input, 40, 50 + i * 20, 200, "left") love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
if config.input[input] then if self.set_inputs[input] then
love.graphics.printf( love.graphics.printf(self.set_inputs[input], 240, 50 + i * 20, 300, "left")
love.keyboard.getKeyFromScancode(config.input[input]) .. " (" .. config.input[input] .. ")",
240, 50 + i * 20, 200, "left"
)
end end
end end
if self.input_state > table.getn(configurable_inputs) then if self.input_state > table.getn(configurable_inputs) then
love.graphics.print("press enter to confirm, delete to retry") love.graphics.print("press enter to confirm, delete/backspace to retry" .. (config.input and ", escape to cancel" or ""))
else else
love.graphics.print("press key for " .. configurable_inputs[self.input_state]) love.graphics.print("press key or joystick input for " .. configurable_inputs[self.input_state] .. ", tab to skip" .. (config.input and ", escape to cancel" or ""), 0, 0)
love.graphics.print("function keys (F1, F2, etc.), escape, and tab can't be changed", 0, 20)
end end
end end
function ConfigScene:onKeyPress(e) local function addJoystick(input, name)
if self.input_state > table.getn(configurable_inputs) then if not input.joysticks then
input.joysticks = {}
end
if not input.joysticks[name] then
input.joysticks[name] = {}
end
end
function ConfigScene:onInputPress(e)
if e.type == "key" then
-- function keys, escape, and tab are reserved and can't be remapped
if e.scancode == "escape" and config.input then
-- cancel only if there was an input config already
scene = TitleScene()
elseif self.input_state > table.getn(configurable_inputs) then
if e.scancode == "return" then if e.scancode == "return" then
-- save, then load next scene -- save new input, then load next scene
config.input = self.new_input
saveConfig() saveConfig()
scene = TitleScene() scene = TitleScene()
elseif e.scancode == "delete" or e.scancode == "backspace" then elseif e.scancode == "delete" or e.scancode == "backspace" then
-- retry
self.input_state = 1 self.input_state = 1
self.set_inputs = newSetInputs()
self.new_input = {}
end end
else elseif e.scancode == "tab" then
if e.scancode == "escape" then self.set_inputs[configurable_inputs[self.input_state]] = "skipped"
loadSave()
scene = TitleScene()
else
config.input[configurable_inputs[self.input_state]] = e.scancode
self.input_state = self.input_state + 1 self.input_state = self.input_state + 1
elseif e.scancode ~= "escape" then
-- all other keys can be configured
if not self.new_input.keys then
self.new_input.keys = {}
end
self.set_inputs[configurable_inputs[self.input_state]] = "key " .. love.keyboard.getKeyFromScancode(e.scancode) .. " (" .. e.scancode .. ")"
self.new_input.keys[e.scancode] = configurable_inputs[self.input_state]
self.input_state = self.input_state + 1
end
elseif string.sub(e.type, 1, 3) == "joy" then
if self.input_state <= table.getn(configurable_inputs) then
if e.type == "joybutton" then
addJoystick(self.new_input, e.name)
if not self.new_input.joysticks[e.name].buttons then
self.new_input.joysticks[e.name].buttons = {}
end
self.set_inputs[configurable_inputs[self.input_state]] =
"jbtn " ..
e.button ..
" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
self.new_input.joysticks[e.name].buttons[e.button] = configurable_inputs[self.input_state]
self.input_state = self.input_state + 1
elseif e.type == "joyaxis" then
if math.abs(e.value) >= 0.5 then
addJoystick(self.new_input, e.name)
if not self.new_input.joysticks[e.name].axes then
self.new_input.joysticks[e.name].axes = {}
end
if not self.new_input.joysticks[e.name].axes[e.axis] then
self.new_input.joysticks[e.name].axes[e.axis] = {}
end
self.set_inputs[configurable_inputs[self.input_state]] =
"jaxis " ..
(e.value >= 0.5 and "+" or "-") .. e.axis ..
" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
self.new_input.joysticks[e.name].axes[e.axis][e.value >= 0.5 and "positive" or "negative"] = configurable_inputs[self.input_state]
self.input_state = self.input_state + 1
end
elseif e.type == "joyhat" then
if e.direction ~= "c" then
addJoystick(self.new_input, e.name)
if not self.new_input.joysticks[e.name].hats then
self.new_input.joysticks[e.name].hats = {}
end
if not self.new_input.joysticks[e.name].hats[e.hat] then
self.new_input.joysticks[e.name].hats[e.hat] = {}
end
self.set_inputs[configurable_inputs[self.input_state]] =
"jhat " ..
e.hat .. " " .. e.direction ..
" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
self.new_input.joysticks[e.name].hats[e.hat][e.direction] = configurable_inputs[self.input_state]
self.input_state = self.input_state + 1
end
end
end end
end end
end end

View File

@@ -58,8 +58,8 @@ function ModeSelectScene:render()
end end
end end
function ModeSelectScene:onKeyPress(e) function ModeSelectScene:onInputPress(e)
if e.scancode == "return" and e.isRepeat == false then if e.input == "menu_decide" or e.scancode == "return" then
current_mode = self.menu_state.mode current_mode = self.menu_state.mode
current_ruleset = self.menu_state.ruleset current_ruleset = self.menu_state.ruleset
config.current_mode = current_mode config.current_mode = current_mode
@@ -67,17 +67,16 @@ function ModeSelectScene:onKeyPress(e)
playSE("mode_decide") playSE("mode_decide")
saveConfig() saveConfig()
scene = GameScene(game_modes[self.menu_state.mode], rulesets[self.menu_state.ruleset]) scene = GameScene(game_modes[self.menu_state.mode], rulesets[self.menu_state.ruleset])
elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then elseif e.input == "up" or e.scancode == "up" then
self:changeOption(-1) self:changeOption(-1)
playSE("cursor") playSE("cursor")
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then elseif e.input == "down" or e.scancode == "down" then
self:changeOption(1) self:changeOption(1)
playSE("cursor") playSE("cursor")
elseif (e.scancode == config.input["left"] or e.scancode == "left") or elseif e.input == "left" or e.input == "right" or e.scancode == "left" or e.scancode == "right" then
(e.scancode == config.input["right"] or e.scancode == "right") then
self:switchSelect() self:switchSelect()
playSE("cursor_lr") playSE("cursor_lr")
elseif e.scancode == "escape" then elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
scene = TitleScene() scene = TitleScene()
end end
end end

View File

@@ -57,17 +57,17 @@ function TitleScene:changeOption(rel)
self.main_menu_state = (self.main_menu_state + len + rel - 1) % len + 1 self.main_menu_state = (self.main_menu_state + len + rel - 1) % len + 1
end end
function TitleScene:onKeyPress(e) function TitleScene:onInputPress(e)
if e.scancode == "return" and e.isRepeat == false then if e.input == "menu_decide" or e.scancode == "return" then
playSE("main_decide") playSE("main_decide")
scene = main_menu_screens[self.main_menu_state]() scene = main_menu_screens[self.main_menu_state]()
elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then elseif e.input == "up" or e.scancode == "up" then
self:changeOption(-1) self:changeOption(-1)
playSE("cursor") playSE("cursor")
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then elseif e.input == "down" or e.scancode == "down" then
self:changeOption(1) self:changeOption(1)
playSE("cursor") playSE("cursor")
elseif e.scancode == "escape" and e.isRepeat == false then elseif e.input == "menu_back" or e.scancode == "backspace" or e.scancode == "delete" then
love.event.quit() love.event.quit()
end end
end end

View File

@@ -4,7 +4,7 @@ local Grid = Object:extend()
local empty = { skin = "", colour = "" } local empty = { skin = "", colour = "" }
local oob = { skin = "", colour = "" } local oob = { skin = "", colour = "" }
local block = { skin = "2tie", colour = "X" } local block = { skin = "2tie", colour = "A" }
function Grid:new() function Grid:new()
self.grid = {} self.grid = {}
@@ -170,6 +170,21 @@ function Grid:applyFourWide()
x[10] = x[10]~=block and block or x[10] x[10] = x[10]~=block and block or x[10]
end end
end end
function Grid:applyCeiling(lines)
for row = 1, lines do
for col = 1, 9 do
self.grid[row][col] = block
end
end
end
function Grid:clearSpecificRow(row)
for col = 1, 10 do
self.grid[row][col] = empty
end
end
function Grid:applyPiece(piece) function Grid:applyPiece(piece)
if piece.big then if piece.big then
self:applyBigPiece(piece) self:applyBigPiece(piece)
@@ -263,11 +278,15 @@ function Grid:draw()
for y = 5, 24 do for y = 5, 24 do
for x = 1, 10 do for x = 1, 10 do
if self.grid[y][x] ~= empty then if self.grid[y][x] ~= empty then
if self.grid_age[y][x] < 1 then if self.grid_age[y][x] < 2 then
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(blocks[self.grid[y][x].skin]["F"], 48+x*16, y*16) love.graphics.draw(blocks[self.grid[y][x].skin]["F"], 48+x*16, y*16)
else
if self.grid[y][x].skin == "bone" then
love.graphics.setColor(1, 1, 1, 1)
else else
love.graphics.setColor(0.5, 0.5, 0.5, 1) love.graphics.setColor(0.5, 0.5, 0.5, 1)
end
love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16) love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
end end
if self.grid[y][x].skin ~= "bone" then if self.grid[y][x].skin ~= "bone" then
@@ -297,7 +316,7 @@ function Grid:drawInvisible(opacity_function, garbage_opacity_function)
if self.grid[y][x] ~= empty then if self.grid[y][x] ~= empty then
if self.grid[y][x].colour == "X" then if self.grid[y][x].colour == "X" then
opacity = 1 opacity = 1
elseif garbage_opacity_function and self.grid[y][x].colour == "G" then elseif garbage_opacity_function and self.grid[y][x].colour == "A" then
opacity = garbage_opacity_function(self.grid_age[y][x]) opacity = garbage_opacity_function(self.grid_age[y][x])
else else
opacity = opacity_function(self.grid_age[y][x]) opacity = opacity_function(self.grid_age[y][x])

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

@@ -27,6 +27,7 @@ function MarathonA2Game:new()
self.randomizer = History6RollsRandomizer() self.randomizer = History6RollsRandomizer()
self.lock_drop = false self.lock_drop = false
self.lock_hard_drop = false
self.enable_hold = false self.enable_hold = false
self.next_queue_length = 1 self.next_queue_length = 1
end end
@@ -124,6 +125,8 @@ function MarathonA2Game:onLineClear(cleared_row_count)
self.grid:clear() self.grid:clear()
self.roll_frames = -150 self.roll_frames = -150
end end
self.lock_drop = self.level >= 900
self.lock_hard_drop = self.level >= 900
end end
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines) function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)

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

View File

@@ -1,268 +0,0 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local DemonModeGame = GameMode:extend()
DemonModeGame.name = "Demon Mode"
DemonModeGame.hash = "DemonMode"
DemonModeGame.tagline = "Can you handle the ludicrous speed past level 20?"
function DemonModeGame:new()
DemonModeGame.super:new()
self.roll_frames = 0
self.combo = 1
self.randomizer = History6RollsRandomizer()
self.grade = 0
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.section_tetris_count = 0
self.section_tries = 0
self.enable_hold = true
self.lock_drop = true
self.next_queue_length = 3
if math.random() < 1/6.66 then
self.rpc_details = "Suffering"
end
end
function DemonModeGame:getARE()
if self.level < 500 then return 30
elseif self.level < 600 then return 25
elseif self.level < 700 then return 15
elseif self.level < 800 then return 14
elseif self.level < 900 then return 12
elseif self.level < 1000 then return 11
elseif self.level < 1100 then return 10
elseif self.level < 1300 then return 8
elseif self.level < 1400 then return 6
elseif self.level < 1700 then return 4
elseif self.level < 1800 then return 3
elseif self.level < 1900 then return 2
elseif self.level < 2000 then return 1
else return 0 end
end
function DemonModeGame:getLineARE()
return self:getARE()
end
function DemonModeGame:getDasLimit()
if self.level < 500 then return 15
elseif self.level < 1000 then return 10
elseif self.level < 1500 then return 5
elseif self.level < 1700 then return 4
elseif self.level < 1900 then return 3
elseif self.level < 2000 then return 2
else return 1 end
end
function DemonModeGame:getLineClearDelay()
if self.level < 600 then return 15
elseif self.level < 800 then return 10
elseif self.level < 1000 then return 8
elseif self.level < 1500 then return 5
elseif self.level < 1700 then return 3
elseif self.level < 1900 then return 2
elseif self.level < 2000 then return 1
else return 0 end
end
function DemonModeGame:getLockDelay()
if self.level < 100 then return 30
elseif self.level < 200 then return 25
elseif self.level < 300 then return 22
elseif self.level < 400 then return 20
elseif self.level < 1000 then return 15
elseif self.level < 1200 then return 10
elseif self.level < 1400 then return 9
elseif self.level < 1500 then return 8
elseif self.level < 1600 then return 7
elseif self.level < 1700 then return 6
elseif self.level < 1800 then return 5
elseif self.level < 1900 then return 4
elseif self.level < 2000 then return 3
else return 2 end
end
function DemonModeGame:getGravity()
return 20
end
local function getSectionForLevel(level)
return math.floor(level / 100) + 1
end
local cleared_row_levels = {1, 3, 6, 10}
function DemonModeGame:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then
return false
elseif self.roll_frames >= 1337 then
self.completed = true
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
end
function DemonModeGame:onPieceEnter()
if (self.level % 100 ~= 99) and self.frames ~= 0 then
self.level = self.level + 1
end
end
function DemonModeGame:onLineClear(cleared_row_count)
if cleared_row_count == 4 then
self.section_tetris_count = self.section_tetris_count + 1
end
local advanced_levels = cleared_row_levels[cleared_row_count]
if not self.clear then
self:updateSectionTimes(self.level, self.level + advanced_levels)
end
end
function DemonModeGame:updateSectionTimes(old_level, new_level)
local section = math.floor(old_level / 100) + 1
if math.floor(old_level / 100) < math.floor(new_level / 100) then
-- If at least one Tetris in this section hasn't been made,
-- deny section passage.
if old_level > 500 then
if self.section_tetris_count == 0 then
self.level = 100 * math.floor(old_level / 100)
self.section_tries = self.section_tries + 1
else
self.level = math.min(new_level, 2500)
-- if this is first try (no denials, add a grade)
if self.section_tries == 0 then
self.grade = self.grade + 1
end
self.section_tries = 0
self.section_tetris_count = 0
-- record new section
section_time = self.frames - self.section_start_time
table.insert(self.section_times, section_time)
self.section_start_time = self.frames
-- maybe clear
if self.level == 2500 and not self.clear then
self.clear = true
self.grid:clear()
self.roll_frames = -150
end
end
elseif old_level < 100 then
-- If section time is under cutoff, skip to level 500.
if self.frames < frameTime(1,00) then
self.level = 500
self.grade = 5
self.section_tries = 0
self.section_tetris_count = 0
else
self.level = math.min(new_level, 2500)
self.skip_failed = true
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)
end
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
self.drop_bonus = 0
end
end
local letter_grades = {
[0] = "", "D", "C", "B", "A",
"S", "S-A", "S-B", "S-C", "S-D",
"X", "X-A", "X-B", "X-C", "X-D",
"W", "W-A", "W-B", "W-C", "W-D",
"Master", "MasterS", "MasterX", "MasterW", "Grand Master",
"Demon Master"
}
function DemonModeGame:getLetterGrade()
return letter_grades[self.grade]
end
function DemonModeGame:drawGrid()
if self.clear and not (self.completed or self.game_over) then
self.grid:drawInvisible(self.rollOpacityFunction)
else
self.grid:draw()
end
end
DemonModeGame.rollOpacityFunction = function(age)
if age > 4 then return 0
else return 1 - age / 4 end
end
function DemonModeGame:drawScoringInfo()
DemonModeGame.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
if self.grade ~= 0 then love.graphics.printf("GRADE", 240, 120, 40, "left") end
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
-- draw section time data
local current_section = getSectionForLevel(self.level)
self:drawSectionTimesWithSecondary(current_section)
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.score, 240, 220, 90, "left")
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
love.graphics.printf(string.format("%.2f", self.level / 100), 240, 340, 70, "right")
end
function DemonModeGame:getHighscoreData()
return {
grade = self.grade,
level = self.level,
frames = self.frames,
}
end
function DemonModeGame:getBackground()
return math.min(math.floor(self.level / 100), 19)
end
return DemonModeGame

View File

@@ -1,6 +1,9 @@
local Object = require 'libs.classic' local Object = require 'libs.classic'
require 'funcs' require 'funcs'
local playedReadySE = false
local playedGoSE = false
local Grid = require 'tetris.components.grid' local Grid = require 'tetris.components.grid'
local Randomizer = require 'tetris.randomizers.randomizer' local Randomizer = require 'tetris.randomizers.randomizer'
@@ -161,6 +164,7 @@ function GameMode:update(inputs, ruleset)
end end
if cleared_row_count > 0 then if cleared_row_count > 0 then
playSE("erase")
self.lcd = self:getLineClearDelay() self.lcd = self:getLineClearDelay()
self.are = self:getLineARE() self.are = self:getLineARE()
if self.lcd == 0 then if self.lcd == 0 then
@@ -194,10 +198,16 @@ end
-- event functions -- event functions
function GameMode:whilePieceActive() end function GameMode:whilePieceActive() end
function GameMode:onPieceLock(piece, cleared_row_count) end function GameMode:onPieceLock(piece, cleared_row_count)
playSE("lock")
end
function GameMode:onLineClear(cleared_row_count) end function GameMode:onLineClear(cleared_row_count) end
function GameMode:onPieceEnter() end function GameMode:onPieceEnter() end
function GameMode:onHold() end function GameMode:onHold()
playSE("hold")
end
function GameMode:onSoftDrop(dropped_row_count) function GameMode:onSoftDrop(dropped_row_count)
self.drop_bonus = self.drop_bonus + 1 * dropped_row_count self.drop_bonus = self.drop_bonus + 1 * dropped_row_count
@@ -239,8 +249,20 @@ function GameMode:chargeDAS(inputs)
end end
function GameMode:processDelays(inputs, ruleset, drop_speed) function GameMode:processDelays(inputs, ruleset, drop_speed)
if self.ready_frames == 100 then
playedReadySE = false
playedGoSE = false
end
if self.ready_frames > 0 then if self.ready_frames > 0 then
if not playedReadySE then
playedReadySE = true
playSEOnce("ready")
end
self.ready_frames = self.ready_frames - 1 self.ready_frames = self.ready_frames - 1
if self.ready_frames == 50 and not playedGoSE then
playedGoSE = true
playSEOnce("go")
end
if self.ready_frames == 0 then if self.ready_frames == 0 then
self:initializeOrHold(inputs, ruleset) self:initializeOrHold(inputs, ruleset)
end end
@@ -248,6 +270,7 @@ function GameMode:processDelays(inputs, ruleset, drop_speed)
self.lcd = self.lcd - 1 self.lcd = self.lcd - 1
if self.lcd == 0 then if self.lcd == 0 then
self.grid:clearClearedRows() self.grid:clearClearedRows()
playSE("fall")
if self.are == 0 then if self.are == 0 then
self:initializeOrHold(inputs, ruleset) self:initializeOrHold(inputs, ruleset)
end end

View File

@@ -1,160 +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 IntervalTrainingGame = GameMode:extend()
IntervalTrainingGame.name = "Interval Training"
IntervalTrainingGame.hash = "IntervalTraining"
IntervalTrainingGame.tagline = "Can you clear the time hurdles when the game goes this fast?"
function IntervalTrainingGame:new()
self.level = 0
IntervalTrainingGame.super:new()
self.roll_frames = 0
self.combo = 1
self.randomizer = History6RollsRandomizer()
self.section_start_time = 0
self.section_times = { [0] = 0 }
self.lock_drop = true
self.enable_hold = true
self.next_queue_length = 3
end
function IntervalTrainingGame: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
function IntervalTrainingGame:getLineARE()
return 6
end
function IntervalTrainingGame:getDasLimit()
return 7
end
function IntervalTrainingGame:getLineClearDelay()
return 4
end
function IntervalTrainingGame:getLockDelay()
return 15
end
function IntervalTrainingGame:getGravity()
return 20
end
function IntervalTrainingGame:getSection()
return math.floor(level / 100) + 1
end
function IntervalTrainingGame:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames > 2968 then
self.completed = true
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
if self:getSectionTime() >= self.section_time_limit then
self.game_over = true
end
end
return true
end
function IntervalTrainingGame:onPieceEnter()
if (self.level % 100 ~= 99 and 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]
self:updateSectionTimes(self.level, new_level)
self.level = math.min(new_level, 999)
if self.level == 999 then
self.clear = true
end
end
end
function IntervalTrainingGame:getSectionTime()
return self.frames - self.section_start_time
end
function IntervalTrainingGame:updateSectionTimes(old_level, new_level)
if math.floor(old_level / 100) < math.floor(new_level / 100) then
-- record new section
table.insert(self.section_times, self:getSectionTime())
self.section_start_time = self.frames
end
end
function IntervalTrainingGame:drawGrid()
self.grid:draw()
end
function IntervalTrainingGame:getHighscoreData()
return {
level = self.level,
frames = self.frames,
}
end
function IntervalTrainingGame:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
if not self.clear then love.graphics.printf("TIME LEFT", 240, 250, 80, "left") end
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
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.setColor(1, 1, 1, 1)
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
end
function IntervalTrainingGame:getSectionEndLevel()
if self.level >= 900 then return 999
else return math.floor(self.level / 100 + 1) * 100 end
end
function IntervalTrainingGame:getBackground()
return math.floor(self.level / 100)
end
return IntervalTrainingGame

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

@@ -34,6 +34,7 @@ function MarathonA2Game:new()
} }
self.lock_drop = false self.lock_drop = false
self.lock_hard_drop = false
self.enable_hold = false self.enable_hold = false
self.next_queue_length = 1 self.next_queue_length = 1
end end
@@ -151,6 +152,8 @@ function MarathonA2Game:onLineClear(cleared_row_count)
if self:qualifiesForMRoll() then self.grade = 32 end if self:qualifiesForMRoll() then self.grade = 32 end
self.roll_frames = -150 self.roll_frames = -150
end end
self.lock_drop = self.level >= 900
self.lock_hard_drop = self.level >= 900
end end
function MarathonA2Game:updateSectionTimes(old_level, new_level) function MarathonA2Game:updateSectionTimes(old_level, new_level)

View File

@@ -362,6 +362,8 @@ function MarathonA3Game:getLetterGrade()
return "M" .. tostring(grade - 17) return "M" .. tostring(grade - 17)
elseif grade < 32 then elseif grade < 32 then
return master_grades[grade - 26] return master_grades[grade - 26]
elseif grade >= 32 and self.roll_frames < 3238 then
return "MM"
else else
return "GM" return "GM"
end end

View File

@@ -24,6 +24,7 @@ function MarathonAX4Game:new()
self.section_clear = false self.section_clear = false
self.lock_drop = true self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true self.enable_hold = true
self.next_queue_length = 3 self.next_queue_length = 3
end end

View File

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

View File

@@ -15,6 +15,7 @@ function PhantomManiaGame:new()
PhantomManiaGame.super:new() PhantomManiaGame.super:new()
self.lock_drop = true self.lock_drop = true
self.lock_hard_drop = true
self.next_queue_length = 1 self.next_queue_length = 1
self.SGnames = { self.SGnames = {

View File

@@ -35,6 +35,7 @@ function PhantomMania2Game:new()
self.randomizer = History6RollsRandomizer() self.randomizer = History6RollsRandomizer()
self.lock_drop = true self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true self.enable_hold = true
self.next_queue_length = 3 self.next_queue_length = 3
@@ -124,6 +125,8 @@ function PhantomMania2Game:advanceOneFrame()
return false return false
elseif self.roll_frames > 3238 then elseif self.roll_frames > 3238 then
switchBGM(nil) switchBGM(nil)
self.roll_points = self.level >= 1300 and self.roll_points + 150 or self.roll_points
self.grade = self.grade + math.floor(self.roll_points / 100)
self.completed = true self.completed = true
end end
elseif self.ready_frames == 0 then elseif self.ready_frames == 0 then
@@ -145,7 +148,8 @@ function PhantomMania2Game:onPieceEnter()
end end
local cleared_row_levels = {1, 2, 4, 6} local cleared_row_levels = {1, 2, 4, 6}
local cleared_row_points = {2, 6, 15, 40} local torikan_roll_points = {10, 20, 30, 100}
local big_roll_points = {10, 20, 100, 200}
function PhantomMania2Game:onLineClear(cleared_row_count) function PhantomMania2Game:onLineClear(cleared_row_count)
if not self.clear then if not self.clear then
@@ -164,7 +168,8 @@ function PhantomMania2Game:onLineClear(cleared_row_count)
end end
self:advanceBottomRow(-cleared_row_count) self:advanceBottomRow(-cleared_row_count)
else else
self.roll_points = self.roll_points + cleared_row_points[cleared_row_count / 2] if self.big_mode then self.roll_points = self.roll_points + big_roll_points[cleared_row_count / 2]
else self.roll_points = self.roll_points + torikan_roll_points[cleared_row_count] end
if self.roll_points >= 100 then if self.roll_points >= 100 then
self.roll_points = self.roll_points - 100 self.roll_points = self.roll_points - 100
self.grade = self.grade + 1 self.grade = self.grade + 1
@@ -173,10 +178,12 @@ function PhantomMania2Game:onLineClear(cleared_row_count)
end end
function PhantomMania2Game:onPieceLock(piece, cleared_row_count) function PhantomMania2Game:onPieceLock(piece, cleared_row_count)
self.super:onPieceLock()
if cleared_row_count == 0 then self:advanceBottomRow(1) end if cleared_row_count == 0 then self:advanceBottomRow(1) end
end end
function PhantomMania2Game:onHold() function PhantomMania2Game:onHold()
self.super.onHold()
self.hold_age = 0 self.hold_age = 0
end end
@@ -304,6 +311,8 @@ function PhantomMania2Game:drawScoringInfo()
love.graphics.printf("SECRET GRADE", 240, 430, 180, "left") love.graphics.printf("SECRET GRADE", 240, 430, 180, "left")
end end
self:drawSectionTimesWithSplits(math.floor(self.level / 100) + 1)
if(self.coolregret_timer > 0) then if(self.coolregret_timer > 0) then
love.graphics.printf(self.coolregret_message, 64, 400, 160, "center") love.graphics.printf(self.coolregret_message, 64, 400, 160, "center")
self.coolregret_timer = self.coolregret_timer - 1 self.coolregret_timer = self.coolregret_timer - 1

View File

@@ -1,22 +0,0 @@
local PhantomManiaGame = require 'tetris.modes.phantom_mania'
local PhantomManiaNGame = PhantomManiaGame:extend()
PhantomManiaNGame.name = "Phantom Mania N"
PhantomManiaNGame.hash = "PhantomManiaN"
PhantomManiaNGame.tagline = "The old mode from Nullpomino, for Ti-ARS and SRS support."
function PhantomManiaNGame:new()
PhantomManiaNGame.super:new()
self.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
end
return PhantomManiaNGame

View File

@@ -1,150 +0,0 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local Bag7Randomiser = require 'tetris.randomizers.bag7noSZOstart'
local Race40Game = GameMode:extend()
Race40Game.name = "Race 40"
Race40Game.hash = "Race40"
Race40Game.tagline = "How fast can you clear 40 lines?"
function Race40Game:new()
Race40Game.super:new()
self.lines = 0
self.line_goal = 40
self.pieces = 0
self.randomizer = Bag7Randomiser()
self.roll_frames = 0
self.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.enable_hold = true
self.next_queue_length = 3
end
function Race40Game:getDropSpeed()
return 20
end
function Race40Game:getARR()
return 1
end
function Race40Game:getARE()
return 0
end
function Race40Game:getLineARE()
return self:getARE()
end
function Race40Game:getDasLimit()
return 10
end
function Race40Game:getLineClearDelay()
return 0
end
function Race40Game:getLockDelay()
return 30
end
function Race40Game:getGravity()
return 1/64
end
function Race40Game:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames > 150 then
self.completed = true
end
return false
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function Race40Game:onPieceLock()
self.pieces = self.pieces + 1
end
function Race40Game:onLineClear(cleared_row_count)
if not self.clear then
self.lines = self.lines + cleared_row_count
if self.lines >= self.line_goal then
self.clear = true
end
end
end
function Race40Game:drawGrid(ruleset)
self.grid:draw()
if self.piece ~= nil then
self:drawGhostPiece(ruleset)
end
end
function Race40Game:getHighscoreData()
return {
level = self.level,
frames = self.frames,
}
end
function Race40Game: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)
local text_x = config["side_next"] and 320 or 240
love.graphics.setFont(font_3x5_2)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("LINES", text_x, 320, 40, "left")
love.graphics.printf("line/min", text_x, 160, 80, "left")
love.graphics.printf("piece/sec", text_x, 220, 80, "left")
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")
end
function Race40Game:getBackground()
return 2
end
return Race40Game

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

@@ -27,6 +27,7 @@ function Survival2020Game:new()
self.randomizer = History6RollsRandomizer() self.randomizer = History6RollsRandomizer()
self.lock_drop = true self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true self.enable_hold = true
self.next_queue_length = 3 self.next_queue_length = 3
end end

View File

@@ -27,6 +27,7 @@ function SurvivalA2Game:new()
} }
self.lock_drop = true self.lock_drop = true
self.lock_hard_drop = true
end end
function SurvivalA2Game:getARE() function SurvivalA2Game:getARE()

View File

@@ -12,8 +12,6 @@ SurvivalA3Game.hash = "SurvivalA3"
SurvivalA3Game.tagline = "The blocks turn black and white! Can you make it to level 1300?" SurvivalA3Game.tagline = "The blocks turn black and white! Can you make it to level 1300?"
function SurvivalA3Game:new() function SurvivalA3Game:new()
SurvivalA3Game.super:new() SurvivalA3Game.super:new()
self.grade = 0 self.grade = 0
@@ -31,6 +29,7 @@ function SurvivalA3Game:new()
} }
self.lock_drop = true self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true self.enable_hold = true
self.next_queue_length = 3 self.next_queue_length = 3
@@ -162,6 +161,7 @@ function SurvivalA3Game:onLineClear(cleared_row_count)
end end
function SurvivalA3Game:onPieceLock(piece, cleared_row_count) function SurvivalA3Game:onPieceLock(piece, cleared_row_count)
self.super:onPieceLock()
if cleared_row_count == 0 then self:advanceBottomRow(1) end if cleared_row_count == 0 then self:advanceBottomRow(1) end
end end

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

@@ -1,167 +0,0 @@
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local PacerTest = GameMode:extend()
PacerTest.name = "TetrisGram™ Pacer Test"
PacerTest.hash = "PacerTest"
PacerTest.tagline = ""
local function getLevelFrames(level)
if level == 1 then return 72 * 60 / 8.0
else return 72 * 60 / (8 + level * 0.5)
end
end
local level_end_sections = {
7, 15, 23, 32, 41, 51, 61, 72, 83, 94,
106, 118, 131, 144, 157, 171, 185, 200,
215, 231, 247
}
function PacerTest:new()
PacerTest.super:new()
self.ready_frames = 2430
self.clear_frames = 0
self.randomizer = History6RollsRandomizer()
self.level = 1
self.section = 0
self.level_frames = 0
self.section_lines = 0
self.section_clear = false
self.strikes = 0
self.lock_drop = true
self.lock_hard_drop = true
self.enable_hold = true
self.instant_hard_drop = true
self.instant_soft_drop = false
self.next_queue_length = 3
end
function PacerTest:initialize(ruleset)
self.level_frames = getLevelFrames(1)
switchBGM("pacer_test")
end
function PacerTest:getARE()
return 0
end
function PacerTest:getLineARE()
return 0
end
function PacerTest:getDasLimit()
return 8
end
function PacerTest:getLineClearDelay()
return 6
end
function PacerTest:getLockDelay()
return 30
end
function PacerTest:getGravity()
return 1/64
end
function PacerTest:getSection()
return math.floor(level / 100) + 1
end
function PacerTest:advanceOneFrame()
if self.clear then
self.clear_frames = self.clear_frames + 1
if self.clear_frames > 600 then
self.completed = true
end
return false
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
self.level_frames = self.level_frames - 1
if self.level_frames <= 0 then
self:checkSectionStatus()
self.section = self.section + 1
if self.section >= level_end_sections[self.level] then
self.level = self.level + 1
end
self.level_frames = self.level_frames + getLevelFrames(self.level)
end
end
return true
end
function PacerTest:checkSectionStatus()
if self.section_clear then
self.strikes = 0
self.section_clear = false
else
self.strikes = self.strikes + 1
if self.strikes >= 2 then
self.game_over = true
fadeoutBGM(2.5)
end
end
self.section_lines = 0
end
function PacerTest:onLineClear(cleared_row_count)
self.section_lines = self.section_lines + cleared_row_count
if self.section_lines >= 3 then
self.section_clear = true
end
end
function PacerTest:drawGrid(ruleset)
self.grid:draw()
if self.piece ~= nil then
self:drawGhostPiece(ruleset)
end
end
function PacerTest:getHighscoreData()
return {
level = self.level,
frames = self.frames,
}
end
function PacerTest:drawScoringInfo()
PacerTest.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1)
local text_x = config["side_next"] and 320 or 240
love.graphics.setFont(font_3x5_2)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("LINES", text_x, 224, 70, "left")
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
for i = 1, math.min(self.strikes, 3) do
love.graphics.draw(misc_graphics["strike"], text_x + (i - 1) * 30, 280)
end
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.section_lines .. "/3", text_x, 244, 40, "left")
love.graphics.printf(self.level, text_x, 340, 40, "right")
love.graphics.printf(self.section, text_x, 370, 40, "right")
end
function PacerTest:getBackground()
return math.min(self.level - 1, 19)
end
return PacerTest

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

@@ -1,24 +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

@@ -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

@@ -110,7 +110,14 @@ function ARS:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset piece.lock_delay = 0 -- step reset
end end
function ARS:get180RotationValue() return 3 end function ARS:get180RotationValue()
if config.gamesettings.world_reverse == 3 then
return 3
else
return 1
end
end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS return ARS

View File

@@ -185,7 +185,14 @@ function ARS:onPieceRotate(piece, grid)
end end
end end
function ARS:get180RotationValue() return 3 end function ARS:get180RotationValue()
if config.gamesettings.world_reverse == 3 then
return 3
else
return 1
end
end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS return ARS

View File

@@ -172,7 +172,14 @@ function ARS:onPieceRotate(piece, grid)
end end
end end
function ARS:get180RotationValue() return 3 end function ARS:get180RotationValue()
if config.gamesettings.world_reverse == 3 then
return 3
else
return 1
end
end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS return ARS

View File

@@ -184,5 +184,12 @@ function SRS:onPieceRotate(piece, grid)
end end
end end
function SRS:get180RotationValue() return 3 end function SRS:get180RotationValue()
if config.gamesettings.world_reverse == 1 then
return 1
else
return 3
end
end
return SRS return SRS

View File

@@ -151,7 +151,14 @@ function ARS:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset piece.lock_delay = 0 -- step reset
end end
function ARS:get180RotationValue() return 3 end function ARS:get180RotationValue()
if config.gamesettings.world_reverse == 3 then
return 3
else
return 1
end
end
function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default function ARS:getDefaultOrientation() return 3 end -- downward facing pieces by default
return ARS return ARS

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

@@ -25,6 +25,7 @@ Ruleset.enable_IRS_wallkicks = false
-- Component functions. -- Component functions.
function Ruleset:new() function Ruleset:new()
if config.gamesettings.piece_colour == 1 then
blocks["bone"] = (not self.world) and blocks["bone"] = (not self.world) and
{ {
R = love.graphics.newImage("res/img/bone.png"), R = love.graphics.newImage("res/img/bone.png"),
@@ -34,6 +35,8 @@ function Ruleset:new()
C = love.graphics.newImage("res/img/bone.png"), C = love.graphics.newImage("res/img/bone.png"),
B = love.graphics.newImage("res/img/bone.png"), B = love.graphics.newImage("res/img/bone.png"),
M = love.graphics.newImage("res/img/bone.png"), M = love.graphics.newImage("res/img/bone.png"),
F = love.graphics.newImage("res/img/bone.png"),
A = love.graphics.newImage("res/img/bone.png"),
X = love.graphics.newImage("res/img/bone.png"), X = love.graphics.newImage("res/img/bone.png"),
} or { } or {
R = love.graphics.newImage("res/img/bonew.png"), R = love.graphics.newImage("res/img/bonew.png"),
@@ -43,8 +46,36 @@ function Ruleset:new()
C = love.graphics.newImage("res/img/bonew.png"), C = love.graphics.newImage("res/img/bonew.png"),
B = love.graphics.newImage("res/img/bonew.png"), B = love.graphics.newImage("res/img/bonew.png"),
M = love.graphics.newImage("res/img/bonew.png"), M = love.graphics.newImage("res/img/bonew.png"),
F = love.graphics.newImage("res/img/bonew.png"),
A = love.graphics.newImage("res/img/bonew.png"),
X = love.graphics.newImage("res/img/bonew.png"), X = love.graphics.newImage("res/img/bonew.png"),
} }
else
blocks["bone"] = (config.gamesettings.piece_colour == 2) and
{
R = love.graphics.newImage("res/img/bone.png"),
O = love.graphics.newImage("res/img/bone.png"),
Y = love.graphics.newImage("res/img/bone.png"),
G = love.graphics.newImage("res/img/bone.png"),
C = love.graphics.newImage("res/img/bone.png"),
B = love.graphics.newImage("res/img/bone.png"),
M = love.graphics.newImage("res/img/bone.png"),
F = love.graphics.newImage("res/img/bone.png"),
A = love.graphics.newImage("res/img/bone.png"),
X = love.graphics.newImage("res/img/bone.png"),
} or {
R = love.graphics.newImage("res/img/bonew.png"),
O = love.graphics.newImage("res/img/bonew.png"),
Y = love.graphics.newImage("res/img/bonew.png"),
G = love.graphics.newImage("res/img/bonew.png"),
C = love.graphics.newImage("res/img/bonew.png"),
B = love.graphics.newImage("res/img/bonew.png"),
M = love.graphics.newImage("res/img/bonew.png"),
F = love.graphics.newImage("res/img/bonew.png"),
A = love.graphics.newImage("res/img/bonew.png"),
X = love.graphics.newImage("res/img/bonew.png"),
}
end
end end
function Ruleset:rotatePiece(inputs, piece, grid, prev_inputs, initial) function Ruleset:rotatePiece(inputs, piece, grid, prev_inputs, initial)
@@ -76,7 +107,7 @@ function Ruleset:attemptRotate(new_inputs, piece, grid, initial)
end end
if rot_dir == 0 then return end if rot_dir == 0 then return end
if self.world and config.gamesettings.world_reverse == 2 then if config.gamesettings.world_reverse == 3 or (self.world and config.gamesettings.world_reverse == 2) then
rot_dir = 4 - rot_dir rot_dir = 4 - rot_dir
end end

View File

@@ -185,5 +185,12 @@ function SRS:onPieceRotate(piece, grid)
end end
end end
function SRS:get180RotationValue() return 3 end function SRS:get180RotationValue()
if config.gamesettings.world_reverse == 1 then
return 1
else
return 3
end
end
return SRS return SRS

View File

@@ -1,102 +0,0 @@
Piece = require("tetris.components.piece")
local BONKERS = {}
BONKERS.name = "B.O.N.K.E.R.S."
BONKERS.hash = "Bonkers"
BONKERS.spawn_positions = {
I = { x=5, y=4 },
J = { x=4, y=5 },
L = { x=4, y=5 },
O = { x=5, y=5 },
S = { x=4, y=5 },
T = { x=4, y=5 },
Z = { x=4, y=5 },
}
BONKERS.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
{ {x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1} },
{ {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=1, y=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1} },
{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0} },
{ {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0} },
},
Z={
{ {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0} },
{ {x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1} },
{ {x=1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1} },
}
}
-- Component functions.
function BONKERS:attemptWallkicks(piece, new_piece, rot_dir, grid)
if piece.shape == "O" then
break
elseif piece.shape == "I" then
horizontal_kicks = {0, 1, -1, 2, -2}
else
horizontal_kicks = {0, 1, -1}
end
for y_offset = 20, new_piece.position.y - 24, -1 do
for idx, x_offset in pairs(horizontal_kicks) do
local offset = {x=x_offset, y=y_offset}
kicked_piece = new_piece:withOffset(offset)
if grid:canPlacePiece(kicked_piece) then
piece:setRelativeRotation(rot_dir)
piece:setOffset(offset)
piece.lock_delay = 0 -- rotate reset
return
end
end
end
end
function BONKERS:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset
end
function BONKERS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset
end
function BONKERS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset
end
return BONKERS

View File

@@ -1,235 +0,0 @@
Piece = require("tetris.components.piece")
require("funcs")
local SRS = {}
SRS.name = "SHIRASE"
SRS.hash = "Shirase"
SRS.spawn_positions = {
I = { x=5, y=4 },
J = { x=4, y=5 },
L = { x=4, y=5 },
O = { x=5, y=5 },
S = { x=4, y=5 },
T = { x=4, y=5 },
Z = { x=4, y=5 },
}
SRS.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
{ {x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1} },
{ {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=1, y=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1} },
{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0} },
{ {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0} },
},
Z={
{ {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0} },
{ {x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1} },
{ {x=1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1} },
}
}
SRS.wallkicks_3x3 = {
[0]={
[1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}},
[2]={{x=0, y=1}, {x=0, y=-1}},
[3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
},
[1]={
[0]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}},
[2]={{x=1, y=0}, {x=1, y=1}, {x=0, y=-2}, {x=1, y=-2}},
[3]={{x=0, y=1}, {x=0, y=-1}},
},
[2]={
[0]={{x=0, y=1}, {x=0, y=-1}},
[1]={{x=-1, y=0}, {x=-1, y=-1}, {x=0, y=2}, {x=-1, y=2}},
[3]={{x=1, y=0}, {x=1, y=-1}, {x=0, y=2}, {x=1, y=2}},
},
[3]={
[0]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
[1]={{x=0, y=1}, {x=0, y=-1}},
[2]={{x=-1, y=0}, {x=-1, y=1}, {x=0, y=-2}, {x=-1, y=-2}},
},
};
SRS.wallkicks_line = {
[0]={
[1]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}},
[2]={},
[3]={{x=-1, y=0}, {x=2, y=0}, {x=-1, y=-2}, {x=2, y=1}},
},
[1]={
[0]={{x=2, y=0}, {x=-1, y=0}, {x=2, y=-1}, {x=-1, y=2}},
[2]={{x=-1, y=0}, {x=2, y=0}, {x=-1, y=-2}, {x=2, y=1}},
[3]={{x=0, y=1}, {x=0, y=-1}, {x=0, y=2}, {x=0, y=-2}},
},
[2]={
[0]={},
[1]={{x=1, y=0}, {x=-2, y=0}, {x=1, y=2}, {x=-2, y=-1}},
[3]={{x=2, y=0}, {x=-1, y=0}, {x=2, y=-1}, {x=-1, y=2}},
},
[3]={
[0]={{x=1, y=0}, {x=-2, y=0}, {x=1, y=2}, {x=-2, y=-1}},
[1]={{x=0, y=1}, {x=0, y=-1}, {x=0, y=2}, {x=0, y=-2}},
[2]={{x=-2, y=0}, {x=1, y=0}, {x=-2, y=1}, {x=1, y=-2}},
},
};
local basicOffsets = {
[0] = { x = 1, y = 0 },
[1] = { x = 0, y = 1 },
[2] = { x = -1, y = 0 },
[3] = { x = 0, y = -1 }
}
-- Component functions.
local function rotatePiece(inputs, piece, grid, prev_inputs)
local new_inputs = {}
for input, value in pairs(inputs) do
if value and not prev_inputs[input] then
new_inputs[input] = true
end
end
local rot_dir = 0
if (new_inputs["rotate_left"] or new_inputs["rotate_left2"]) then
rot_dir = 3
elseif (new_inputs["rotate_right"] or new_inputs["rotate_right2"]) then
rot_dir = 1
elseif (new_inputs["rotate_180"]) then
rot_dir = 2
end
while rot_dir ~= 0 do
rotated_piece = piece:withRelativeRotation(rot_dir)
rotation_offset = vAdd(
basicOffsets[piece.rotation],
vNeg(basicOffsets[rotated_piece.rotation])
)
new_piece = rotated_piece:withOffset(rotation_offset)
if (grid:canPlacePiece(new_piece)) then
piece:setRelativeRotation(rot_dir)
piece:setOffset(rotation_offset)
piece.lock_delay = 0 -- rotate reset
break
end
if piece.shape == "I" then
kicks = SRS.wallkicks_line[piece.rotation][new_piece.rotation]
else
kicks = SRS.wallkicks_3x3[piece.rotation][new_piece.rotation]
end
for idx, offset in pairs(kicks) do
kicked_piece = new_piece:withOffset(offset)
if grid:canPlacePiece(kicked_piece) then
piece:setRelativeRotation(rot_dir)
piece:setOffset(vAdd(offset, rotation_offset))
piece.lock_delay = 0 -- rotate reset
rot_dir = 0
end
if rot_dir == 0 then
break
end
end
rot_dir = 0
end
-- prev_inputs becomes the previous inputs
for input, value in pairs(inputs) do
prev_inputs[input] = inputs[input]
end
end
local function movePiece(piece, grid, move)
if move == "left" then
if not piece:isMoveBlocked(grid, {x=-1, y=0}) then
piece.lock_delay = 0 -- move reset
end
piece:moveInGrid({x=-1, y=0}, 1, grid)
elseif move == "right" then
if not piece:isMoveBlocked(grid, {x=1, y=0}) then
piece.lock_delay = 0 -- move reset
end
piece:moveInGrid({x=1, y=0}, 1, grid)
end
end
local function dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked)
local y = piece.position.y
if inputs["down"] == true and drop_locked == false then
piece:addGravity(gravity + 1, grid):lockIfBottomed(grid)
elseif inputs["up"] == true then
if piece:isDropBlocked(grid) then
return
end
piece:dropToBottom(grid)
else
piece:addGravity(gravity, grid)
end
if piece.position.y ~= y then -- step reset
piece.lock_delay = 0
end
end
local function lockPiece(piece, grid, lock_delay)
if piece:isDropBlocked(grid) and piece.lock_delay >= lock_delay then
piece.locked = true
end
end
function SRS.initializePiece(inputs, data, grid, gravity, prev_inputs, move, lock_delay, drop_speed, drop_locked)
local piece = Piece(shape, 0, {
x = SRS.spawn_positions[shape].x,
y = SRS.spawn_positions[shape].y
}, SRS.block_offsets, 0, 0)
-- have to copy that object otherwise it gets referenced
rotatePiece(inputs, piece, grid, {})
dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked)
return piece
end
function SRS.processPiece(inputs, piece, grid, gravity, prev_inputs, move, lock_delay, drop_speed, drop_locked)
rotatePiece(inputs, piece, grid, prev_inputs)
movePiece(piece, grid, move)
dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked)
lockPiece(piece, grid, lock_delay)
end
return SRS

View File

@@ -1,174 +0,0 @@
Piece = require("tetris.components.piece")
local BONKERS = {}
BONKERS.name = "SUPER302"
BONKERS.hash = "Super302"
BONKERS.spawn_positions = {
I = { x=5, y=4 },
J = { x=4, y=5 },
L = { x=4, y=5 },
O = { x=5, y=5 },
S = { x=4, y=5 },
T = { x=4, y=5 },
Z = { x=4, y=5 },
}
BONKERS.block_offsets = {
I={
{ {x=0, y=0}, {x=-1, y=0}, {x=-2, y=0}, {x=1, y=0} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=0, y=2} },
{ {x=0, y=1}, {x=-1, y=1}, {x=-2, y=1}, {x=1, y=1} },
{ {x=-1, y=0}, {x=-1, y=-1}, {x=-1, y=1}, {x=-1, y=2} },
},
J={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=-1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1} , {x=1, y=-1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=1} },
},
L={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=1, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=-1, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=-1} },
},
O={
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
{ {x=0, y=0}, {x=-1, y=0}, {x=-1, y=-1}, {x=0, y=-1} },
},
S={
{ {x=1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=1, y=1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=-1} },
{ {x=-1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=1, y=0} },
{ {x=-1, y=-1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=1} },
},
T={
{ {x=0, y=0}, {x=-1, y=0}, {x=1, y=0}, {x=0, y=-1} },
{ {x=0, y=0}, {x=0, y=-1}, {x=0, y=1}, {x=1, y=0} },
{ {x=0, y=0}, {x=1, y=0}, {x=-1, y=0}, {x=0, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=-1}, {x=-1, y=0} },
},
Z={
{ {x=-1, y=-1}, {x=0, y=-1}, {x=0, y=0}, {x=1, y=0} },
{ {x=1, y=-1}, {x=1, y=0}, {x=0, y=0}, {x=0, y=1} },
{ {x=1, y=1}, {x=0, y=1}, {x=0, y=0}, {x=-1, y=0} },
{ {x=-1, y=1}, {x=-1, y=0}, {x=0, y=0}, {x=0, y=-1} },
}
}
-- Component functions.
local function rotatePiece(inputs, piece, grid, prev_inputs)
local new_inputs = {}
for input, value in pairs(inputs) do
if value and not prev_inputs[input] then
new_inputs[input] = true
end
end
local rot_dir = 0
if (new_inputs["rotate_left"] or new_inputs["rotate_left2"]) then
rot_dir = 3
elseif (new_inputs["rotate_right"] or new_inputs["rotate_right2"]) then
rot_dir = 1
elseif (new_inputs["rotate_180"]) then
rot_dir = 2
end
while rot_dir ~= 0 do
if piece.filled then break end
new_piece = piece:withRelativeRotation(rot_dir)
if (grid:canPlacePiece(new_piece)) and piece.shape ~= "O" then
piece:setRelativeRotation(rot_dir)
piece.lock_delay = 0 -- rotate reset
else
-- set the piece to occupy the whole grid
piece.filled = true
unfilled_block_offsets = {}
for y = 4, 23 do
for x = 0, 9 do
if not grid:isOccupied(x, y) then
table.insert(unfilled_block_offsets, {x=x, y=y})
end
end
end
piece.position = {x=0, y=0}
piece.getBlockOffsets = function(piece)
return unfilled_block_offsets
end
piece.isDropBlocked = function(piece)
return true
end
end
rot_dir = 0
end
-- prev_inputs becomes the previous inputs
for input, value in pairs(inputs) do
prev_inputs[input] = inputs[input]
end
end
local function movePiece(piece, grid, move)
if move == "left" then
if not piece:isMoveBlocked(grid, {x=-1, y=0}) then
piece.lock_delay = 0 -- move reset
end
piece:moveInGrid({x=-1, y=0}, 1, grid)
elseif move == "right" then
if not piece:isMoveBlocked(grid, {x=1, y=0}) then
piece.lock_delay = 0 -- move reset
end
piece:moveInGrid({x=1, y=0}, 1, grid)
end
end
local function dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked)
local y = piece.position.y
if inputs["down"] == true and drop_locked == false then
piece:addGravity(gravity + 1, grid):lockIfBottomed(grid)
elseif inputs["up"] == true then
if piece:isDropBlocked(grid) then
return
end
piece:dropToBottom(grid)
else
piece:addGravity(gravity, grid)
end
if piece.position.y ~= y then -- step reset
piece.lock_delay = 0
end
end
local function lockPiece(piece, grid, lock_delay)
if piece:isDropBlocked(grid) and piece.lock_delay >= lock_delay then
piece.locked = true
end
end
function BONKERS.initializePiece(inputs, data, grid, gravity, prev_inputs, move, lock_delay, drop_speed, drop_locked)
local piece = Piece(shape, 0, {
x = BONKERS.spawn_positions[shape].x,
y = BONKERS.spawn_positions[shape].y
}, BONKERS.block_offsets, 0, 0)
-- have to copy that object otherwise it gets referenced
rotatePiece(inputs, piece, grid, {})
dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked)
return piece
end
function BONKERS.processPiece(inputs, piece, grid, gravity, prev_inputs, move, lock_delay, drop_speed, drop_locked)
rotatePiece(inputs, piece, grid, prev_inputs)
movePiece(piece, grid, move)
dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked)
lockPiece(piece, grid, lock_delay)
end
return BONKERS

View File

@@ -1,133 +0,0 @@
local Piece = require 'tetris.components.piece'
local Ruleset = require 'tetris.rulesets.ruleset'
local Tengen = Ruleset:extend()
Tengen.name = "Tengen"
Tengen.hash = "Tengen"
Tengen.spawn_positions = {
I = { x=3, y=4 },
J = { x=4, y=4 },
L = { x=4, y=4 },
O = { x=5, y=4 },
S = { x=4, y=4 },
T = { x=4, y=4 },
Z = { x=4, y=4 },
}
Tengen.block_offsets = {
I={
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} },
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} },
},
J={
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=2, y=1} },
{ {x=1, y=0}, {x=1, y=1}, {x=1, y=2}, {x=0, y=2} },
{ {x=0, y=0}, {x=0, y=1}, {x=1, y=1}, {x=2, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=1, y=0} },
},
L={
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=0, y=1} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=1, y=2} },
{ {x=2, y=0}, {x=0, y=1}, {x=1, y=1}, {x=2, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=1, y=1}, {x=1, y=2} },
},
O={
{ {x=0, y=0}, {x=1, y=0}, {x=1, y=1}, {x=0, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=1, y=1}, {x=0, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=1, y=1}, {x=0, y=1} },
{ {x=0, y=0}, {x=1, y=0}, {x=1, y=1}, {x=0, y=1} },
},
-- up to here
S={
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} },
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} },
},
T={
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} },
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} },
},
Z={
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} },
{ {x=0, y=0}, {x=1, y=0}, {x=2, y=0}, {x=3, y=0} },
{ {x=0, y=0}, {x=0, y=1}, {x=0, y=2}, {x=0, y=3} },
}
}
-- Component functions.
function Tengen:attemptWallkicks(piece, new_piece, rot_dir, grid)
-- O doesn't kick
if (piece.shape == "O") then return end
-- center column rule
if (
piece.shape == "J" or piece.shape == "T" or piece.shape == "L"
) and (
piece.rotation == 0 or piece.rotation == 2
) and (
grid:isOccupied(piece.position.x, piece.position.y) or
grid:isOccupied(piece.position.x, piece.position.y - 1) or
grid:isOccupied(piece.position.x, piece.position.y - 2)
) then return end
if piece.shape == "I" then
-- special kick rules for I
if new_piece.rotation == 0 or new_piece.rotation == 2 then
-- kick right, right2, left
if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
self:onPieceRotate(piece, grid)
elseif grid:canPlacePiece(new_piece:withOffset({x=2, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=2, y=0})
self:onPieceRotate(piece, grid)
elseif grid:canPlacePiece(new_piece:withOffset({x=-1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
self:onPieceRotate(piece, grid)
end
elseif piece:isDropBlocked(grid) and (new_piece.rotation == 1 or new_piece.rotation == 3) and piece.floorkick == 0 then
-- kick up, up2
if grid:canPlacePiece(new_piece:withOffset({x=0, y=-1})) then
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-1})
self:onPieceRotate(piece, grid)
piece.floorkick = 1
elseif grid:canPlacePiece(new_piece:withOffset({x=0, y=-2})) then
piece:setRelativeRotation(rot_dir):setOffset({x=0, y=-2})
self:onPieceRotate(piece, grid)
piece.floorkick = 1
end
end
elseif piece.shape ~= "I" then
-- kick right, kick left
if (grid:canPlacePiece(new_piece:withOffset({x=1, y=0}))) then
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
elseif (grid:canPlacePiece(new_piece:withOffset({x=-1, y=0}))) then
piece:setRelativeRotation(rot_dir):setOffset({x=-1, y=0})
end
else
end
end
function Tengen:onPieceCreate(piece, grid)
piece.floorkick = 0
end
function Tengen:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset
end
function Tengen:get180RotationValue() return config["reverse_rotate"] and 1 or 3 end
function Tengen:getDefaultOrientation() return 3 end -- downward facing pieces by default
return Tengen