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19 Commits

Author SHA1 Message Date
Ishaan Bhardwaj
891f96e814 I broke the DAS switch functionality 2020-12-03 14:10:46 -05:00
Ishaan Bhardwaj
36837a3af5 Update main.lua 2020-12-03 13:45:23 -05:00
Ishaan Bhardwaj
01b0f9f618 DAS switch behavior implemented 2020-12-02 21:09:52 -05:00
Ishaan Bhardwaj
7c8c5bb11d Hide hold queue when hold is disabled 2020-12-02 13:41:47 -05:00
Ishaan Bhardwaj
acaa6bdbbf whoops forgot to not require socket 2020-12-01 11:58:29 -05:00
Ishaan Bhardwaj
c37757f592 Implement an axis timer (fixes #12) 2020-12-01 11:57:09 -05:00
Ishaan Bhardwaj
905e4bcc77 drawSectionTimesWithSecondary update 2020-12-01 11:56:44 -05:00
Ishaan Bhardwaj
d956647678 Core mode rebalancing 2020-12-01 11:56:28 -05:00
Ishaan Bhardwaj
10f032b49b Added more functionality to advanceOneFrame 2020-11-30 12:34:21 -05:00
Ishaan Bhardwaj
5590e6c89b Small DAS changes 2020-11-29 11:11:47 -05:00
Joe Z
0393396d74 Made instant DAS respect instant gravity. 2020-11-29 09:19:17 -05:00
Joe Zeng
8c1eaec1aa DAS priority reversal (#25)
* Reversed the priority of key presses when charging DAS.
* Made it an actual config option.
* Config should be false by default.
2020-11-28 23:29:46 -05:00
Ishaan Bhardwaj
957802a78e Fixed a minor bug in the scope of SA2's line 2020-11-27 23:21:59 -05:00
Ishaan Bhardwaj
169a4e4d2f AX4 no longer shows timer in the roll 2020-11-22 10:39:42 -05:00
Ishaan Bhardwaj
48aee18340 Fix I wallkicks in ARS rules 2020-11-21 23:29:06 -05:00
Ishaan Bhardwaj
7b496d9412 Ti and ACE floorkick fix 2020-11-21 21:48:45 -05:00
Ishaan Bhardwaj
7abb861446 Hard drop can ARE cancel now 2020-11-21 16:29:24 -05:00
Ishaan Bhardwaj
21f8769228 Made ARE canceling also cancel LCD 2020-11-20 11:29:46 -05:00
Ishaan Bhardwaj
44423fd2e8 Made ARE canceling less slippery (again) 2020-11-19 22:22:43 -05:00
13 changed files with 168 additions and 53 deletions

View File

@@ -15,7 +15,12 @@ function love.load()
love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
if not config.gamesettings then config.gamesettings = {} end
if not config.gamesettings then
config.gamesettings = {}
config["das_last_key"] = false
else
config["das_last_key"] = config.gamesettings.das_last_key == 2
end
for _, option in ipairs(GameConfigScene.options) do
if not config.gamesettings[option[1]] then
config.gamesettings[option[1]] = 1

View File

@@ -9,6 +9,7 @@ ConfigScene.options = {
{"manlock", "Manual locking",{"Per ruleset","Per gamemode","Harddrop", "Softdrop"}},
{"piece_colour", "Piece Colours", {"Per ruleset","Arika" ,"TTC"}},
{"world_reverse","A Button Rotation", {"Left" ,"Auto" ,"Right"}},
{"das_last_key", "DAS Switch", {"Default", "Instant"}}
}
local optioncount = #ConfigScene.options
@@ -24,6 +25,7 @@ function ConfigScene:new()
end
function ConfigScene:update()
config["das_last_key"] = config.gamesettings.das_last_key == 2
end
function ConfigScene:render()

View File

@@ -32,6 +32,7 @@ function ConfigScene:new()
self.input_state = 1
self.set_inputs = newSetInputs()
self.new_input = {}
self.axis_timer = 0
DiscordRPC:update({
details = "In menus",
@@ -63,6 +64,8 @@ function ConfigScene:render()
love.graphics.print("press key or joystick input for " .. configurable_inputs[self.input_state] .. ", tab to skip" .. (config.input and ", escape to cancel" or ""), 0, 0)
love.graphics.print("function keys (F1, F2, etc.), escape, and tab can't be changed", 0, 20)
end
self.axis_timer = self.axis_timer + 1
end
local function addJoystick(input, name)
@@ -118,7 +121,7 @@ function ConfigScene:onInputPress(e)
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
if (e.axis ~= self.last_axis or self.axis_timer > 30) and math.abs(e.value) >= 1 then
addJoystick(self.new_input, e.name)
if not self.new_input.joysticks[e.name].axes then
self.new_input.joysticks[e.name].axes = {}
@@ -128,10 +131,12 @@ function ConfigScene:onInputPress(e)
end
self.set_inputs[configurable_inputs[self.input_state]] =
"jaxis " ..
(e.value >= 0.5 and "+" or "-") .. e.axis ..
(e.value >= 1 and "+" or "-") .. e.axis ..
" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
self.new_input.joysticks[e.name].axes[e.axis][e.value >= 0.5 and "positive" or "negative"] = configurable_inputs[self.input_state]
self.new_input.joysticks[e.name].axes[e.axis][e.value >= 1 and "positive" or "negative"] = configurable_inputs[self.input_state]
self.input_state = self.input_state + 1
self.last_axis = e.axis
self.axis_timer = 0
end
elseif e.type == "joyhat" then
if e.direction ~= "c" then

View File

@@ -78,12 +78,15 @@ function Piece:setRelativeRotation(rot)
return self
end
function Piece:moveInGrid(step, squares, grid)
function Piece:moveInGrid(step, squares, grid, instant)
local moved = false
for x = 1, squares do
if grid:canPlacePiece(self:withOffset(step)) then
moved = true
self:setOffset(step)
if instant then
self:dropToBottom(grid)
end
else
break
end

View File

@@ -96,10 +96,20 @@ function GameMode:update(inputs, ruleset)
if self.completed then return end
-- advance one frame
if self:advanceOneFrame(inputs) == false then return end
if self:advanceOneFrame(inputs, ruleset) == false then return end
self:chargeDAS(inputs, self:getDasLimit(), self.getARR())
-- set attempt flags
if inputs["left"] or inputs["right"] then self:onAttemptPieceMove(self.piece) end
if
inputs["rotate_left"] or inputs["rotate_right"] or
inputs["rotate_left2"] or inputs["rotate_right2"] or
inputs["rotate_180"]
then
self:onAttemptPieceRotate(self.piece)
end
if self.piece == nil then
self:processDelays(inputs, ruleset)
else
@@ -200,6 +210,8 @@ end
-- event functions
function GameMode:whilePieceActive() end
function GameMode:onAttemptPieceMove(piece) end
function GameMode:onAttemptPieceRotate(piece) end
function GameMode:onPieceLock(piece, cleared_row_count)
playSE("lock")
end
@@ -223,8 +235,25 @@ function GameMode:onGameOver()
switchBGM(nil)
end
function GameMode:chargeDAS(inputs)
if inputs[self.das.direction] == true then
-- DAS functions
function GameMode:startRightDAS()
self.move = "right"
self.das = { direction = "right", frames = 0 }
if self:getDasLimit() == 0 then
self:continueDAS()
end
end
function GameMode:startLeftDAS()
self.move = "left"
self.das = { direction = "left", frames = 0 }
if self:getDasLimit() == 0 then
self:continueDAS()
end
end
function GameMode:continueDAS()
local das_frames = self.das.frames + 1
if das_frames >= self:getDasLimit() then
if self.das.direction == "left" then
@@ -238,15 +267,34 @@ function GameMode:chargeDAS(inputs)
self.move = "none"
self.das.frames = das_frames
end
elseif inputs["right"] == true then
self.move = "right"
self.das = { direction = "right", frames = 0 }
elseif inputs["left"] == true then
self.move = "left"
self.das = { direction = "left", frames = 0 }
else
end
function GameMode:stopDAS()
self.move = "none"
self.das = { direction = "none", frames = -1 }
end
function GameMode:chargeDAS(inputs)
if config["das_last_key"] then
if inputs["right"] == true and self.das.direction ~= "right" and not self.prev_inputs["right"] then
self:startRightDAS()
elseif inputs["left"] == true and self.das.direction ~= "left" and not self.prev_inputs["left"] then
self:startLeftDAS()
elseif inputs[self.das.direction] == true then
self:continueDAS()
else
self:stopDAS()
end
else -- default behaviour, das first key pressed
if inputs[self.das.direction] == true then
self:continueDAS()
elseif inputs["right"] == true then
self:startRightDAS()
elseif inputs["left"] == true then
self:startLeftDAS()
else
self:stopDAS()
end
end
end
@@ -270,6 +318,18 @@ function GameMode:processDelays(inputs, ruleset, drop_speed)
end
elseif self.lcd > 0 then
self.lcd = self.lcd - 1
if ruleset.are_cancel and
(self.move == "none" and not self.prev_inputs["up"] and
not self.prev_inputs["rotate_left"] and not self.prev_inputs["rotate_left2"] and
not self.prev_inputs["rotate_right"] and not self.prev_inputs["rotate_right2"] and
not self.prev_inputs["rotate_180"]) and
(inputs["left"] or inputs["right"] or inputs["up"] or
inputs["rotate_left"] or inputs["rotate_left2"] or
inputs["rotate_right"] or inputs["rotate_right2"] or
inputs["rotate_180"]) then
self.lcd = 0
self.are = 0
end
if self.lcd == 0 then
self.grid:clearClearedRows()
playSE("fall")
@@ -280,7 +340,11 @@ function GameMode:processDelays(inputs, ruleset, drop_speed)
elseif self.are > 0 then
self.are = self.are - 1
if ruleset.are_cancel and
(inputs["left"] or inputs["right"] or
(self.move == "none" and not self.prev_inputs["up"] and
not self.prev_inputs["rotate_left"] and not self.prev_inputs["rotate_left2"] and
not self.prev_inputs["rotate_right"] and not self.prev_inputs["rotate_right2"] and
not self.prev_inputs["rotate_180"]) and
(inputs["left"] or inputs["right"] or inputs["up"] or
inputs["rotate_left"] or inputs["rotate_left2"] or
inputs["rotate_right"] or inputs["rotate_right2"] or
inputs["rotate_180"]) then
@@ -398,7 +462,7 @@ function GameMode:drawNextQueue(ruleset)
drawPiece(next_piece, skin, ruleset.block_offsets[next_piece][rotation], -16+i*80, -32)
end
end
if self.hold_queue ~= nil then
if self.hold_queue ~= nil and self.enable_hold then
local hold_color = self.held and 0.6 or 1
self:setHoldOpacity(1, hold_color)
drawPiece(
@@ -455,7 +519,7 @@ function GameMode:drawSectionTimes(current_section)
love.graphics.printf(formatTime(self.frames - self.section_start_time), section_x, 40 + 20 * current_section, 90, "left")
end
function GameMode:drawSectionTimesWithSecondary(current_section)
function GameMode:drawSectionTimesWithSecondary(current_section, section_colour_function)
local section_x = 530
local section_secondary_x = 440
@@ -466,6 +530,9 @@ function GameMode:drawSectionTimesWithSecondary(current_section)
end
for section, time in pairs(self.secondary_section_times) do
if self.section_colour_function then
love.graphics.setColor(self:section_colour_function(section))
end
if section > 0 then
love.graphics.printf(formatTime(time), section_secondary_x, 40 + 20 * section, 90, "left")
end

View File

@@ -327,10 +327,10 @@ function Marathon2020Game:checkClear(level)
end
function Marathon2020Game:updateSectionTimes(old_level, new_level)
function sectionCool()
function sectionCool(section)
self.section_cool_count = self.section_cool_count + 1
self.delay_level = math.min(20, self.delay_level + 1)
table.insert(self.section_status, "cool")
if section < 10 then table.insert(self.section_status, "cool") end
self.cool_timer = 300
end
@@ -348,7 +348,7 @@ function Marathon2020Game:updateSectionTimes(old_level, new_level)
table.insert(self.section_times, section_time)
self.section_start_time = self.frames
if section > 4 then self.delay_level = math.min(20, self.delay_level + 1) end
if section > 5 then self.delay_level = math.min(20, self.delay_level + 1) end
self:checkTorikan(section)
self:checkClear(new_level)
@@ -357,11 +357,11 @@ function Marathon2020Game:updateSectionTimes(old_level, new_level)
self.secondary_section_times[section] < self.secondary_section_times[section - 1] + 120 and
self.secondary_section_times[section] < cool_cutoffs[section]
) then
sectionCool()
sectionCool(section)
elseif self.section_status[section - 1] == "cool" then
table.insert(self.section_status, "none")
elseif section <= 19 and self.secondary_section_times[section] < cool_cutoffs[section] then
sectionCool()
sectionCool(section)
else
table.insert(self.section_status, "none")
end
@@ -423,6 +423,14 @@ function Marathon2020Game:drawGrid()
end
end
function Marathon2020Game:sectionColourFunction(section)
if self.section_status[section] == "cool" then
return { 0, 1, 0, 1 }
else
return { 1, 1, 1, 1 }
end
end
function Marathon2020Game:drawScoringInfo()
Marathon2020Game.super.drawScoringInfo(self)
@@ -434,7 +442,7 @@ function Marathon2020Game:drawScoringInfo()
love.graphics.printf("GRADE PTS.", text_x, 200, 90, "left")
love.graphics.printf("LEVEL", text_x, 320, 40, "left")
self:drawSectionTimesWithSecondary(current_section)
self:drawSectionTimesWithSecondary(current_section, self.sectionColourFunction)
if (self.cool_timer > 0) then
love.graphics.printf("COOL!!", 64, 400, 160, "center")

View File

@@ -146,7 +146,7 @@ function MarathonAX4Game:drawScoringInfo()
strTrueValues(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("TIME LEFT", 240, 250, 80, "left")
if self.lines < 150 then love.graphics.printf("TIME LEFT", 240, 250, 80, "left") end
love.graphics.printf("LINES", 240, 320, 40, "left")
local current_section = math.floor(self.lines / 10) + 1
@@ -161,7 +161,7 @@ function MarathonAX4Game:drawScoringInfo()
if not self.game_over and not self.clear and time_left < frameTime(0,10) and time_left % 4 < 2 then
love.graphics.setColor(1, 0.3, 0.3, 1)
end
love.graphics.printf(formatTime(time_left), 240, 270, 160, "left")
if self.lines < 150 then love.graphics.printf(formatTime(time_left), 240, 270, 160, "left") end
love.graphics.setColor(1, 1, 1, 1)
end

View File

@@ -255,7 +255,7 @@ PhantomMania2Game.garbageOpacityFunction = function(age)
end
function PhantomMania2Game:drawGrid()
if not (self.game_over or (self.clear and self.level < 1300)) then
if not (self.game_over) then
self.grid:drawInvisible(self.rollOpacityFunction, self.garbageOpacityFunction)
else
self.grid:draw()

View File

@@ -161,6 +161,7 @@ function SurvivalA2Game:drawScoringInfo()
if self.roll_frames > 2968 then love.graphics.setColor(1, 0.5, 0, 1)
elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
if self:getLetterGrade() ~= "" then love.graphics.printf(self:getLetterGrade(), text_x, 140, 90, "left") end
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.level, text_x, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), text_x, 370, 40, "right")
if sg >= 5 then

View File

@@ -113,7 +113,8 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
if piece.shape == "I" then
-- special kick rules for I
if new_piece.rotation == 0 or new_piece.rotation == 2 then
if new_piece.rotation == 0 or new_piece.rotation == 2 and
(piece:isMoveBlocked(grid, {x=-1, y=0}) or piece:isMoveBlocked(grid, {x=1, y=0})) then
-- kick right, right2, left
if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
@@ -163,13 +164,16 @@ end
function ARS:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset
if piece.floorkick >= 2 and piece:isDropBlocked(grid) then
piece.locked = true
end
end
function ARS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 127 then
if piece.manipulations >= 128 then
piece.locked = true
end
end
@@ -179,10 +183,13 @@ function ARS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 127 then
if piece.manipulations >= 128 then
piece.locked = true
end
end
if piece.floorkick >= 1 then
piece.floorkick = piece.floorkick + 1
end
end
function ARS:get180RotationValue()

View File

@@ -100,7 +100,8 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
if piece.shape == "I" then
-- special kick rules for I
if new_piece.rotation == 0 or new_piece.rotation == 2 then
if new_piece.rotation == 0 or new_piece.rotation == 2 and
(piece:isMoveBlocked(grid, {x=-1, y=0}) or piece:isMoveBlocked(grid, {x=1, y=0})) then
-- kick right, right2, left
if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
@@ -150,13 +151,16 @@ end
function ARS:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset
if piece.floorkick >= 2 and piece:isDropBlocked(grid) then
piece.locked = true
end
end
function ARS:onPieceMove(piece, grid)
piece.lock_delay = 0 -- move reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 127 then
if piece.manipulations >= 128 then
piece.locked = true
end
end
@@ -166,10 +170,13 @@ function ARS:onPieceRotate(piece, grid)
piece.lock_delay = 0 -- rotate reset
if piece:isDropBlocked(grid) then
piece.manipulations = piece.manipulations + 1
if piece.manipulations >= 127 then
if piece.manipulations >= 128 then
piece.locked = true
end
end
if piece.floorkick >= 1 then
piece.floorkick = piece.floorkick + 1
end
end
function ARS:get180RotationValue()

View File

@@ -100,7 +100,8 @@ function ARS:attemptWallkicks(piece, new_piece, rot_dir, grid)
if piece.shape == "I" then
-- special kick rules for I
if new_piece.rotation == 0 or new_piece.rotation == 2 then
if (new_piece.rotation == 0 or new_piece.rotation == 2) and
(piece:isMoveBlocked(grid, {x=-1, y=0}) or piece:isMoveBlocked(grid, {x=1, y=0})) then
-- kick right, right2, left
if grid:canPlacePiece(new_piece:withOffset({x=1, y=0})) then
piece:setRelativeRotation(rot_dir):setOffset({x=1, y=0})
@@ -149,6 +150,15 @@ end
function ARS:onPieceDrop(piece, grid)
piece.lock_delay = 0 -- step reset
if piece.floorkick >= 2 and piece:isDropBlocked(grid) then
piece.locked = true
end
end
function ARS:onPieceRotate(piece, grid)
if piece.floorkick >= 1 then
piece.floorkick = piece.floorkick + 1
end
end
function ARS:get180RotationValue()

View File

@@ -128,16 +128,16 @@ function Ruleset:attemptWallkicks(piece, new_piece, rot_dir, grid)
-- do nothing in default ruleset
end
function Ruleset:movePiece(piece, grid, move)
function Ruleset:movePiece(piece, grid, move, instant)
local x = piece.position.x
if move == "left" then
piece:moveInGrid({x=-1, y=0}, 1, grid)
elseif move == "speedleft" then
piece:moveInGrid({x=-1, y=0}, 10, grid)
piece:moveInGrid({x=-1, y=0}, 1, grid, false)
elseif move == "right" then
piece:moveInGrid({x=1, y=0}, 1, grid)
piece:moveInGrid({x=1, y=0}, 1, grid, false)
elseif move == "speedleft" then
piece:moveInGrid({x=-1, y=0}, 10, grid, instant)
elseif move == "speedright" then
piece:moveInGrid({x=1, y=0}, 10, grid)
piece:moveInGrid({x=1, y=0}, 10, grid, instant)
end
if piece.position.x ~= x then
self:onPieceMove(piece, grid)
@@ -212,7 +212,7 @@ function Ruleset:processPiece(
hard_drop_enabled, additive_gravity
)
self:rotatePiece(inputs, piece, grid, prev_inputs, false)
self:movePiece(piece, grid, move)
self:movePiece(piece, grid, move, gravity >= 20)
self:dropPiece(
inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked,
hard_drop_enabled, additive_gravity